Spire of the Watcher
Spire of the Watcher | |
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Information | |
Location | Mars (Savathûn's Throne World) |
Players | 1-3 |
Power | 1570 (Normal) 1610 (Master) |
Expansion | ![]() |
Enemies | Vex |
Boss | Akelous, the Siren's Current (Harpy) Persys, Primordial Ruin (Wyvern) |
Description | Machinations run wild in this dust-ridden ruin. Bring them to heel. |
Spire of the Watcher is the sixth dungeon added to Destiny 2. It was released on December 9, 2022, during the Season of the Seraph. Set in a derelict Seraph facility on Mars, this Vex-themed activity challenges players to navigate vertical environments, solve electrical circuit puzzles, and defeat ancient Vex constructs. The dungeon features a unique Wild West aesthetic, with cowboy-themed armor and weapons as rewards.
Contents
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Overview
Enemies Encountered
Bosses
Access
Access to the dungeon requires ownership of The Witch Queen Dungeon Key. Players can acquire the quest Ares Desperado from Ikora Rey in the Tower. The dungeon can then be found on the Savathûn's Throne World destination map, next to the landing zone for The Enclave. Players must complete the free introductory mission from The Witch Queen campaign, The Arrival, in order to access the Throne World map.
Walkthrough
The Spire of the Watcher is a highly vertical dungeon, requiring players to ascend and descend a massive Seraph tower while solving puzzles involving electrical circuits. The core mechanic revolves around the Arctrician buff, which allows players to activate nodes along yellow and red wires to power machinery and progress through encounters.
Ishtar Chronoscopic Analysis
Players begin in an abandoned outpost on Mars, with a massive Seraph tower looming overhead. The goal of this opening encounter is to reestablish power to open the tower's entrance by completing four electrical circuits.
To start, defeat the Vex guarding the area, including a Conduit Minotaur. Killing a Conduit Minotaur drops a pool of radiolarian fluid that grants the Arctrician buff for 30 seconds. This buff allows players to shoot diamond-shaped nodes along yellow wires to activate them. Each node activated adds approximately five seconds to the buff's duration, and a successfully powered node turns the connected wire from yellow to blue.
Locate the four power sources (nodes with a white arrow indicating the direction of power flow) in the following locations:
- **Left Building (Top):** On the roof, in a small room at the lower half of the building.
- **Left Building (Bottom):** Inside a tunnel leading to a small cavern.
- **Right Building (Top):** On the exterior wall, near the Seraph tower.
- **Right Building (Bottom):** In a hole inside the building, accessible by dropping down.
Starting from each power source, follow the yellow wire and shoot each node in sequence until reaching the central hatch, where four endpoint nodes are located. If a node is shot out of order, it will remain unpowered. Activate all four circuits to open the hatch, allowing players to slide down into the tower. Be cautious during the slide to avoid falling damage.
Reactor Firewall
After sliding down, players are locked out of the main bunker door. Jump to the catwalk on the left and navigate through ventilation shafts with yellow and red lighting. Drop through the second red-lit hole to enter the Reactor Firewall area, a large chasm filled with Vex enemies, including Goblins, Hobgoblins, Harpies, and Incarcerator Hydras.
Use long-range weapons to clear enemies while traversing the chasm via catwalks and hanging platforms, moving in a U-shaped path to the opposite side. Watch for Supplicant Harpies, which explode on contact. Near the end, the path appears to dead-end at a skybridge. Instead, jump around the pillar to the left to find a hidden platform, then proceed to a gravity lift that takes players up to a computer room. Place a Raid Banner and jump out the window to begin the first major encounter.
- Secret Chest 1:** Before reaching the skybridge, stop at the single edge on the wall. Climb the nearby scaffolding to the skybridge, then turn left and jump around the column to a small platform. The chest is located on a hidden bridge attached to the column.
Ascend the Spire
This encounter tasks players with climbing the Spire by powering gravity lifts through electrical circuits. It consists of three floors, each requiring two circuits to be completed. The mechanics are similar to the opening encounter, but the vertical layout and enemy density increase the challenge.
Defeat a Conduit Minotaur to obtain the Arctrician buff and locate the two starting nodes on each floor. Follow the yellow wires to activate nodes in sequence, powering the gravity lift to the next floor. Each floor has unique challenges:
- **Floor One:** Two straightforward circuits with six nodes each, located on opposite sides of the tower.
- **Floor Two:** Two circuits with five nodes each, some blocked by electrical barriers. Avoid stepping into the barriers, as they deal damage.
- **Floor Three:** Two circuits with intertwined paths. The starting nodes are on opposite sides of the diamond-shaped platform, and wires intersect at one point. If the wire starts at the top, it continues at the bottom after the intersection, and vice versa.
Enemies, including Goblins, Harpies, and Supplicants, spawn continuously, so clear them periodically to avoid being overwhelmed. Completing all circuits on a floor activates the gravity lift. After the third floor, a chest spawns, rewarding loot. Climb the platforms behind the chest to proceed.
- Tips:**
- Scout the node locations before grabbing the Arctrician buff to plan your route.
- Use long- and medium-range weapons (for example Scout Rifles, Auto Rifles) to clear enemies from a distance.
- Coordinate with teammates to split circuits or cover each other while activating nodes.
Akelous, the Siren's Current
At the top of the Spire, players face Akelous, the Siren's Current, a massive Harpy boss immune to damage until its shield is removed. The arena consists of a central square platform with four boardwalks extending to fuel rods at the ends.
To start, approach the boss to spawn enemies, including Conduit Minotaurs, Goblins, and Harpies. Kill a Minotaur to gain the Arctrician buff and shoot the four starting nodes in the center of the platform. Each node begins a circuit that leads to a fuel rod at the end of a boardwalk. Follow the yellow wires to activate approximately six nodes per circuit, ending at the fuel rod. The boardwalks (labeled 1–4) have the following node configurations:
- **Boardwalk 1:** Two nodes on the lower level of the central platform, one on the right side of the bridge, one on the left, and one by the fuel rod.
- **Boardwalk 2:** Two nodes on the lower level of the central platform, one under the bridge, one on the right side, and one by the fuel rod.
- **Boardwalk 3:** One node inside the bridge, one on top, two facing each other inside, and one by the fuel rod.
- **Boardwalk 4:** Two nodes on the lower level of the central platform, one on the right side, one on the left, and one by the fuel rod.
Activating all four fuel rods triggers the damage phase. Gather at the last fuel rod activated, as Akelous, the Siren's Current will fly there. Shoot its red eyes with a fast-firing weapon (for example SMG) to expose its critical spot. Deal damage using Linear Fusion Rifles (for example Cataclysmic) or Rocket Launchers while moving forward to maintain optimal distance. If the critical spot’s health bar is depleted, the boss stuns, extending the damage phase. At the end of the phase, Akelous, the Siren's Current emits a concussive blast that can knock players off the tower. Drop into the boardwalks or use movement abilities to avoid falling.
Repeat the process until the boss is defeated. There is no enrage mechanic, so take as many phases as needed. After defeating Akelous, the Siren's Current, a chest spawns, and the central platform opens for descent.
- Tips:**
- Clear adds before starting the damage phase to avoid interruptions.
- Use Well of Radiance or Ward of Dawn for survivability during the damage phase.
- Equip Trinity Ghoul or weapons with Voltshot for efficient add clear.
Pillory Stack Containment
This section involves descending the Spire to reach the final boss. The Vex have triggered a self-destruct sequence, requiring players to bypass locked vault doors by activating red wire circuits, a variation of the Arctrician mechanic.
Unlike yellow wires, red wires are time-sensitive and do not require sequential activation. Players must shoot all nodes in a circuit within a short window (approximately five seconds) to activate it. If the timer expires, the circuit resets. Defeat Vex enemies, including Conduit Minotaurs, to obtain the Arctrician buff and activate the red wire nodes.
The descent consists of three floors, each with a vault door guarded by enemies:
- **Floor One:** After clearing adds, shoot five red wire nodes near the Minotaur spawn platform, slightly to the right.
- **Floor Two:** Navigate through ventilation shafts and avoid fan blades by landing on solid platforms. Shoot five red wire nodes on the lowest floor, visible at a 45° angle upward.
- **Floor Three:** Defeat an Incarcerator Hydra and other enemies in a room with Tesla coils. Shoot four red wire nodes on the walls and one in the center, avoiding electrical pulses.
- Secret Chest 2:** In the third floor room, check under the four staircases for a destructible vent. One vent (consistent but not always the same due to the room’s symmetry) leads to a secret compartment with the chest.
After bypassing the final door, players reach the Seraph Reactor Core for the final encounter.
Persys, Primordial Ruin
The final boss, Persys, Primordial Ruin, is a massive Wyvern with an immune shield. The arena is divided into two rooms: the “big room” (where players spawn) and the “reactor room” (where Persys, Primordial Ruin spawns). The goal is to initiate a reactor core purge to remove the boss’s shield, requiring both yellow and red wire circuits.
To start, clear the initial wave of enemies, including Goblins, Supplicants, and two Incarcerator Hydras. Defeating the Hydras spawns Conduit Minotaurs. Kill a Minotaur to gain the Arctrician buff and shoot five red wire nodes (four on the pillars, one above the reactor room door) to open the door.
With the door open, locate two yellow wire starting nodes on opposite sides of the pillars in the big room. Follow each wire into the reactor room, activating approximately five nodes per circuit to power two of the four generators. Bait Persys, Primordial Ruin into the reactor room by having the fireteam move together. Once the boss crosses the threshold, complete both yellow circuits to trigger the “Reactor Purge Imminent” message.
Retreat to the big room and refresh the Arctrician buff if needed. When the red wire nodes reactivate, shoot all five within the time limit to close the blast door, trapping Persys, Primordial Ruin in the reactor room. If successful, the reactor purges, removing the boss’s shield for a brief damage phase. If the door closes without the boss inside, the shield remains, and the process must be repeated.
During the damage phase, stand in the middle of the big room and target the boss’s glowing critical spot with Linear Fusion Rifles (for example Cataclysmic) or Rocket Launchers (for example Gjallarhorn). Well of Radiance and Divinity enhance damage output. Strafe to avoid the boss’s Void projectiles and melee attacks. The shield reactivates after 15–20 seconds, resetting the encounter.
Repeat until Persys, Primordial Ruin is defeated. No enrage mechanic exists, allowing multiple phases. Upon victory, two chests spawn, potentially including the Hierarchy of Needs Exotic Combat Bow.
- Tips:**
- Use Witherhoard or Grenade Launchers for add clear in the cramped arena.
- Equip Void damage resistance and Concussive Dampener mods to mitigate boss damage.
- Coordinate baiting the boss to ensure it enters the reactor room before completing circuits.
Rewards
Unlike Duality, none of the weapons that drop from this dungeon can be crafted. The armor items that feature a cowboy hat are weighted to drop much more rarely compared to the other items that drop from their respective encounters. This includes the TM-Cogburn Custom Cover Titan Helmet, the TM-Earp Custom Cloaked Stetson Hunter Cloak, and the TM-Moss Custom Hat Warlock Helmet.
Each encounter has a specific loot pool. New items can be obtained once per week, per class, but encounters can be looted for rerolls of already unlocked gear an unlimited number of times. Encounters on Master difficulty drop Artifice Armor and Adept Weapon Mods.
Ascend the Spire
One weapon or armor drop is rewarded from completing this encounter.
The TM-Cogburn Custom Cover Titan Helmet and TM-Moss Custom Hat Warlock Helmet drop more rarely than the other items that drop from this encounter.
Akelous, the Siren's Current
One weapon or armor drop is rewarded from completing this encounter.
The TM-Earp Custom Cloaked Stetson Hunter Cloak drops more rarely than the other items that drop from this encounter.
Persys, Primordial Ruin
One weapon or armor drop is rewarded from completing this encounter. In addition to the following weapons, any weapons or armor items from the previous encounters can also drop here.
The drop rate for the Exotic Combat Bow, Hierarchy of Needs, can be increased by completing certain Triumphs. Once the Exotic weapon is obtained, its catalyst can be acquired by completing the dungeon on Master difficulty.
Master Difficulty
Triumph Rewards
Note: For triumphs that require a full completion of the dungeon (for example solo or without dying), the player must complete it in a single session, without leaving or using checkpoints. In-game, these triumphs will list only one objective to complete, rather than one for each encounter.
- Completing the dungeon earns the Crisis Inverted triumph, rewarding the Pillory Partition emblem.
- Completing the dungeon solo, without dying and without leaving the activity, earns the Untarnished Grit triumph, rewarding the Flight of Soteria emblem.
- Completing the dungeon on Master difficulty earns the Resident Vexpert triumph, rewarding the Into the Sunset Exotic Sparrow.
- Completing and claiming each of the following triumphs increases the drop rate for the Exotic Combat Bow, Hierarchy of Needs, from the final encounter:
- Mind the Vexplosion: Complete all encounters in the "Spire of the Watcher" dungeon without dying.
- The Magnificent One: Complete all encounters in the "Spire of the Watcher" dungeon solo.
- Untarnished Grit: Complete all encounters in the "Spire of the Watcher" dungeon solo without dying.
- Resident Vexpert: Complete the "Spire of the Watcher" dungeon on Master difficulty.
- Devil in the Details: Find and listen to each devilish recording throughout the "Spire of the Watcher" dungeon.
Notes
- The Arctrician buff is a unique mechanic introduced in this dungeon, requiring players to act as futuristic electricians to restore power to Seraph machinery.
- The dungeon’s Wild West theme is reflected in its loot, with cowboy hat-themed armor pieces being particularly rare.
- The Devilish Recordings collectibles are located before the second encounter and are required for the Devil in the Details triumph.
Patch History
- 6.3.0.4[1]
- Spire of the Watcher: Improved audio of Supplicant spawns in final encounter.
- 6.3.0.3[2]
- Spire of the Watcher: Fixed an issue that allowed the Warlock Stasis Super to activate Arc node circuits without line of sight.
- Spire of the Watcher: Fixed an issue that allowed the Warlock Stasis Super to activate Arc node circuits without line of sight.