Howdy, Guardian. Word is the Vex are kicking up dust over on Mars, messin' with some old Golden Age Warmind facility called the Ares Spire. Seems these Sol Divisive critters, takin' orders from the Witness itself, are aimin' to snatch up Rasputin's submind data, somethin' the Vanguard's been workin' hard to piece back together. Osiris reckons this place might hold clues tied to his visions, makin' it mighty important we don't let those Vex get their metallic mitts on whatever secrets are buried here.
This ain't just any old bunker, though. It's got a unique flavor – part top-secret Seraph-Ishtar tech, part rough-and-tumble Tex Mechanica style. We're talkin' high-tech circuits meetin' cowboy aesthetics. The whole place is caught in some kinda time slip, bringin' this piece of Mars back from when it was vaulted. While the air crackles with temporal energy, don't expect fancy time-travelin' shenanigans like in Calus's noggin or other strange locales; the main puzzle here involves wrangling Arc energy through good ol' fashioned conduits. Our job? Get in there, secure the Spire, silence the Vex signal callin' itself the "Siren," and stop that data heist cold.
The stakes are higher than a vulture circlin' noon. This Warmind data isn't just old files; it's tied directly to the efforts to revive Rasputin during the Season of the Seraph and potentially holds keys to future destinations, maybe even that rumored city on Neptune. Letting the Witness get this intel could spell disaster. So saddle up, check your Light, and let's ride into the Spire.
Gearing Up for the Frontier: Access Requirements & Recommended Power
Before Guardians can set foot in this dusty corner of Mars, there are a few hoops to jump through. This ain't like the old days where access might've been part of the seasonal ticket.
To unlock the Spire of the Watcher, players need to meet specific criteria:
- Ownership: Guardians must own either The Witch Queen Deluxe Edition or purchase the standalone Witch Queen Dungeon Key from the Eververse store for 2000 Silver. It's worth noting this key also grants access to the Duality dungeon. Simply owning the base Witch Queen expansion or the Season of the Seraph pass is not sufficient. This separate key model represents a specific approach to dungeon access compared to some earlier content releases.
- Quest: After securing the key, Guardians must visit Ikora Rey in the Tower Bazaar and pick up the "Ares Desperado" quest. Completing this quest step formally unlocks the dungeon.
- Launch Point: The dungeon is launched from the Destinations map by selecting Savathûn's Throne World and finding the Spire of the Watcher node located near the Enclave landing zone.
- Potential Prerequisite: Some sources suggest completing the introductory Witch Queen mission, "The Arrival" (which is free to all players), might be necessary before the quest or dungeon becomes available.
Power Level Recommendations:
Spire of the Watcher is endgame content, and while a skilled fireteam might manage slightly under-level, hitting these thresholds makes the experience considerably smoother:
- Normal Difficulty: Starts at a recommended Power Level of 1570. However, the Power Level requirement increases slightly with each encounter, reaching approximately 1590 for the final boss. Guardians gain a damage output advantage up to +20 Power Levels above the encounter's requirement, meaning reaching 1610 Power offers the maximum benefit for the final encounter on Normal.
- Master Difficulty: Starts at a recommended Power Level of 1610. This mode features additional modifiers and significantly tougher enemies, demanding a higher level of gear and coordination. It's the required difficulty for obtaining the Hierarchy of Needs Exotic bow catalyst and Artifice armor drops.
Requirement | Details |
---|---|
Base Game | Destiny 2 installed |
Expansion/Key Ownership | The Witch Queen Deluxe Edition OR Witch Queen Dungeon Key (2000 Silver) |
Quest | Pick up "Ares Desperado" quest from Ikora Rey in the Tower Bazaar |
Recommended Power (Normal) | Starts at 1570, scales up to ~1590. Max benefit at 1610. |
Recommended Power (Master) | Starts at 1610. Required for Catalyst and Artifice Armor. |
Choosing Your Irons: Loadout Recommendations
Heading into the Spire requires a loadout that's as versatile as a frontiersman's toolkit. Guardians need to balance clearing out Vex varmints, surviving tight spots, dealing hefty damage to bosses, and efficiently interacting with the dungeon's main mechanic – shooting Arc nodes.
Subclass Considerations:
While any subclass can get the job done with enough grit, some stand out for their utility and survivability, especially for those riding solo.
Sunbreaker (Solar): Often recommended for its potent healing through hammer pickups and Sunspots, especially when paired with Exotics like Loreley Splendor Helm for near-invincibility or Synthoceps/Heart of Inmost Light for enhanced ability uptime and damage. Sunspots make solo attempts significantly safer.
Striker (Arc): Offers strong add clear with powerful grenades (like Storm Grenades) and good mobility. Pairs well with Arc weapons for synergy.
Berserker (Strand): Banner of War provides excellent survivability and melee damage, a solid option for staying alive.
Prismatic: Offers flexibility, combining elements like Twilight Arsenal for burst damage.
Arcstrider (Arc): Paired with Assassin's Cowl, this provides on-demand invisibility and healing with Combination Blow melee kills, making it exceptionally strong for solo runs, especially navigating node sequences safely.
Gunslinger (Solar): Brings high burst damage Supers (Blade Barrage, Golden Gun with Celestial Nighthawk/Star-Eater Scales) and survivability through Healing Grenades and Restoration effects.
Nightstalker (Void): Invisibility for safe maneuvering and revives, plus debuff potential with Tether for increased team damage.
Prismatic: Can combine powerful Supers like Golden Gun with survivability tools.
Dawnblade (Solar): Well of Radiance is invaluable for boss damage phases, providing healing and a damage buff. Strong grenade builds (formerly Starfire Protocol, now Sunbracers) offer good add clear and damage. Excellent survivability options.
Voidwalker (Void): Access to Devour grants reliable healing on kills, boosting survivability during add-heavy sections.
Shadebinder (Stasis): Offers excellent crowd control with freezing abilities, useful for managing overwhelming numbers of Vex.
Prismatic: Highly effective, combining strong damage and survivability aspects like Feed the Void.
Weapon Archetypes:
A well-rounded arsenal is key.
Primary Slot (Kinetic/Stasis):
- Witherhoard: Exceptional for passive damage on bosses and controlling add spawns. Great ammo efficiency.
- Arbalest: Useful for dealing with shielded enemies (like Hydras, if necessary) and benefits from Linear Fusion Rifle synergy mods.
- Izanagi's Burden: Provides high burst damage, often paired with auto-loading rockets or grenade launchers.
- Blinding Grenade Launchers: Excellent utility for controlling adds, especially dangerous ones like Supplicants.
Energy Slot:
- Submachine Guns: Fast-firing SMGs like the IKELOS SMG (with Voltshot) or Calus Mini-Tool (with Incandescent) are superb for quickly destroying nodes and clearing adds.
- Trace Rifles: Highly recommended for quickly destroying Akelous's eyes due to their sustained precision damage.
- Scout Rifles: The dungeon's own Long Arm is a strong Arc option. Good for engaging enemies at range during Ascent or boss fights.
- Fusion Rifles: Solid special weapon damage options.
Power Slot:
- Linear Fusion Rifles: Still a reliable choice for consistent precision damage, especially against Akelous. Taipan-4FR, Cataclysmic (with Bait and Switch), or Sleeper Simulant are strong contenders.
- Rocket Launchers: Often preferred for Persys due to his awkward crit spot and the need for burst damage. Gjallarhorn (for team buff), Apex Predator (Reconstruction/Bait and Switch), or Hothead are top picks.
- Machine Guns: Primarily for add clear. Terminus Horizon (the dungeon MG) can work, especially with Voltshot, but MGs generally lack boss DPS compared to other options.
- Other Exotics: Leviathan's Breath (good damage, can stagger Persys), Parasite (niche Titan solo strat), Whisper of the Worm (potential boss damage).
Breaching the Bunker: Reestablishing Power (Opening Encounter)
Alright, boots on the Martian ground. Guardians start at the Ishtar Chronoscopic Analysis site. The first task is simply to follow the path – and the big yellow electrical cord – around the cliffside until reaching a small Vex outpost overlooking the main Ares Spire.
A lone Goblin patrols initially, but engaging it or stepping into the area proper triggers a full Vex welcome wagon: more Goblins, Harpies, Void-shielded Conduit Minotaurs, and four imposing Cyclops perched on the cliffs. Take out those Cyclops sharpish; their Void blasts can make short work of an unwary Guardian.
The main business here is getting the power back on to open the Spire entrance. This introduces the dungeon's core mechanic: Arc circuits.
The Mechanic: Arctrician Buff & Node Connection
- Get the Buff: Find and defeat a Conduit Minotaur (the ones with Void shields). It will drop a pool of glowing Arc energy on the ground. Step into this pool to gain the Arctrician buff, which lasts for 30 seconds.
- Find the Start: Each of the four circuits has a starting node. These can be tricky to find, sometimes hidden in buildings, tunnels, or crawlspaces. Look for a diamond-shaped node with only one yellow cable leading away from it, often accompanied by a small flashing arrow pointing along the cable's path.
- Follow the Yellow Brick Road (Cable): With the Arctrician buff active, shoot the starting node. Then, follow the yellow electrical cable to the next diamond node in the sequence and shoot it.
- Confirmation: When nodes are shot in the correct order, the cable connecting them will turn bright blue. If it stays yellow, a node was missed, or the sequence is wrong.
- Keep it Flowing: Successfully shooting a node adds a few seconds to the Arctrician buff timer, allowing a swift Guardian to potentially chain multiple nodes with one buff. If the buff runs out, another Conduit Minotaur needs to be defeated. Minotaurs respawn periodically.
- Complete the Circuit: Continue following the cable and shooting nodes until the final node (one of the four around the central hatch) is activated. The message "Arc Node Circuit Completed" will appear.
Circuit Paths (Numbered Steps for Clarity):
Guardians need to trace four distinct paths:
- Circuit 1 (Right Building - Inside): The starting node is hidden at the bottom of a crawlspace inside the right-hand building. Drop down the hole in the floorboards to find it. Follow the cable back outside and through the building to connect to the bottom-right node at the central hatch.
- Circuit 2 (Right Building - Rooftop): The start node is on the back wall of the right building, on the side closest to the main Spire. Follow the cable up onto the roof. Be aware: the cable might run under an overhang, but the nodes are actually in two separate rooms on the rooftop. Activate the node in the room on the opposite side of the building first, then the one in the middle room. Connects to the top-right node at the central hatch.
- Circuit 3 (Left Building - Inside/Tunnel): Find a tunnel entrance within the left building. This leads to a ravine/cavern with a large generator and the starting node. Head back into the main building; the next two nodes can be seen simultaneously inside. Connects to the bottom-left node at the central hatch.
- Circuit 4 (Left Building - Rooftop): The start node is inside a small room on the rooftop, near the side players approached from. The cable snakes around the rooftop, potentially going under an overhang (visible from ground level). Follow it across a bridge to the rooftop of the other building (Room 3's roof in some descriptions) to find the remaining nodes. Connects to the top-left node at the central hatch.
Once all four circuits glow blue and connect to the central hatch, the hatch will open, allowing descent into the Spire proper.
Climbing High Noon: Ascend the Spire (First Major Encounter)
After dropping down the hatch opened in the previous encounter, Guardians slide down a long ramp and navigate through some vents and office spaces to reach the Spire's Reactor Firewall. This area is primarily a platforming challenge. Players need to jump across catwalks, precarious hanging platforms or carts, and narrow ledges, eventually reaching a gravity lift that propels them upwards into a large computer-filled room. This entire sequence, culminating at the top of the third level, constitutes the first official encounter that rewards loot.
The Mechanics:
The core gameplay loop remains the same as the opening: defeat Conduit Minotaurs for the Arctrician buff, locate the starting node for a yellow circuit, follow the cable, and shoot the diamond nodes in sequence until the circuit turns blue and reaches its endpoint.
Level Variations & Hazards:
Each level increases the complexity and introduces new dangers:
- Level 1: The circuits here are relatively straightforward, often running along the outer edges of the structure. Two starting nodes are near the initial Conduit Minotaur spawn, and players need to connect them to the opposite side, activating six nodes per circuit. Enemy presence includes Goblins and Hydras.
- Level 2: This level introduces deadly Arc Gates – electrical barriers that instantly kill any Guardian touching them. Players must navigate around these hazards, often using platforms on the sides or jumping carefully. The starting nodes for the circuits are located inside a small corridor protected by these Arc gates. Each circuit involves five nodes. The pathways are generally tighter with less room for error.
- Level 3: The final and most complex level. The circuits become significantly trickier, with cables intertwining on a large diamond-shaped central platform. Two starting nodes are on opposite sides, but both circuits converge on the same side near the exit lift. A key rule to remember at the intersection point: if a cable approaches the intersection running along the top edge, it will continue from the bottom edge after the intersection, and vice-versa. The entire level consists of disconnected platforms, demanding constant jumping and spatial awareness.
Level | Key Features/Hazards | Circuit Complexity | Enemy Notes |
---|---|---|---|
Level 1 | Basic circuits | Straightforward, 6 nodes/side | Standard Vex, Hydras |
Level 2 | Arc Gates (Instant Kill) | Nodes inside/around gates, 5 nodes/side, less space | Hydras/Supplicants likely present |
Level 3 | Intertwining Circuits, Jumps | Complex paths (Top/Bottom rule), platforming | Heavy add presence, Supplicants |
Enemy Threats:
Throughout the ascent, Guardians will face persistent Vex resistance. Conduit Minotaurs are essential targets for the Arctrician buff. Goblins and Incarcerator Hydras provide constant pressure. A significant threat, especially for solo players, are the Supplicants – explosive Harpies that spawn when Hydras are defeated. These kamikaze units can quickly end a run if not dealt with carefully. Hobgoblin snipers may also pose a threat from a distance. While enemy density increases, skilled players might be able to evade some foes, but clearing Hydras (and thus spawning Supplicants) is often necessary to progress safely.
Team vs. Solo Play:
A fireteam can divide tasks, with one or two players focusing on clearing adds while others handle the node mechanics. Solo players must juggle both responsibilities, making survivability builds (providing healing or invisibility) crucial. Some solo strategies even suggest avoiding killing Hydras altogether on certain levels to prevent Supplicants from spawning, though this requires careful navigation around the bulky Hydras.
This encounter serves as a significant step up from the opening, testing the player's ability to execute the core Arctrician mechanic while managing environmental hazards, complex pathways, and more dangerous enemy combinations. Efficiency in pathing and buff management becomes increasingly important, particularly for solo attempts, as knowing the node locations and keeping the Arctrician buff active are vital for smooth progress.
Showdown with the Siren: Akelous, the Siren's Current (Boss 1)
After conquering the ascent and taking the final gravity lift, Guardians emerge onto the windswept summit of the Spire. Here awaits the first major boss: Akelous, the Siren's Current, a formidable Vex construct resembling an oversized, armored Harpy or Wyvern.
Phase 1: Activating the Fuel Rods
- Circuit Setup: The arena consists of a central platform with four long, covered boardwalks extending outwards. Four yellow Arc circuits begin near the center of this platform and each leads to a fuel rod at the end of one of the boardwalks.
- Arctrician Buff: As before, the Arctrician buff is required. It's obtained by defeating Conduit Minotaurs, which spawn periodically on the platforms, often accompanied by Goblins.
- Connecting the Nodes: Players must activate the nodes for all four circuits. It can be helpful for coordination if one player with the buff shoots all four starting nodes in the center first. Then, the team follows the cables out along each boardwalk, shooting the nodes in sequence. Node locations can be tricky, sometimes hidden under catwalks, on the sides of the central structure, or on the underside of the boardwalks themselves. Careful observation is needed.
Phase 2: Destroying the Eyes
- Gathering Point: Once the fourth and final fuel rod circuit is completed, Akelous will fly over to that specific fuel rod. The entire fireteam should quickly gather at this location.
- Revealing Weak Points: Akelous arrives and opens its chassis, revealing several glowing red "eyes" or weak spots.
- Rapid Destruction: All of these eyes must be destroyed to make the boss vulnerable. Crucially, the speed at which the eyes are destroyed directly determines the length of the following damage phase. Destroying them faster means more time to damage the boss. Fast-firing weapons like SMGs or, ideally, Trace Rifles are highly recommended for this task due to their sustained precision. Solo players might find Osteo Striga effective here. This eye-destruction phase is a key skill check within the encounter.
Phase 3: Damage Phase (DPS)
- Vulnerability: Once all eyes are shattered, Akelous becomes vulnerable. It begins to slowly drift backward towards the center of the arena, exposing its central radiolarian core – the critical hit spot.
- Damage Window: The time available for DPS is relatively short and depends on how quickly the eyes were destroyed.
- Optimal Strategy: Because Akelous moves away from the players, longer-range, high-damage weapons are preferred. Linear Fusion Rifles, Rocket Launchers, Sniper Rifles, and powerful Supers are effective choices. Maintaining a medium engagement distance is advised; getting too close can prematurely end the phase. While hitting the crit spot yields the best damage, it can be tricky as the boss moves, making reliable options like rockets appealing.
End of DPS & Knockback Hazard:
- The Blast: At the end of the damage window, Akelous will glow brightly and unleash a powerful energy blast that deals significant damage and knocks players backward with considerable force.
- Avoiding Death: Being knocked off the Spire by this blast is a common cause of failure. To survive, players should anticipate the blast as the DPS phase ends. Strategies include: taking cover behind parts of the central structure, aligning oneself with the gantry behind the boardwalk to get pushed into it, moving behind Akelous (if possible), dropping down onto lower parts of the walkways, or staying near the center of the boardwalk to minimize the knockback distance. Crucially, do not jump when the blast occurs, as this often leads to losing control and falling.
Add Control & Repeating the Cycle:
- Throughout the fight, players need to manage spawning Goblins and Harpies, as well as the essential Conduit Minotaurs. Clearing adds, especially the flying Harpies, before starting the DPS phase is recommended to avoid distractions.
- If Akelous is not defeated, the entire cycle – activating circuits, destroying eyes, DPS, avoiding knockback – must be repeated. Fortunately, there is no enrage timer, allowing teams to take as many phases as needed.
The fight's design, with the retreating boss and powerful knockback, clearly favors ranged engagement and careful positioning over aggressive close-quarters combat. Success hinges on efficiently completing the circuits, maximizing the DPS window through rapid eye destruction, and mastering the positioning needed to survive the phase-ending blast.
Down into the Depths: Pillory Stack Containment (Traversal)
With Akelous silenced, the only way forward is down. Guardians plunge into the Spire's Pillory-0 Cell Stack, a server core deep within the facility. As they descend, Osiris chimes in with panicked warnings about a reactor meltdown and emergency lockdowns being triggered. This section introduces a variation on the Arc circuit mechanic: Red Cables.
Red Cable Mechanic:
- Appearance: Circuits marked by glowing red cables instead of yellow.
- Activation: Still requires the Arctrician buff from Conduit Minotaurs.
- Order: Unlike yellow circuits, the diamond nodes on a red circuit can be shot in any order.
- Time Limit: This is the crucial difference. All nodes in a single red circuit set (typically five) must be activated very quickly, within a tight time limit (around 5 seconds suggested by). If the time expires before all nodes are hit, the entire circuit resets, and players must try again.
The Descent Path:
The journey down involves navigating several rooms and hazardous shafts, each requiring the activation of a red circuit to proceed:
- First Red Circuit Room: After dropping through ventilation shafts, players enter a large room populated by Vex (Goblins, Hobgoblins, Fanatics), soon joined by a Conduit Minotaur. The five red nodes for this circuit are relatively easy to spot, mostly visible from the central catwalk or the bottom floor. Activating this circuit opens a hatch in the floor.
- First Fan Shaft: Guardians must descend a vertical shaft containing large, deadly spinning fan blades. Players can try to time their drops through the gaps in the blades, land carefully on the small platforms atop the fans themselves, or utilize small crevices in the shaft walls for temporary safety. Missteps can result in being killed by the blades or inconveniently blown back upwards. Using a sword for momentum control or practicing the timing is advisable for flawless runs.
- Second Red Circuit Room: This room presents a greater challenge for the red circuit activation. The nodes are more dispersed, located both high up and low down, making them harder to spot quickly. However, there's a specific vantage point – a railed catwalk near the room's entrance with a computer and crates – from which all five nodes can be seen simultaneously. Players need to rapidly shoot all five nodes from here (or another efficient route) to open the way to the next fan shaft.
- Second Fan Shaft & Final Red Circuit Room (Pillory Stack Containment): After navigating another fan shaft, players drop into the center of a distinct, diamond-shaped room encircled by damaging Arc gates. An Incarcerator Hydra guards the central, gated area. To complete the final red circuit here, players must pass through the Arc gates to the outer ring to defeat Conduit Minotaurs for the buff and find four of the red nodes. The fifth node is located inside the central gated area with the Hydra. After clearing the Hydra, getting the buff, and quickly shooting all five nodes (four outer, one inner), shafts in the corners of the room will open. This room also contains the second hidden chest, accessible via a destructible grate under one of the staircases leading to the outer ring.
- Final Drop: Descending through one of the newly opened corner shafts leads directly into the Seraph Reactor Core, the arena for the final boss encounter.
This traversal section deliberately shifts the mechanical focus. Instead of careful, sequential pathfinding required by the yellow circuits, the red circuits demand speed, efficient target acquisition, and spatial awareness under a strict time constraint. This is layered with the significant environmental danger posed by the fan shafts. While the narrative suggests a frantic race against a meltdown, the actual gameplay loop allows players to tackle each timed circuit section individually, with the primary pressure coming from executing the node sequence quickly and navigating the hazardous descents safely.
The Big Bad Vex: Persys, Primordial Ruin (Final Boss)
Deep within the Seraph Reactor Core lies the final challenge: Persys, Primordial Ruin. This massive Vex Wyvern stands between the Guardians and securing the Warmind facility. The arena is effectively split into two main areas: the initial control room (where players drop in) and the reactor room beyond a large central door. Defeating Persys requires manipulating the reactor itself to temporarily strip the Wyvern's impenetrable shields.
The Damage Cycle (Step-by-Step):
- Clear Initial Threats: The encounter begins with Persys immune in the room, accompanied by Goblins, dangerous exploding Supplicants, and two large Incarcerator Hydras positioned on raised platforms to the left and right of the control room. Prioritize destroying both Hydras.
- Spawn Minotaurs: Defeating the Hydras triggers the spawn of two Conduit Minotaurs in the control room, typically near the side doors.
- Open the Reactor Door (Red Nodes - Set 1): Defeat a Minotaur to acquire the Arctrician buff. Immediately locate and shoot the five red cable nodes in the control room: one on the inner face of each of the four large pillars, and one directly above the large central doorway leading to the reactor room. These must be shot quickly due to the red cable time limit. Success opens the main reactor door and smaller side doors.
- Arm the Reactor Purge (Yellow Nodes): Once the door is open, two of the four yellow circuit starting nodes will become active. These are located on the outer faces of the four pillars in the control room (behind where the red nodes were). Obtain or refresh the Arctrician buff. Identify the two active yellow start nodes and follow their respective cables through the side doors and into the reactor room, shooting the sequence of nodes along each path. Node placement can be tricky, sometimes requiring players to navigate near the edges of the central pit or behind machinery within the reactor room.
- Lure Persys Inside: This is a critical step. While players are activating the yellow circuits, Persys must be lured into the reactor room. In a team, one player can focus on kiting the boss inside. If playing solo, Persys will generally follow the player. Ensure the boss is fully inside the reactor room before activating the final node of the second yellow circuit. Failure to do so might prevent the next step and stall the encounter.
- Retreat and Seal the Door (Red Nodes - Set 2): As soon as the second yellow circuit is completed, a warning message "Reactor core purge armed" will appear. All Guardians must immediately evacuate the reactor room and return to the control room. Obtain/refresh the Arctrician buff from any available Minotaur. The five red nodes in the control room will reactivate. Shoot all five red nodes again, quickly, to seal the reactor doors, trapping Persys inside.
- Reactor Purge and Damage Phase (DPS): With Persys trapped inside, the reactor core explodes in a contained blast. This detonation strips Persys of its immunity shield. The reactor doors will reopen, and the now-vulnerable Persys will begin slowly marching into the control room. This is the damage phase, lasting approximately 15-20 seconds before Persys regains its shield.
DPS Strategy & Add Management:
- Positioning: For DPS, it's generally safest to gather in the control room, creating distance from Persys as it emerges.
- Targeting: Persys's critical spot is the small, glowing radiolarian core in its "chest," typical of Wyverns. However, this spot is small and can be difficult to hit consistently, especially as Persys moves and fires its powerful Void cannons.
- Weapon Choice: Due to the tricky crit spot and short window, burst damage options like Rocket Launchers (ideally enhanced by Gjallarhorn) and high-damage Supers (Thundercrash, Blade Barrage, Nova Bomb, etc.) are often preferred over precision weapons like LFRs, particularly for solo or less coordinated teams. If using precision weapons, aim carefully and be prepared for flinch.
- Survival During DPS: Persys's projectiles hit hard. Players should constantly strafe left and right while firing to avoid incoming shots. A Well of Radiance can provide crucial healing and damage boost, but Persys may walk into it and destroy it quickly.
- Supplicant Menace: Throughout the entire encounter, explosive Supplicants will continuously spawn and rush players. These are arguably the most dangerous element of the fight, especially solo, as they can easily one-shot a Guardian. Prioritize identifying and eliminating them quickly. Using cover effectively and staying mobile is essential. Killing them with Arc abilities or weapons might prevent their explosion.
- Safe Zone: After the DPS phase ends and Persys becomes immune again, the reactor room becomes a relative safe haven. Players can retreat inside (through the still-open side doors) to recover, deal with the newly spawned Hydras safely, and prepare for the next cycle. Goblins and Supplicants generally won't spawn inside while the main door is closed.
Repeating the Cycle:
If Persys survives the damage phase, the entire cycle from step 1 (killing Hydras) must be repeated until the boss is finally defeated.
The encounter's design forces a constant rhythm of intense mechanical execution (timed nodes, luring the boss) under heavy fire from dangerous adds, followed by a brief, high-pressure damage phase. Mastering the flow between the control room and reactor room, managing the Supplicant threat, and executing the node sequences efficiently are the keys to victory against the Primordial Ruin.
Prospector's Delight: Hidden Chest Locations
For Guardians with a keen eye and a taste for extra loot, the Spire holds two secret chests tucked away off the main path. Finding them requires a bit of exploration. Remember, these chests will only grant gear (weapons or armor) that the player has already acquired from the main encounter chests in the dungeon during the current or previous runs. Opening them before obtaining any encounter loot will only yield Glimmer.
Secret Chest 1: The Ascent Platforming Area
Location: This chest is found during the platforming section before the first main encounter chest (Ascend the Spire). It's in the large, open area featuring hanging platforms/carts suspended from cranes.
Navigation:
- Proceed through the initial platforming, jumping across the catwalks and then onto the series of hanging carts.
- Continue until reaching the second high catwalk after jumping between the crane-suspended objects.
- From this catwalk, look towards the large support pillars. Instead of proceeding directly towards the gravity lift, players need to jump carefully around the back of these pillars to reach a separate catwalk that seems to lead away from the main central pillar. There's a small ledge provided to help make the jump between these catwalks.
- Follow this alternate catwalk. The secret chest is located on another small ledge or platform attached to the side of one of these large pillars, often near where a lore collectible can also be found.
Secret Chest 2: Pillory Stack Containment (Descent Area)
Location: This chest is found after defeating Akelous, during the descent through the Pillory Stack Containment section. Specifically, it's in the final large room before dropping down to the Persys boss arena – the diamond-shaped room with the central Arc gates/lasers and the Incarcerator Hydra.
Navigation:
- Enter the room (typically by falling into the central gated area).
- Clear the Hydra and other Vex as needed.
- Examine the areas underneath the staircases that lead up to the outer ring walkway.
- One of these under-stair areas contains a metal grate or hatch on the floor that can be destroyed by shooting it. There might be similar-looking grates under other stairs, but only one is destructible and leads to the chest.
- Once the grate is destroyed, drop down into the revealed hole/tunnel. The secret chest awaits inside.
The Spoils of the Spire: Loot Table & Notable Drops
Completing encounters and finding secret chests in the Spire of the Watcher rewards Guardians with a unique set of Tex Mechanica-themed armor and weapons, alongside reprised Seventh Seraph gear and the chance at a powerful Exotic bow.
Exotic Weapon: Hierarchy of Needs
- Source: Drops exclusively from defeating the final boss, Persys, Primordial Ruin.
- Type: Solar Exotic Combat Bow (Primary Ammo).
- Unique Perks:
- Guidance Ring: Landing precision hits and final blows builds energy. When fully charged, hip-firing the bow creates a large Guidance Ring in front of the player.
- Apollonic Tangent: Arrows fired through an active Guidance Ring transform into seeking projectiles. These projectiles deal increased damage based on the distance they travel before hitting a target.
- Catalyst: Obtained by completing the Spire of the Watcher dungeon on Master difficulty. The catalyst grants the perk Emergency Scramble, which significantly boosts the bow's draw time and reload speed for a short duration after creating a Guidance Ring or hitting an enemy with one of the seeking projectiles. Requires 500 kills with the bow to fully unlock.
Legendary Weapons:
The dungeon features four new Tex Mechanica legendaries and two reprised Seventh Seraph weapons.
Tex Mechanica:
- Long Arm: Arc Scout Rifle (Aggressive Frame, 120 RPM).
- Wilderflight: Void Grenade Launcher (Unique Double Fire Frame). Special Ammo.
- Liminal Vigil: Stasis Sidearm (Aggressive Burst Frame, 2-round burst).
- Terminus Horizon: Arc Machine Gun (High-Impact Frame, 360 RPM). Heavy Ammo.
Seventh Seraph (Reprise):
- Seventh Seraph Carbine: Kinetic Auto Rifle (Precision Frame, 450 RPM).
- Seventh Seraph Officer Revolver: Kinetic Hand Cannon (Precision Frame, 180 RPM).
Armor:
- Style: Unique Tex Mechanica "Wild West" themed armor sets for each class (Titan: TM-Cogburn, Hunter: TM-Earp, Warlock: TM-Moss). Includes the highly sought-after cowboy hats for Hunter (Class Item) and Warlock/Titan (Helmet).
- Artifice Armor: Completing encounters on Master difficulty rewards Artifice versions of the armor set. Artifice armor features an additional mod slot, offering greater build flexibility for endgame content.
Encounter Loot Distribution:
The specific weapons and armor pieces that can drop are tied to each encounter completion:
Encounter | Weapons | Armor (Slot) | Exotic Chance |
---|---|---|---|
Ascend the Spire | Long Arm (Scout), Terminus Horizon (MG), Seventh Seraph Carbine (AR) | Helmet (Warlock/Titan Hat), Arms, Legs | No |
Akelous, Siren's Current | Terminus Horizon (MG), Seventh Seraph Officer Revolver (HC), Wilderflight (GL)* | Arms, Chest, Class Item (Hunter Hat) | No |
Persys, Primordial Ruin | Hierarchy of Needs (Exotic Bow), Long Arm (Scout), Terminus Horizon (MG), Seventh Seraph Carbine (AR), Seventh Seraph Officer Revolver (HC), Liminal Vigil (Sidearm), Wilderflight (GL) | Helmet, Arms, Chest, Legs, Class Item (Any piece from previous encounters) | Yes (Hierarchy only) |
This loot distribution encourages players to farm specific encounters if they are chasing particular items. For instance, Hunters seeking the cowboy hat class item must farm Akelous, while those after the Hierarchy of Needs or the unique Wilderflight Grenade Launcher must tackle Persys. The inclusion of the reprised Seventh Seraph weapons adds more potential drops to each encounter, which can be beneficial for players wanting those specific guns but might slightly dilute the drop pool for those solely focused on the new Tex Mechanica gear.
Tex Mechanica's Finest: Weapon Deep Dive
The Spire of the Watcher introduced four brand-new Legendary weapons forged by the infamous Tex Mechanica foundry, known for its hard-hitting, frontier-style armaments. These weapons come with a unique Origin Trait: Tex Balanced Stock.
Origin Trait: Tex Balanced Stock
- Effect: Damaging targets while firing from the hip grants temporary buffs when aiming down sights (ADS). Specifically, it increases Handling, Reload Speed, and ADS movement speed.
- Activation: Requires landing 4 hip-fire hits within a short window. Explosive Payload impacts count as two hits, making activation easier on weapons with that perk. Wilderflight's double-shot nature also helps activate it quickly.
- Benefits: Provides a significant stat boost (+20 Range, Handling, Reload Speed), improves reload duration (0.9x multiplier), slightly increases the precision aim cone, and reduces the ADS movement penalty by 10%. The buff lasts 4 seconds and refreshes with additional hip-fire hits.
- Assessment: A potent Origin Trait that can significantly enhance a weapon's performance, potentially making even average rolls feel good. However, the hip-fire activation requirement can be awkward or risky, especially in PvP or on weapon types not typically hip-fired, like Scout Rifles. It's a trait that rewards a specific, aggressive playstyle.
The Weapons:
1. Long Arm (Arc Scout Rifle)
- Frame: Aggressive (120 RPM, High Impact).
- Assessment: A standout weapon from the dungeon. Scout Rifles were in a strong place meta-wise, and its Arc element synergizes well with Arc 3.0 builds. Excellent range and stopping power.
- Recommended Perks (PvE): Rapid Hit or Subsistence / Explosive Payload or Adrenaline Junkie. Wellspring is also a solid option in the first column. Explosive Payload helps activate Tex Balanced Stock.
- Recommended Perks (PvP): Rapid Hit or Under Pressure / High-Impact Reserves or Opening Shot.
2. Wilderflight (Void Grenade Launcher)
- Frame: Double Fire (Fires two projectiles per shot). Special Ammo.
- Assessment: Highly desirable due to its unique frame and Void element, making it great for Void 3.0 builds. Can roll with Blinding Grenades, a must-have utility perk for high-end PvE. Ranked as the second-best weapon. Tex Balanced Stock activates easily due to the double projectiles.
- Recommended Perks (PvE): Auto-Loading Holster (essential QoL) / Frenzy or Vorpal Weapon or Adrenaline Junkie. Demolitionist and Repulsor Brace are also strong options in the first column.
- Recommended Perks (PvP): Auto-Loading Holster / Adrenaline Junkie.
3. Liminal Vigil (Stasis Sidearm)
- Frame: Aggressive Burst (Hard-hitting 2-round burst).
- Assessment: A more niche pick. The double burst can feel unusual. Its perk pool leans more towards PvP utility. Stasis element allows synergy with Stasis builds, particularly with Headstone.
- Recommended Perks (PvE): Headstone or Pugilist / Desperado or Swashbuckler.
- Recommended Perks (PvP): Tap The Trigger or Perpetual Motion / Rangefinder or Kill Clip.
4. Terminus Horizon (Arc Machine Gun)
- Frame: High-Impact (360 RPM, Slow Firing, High Damage). Heavy Ammo.
- Assessment: Generally considered the weakest of the set, primarily because Machine Guns struggle to compete with Rockets or LFRs for boss DPS in the heavy slot, despite receiving buffs. Decent for Arc add clear, especially with Voltshot.
- Recommended Perks (PvE): Triple Tap or Demolitionist / Target Lock or Voltshot. Wellspring is another option in the second column.
- Recommended Perks (PvP): Dragonfly / High-Impact Reserves. Hip-Fire Grip synergizes with the Origin Trait.
Weapon | Recommended PvE Perks (Col 1 / Col 2) | Recommended PvP Perks (Col 1 / Col 2) | Notes |
---|---|---|---|
Long Arm | Rapid Hit or Subsistence / Explosive Payload | Rapid Hit or Under Pressure / Opening Shot | Strong Arc Scout. EP helps Tex Trait. |
Wilderflight | Auto-Loading Holster / Frenzy or Vorpal Weapon | Auto-Loading Holster / Adrenaline Junkie | Unique Double Fire GL. Blinding Nades option. Void synergy. |
Liminal Vigil | Headstone or Pugilist / Desperado or Swashbuckler | Tap The Trigger / Rangefinder or Kill Clip | 2-burst Stasis Sidearm. Perks lean PvP. |
Terminus Horizon | Triple Tap or Demolitionist / Target Lock or Voltshot | Dragonfly / High-Impact Reserves | Arc MG. Voltshot good for add clear. Lacks boss DPS vs other heavies. |
The overall quality of the weapon pool is somewhat uneven. Long Arm and Wilderflight are clear highlights, offering strong performance and unique features. Liminal Vigil and Terminus Horizon are more situational, hampered by their archetypes or specific feel. This might influence which encounters players choose to farm repeatedly.
Riding Solo: Solo & Solo Flawless Strategies
Tackling the Spire of the Watcher alone, especially without dying (Solo Flawless), is a true test of a Guardian's skill, patience, and preparation. While considered one of the more manageable dungeons for this feat, it demands respect.
The Solo Mindset:
- Patience is Paramount: This isn't a race. Accept that encounters, especially the bosses, will take multiple phases. Rushing leads to mistakes, and mistakes lead to restarts.
- Survival First: Staying alive is the absolute priority. Optimize builds for survivability (healing, invisibility, damage resistance) over raw speed or damage. Know escape routes and safe spots.
- Consistency is Key: Memorize enemy spawns, node locations, and mechanic sequences. Run the same routes repeatedly until they become second nature. Eliminate variables where possible.
- Know When to Fold 'Em (Temporarily): If a damage phase feels too risky, or adds are overwhelming, back off and reset. Better to take an extra phase than to wipe and lose flawless progress. If frustration sets in, take a break.
Recommended Solo Builds:
Focus on subclasses and exotics that provide self-sustain or ways to disengage:
Loreley Splendor Helm or Synthoceps paired with Sunspots offers incredible survivability. Constant healing makes minor mistakes less punishing.
Assassin's Cowl provides invisibility and health/shields on powered melee kills (Combination Blow), allowing safe node running and escapes.

Well of Radiance for safe DPS phases, plus Healing Grenades and Aspects like Heat Rises/Icarus Dash for mobility and survivability. Sunbracers can provide strong add clear.
Gyrfalcon's Hauberk or Omnioculus for frequent invisibility, allowing safe navigation, revives (not applicable solo, but good general build), and repositioning. Tether provides a debuff for DPS.
Encounter-Specific Solo Tips:
Opening Encounter:
- Consider prepping all four circuits to the final node, then activating them all at once to skip the Supplicant wave that spawns on completion.
- Use a sword swing or careful jumps to control momentum when sliding down the initial entrance shaft to avoid fall damage or accidental death.
Ascend the Spire:
- This can be tricky solo due to platforming under fire. Consider not killing the Hydras if possible, as this prevents the dangerous Supplicants from spawning.
- Master the node paths for each level. Movement tools like Eager Edge swords or Warlock's Icarus Dash can save a run from a missed jump.
- Prioritize ranged threats like Hobgoblins.
Akelous, the Siren's Current:
- Patience is key. Clear adds meticulously before focusing on nodes or DPS.
- Use a Trace Rifle or Osteo Striga for extremely fast eye destruction to maximize the DPS window.
- Use reliable ranged DPS weapons like Linear Fusion Rifles or Leviathan's Breath.
- Master the knockback mechanic – find safe spots under walkways or near the center and do not jump when the blast occurs.
Pillory Stack Containment (Descent):
- The fan section is a major run-killer. Practice the descent timing or use sword skating for control.
- For the red node rooms, find the optimal vantage point to shoot all five nodes quickly.
- Use cover heavily against the increased enemy density.
Persys, Primordial Ruin:
- This is often the make-or-break point for solo flawless runs.
- Supplicant Management: These are the primary threat. Kill them on sight, stay mobile, use cover, and listen for their approach. Arc damage can prevent their death explosion.
- Safe Zone Usage: After each DPS phase, immediately retreat into the reactor room through the side doors. Kill the Hydras from safety here.
- Mechanics: Lure the boss carefully into the reactor room before finishing the yellow nodes. Memorize the red node locations for quick activation.
- DPS: Use burst Supers (Golden Gun, Thundercrash, Nova Bomb) and Rocket Launchers for reliable damage on the tricky crit spot. Stay mobile and strafe constantly to avoid Persys's devastating projectiles. Don't get greedy; prioritize survival over squeezing out extra damage. Expect a long fight (potentially 5-7+ phases).
Helpful Mods:
- Prioritize Resilience (for damage reduction) and Recovery (for health regen).
- Ammo Finder and Scavenger mods for chosen weapon types are crucial for maintaining ammo reserves over long fights.
- If available seasonally, mods like Solo Operative (bonus damage when alone) and Weakened Clear (weakens bosses on GL hit) are incredibly powerful.
- For rocket builds, consider Charged Up mods and Argent Ordnance (if available) for increased damage.
- On Master difficulty, Lucent Finisher on a class item can provide reliable heavy ammo from finishers on specific enemies (like Overload Minotaurs).
Makin' Hay While the Sun Shines: Farming & Weekly Lockouts
Guardians lookin' to snag the best rolls on that Tex Mechanica gear or finally lasso that Hierarchy of Needs bow need to understand how dungeon loot works in Destiny 2.
Farmability Rules:
Destiny 2 dungeons operate on a rotation system regarding loot lockouts:
- Newest Dungeon: The most recently released dungeon (at the time of writing, this would be Warlord's Ruin, but Spire was the newest during Season of the Seraph) is always farmable for Legendary weapons and armor. This means players can complete encounters repeatedly within the same week on the same character and receive Legendary drops each time. However, the Exotic weapon from the newest dungeon is typically not farmable; players usually get only one chance per character class per week to obtain it.
- Weekly Featured Dungeon: Each week, one older dungeon is featured in the game director (indicated by a Pinnacle reward icon). When a dungeon is the weekly feature, all its loot, including the Exotic weapon, becomes farmable. Players can run the final boss encounter (or any encounter) repeatedly for unlimited chances at all drops until the weekly reset.
- Non-Featured Older Dungeons: Dungeons that are neither the newest nor the weekly featured dungeon operate on a strict weekly lockout. Players can receive loot from each encounter only once per character class per week. Subsequent clears on the same character class within that week will yield nothing (or sometimes just Spoils of Conquest in raids, but not typically dungeons).
Therefore, Spire of the Watcher is only farmable when it is the designated Weekly Featured Dungeon. During other weeks, Guardians get one shot at loot per encounter, per character class (Hunter, Warlock, Titan).
Efficient Farming - The Checkpoint Method:
When Spire of the Watcher is farmable, repeatedly running the entire dungeon can be time-consuming. A common technique to farm a specific encounter (usually the final boss for the Exotic or specific weapons) involves using checkpoints:
- Get the Checkpoint: Have one player (Player A) progress through the dungeon on a character they don't plan to farm with (e.g., their Warlock if they want to farm on their Hunter) until they reach the desired encounter (e.g., Persys). Start the encounter and intentionally wipe (everyone dies). This saves the checkpoint on Player A's Warlock.
- Load and Swap: Player A loads back into the dungeon on their Warlock (which now has the checkpoint). The other fireteam members (Player B, Player C) join Player A.
- Farm the Encounter: Once Players B and C are in, Player A switches characters to the one they want to farm with (e.g., their Hunter) and rejoins the fireteam (joining Player B or C).
- Complete and Repeat: The fireteam completes the encounter, gets loot, and goes to orbit. Player A then switches back to their Warlock (which still holds the checkpoint because that character didn't complete the encounter). They load into the dungeon again, Players B and C join, Player A swaps back to their Hunter, and the cycle repeats.
This method allows teams to repeatedly farm the final boss (or any encounter) without needing to clear the preceding sections each time, significantly speeding up the loot acquisition process during farmable weeks. Checkpoint bots available through platforms like Twitch or Discord can also provide easy access to specific encounter checkpoints.
Time-Saving Tips (General Runs):
- Know the Routes: Memorizing node locations for both yellow and red circuits is the biggest time-saver.
- Optimize Buff Usage: Keep the Arctrician buff active by chaining node activations quickly. Don't let it expire unnecessarily.
- Specialize Roles (Team): Designate players for specific tasks (e.g., one primary node shooter, others focus on adds or the second circuit).
- Burst DPS: For bosses, especially Persys, having high burst damage loadouts can shorten the number of phases needed, saving significant time.
- Movement Tech: Utilize movement abilities (Icarus Dash, Eager Edge skating) to traverse platforming sections or escape danger quickly.
Parting Shot
The Spire of the Watcher offers a unique blend of Warmind mystery and Tex Mechanica flair, wrapped around a challenging set of encounters built on the Arctrician circuit mechanic. From restoring power at the entrance, ascending the hazardous tower levels, confronting the Siren Akelous, navigating the treacherous descent, and finally facing the Primordial Ruin Persys, Guardians must demonstrate mastery over both combat and the dungeon's unique puzzles.
Success demands careful loadout planning, prioritizing survivability for tougher challenges like solo flawless runs, and understanding the nuances of each encounter – the sequential yellow circuits, the timed red circuits, Akelous's eye destruction, and Persys's reactor purge cycle. The rewards, including the coveted Hierarchy of Needs Exotic bow and stylish cowboy armor, make the endeavor worthwhile. Whether tackling it solo or with a posse, understanding the mechanics, loot tables, and farming strategies outlined here will give any Guardian the edge they need to conquer the Spire and keep its secrets out of Vex hands. Good luck out there, partner.
