Grasp of Avarice is the fourth and final raid available in Destiny 2. Learn how to complete it with this detailed walkthrough guide from our experts at gameinformer.com
Destiny 2 Grasp of Avarice Dungeon Walkthrough Guide.
The Grasp of Avarice dungeon is new in the Destiny 2: 30th Anniversary Pack, taking Guardians deep into the treasure cave from the beginning of the game. The key to initiating the Gjallarhorn quest and unlocking the legendary Exotic rocket launcher can be found in the cave’s heart.
Bungie’s Grasp of Avarice is one of their most extensive dungeons. It’s a little bigger than Pit of Heresy and Prophecy, but not quite as big as Shattered Throne. Thankfully, it boasts a wonderful graphical design, fantastic bosses, and some of the finest prizes in Destiny 2 right now.
The four encounters in the Grasp of Avarice, as well as the two puzzle pathways, will be covered in this guide. It also functions as a supplement to our Gjallahorn acquisition and catalyst instructions.
The Loot Cave Entrance is the first encounter.
Choose the Grasp of Avarice action from the director’s Eternity menu, which is under the Moon destination. You’ll plummet right before the famed loot cave, where Hive and Fallen will be battling over the treasures within.
Remove the Fallen from the area and begin your assault on the Hive. Every red bar adversary you defeat will yield an Exotic engram (kind of), which will award you the Burdened by Riches debuff. You’ll have 30 seconds to choose between picking up another engram and dying. You may have dozens upon dozens of stacks of Burdened by Riches in your inventory, but you won’t need that many to advance.
The Hive will spawn indefinitely, although there is a crystal structure inside the treasure cave itself. Standing near the crystal drains two stacks of Burden at a time, and as you fill it, the structure swells physically and emits a sound cue.
There will be another distinct sound and a blast of white light when the crystals have enlarged. Filling the crystal will force the treasure cave’s floor to crumble into other crystals, taking you further into the depths for this initial encounter. Continue down the cliff face’s left side until you reach a massive blast door.
Now comes the exciting part.
The Trap-Laden Path leads to the Second Encounter.
In the following phase, there are just a few foes. Instead, a lengthy succession of chambers and passageways loaded with spike traps, deep pits, and other ways to quickly murder your Guardian is your major danger.
Two regular-sized doors share a tiny area with the blast door, as shown by the blue arrows pointing toward it. A skull and crossbones emblem is beside one of them. That’s the one you’re looking for. Without the warning, the other features a wall of expanding spikes that will kill you.
A little chamber beyond the skull and crossbones door has a lever on the opposite end. Keep an eye out for the elevated floor switch. It causes more spikes to be activated. As you go, you’ll see it again and again. Go inside the pipe after jumping over the spike switch and activating the lever.
You’ll reach a lengthy chamber with a bottomless pit at the end of the pipe. In the centre of the chamber, there is a little platform that is really a crumbling floor. Another lever is located at the other end of the chamber, but it is bait. When you activate it, the ceiling above the console will fall and kill you.
To advance, jump onto the falling floor and let yourself fall a little. There’s a little chamber below with the real lever you’re looking for. Return to the blast door chamber after activating it.
Jump up the vents this time until you find three smaller pipes flowing into the wall. Take the one that is closest to the blast door, or the one that is furthest away from where you can leap. Activate the floor switch and leap through the resulting gap in the ceiling.
Continue climbing, keeping an eye out for any spike traps. Soon after, you’ll come across a water basin with sliding doors on both sides. Start in the one that is closest to the left of the platform. Remove all adversaries from the chamber, then pull the lever at the far end. There are also spike traps here, so be cautious.
Exit the first area and go to the right side of the chamber to the freshly opened vent. Jump over the abyss after activating the switch inside. Using another lever, raise the ceiling opening into a room. Return to the main room after activating it. Return over the abyss and disable the room’s switch. Keep an eye out for the Shrieker that spawns.
One of the enormous bay doors at the lock’s entry will be unlocked. Clear the enemies and turn on the switch behind it. This unlocks the doors at the other end of the chamber. Make your way there, defeat the attackers, and unlock the orange-lit door. The other is going to murder you.
You’ll find yourself in a big circular space filled with Fallen and Hive opponents. A circular pattern on the wall above another switch may be found to the right of where you enter. Activate it to unlock Bay 3’s bay doors, which are on the other side of the chamber. Clear the area of foes and turn on the switch within. Carry on in this manner until all but one of the doors are open. Bay 2 will spawn a group of Fallen, with the yellow bar Vandal wielding a Scorch Cannon.
Grab the cannon and go to Bay 4, where a Fallen deposit device may be found. Scourge of the Past veterans will recognize it. To avoid the missile going off right away, fire a single shot from the cannon into the gadget while holding down the fire button. The door will open after three ticks of the charge.
A tall, red-lit stairway is beyond Bay 4. Only climb high enough to reach the first alcove and then enter. A massive barrel will slam down the stairwell, killing you. There’s just one barrel, so go to the top of the stairs and into the hall.
Continue until you hit a dead end, then turn around. You should notice an orange-lit vent that you should enter. Proceed through the vent and across the soggy chamber beyond it. You’ll emerge into a boss arena at the end of the passageway, the first of two such confrontations in Grasp of Avarice.
Second Encounter: Phyr’zhia the Insatiable’s Boss Fight
The dungeon’s first serious battle comes with the enormous, enraged Ogre Phyr’zhia the Insatiable. You’ll be employing both the banking engrams and Scorch Cannon doors mechanics you’ve learned thus far. This time, though, you’ll have to deal with the boss’s rapid-fire laser beams as well as swarms of opponents.
Simply leap over the abyss from the room’s entrance, where the Rally Flag is located, to begin the encounter.
A Fallen Vandal with a Scorch Cannon will emerge shortly after the conflict starts. Kill it, grab the cannon, and search the open hatch for the deposit device. On each side of the arena, there are two machines that operate a series of bay doors that lead to separate, smaller arenas.
Only one device’s port will be open at a time, and you must be cautious not to open both. If both devices are activated, the doors that were opened initially would shut, trapping and murdering anybody who remains within.
Two Hive Knights and 10 or so Acolytes will spawn after the doors open. Kill them to get their engrams, then bank them towards the rear of the arena. To start the fight’s damage phase, you’ll need to perform this twice. Hang around the engram crystal with Well of Radiance and a Titan bubble, if available, when it’s time to DPS the fight. Use your usual damage tools, such as 1000 Voices, Fusions Rifles, Sleeper Simulant (particularly after the buff), or whatever your squad prefers.
It is possible to one-phase Phyr’zhia the Insatiable, but he will almost certainly need two damage phases to be defeated. No matter how many times you try, the method remains the same. Kill Vandal, grab the Cannon, unlock the Hive sections, kill the Hive, bank engrams, and harm the monster.
Sparrow Racing the Bombs on the Road to the Third Encounter
Collect your first Dungeon treasure drops and proceed to the rear of the arena after defeating Phyr’zhia the Insatiable. The doors are now open, and you’ll go back and to the left via the hallways. Follow the chitin-infested chambers of the Hive until you reach a big set of blast doors.
You’ll have one more set of levers to deal with, and only one of them will not kill you. That’s the one on the left. Keep the correct one a secret from your pals. Allow them to go through it.
The blast doors open and Scorn Mine spawns once you trigger the left lever, giving you fifteen seconds to approach and disable it. When you see light creeping through the opening doors, you must be on your Sparrow and boosting. You’ll need full fifteen seconds to reach the mine and disarm it if you don’t do anything else. There are a total of four mines to defuse.
The enormous red buttons strewn throughout the map hold the key to this encounter. They’re little spheres with a bright red light that turns green when activated, as well as noises and a low beep. You don’t have to touch them exactly to turn them on; just within a few feet would suffice.
The mine’s detonation timer will be extended by around five seconds if the buttons are turned on. Each section has two or three buttons, the majority of which are on the flanks of the vital route leading to the mines. If you’re on a three-person team, send your best Sparrow driver first and assign at least one other teammate to find the buttons.
You’re done after you disarm mine D in the gigantic skull. To get to the third encounter, make your way through the crystal caverns.
The Third Battle: The Fallen Shield
Your mission is to deactivate the shield underneath the massive spherical in the area’s center. You must destroy the four bright batteries on its side to do so. This is a bit more complicated, but it uses the same concepts you’ve studied thus far.
In this chamber, there are five islands. You won’t be able to reach most of them by leaping (with the exception of a few classes and Exotics), however each island does have an inactive man cannon. A Scorch Cannon is required to trigger the man cannons, and the islands have one such Vandal a piece.
Look for a protected Servitor floating about on one of the islands when you arrive in the Fallen Shield arena. Then locate the deposit device and kill the Scorch Cannon Vandal. Allow the missile to charge and go to the man cannon’s base. Allow the Scorch missile to explode to temporarily activate the man cannon. By hitting the “Use” button, you may also spin the man cannon.
When you approach the Servitor’s shield, you must bank engrams to remove it. When defeated, Fallen will spawn on the Servitor’s island and drop Burden of Riches engrams. Bank around twenty to decrease the shield, allowing you to kill the Servitor.
These Servitors, unlike other foes, leave a rollable corpse behind. Push the dead Fallen ball to the base of its island’s man cannon, point the cannon towards the battery, and activate it with your great Guardian shoulders. If you succeed four times, the Fallen Shield defending the huge sphere above you will be lowered. If you lose a Servitor-ball by mistake, another one will spawn on another island.
Head to the centre man cannon and aim it straight upwards with the shield down. Activate it to gain access to the sphere and the final battle.
Avarokk the Covetous and his Hearty Crew in the Fourth and Final Encounter
The last arena is located in the Great Sphere’s center. The setting is identical to that of the Phyr’zhia battle, except that the engram crystal is located in the middle of the space on a raised platform.
On each side of the primary support span, there are two deposit devices. They force two massive containers on each side to rise and spew forth 10 engrams, for a total of twenty engrams, when triggered. You’ll need to track down the Scorch Cannon Vandal, but he won’t appear right away. You must first clear the first wave of adds, after which you will get a little respite to bank motes in the center.
There is, however, one difficulty. Avarokk the Covetous, the boss, and two yellow bar mini-bosses whose names must be seen to be believed. One is a huge, hard-hitting Marauder, while the other is a Tracer Shank with the might of a Mack truck. When beaten, each drop 10 engrams, which you’ll need for the damage phase. The two mini-bosses will respawn after each phase, but nothing else will change.
To completely charge the engram crystal and render the boss vulnerable, it need at least fifty engrams. Once you’ve deposited enough, Avarokk will make his way to the bow of the ship, where he’ll stand behind a massive box, waiting for you to strike him. You’ll have around thirty seconds to do as much damage as possible before he becomes Immune once again. To beat Avarokk and finish the Grasp of Avarice, repeat the method as many times as necessary.
Please let us know if this tour was helpful in the comments section below. Check out our tutorials on how to gain the Gjallarhorn in Destiny 2 and how to get the Gjallarhorn Catalyst in the Grasp of Avarice for more information. Alternatively, you may use any of our other Destiny 2 instructions.
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The “destiny 2 grasp of avarice secret chest” is a chest that can be found in the Grasp of Avarice Dungeon. It’s not clear what it contains, but it could contain anything from Emotes to Exotics. The chest is located in the first room on the right side of the dungeon.
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