The crown jewel of the Bungie 30th Ceremony DLC in Destiny ii is the Grasp of Forehandedness dungeon, a loftier-level activity that's all about getting a petty too greedy with the Destiny equivalent to crown jewels. The dungeon sends you beneath the infamous Boodle Cavern, a place from the game's afar past, where yous'll search for some of the game'south greatest treasures--including Gjallarhorn, an iconic Exotic rocket launcher. Finding your way into the dungeon is just the start, and there are enough of secrets to uncover along the fashion.

Beneath you'll find a complete guide to the Grasp of Avarice dungeon, with every encounter detailed, every trap marked, and every lore item cataloged. Everything you need to complete the dungeon alone or with a fireteam is below. And while you're delving down beneath the Cosmodrome, you should likewise check out our guides for unlocking Gjallarhorn and Forerunner, the Halo-inspired Exotic sidearm, likewise every bit our guide for getting the Gjallarhorn Exotic catalyst.

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The Entrance

To proceeds access to the Grasp of Avarice dungeon, y'all have to grab the Gjallarhorn quest. You'll find this on Xur's vendor screen in his treasure hoard in the new Eternity location on your Director map (if yous don't run across it, check the second page). With that in-mitt, drib by the Cosmodrome and talk to Shaw Han to accelerate the quest, which will create a new Grasp of Avarice node on your Cosmodrome map.

In order to become into the Grasp of Avarice dungeon, y'all need to detect a way within the Boodle Cavern. This is actually the main mechanic of Grasp, and you'll utilize it several times before you're washed here. As y'all shoot the enemies streaming out of the cave, they'll drop xanthous engrams, which look a lot similar Exotic engrams. Selection one upwardly, all the same, and you'll proceeds the "Brunt of Riches" debuff with a timer. When that timer expires, you lot'll die, only you tin reset it past picking up additional engrams.

Your goal is actually to gather up as many engrams as you tin while you lot clear out the enemies, so head into the cave where they spawn. Here, yous'll find a white crystal. Stand up beside it and the riches you're conveying, thank you to all the engrams, will be absorbed past the crystal. You'll lose the debuff (thus keeping you lot from dying), and the crystal will abound larger. Then your goal is to keep grabbing engrams to enhance your Burden of Riches debuff, and then standing beside the crystal in social club for information technology to absorb all your greed and get bigger. When the crystal becomes big enough, information technology'll flash, signifying that yous've satisfied its lust for riches. That'll terminate the see and open the archway to the dungeon proper, which is a pigsty in the flooring of the Loot Cavern.

Descending into the Cave

The next stride of the cave is lighter on fighting simply heavy on puzzles. Start, note that the first hallway yous enter contains Message in a Canteen lore item No. 1. Snag it as you go past to begin the story of Wilhelm-vii, the ill-fated Guardian who descended into this cave in search of treasures and got more than he bargained for.

The first lore item in the dungeon is right in the first narrow hallway, and you almost can't miss it.
The first lore item in the dungeon is right in the first narrow hallway, and yous nigh can't miss it.

Note also that this first area, covered in more than white crystals, contains the first breast you need to catch the Gjallarhorn Exotic goad. Use our Gjallarhorn goad guide to run across exactly what you need to practice for that. If this is your first fourth dimension into the dungeon, you don't need to worry well-nigh it, every bit you'll need to complete the activity once to gain Gjallarhorn and return to unlock its goad.

Cross the crystal that forms a span where a agglomeration of Hive enemies are waiting and turn left. Y'all should detect a crate of blank engrams against the wall just beneath a big crystal, and Message in a Bottle lore item No. 2 among them.

Once you've crossed the crystal that makes a bridge in the first big room, turn around and look in the corner beside it for the second lore item.
One time you've crossed the crystal that makes a span in the first big room, plow around and look in the corner beside it for the second lore item.

Keep moving until you brand your fashion into a room with a large round door with arrow signs effectually information technology at one end and two additional doors to the right. You'll observe that one of these doors is also marked with a skull and cross bones sign. Equally yous might guess, the treasure-hunters who created this path deeper into the cavern weren't excited for others to follow them and potentially flee with their loot. The door with the pointer, therefore, is boobytrapped--if you lot open it, spikes will wing forrard through the doorway and kill you.

The door with the scary sign is, of course, the door with no trap behind it--but watch out for that pressure plate just inside.
The door with the scary sign is, of grade, the door with no trap behind it--simply watch out for that pressure plate simply inside.

Instead, open the foreboding skull-marked door, but don't get through still. Instead, await downwards at the floor--you lot should see a square tile sticking up out of the flooring. That'due south a pressure plate, and stepping on it will trigger another trap (you might be sensing a theme here). Avert it past jumping over information technology or using the table on the right to climb around it. Push to the back of the room and you lot'll detect a button that will open the large circular hatch in the room yous simply left.

There's a hole in the ceiling right beside the button used to open the round hatch door in the first trap room. It leads to your third lore item in the dungeon.
In that location's a hole in the ceiling right beside the button used to open the round hatch door in the first trap room. It leads to your third lore detail in the dungeon.

Earlier you get out the room with the push, head to the left of the button to find a small alcove filled with blank engrams. Await up to find a hole near the ceiling that leads to a small, concealed cubby hole, with Message in a Bottle lore detail No. 3 inside.

The Trapped Path

Back in the start room, exit through the big circular hatch, which should at present be open. Following the path forward will take you to a big cylindrical room with a platform in the middle and a pit below. You want to jump beyond this pit to the platform, then bound again to reach the button on the far side of the room. Trouble is, the platform volition autumn when you touch it, and the button is boobytrapped. Once more.

Cross the pit to the platform and so bound again before the floor gives way to become to the far side of the room. Do not push this button. Instead, ignore information technology and turn effectually to face the mode you just came from. Beneath the collapsing platform floor on the left, you should see a hole in the wall y'all can enter. Spring to that spot to notice some other push button to press. This one will open the mode forrad. From here, leap back to the start button and and then support to the collapsing platform to return the manner you came.

The breakaway platform just past the round hatch door hides a small room where the button you want is secreted.
The breakaway platform just past the circular hatch door hides a pocket-size room where the button y'all want is secreted.

The button you pressed in the room with the collapsing floor opened another path, but not on the ground flooring. Instead, you lot accept to climb upward in the room with the round hatch you first opened. At the meridian of this room, y'all'll detect 6 round tunnels, each with a fan at the dorsum, and pressure plates in front end of those fans. As you lot tin probably estimate, five of those pressure plates will actuate their corresponding fan, sending you flying out of the tunnel to your death. The 6th opens the path to the next area.

Y'all want the tunnel that's farthest away and on the right side of the room from where you lot climb upwards--the back-right tunnel. If you've picked the right one you should be able to look down and see the circular hatch door you merely used on the wall just below you and a little to your right. Bear on the pressure plate in this tunnel and a hatch will open in the ceiling, assuasive you to jump out.

The tunnel closest to the round hatch door on the right side of the room is the only one without a trap inside.
The tunnel closest to the round hatch door on the correct side of the room is the only one without a trap inside.

The next room is narrow and filled with garbage, and you'll once again demand to leap upwards to find your mode through. Look up and you should see a platform above you, down the hall to the right, which has a bluish arrow on information technology. That pointer marks the location of a pressure plate on the elevated platform, so when you jump upwardly to it, be certain to stay to the right to avert triggering another trap.

Standing on this platform, do a 180 and so you're facing the hatch through which y'all entered the room. Alee on the correct, yous should see another platform you can leap to, this ane covered with open chests and bare engrams. Hop over to information technology and you'll detect a hole in the wall on your right that leads to another nook, which contains Message in a Canteen lore item No. four.

Look for a platform just above the hatch you enter this room from after passing through the fan tunnel. It hides another room where you'll find a lore item.
Look for a platform only in a higher place the hatch you enter this room from after passing through the fan tunnel. Information technology hides some other room where you'll find a lore detail.

Back on the platform with the pressure plate, spring across to the hole ahead and follow it through until you lot striking another console with a button. Actuate information technology to open the rotating hatch ahead, letting you into a reservoir with more hatches forth the sides. Cross the bridge ahead to the open hatch on the left side of the room and head within. Yous'll need to fight some enemies in hither, while also keeping an centre out for more pressure plates that tin activate traps; it's dark, so be careful. Clear the room and find a button in the dorsum that yous tin actuate, which will bike the hatches in the area. The room you're in has two hatches, in fact, so while the door you lot entered through volition close, some other will open to your correct.

The first button in the reservoir room opens the hatch across from you. Go inside and clear the room to find another button that'll open one on the other side. Keep going to get to the last room on the left.
The first button in the reservoir room opens the hatch across from you lot. Go within and articulate the room to find another button that'll open one on the other side. Keep going to go to the last room on the left.

Back outside in the reservoir, jump across to the adjacent opened hatch on the other side of the room and repeat the process. This should open the hatch direct across from the one you utilize to exit this room. Enter the room beyond from you and ignore the button on the console here for at present; instead, look for a hole in the ceiling that leads to some other room lit from the outside through a window. You'll discover a panel here that opens the real path forward.

Before y'all leave the windowed room, look up toward the ceiling. Higher up one of the ancient computer consoles, yous should see a hole in the corner of the room. Leap upwards to it and skid through to discover Message in a Bottle lore particular No. five.

In the room with the big window, look for a hole in the wall in the back corner, above the machinery, to find an alcove with another lore item.
In the room with the big window, look for a hole in the wall in the back corner, above the mechanism, to observe an alcove with another lore detail.

The last button you pressed in the windowed room opened a path behind you, back at the span you first crossed when you entered the reservoir. Caput dorsum outside and bound over to it, noting that at that place are some Hive enemies within that'll give you lot some guff. Take them out and proceed through the new pigsty in the wall. At the back of the Hive room are ii doors, and one is definitely boobytrapped. Pick the door on the correct to find the path that safely leads forward.

The Scorch Cannon puzzle

Alee, you lot'll enter a cylindrical room with four doors set in the walls, each numbered. Those numbers tell you lot how to advance through hither, and you're about to learn a new mechanic you'll utilize further on involving Fallen Scorch Cannons.

Open and clear each room in order to get yourself a Scorch Cannon, which is used to open Door 4.
Open and articulate each room in social club to get yourself a Scorch Cannon, which is used to open Door 4.

Get-go, though, y'all need to open doors one through 3 in succession. Door ane has a button console in forepart of it; activate that, and Door two will open. Inside that room, you'll find more enemies to fight. Be careful of trap pressure plates as you articulate the area. In the back of the room is another console, the button on which will open Door iii. Clear this room to find another button, which will unlock Door 1, where you'll find a Vandal carrying a Scorch Cannon. Kill it and take the weapon, as you'll need it to advance. Note that each time yous open a new door, enemies will announced, including Hive Wizards that fly around the central room.

Before moving on, await for a column between doors 3 and iv. On the back of the cavalcade closest to the curved wall on the outside of the room, you'll find a platform with a clandestine chest. Like the chests you detect in raids, this one will only requite you loot you've already received from within the dungeon, but once you've unlocked some goods, you lot tin can use information technology to find new rolls on weapons and armor. Y'all Y'all can reach it by jumping on the platform against the wall betwixt doors 3 and iv, but be wary--that platform will autumn abroad a moment afterwards you've touched it.

Look for your first secret chest between doors 3 and 4 in this room. It's a bit of a tough jump, however.
Await for your first undercover chest between doors iii and 4 in this room. It's a bit of a tough jump, however.

Jump over to Door 4 and y'all'll find an egg-shaped Fallen auto with a pigsty in the front. Launch your Scorch Cannon missile into the pigsty. You lot can concord down the trigger to charge up the missile; once it charges up a couple of times, release the trigger to detonate it. If you released plenty energy, the boom will ability the motorcar and open Door 4. If not, shoot it once again; three uncharged Scorch blasts will practice the chore.

Use Scorch Cannons to fire these egg-shaped Fallen generators whenever you see them in the dungeon.
Utilise Scorch Cannons to fire these egg-shaped Fallen generators whenever y'all see them in the dungeon.

Door iv reveals a staircase going upward. Before you charge forward, look to the sides of the stairs for small-scale alcoves. There should exist one immediately on the right, so duck inside. A cylindrical butt volition come flying down the steps, killing anyone in its path, merely the alcove will go on you safe from the trap if you're quick.

At the top of the stairs is a hallway leading to a garage, and seemingly, a dead end. Earlier moving on, await on the wall to the right where y'all enter for an open door.

Look for an open door in the wall of the garage area, before you go up into the ventilation duct in the ceiling.
Look for an open door in the wall of the garage area, earlier you go up into the ventilation duct in the ceiling.

Within is a force per unit area plate, so be careful to avoid it. Make your way to the back of this room and look for a white flat piece of wood leaning upward confronting the wall. Walk around behind that piece of wood to find a vent hole in the flooring that will lead to a room containing Bulletin in a Canteen lore detail No. 6.

Yet another hidden room, this time with a lore item.
Still another hidden room, this fourth dimension with a lore item.

Back in the garage, look for a stack of boxes in the center of the room. If you lot climb them, you'll find a hole just above them into a ventilation duct, which yous can use to continue forward. The duct will drop yous into a flooded room with a catwalk against a pillar on the left side of the room. From this broken catwalk, you should exist able to leap across the water to the go out on the far side. If that seems too daunting, subconscious in the dark in the corner to your right is some more ruined catwalk, but it can be tough to see. Moving along the dorsum wall to the correct side will get you to the 2nd catwalk, which is a picayune closer to the exit. Your all-time bet here, though, is to just jump from the first location--Hunters might want to equip the ST0MP-EE5 Exotic boots for a little extra boost in clearing the gap.

When y'all're out of this room, yous'll hit your first boss come across. You might besides recognize your location: the end of the Devils' Lair Strike, where you fight Sepiks Prime. You're on the side of the room you've never accessed in the Strike, though, approaching from the contrary end as the usual entrance.

Dominate Fight: Phry'zhia the Insatiable

Before jumping beyond the gap to the boss arena, make certain to drop a Rally Flag and power yourself upwardly. The fight with Phry'zhia volition require yous to combine the mechanics you've learned so far, but it's not too tough if you can observe yourself some decent cover from the boss. The ogre will lay into yous with its light amplification by stimulated emission of radiation heart attack constantly, and you can't harm it correct away, so you lot're going to need to notice safe spots to avoid getting hit, or employ tactics similar invisibility to avoid taking damage.

As you enter the loonshit, you'll see Fallen spawn in the back of the room, including a Vandal with a Scorch Cannon. Kill the Vandal and snag the cannon, then wait to the sides of the room, where you lot'll detect two doors you lot can power up with Fallen machinery, only like you did with Door 4. It doesn't affair which you showtime with, and then open i upwards and enter it. Inside, you'll discover a ton of enemies to kill, and they all drib engrams that give you the Burden of Riches debuff.

Look for the Scorch Cannon in the back of the boss arena, and for the generators above on the right and left sides.
Look for the Scorch Cannon in the back of the dominate loonshit, and for the generators higher up on the right and left sides.

Assemble as many engrams equally you tin, then head out into the boss arena and move toward where you jumped across the gap, at the front of the room. Don't be afraid to use your Super throughout this encounter, every bit the engrams you pick upward from the Hive enemies will grant Super energy. For every x engrams you get back, you'll also become your Super back. A white crystal like the ane you used to open the Loot Cave is here, so your goal is to gather equally many stacks of Burden of Riches as yous can earlier heading to the crystal to feed information technology. The crystal can block you lot from Phry'zhia's attacks equally you lot're waiting for your debuff to fully go away, merely note that Hive Thralls will stream toward you during this fourth dimension, so exist conscientious not to get surrounded. Yous'll need 25 engrams to grow the crystal to its total size; when y'all practice, Phry'zhia's shield will become down, making the ogre vulnerable to harm. Go nuts.

For your damage phase, linear fusion rifles remain especially powerful, especially with the Season of the Lost'southward Particle Disruption mod equipped. Stasis can be helpful here to keep the boss from messing y'all up too much, only really, you just desire to exercise as much damage as you can, equally fast every bit you can, with powerful weapons. Stick close to cover on the sides of the room to avoid Phry'zhia wrecking you with its attacks, or use Supers such likewise of Radiance to keep you and your team live. Later a short while, the dominate's shield will return, requiring you to repeat the process of gathering engrams again.

When the crystal is fully powered upward, you lot'll see Phry'zhia "succumb to temptation," losing its shield and condign vulnerable.

There's goose egg much more to know nearly fighting Phry'zhia, and subsequently y'all've hit it with enough damage, information technology'll fall, granting you lot your first dungeon loot drop and opening the way frontward.

The Sparrow run

Head out of Phry'zhia's arena the way you would normally enter to fight Sepiks Prime. Hang a left and you should see a cylindrical tank just alee of yous. Hop on top and inside the tank--it hides Bulletin in a Bottle lore item No. 7.

Jump on top of this cylinder to get inside it for your next Message in a Bottle.
Jump on top of this cylinder to get inside information technology for your next Message in a Bottle.

Keep moving forward until you hit a expressionless stop in a new surface area called Rusted Gangplank. Here, y'all'll detect 2 more than buttons--one is trapped, and one opens the door to leave. Cull the left button (you tin look at the console on the floor of the right i to encounter that it's trapped) but don't printing it yet, as you'll desire a second to compose yourself. The button opens the big door alee, leading exterior into an intense Sparrow race department of the dungeon.

The sparrow run is very similar to the one that was part of Scourge of the By, the raid released dorsum during the Flavor of the Forge. The contraction in this run is that, as you move accelerate through here, you'll need to defuse Fallen mines with extremely short fuses. Simply crossing nether these mines while on your sparrow at full speed is enough to defuse them, so you lot never have to slow downward or end as you lot power through to reach all 4--but the time within which you'll need to reach each one is very tight. Await for round white and red lights on the ground during the run; if you cantankerous over these, you'll extend the mine timers slightly, making information technology a bit easier to reach them all. Our path through the run will direct you to several of them, just it's easiest to do with your fireteam splitting up the responsibilities to hit the lights along the manner, every bit are lots of possible paths through this section, and lights scattered across all of them. You lot'll know the lights accept been activated if they switch from red to green as you lot pass.

Look for these lights scattered around the sparrow section of Grasp of Avarice. Each adds a few seconds to the mine timers, making it a bit easier to defuse them all.
Look for these lights scattered around the sparrow section of Grasp of Avarice. Each adds a few seconds to the mine timers, making it a bit easier to defuse them all.

Speaking of Scourge of the Past--if yous have the raid's sparrow, Always On Fourth dimension, you should absolutely use it hither. Its intrinsic perk makes enemies fire on it less, which is a huge boon through this portion of the dungeon. There's a good take a chance that, even if you're doing a cracking job driving, your sparrow might sustain enough damage from enemies that it'll explode, ruining your run. Y'all can get Always On Time from the Monument to Lost Lights in the Tower.

When the door opens, caput to the correct to striking your outset low-cal, and so cut left under the crashed ship to reach Mine A. Equally you enter the cylindrical crashed colony ship, carry left forth the wall. If you can stick on that path, yous'll hit the 2d calorie-free--just exist ready to become back in the eye of the path to go through the tighter round opening just ahead, which will go you to Mine B.

From Mine B, bear left again, going up the rocky wall and back inside the transport ahead (the right side has a Fallen Walker and most certain expiry, so you actually want to avoid that). The crashed transport's round opening alee contains the third calorie-free, then you'll hit it no affair what if you take this path, and Mine C is only beyond in a big, open, rusted-out room.

Aim for the launcher on the left to hit one last light on your way to the final mine.
Aim for the launcher on the left to hit ane final light on your style to the final mine.

Right later on Mine C, go through the triangular opening with Fallen enemies continuing in it, then bear right, bypassing the ramp in the centre of the room. You'll encounter another ramp ahead of yous on the correct side of this area, with the 4th light at the cease of information technology. Only beyond that are two spinning drill-like launchers. Have the higher i on the left, which volition launch you into the skull-faced cave(!) alee while as well taking you past the last light. Mine D is just within the cave and yous should land on information technology, assuasive you to quickly defuse it. Just note that this is the end of the line for your sparrow and you lot'll have to briefly defend yourself confronting some enemies.

Before you leave the skull cave, use the crystals along the side to climb up into the left eyehole above you, where y'all'll find another hidden chest. From at that place, drop down to the nose hole and look down into the gap y'all crossed with your sparrow, toward the correct wall below. Y'all should meet a platform well below the skull cavern y'all can drop down to. When you arrive, turn around and face back toward the skull cave to notice Message in a Bottle lore item No. eight nestled up against the wall, in the shadow of the platform to a higher place.

Look down from the nose of the skull cave, to the right side of the pit below, to find a place where you can drop down to. The lore is nestled against the platform just above the lowest point.
Look down from the olfactory organ of the skull cave, to the right side of the pit below, to find a place where yous can drop downwardly to. The lore is nestled against the platform simply above the lowest betoken.

Back in the skull cave, climb upwards the white crystals to attain the leave on the right side of the room. Yous'll enter into a shaft where you can drop downward, merely don't go down yet. Instead, climb upwardly using the crystals to find Message in a Bottle lore item No. 9 confronting the wall on the large, horizontal crystal to a higher place you. It's a bit hidden in shadow, nestled nether some smaller crystals jutting out from the wall to a higher place it.

Climb up the crystal shaft rather than dropping down to find this lore item against the wall on the right in this image.
Climb up the crystal shaft rather than dropping down to discover this lore item against the wall on the right in this image.

The Sunken Lair

You'll have to use the shells of dead Servitors to break through the Fallen Shield in the Sunken Lair.
You'll have to use the shells of dead Servitors to break through the Fallen Shield in the Sunken Lair.

Descend downward the shaft to find yourself in the side by side encounter of the dungeon. This one is involved, but actually not besides difficult. It's function combat and part puzzle, and will again require y'all to use Scorch Cannons to power machinery and to grow crystals using collected engrams.

First, go the lay of the state. This room is made up of several islands that have Fallen structures on them. Each of these islands has a large round launcher affair on it, but like the launchers y'all used with your sparrows immediately earlier this. The launchers can boost yous from 1 outpost to the adjacent, and you tin can interact with them to rotate them and aim them at unlike, predetermined spots. Each launcher has a cable running away from it to a Fallen ability generator, which you can power up using a Scorch Cannon--and each outpost has a Vandal wielding a cannon, so you tin can ever hands discover one.

When you fire a Scorch Cannon blast into one of the generators, it'll turn on its connected launcher, sucking up anything beneath it and sending information technology flying to wherever you've aimed it. You can utilize the Scorch Cannon's ability to remotely detonate its projectiles to make sure you lot're in position earlier the launcher fires upward. Make certain you've got your launcher aimed where you desire to get before getting into it, or there's a fair run a risk it'll launch yous toward that circular metal structure in the center of the room, causing you to autumn to your expiry in the water below.

Use these launchers to get around the area, and after you kill Servitors, use the launchers to fire them at the Fallen Shield above.
Utilise these launchers to get around the area, and after you kill Servitors, use the launchers to burn them at the Fallen Shield to a higher place.

Await upward at that round metal construction, which kind of looks like a hot air balloon. The bottom opening of that structure is shielded, and your goal is to destroy that shield. To do so, you need to target four circular, lit-upward objects located effectually the exterior edge of the opening. You tin't take them out with your weapons, notwithstanding--you need something special to practise the task. Namely: You need to launch expressionless Servitors at those shield generators in club to take them out.

There are four shield generators, so you need to find four Servitors to destroy them all. Those Servitors show up 1 at a time in random locations around the room, and they're all shielded, so they're immune to attacks. Outset using the launchers to motion yourself around the arena until you rail down a Servitor. When you observe it, enemies will flood the outpost to attack you lot. Kill them and they'll drop engrams to charge up a nearby crystal, which y'all'll detect inside the central building of that outpost. When y'all charge upward the crystal enough--xx engrams will exercise it--information technology'll deactivate the Servitor's shield, allowing you lot to destroy it. Equally before, ten engrams gives your Super back, and then don't be afraid to employ it equally much equally you need to.

When you impale the Servitor, instead of bravado up completely, you'll be left with its dead, round metal shell. Carefully push button the Servitor shell to the launcher on your isle; it should roll pretty easy, simply if the Servitor falls off an edge, you'll have to expect for another to respawn and kill that one. One time the Servitor shell is under the launcher, interact with the launcher to aim it up at the shield generator on the hot air balloon higher up you. Power up the launcher's Fallen generator with your Scorch Cannon to fire the beat out.

You'll accept to proceed repeating this procedure, moving effectually the room with the launchers to find and destroy Servitors, but it's not an especially tough fight. One time you've got all four shield generators destroyed and the Fallen Shield is no more, head to the island in the eye of the room. Y'all'll find a breast with your next batch of loot for completing the encounter here.

Earlier you leave, caput to the left side of the room if your back is to where you entered. You lot want the outpost against the left wall, which has a big turbine-looking slice of machinery hanging above information technology. Jump up to this turbine and become inside to find Message in a Bottle lore item No. x.

The lore item is up inside that hanging chunk of machinery, so use a launcher to get to that outpost and find it.
The lore item is up inside that hanging clamper of mechanism, so use a launcher to become to that outpost and find it.

Next, go to the center island's launcher, and then look back toward the heart of the outpost, with the edifice on it. You should see that you can go underneath the higher department of this key island. Check below the platform with the edifice on it to find a crate with engrams inside and Message in a Bottle lore item No. 11.

Look beneath the building of the island in the center of the Sunken Lair to find your penultimate lore item.
Expect below the edifice of the island in the center of the Sunken Lair to discover your penultimate lore item.

Back at the eye island's launcher, arrange it and so information technology's aiming straight upwards through the opening above you lot, then use it to fire yourself up to the acme. You lot're now in Wilhelm's Hoard for the last phase of the dungeon--the final boss fight.

Boss Fight: Captain Avarokk The Covetous

Before you move to the middle of the room to start the boss fight, expect around a bit to go an idea of what you're up against. This room volition again apply the Burden of Riches engram mechanic and the Scorch Cannon generator mechanic. In the centre of the room is the big crystal you demand to bring your engrams to one time you have the Brunt of Riches debuff. To get them, you'll demand to find Scorch Cannons to shoot i of iii generators, stuck to the big rings in the center and facing the left side, correct side, and front of the room.

The Avarokk fight is a little dissimilar from past encounters in the dungeon, considering you lot won't be getting your engrams from enemies. Instead, they're located in boxes that are fastened to the walls of the ship. To open those boxes, you demand to charge up one of the generators a few times with a Scorch Cannon. Whatever generator seems to bear on all the boxes in all iii locations around the room, though; in one case they're charged, they dump a ton of engrams onto the ground for you to pick upward.

As with past fights, gather engrams to get the Burdened by Riches debuff, then use it to power up the crystal in the middle of the room to make Avarokk vulnerable.
As with by fights, get together engrams to get the Burdened past Riches debuff, then use it to power upward the crystal in the middle of the room to make Avarokk vulnerable.

Your goal is to so carry your Burdened by Riches debuff to the center of the room, where Avarokk is, and avoid him long enough to grow the crystal near where he stands. Grow the crystal with 60 total engrams, and as in the past, it'll deactivate Avarokk'south shields, making him vulnerable. He'll move to the back of the room and stand still, allowing you lot to unload on him with everything you've got for a few seconds. When his shield goes support, you'll repeat the process.

That's the bones gist of the encounter but there'south quite a bit more to defeating Avarokk. The dominate makes crossing the centre of the room difficult, and he'll nail you as yous're growing the crystal, so you lot demand to be very conscientious every bit you're doing so. The room volition also periodically alluvion with Dregs, who aren't peculiarly powerful only who tin can overwhelm you with concentrated burn. They show up on the center, left, and correct platforms, correct where engrams are dumped out of their boxes when you accuse the Fallen generators.

The main matter you need to exist concerned with during the fight, however, is the pair of helpers Avarokk has in the center of the room. He's flanked past R-M80, a flying sniper shank, and a Fallen Marauder called Grisprax. Both are tough, yellow-bar elite enemies who are hard to kill, and both can exercise a ton of damage to you. Eliminating R-M80 and Grisprax is essential to freeing yourself up to do harm to Avarokk. Notation also that Grisprax drops 10 engrams, giving you lot a quick Super recharge when yous bring him downward.

Prioritize killing this jerk, because the sniper shank will punish you if you don't.
Prioritize killing this jerk, because the sniper shank volition punish you if you don't.

You'll desire to first with R-M80, whose ability to snipe y'all makes it extremely dangerous. Almost of the fourth dimension, when you lot die during the Avarokk fight, it'll exist R-M80 that kills yous. Focus on destroying it first, making use of loftier-ability weapons or fusion rifles using Particle Deconstruction. Once the shank is dead, bargain with Grisprax, who will probable exist invisible on the primal platform, but a bit easier to deal with considering its attacks are curt-range. With both enemies defeated, you're clear to wipe out Dregs and offset gathering engrams to activate Avarokk'southward damage phase.

Subsequently you bargain harm to Avarokk and its shield is restored, nevertheless, both R-M80 and Grisprax volition respawn, forcing you to kill them again. You'll desire to get away from the center of the room fast and discover cover and then you can stay alive and deal with all the enemies effectually. Again, Well of Radiance is extremely useful here--it's great for absorbing Avarokk's attacks during the damage phase so you can just lay into him without worrying about dying. Invisibility tin can also exist very helpful here, especially when you're headed to the crystal with Burden of Riches. Avarokk will attack you the entire time you're getting rid of that debuff, so try to run around the crystal to stay away from his stomp attack and to employ information technology for cover.

Repeat all these steps until you've dealt enough damage to Avarokk to impale it, and y'all'll accept cleared the Grasp of Avarice. The final moments of the dungeon reveal the fate of Wilhelm-vii when you become your last loot drop. Look inside the box that opens at the end with Wilhelm-seven inside to find one concluding pickup: Message in a Bottle lore particular No. 12. That should unlock the "Richest Expressionless Human Alive" Triumph, earning you the Hraesvelgur ornamentation for Gjallarhorn.

You'll find the last lore item in the dungeon sitting beside Wilhelm-7 himself.
You'll find the last lore detail in the dungeon sitting abreast Wilhelm-7 himself.

While there's a full set of armor to exist earned from the normal difficulty version of Grasp of Avarice, know that playing through the dungeon on Master difficulty volition earn you Artifice armor pieces that offering an actress mod slot, making information technology unique and worth pursuing.

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