In the dusty, Vex-infested hangar of the ancient Seraph Tower, the WANTED title still gives Guardians a reason to flex. In 2026, Spire of the Watcher remains one of Destiny 2's most approachable dungeon titles: no exotic drop roulette, no flawless solo requirements, just a pile of themed clears and one beefy solo run. The dungeon itself is a Vex-flavored data fortress that drops Tex Mechanica weapons and the exquisite Hierarchy of Needs exotic bow. Guardians who crave a title should grab their fireteam, warm up the DPS heavy weapons, and start chipping away at each triumph.

The WANTED Checklist
A quick look at what stands between a Guardian and the word WANTED:
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Crisis Inverted: Complete the Spire of the Watcher dungeon.
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The Magnificent One: Complete every encounter solo.
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InSPIREd Posse: Clear all encounters with a full fireteam of clanmates.
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Fulgurteam Strikes Thrice: Clear all encounters with everyone on Arc.
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Three Suns At High Noon: Clear with everyone on Solar.
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The Null, The Blank, And The Empty: Clear with everyone on Void.
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One Class Town: Clear with a full fireteam of the same class.
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Resident Vexpert: Clear the Master difficulty version.
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Devil in the Details: Find and listen to six hidden recordings.
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Spire Of The Watcher Badge: Collect every dungeon weapon, armor set, and the Master Sparrow.
None of these call for a flawless solo or a blessed exotic engram, which is why so many Guardians treat the WANTED title as a very reasonable flex.
Crisis Inverted: The Basic Clear
A normal clear is straightforward. The dungeon's bosses have shorter damage windows than some other dungeons, so a Guardian should bring a high-burst heavy weapon and a Super that can dump damage quickly. Linear Fusion Rifles, rocket launchers, and aggressive damage Supers all work well. Think of each encounter as a quick dance: solve the Vex puzzle, stun the boss, unload, and repeat.

The Magnificent One: Solo Strategies
Soloing Spire of the Watcher is not about flawless perfection, just about survival and enough burst damage to avoid a dozen damage phases. The Harpy boss’s eyes can be popped quickly with a Trace Rifle or Machine Gun, while adds under the pylons conveniently feed Elemental Wells. The final Wyvern boss takes double damage from Supers, so a Guardian should save their Super for the damage window and retreat into the power room afterward to avoid Supplicant nonsense. Warmind Cells can even trigger nearby switches, which can make certain mechanics much less painful.
A few favorite solo loadouts:
| Class | Build Focus |
|---|---|
| Hunter | Nightstalker with Gyrfalcon's Hauberk and Echo of Starvation for Devour |
| Warlock | Dawnblade with Starfire Protocol plus Witherhoard to fuel Fusion Grenades |
| Titan | Sunbreaker with Loreley Splendor for recovery or Synthoceps for big Super damage |

Elemental Fireteam Runs
The elemental runs are mostly an excuse to show off subclass pride. A full fireteam on Arc, Solar, or Void can clear without too much trouble.
Fulgurteam Strikes Thrice: Arc
Arc builds are absurdly good at clearing adds and still bring solid burst damage. The usual playbook: generate Elemental Wells and use Font of Might before boss damage. Hunters can run Lethal Current, Flow State, and Assassin's Cowl; Warlocks can lean on Arc Soul, Electrostatic Mind, and Fallen Sunstar; Titans can spam Storm Grenades with Touch of Thunder and Knockout. The Vex will not enjoy it.

Three Suns At High Noon: Solar
Solar may be the easiest option because Warlock Well of Radiance makes everything safer and doubles the final boss melt. Hunters can use On Your Mark, Knock 'Em Down, and Star-Eater Scales with Blade Barrage. Warlocks can choose Starfire Protocol for boss DPS or Sunbracers for add clear, both of which mean endless grenade spam. Titans can use Sol Invictus, Roaring Flames, and Synthoceps for destructive melee and Super damage.

The Null, The Blank, And The Empty: Void
A Void clear is less flashy but still effective. Hunters can use Gyrfalcon's Hauberk with Stylish Executioner and Vanishing Step, dodging just before damage to gain a buff. Warlocks can overcharge Vortex Grenades with Contraverse Hold and Feed the Void. Titans can provide overshields and Weapons of Light with Bastion, Offensive Bulwark, and Heart of Inmost Light. Elemental Wells and Font of Might should be stapled to every loadout.

One Class Town
This triumph asks for a full fireteam of the same class, and any class works. Hunters and Titans can breeze through in a group, but Warlock remains the standout for those stacking this with a solo run. Well of Radiance, Phoenix Dive, Healing Grenades, Starfire Protocol, and Sunbracers give a Warlock an excellent mix of healing and burst. The final Wyvern boss taking double damage from Supers makes Well of Radiance feel like a delete button.
Resident Vexpert: Master Difficulty
Master Spire of the Watcher is not a joke. It includes Overload Minotaurs and Match Game, and it originally launched at 20 Power above the Season of the Seraph Pinnacle Cap. In 2026, the power landscape has shifted, but the pain remains: bring anti-Overload tools, coordinate elemental damage, and do not walk in under-leveled. The same strong loadouts from Normal should translate to Master, just with more champions and less forgiveness.
Devil in the Details: Recordings
There are six devilish recordings scattered throughout the dungeon. Most are easy to find between encounters, but a player can always follow a community video guide if their space detective instincts fail them. The recordings are not hidden behind bizarre mechanics, so a slow sweep of each area usually does the job.

Spire Of The Watcher Badge
The badge requires every weapon except the exotic, a full armor set from one class, and the Sparrow from a Master clear. Guardians can check progress in the Collections tab. This is the grindiest part of the whole title, but it is still kinder than chasing a random exotic drop.

With a little coordination and a lot of Vex destruction, any Guardian can add WANTED to their title collection.