Grasp of Avarice is the three-player Cosmodrome dungeon from the 30th Anniversary Pack. To prepare, check the recommended power level, learn the Burdened by Riches rule and use voice chat. A self-play carry lets you play your own account while a Sherpa explains each section.
Last updated: November 4, 2026. Written by the Guardian Sherpa Team.
Quick answer: Grasp of Avarice is a three-player Destiny 2 dungeon released on December 7, 2021 with the Bungie 30th Anniversary Pack. It starts in the Cosmodrome Loot Cave, has trap puzzles, a Sparrow mine race and two bosses, Phry'zhia the Insatiable and Captain Avarokk the Covetous. A Guardian Sherpa carry lets you play your own account while a guide explains each mechanic.
What is the Grasp of Avarice dungeon?
Grasp of Avarice launched on December 7, 2021 during Season of the Lost, as part of the 30th Anniversary Pack, and supports a fireteam of up to three Guardians (Destinypedia, Prima Games). It begins in the Skywatch area of the Cosmodrome and is the first dungeon to feature the Fallen alongside the Hive. Its two key mechanics are the Burdened by Riches debuff and the Scorch Cannon.
Its sections are the Loot Cave, the Rusted Gangplank trap route, the Scorch Cannon doors, the boss Phry'zhia the Insatiable, a Sparrow mine race, the Sunken Lair shield shutdown and the final boss, Captain Avarokk the Covetous. Older guides list power recommendations that no longer apply, so check the in-game Director. Typical clear length depends on team experience and we do not publish a fixed figure.

How do you manage a Grasp of Avarice dungeon run?
These are team-practice steps we recommend for any three-player dungeon, not game rules.
- Before you queue: agree the three roles (caller, mechanic runner and damage or add control), who revives first and who holds Heavy ammo for bosses. Write them in party chat.
- Set up comms: everyone on voice chat, one caller per section, and a rule that only the caller talks during mechanics. With three players, every voice matters.
- Loadouts: bring a build you already know. Pack weapons for adds, bosses and long range, and check ammo types before each boss. Do not swap a build you have not practised just before a boss.
- Finisher plan: decide who picks up the Scorch Cannon from the Vandals, who fires at generators and who feeds the crystal, and say it out loud.
- Checkpoints and progress: confirm in-game how your team's progress is saved before leaving the dungeon. Do not assume you can leave mid-encounter and rejoin where you left off.
- Pacing: take one section at a time. After each clear, loot, reload ammo, swap weapons and revisit the next section's roles before you move.
- Running callouts: the caller states the phase, the next trigger and each person's job. Players confirm with one word. Silence means 'got it'; ask if unsure.
- After a wipe: do not rush back. Spend 30 seconds naming what failed (timer, position, wrong plate or buff, dead runner), assign the fix to one person, and re-enter.
- When to pause: after three failed attempts with the same mistake, take a break, reset roles or switch the caller. Fatigue causes most repeated wipes.
- Leaving and rejoining: if someone must leave, finish the current encounter if you can and note which section you are on; confirm in-game whether a replacement can join before you go.
Grasp of Avarice encounter guide
Grasp of Avarice has two boss fights, a trap route, a Sparrow race and a servitor puzzle. The steps below follow Shacknews and GameSpot, cross-checked with Destinypedia and Prima Games for names. Where the guides do not agree, we say "confirm in-game".
1. Loot Cave and Rusted Gangplank
Goal: Open the cave with the crystal, then cross the trapped route safely.
- Start in the Skywatch Loot Cave. Kill enemies and collect the yellow engrams they drop. Each one gives you the Burdened by Riches debuff, and picking up more resets its timer. If the timer expires, you die (GameSpot, Shacknews).
- Stand beside the white crystal in the cave to drain your stacks into it. Repeat until the crystal flashes and opens the hole in the floor.
- Drop into the dungeon and head along the Rusted Gangplank. Several rooms have trapped buttons and plates. At the arrow-and-skull doors, GameSpot says to open the skull-marked door and avoid the pressure plate; Shacknews describes a different door sequence. Confirm in-game before touching any plate.
- In the six-tunnel room, only one route is safe (GameSpot and Shacknews both point to the back-right tunnel). Other tunnels trigger fans that kill you.
- At dead-end button pairs, guides report the left button as safe and the right as a trap. Walk slowly and call every button before pressing it.
- Continue through the flooded and windowed rooms using the consoles and levers until you reach the circular room with numbered doors.
After a wipe: A trap death usually only costs a few seconds. Name who tests each button and keep the caller on voice so no one presses blindly.
2. Scorch Cannon doors
Goal: Use Scorch Cannon shots to open every door.
- The circular room has four numbered doors, each powered by a generator. Shacknews gives the opening order as Door 03, 04, 01, 02, while GameSpot describes Doors 1, 2, 3 and 4 in sequence. The guides disagree, so follow the in-game prompts.
- When the matching door opens, defeat the Scorch Vandal (Scorch Vandal, Gunner of Avarokk) and take its Scorch Cannon.
- Fire at the generator to open the door. Dodge the rolling barrel on the stairs by ducking into an alcove on the right.
- Stack the containers to reach the vent or hole, drop into the flooded room and jump the gap to reach the boss arena.
After a wipe: Re-agree who carries the cannon. Dying with it means the Vandal must be killed again.
3. Phry'zhia the Insatiable
Goal: Feed the crystal to drop her shield, then damage her.
- Place a Rally Flag or other cover before crossing the gap. Phry'zhia's laser eye hits constantly, so use cover.
- Kill the Vandal that carries a Scorch Cannon and fire at a generator above a side door. This spawns enemies in the room that drop engrams.
- Collect engrams (Burdened by Riches) and deposit them at the crystal in the arena. GameSpot says about 25 are needed to remove her shield. Confirm in-game.
- When the message "Phry'zhia the Insatiable has succumbed to temptation" appears, her shield is down. Damage her with your strongest weapons. Linear fusion rifles and Well of Radiance were suggested.
- The shield returns after the damage window, so repeat the loop until she is defeated.
- After the kill, take the loot from the chest and go through the back door.
After a wipe: Reassign who feeds the crystal and who clears Thralls and Knights. Use the crystal for cover.
4. Sparrow mines
Goal: Defuse mines A to D with your Sparrow before their timers run out.
- Race along the track on your Sparrow. You must defuse mines A, B, C and D.
- Drive over the red-and-white lights along the route to extend the timer. You only need to pass close to them.
- Shacknews places Mine A on the right under ship wreckage, Mine B inside the ship before the hexagonal structure, Mine C before where the Spider tank is dropped, and Mine D on the right at the top of a ramp before the gravity cannons.
- Cross each mine at full speed to defuse it (GameSpot). Shacknews reports Mine D as the hardest.
- After Mine D, continue to the large skull cave and the next section.
After a wipe: Practise the route as a team. A fast-summon Sparrow helps. Confirm the exact order in-game.
5. Sunken Lair: Destroy the Shield
Goal: Knock down the central shield with four servitor shells.
- The central structure has four shield nodes. Destroy Abundance Monitor Servitors and launch their shells into the structure.
- Use a Vandal's Scorch Cannon to power the launchers between outposts. Aim the launcher before boarding, or you may fall into the water.
- At each outpost, kill the enemies, collect engrams and feed the crystal. GameSpot says about 20 are needed to drop the Servitor's shield; confirm in-game.
- After killing the Servitor, push or melee its shell to the cannon platform within about 90 seconds (Shacknews), aim at the central structure and fire at the generator.
- Repeat until four nodes are down and the shield is gone, then use the middle platform cannon to launch up to the final boss.
After a wipe: Name which outpost each player owns. Kill Overload Captains first on higher difficulty.
6. Captain Avarokk the Covetous
Goal: Feed the crystal 60 engrams, then burst Avarokk during his damage window.
- Avarokk is a Fallen Kell, joined by R-M80, Loyal to Avarokk and Grisprax, Bosun of Avarokk. Kill the Vandal with the Scorch Cannon.
- Fire at one of three generators (left, right or middle front). Engrams drop when the pods hit each other.
- Collect Burdened by Riches engrams and deposit them at the central crystal. Both Shacknews and GameSpot say Avarokk's shield needs 60.
- When "Avarokk the Covetous has succumbed to temptation" appears, the damage phase starts. Shacknews says it lasts about 30 seconds.
- After the window, "Avarokk the Covetous resists temptation once more" appears and he is immune. Repeat until he falls.
- Clear the Dregs and kill R-M80 and Grisprax first. Use the crystal for cover from Avarokk's attacks.
- At the end, open the box for the last Message in a Bottle if you are tracking lore.
After a wipe: Reassign the cannon carrier, crystal feeder and add killer. The usual wipe is feeding while enemies still flood the platform.
Sources: Shacknews and GameSpot step-by-step guides, with Destinypedia and Prima Games used to cross-check names, release date and rewards. Engram counts, door order and timers differ between guides and may change with updates; confirm in-game.
What roles and loadout work in Grasp of Avarice?
A three-Guardian dungeon works best when every slot has a clear job before the first room. The chart below uses generic archetypes. No specific weapon or subclass is mandatory, and the best loadout is the one you already know how to play well.
Bring weapons for three jobs: adds, bosses and long-range threats, and keep Heavy ammo for damage windows. Linear fusion rifles, a grenade launcher for groups and a Well of Radiance were suggested by guides, but none is required. For the Sparrow section, bring a Sparrow you can summon quickly.
How do I prepare for Grasp of Avarice?
- Update the game and check the recommended power level in the in-game Director.
- Bring weapons for different damage needs and a build you know well.
- Use a headset so you can hear callouts.
- Turn on two-factor sign-in for your account.
- Agree on roles and a caller before you start.
- Pick a time window when you can play without interruption.
- Learn the Burdened by Riches rule before the first room: stacks are good, an expired timer is fatal.
What are the most common Grasp of Avarice mistakes?
- Pressing a trap button without a call.
- Letting the Burdened by Riches timer run out.
- Feeding the crystal while elites are still on the platform.
- Skipping the pre-fight briefing and trying to learn mechanics mid-wipe.
- Spending Heavy ammo and Supers on adds instead of saving them for damage windows.
- Talking over each other, which hides the one callout that matters.
What rewards does Grasp of Avarice offer?
Destinypedia lists the dungeon's weapons as 1000-Yard Stare, Eyasluna, Hero of Ages and Matador 64, plus the Twisting, Descending and Corrupting Echo Suits for Hunter, Titan and Warlock. Prima Games and Shacknews also tie the dungeon to the Gjallarhorn quest and catalyst, with Artifice armor on Master difficulty. Sources differ on exactly which steps the dungeon covers, so confirm in-game. GameSpot also lists twelve Messages in a Bottle and a Triumph for finding them. Loot tables change, so we did not confirm the current pool.


Drop tables, drop rates and rewards can change between seasons. Always confirm in game, and do not treat any drop as guaranteed on a given run.
How does a Grasp of Avarice carry work?
A Guardian Sherpa carry is a guided self-play run. You stay signed in on your own account and play every section yourself, while an experienced Sherpa joins your fireteam, explains each mechanic and helps the team stay on track. We never ask for your password on self-play orders. See the Grasp of Avarice dungeon carry for the options; it is listed from $25 for a full clear, and the flawless-goal option is $50.
- Pick the run type on the product page and check out.
- Open your private order page and confirm your platform, Bungie name and a time window.
- You can cancel for a full refund until a Sherpa accepts your order.
- A Sherpa accepts the order and sends a normal in-game fireteam invite at the agreed time.
- You play the dungeon together on your own account, with each section explained.
- After the run you have a 48-hour review window.

What is included, and what is not?
- Included: a guided, self-play run with an experienced Guardian, a private order page, section-by-section explanations and a 48-hour review window.
- Not included: account sharing or piloting (Guardian Sherpa only sells self-play), cheats or exploits, guaranteed drops, guaranteed completion times or any promise of in-game results.
What is a flawless run?
A flawless run is one finished without a death. We play toward that goal but cannot guarantee in-game results.
Is a carry safe for my account?
Self-play carries less risk than services that log in for you, but no provider can promise zero risk. Read our account safety page.

More dungeon guides
- The Shattered Throne
- Pit of Heresy
- Prophecy
- Duality
- Spire of the Watcher
- Ghosts of the Deep
- Warlord's Ruin
- Vesper's Host
- Sundered Doctrine
- Equilibrium (dungeon carry)
- Dungeon carry guide
New to carries? Read how a self-play carry works and see the FAQ.
Frequently asked questions
How much does a Grasp of Avarice carry cost?
A Grasp of Avarice self-play carry is $25 for a full clear and $50 for a flawless-goal run (no deaths) at Guardian Sherpa. Prices are shown before checkout, there are no hidden fees, and the WELCOME20 code takes 20% off a first order. See the Grasp of Avarice carry page for the current price.
How long does a Grasp of Avarice run take?
Time varies with the team, how many sections are new to you and whether you choose the flawless goal. Your Sherpa gives an estimate on your order page before the run starts and explains each section as you go, which adds a little time but saves wipes.
What power level do I need for Grasp of Avarice?
Check the recommended power shown in the in-game Director for Grasp of Avarice and bring a character at or near it. Your Sherpa checks your character before the run and can suggest a quick power catch-up if you are under the recommendation.
Do I have to share my Destiny 2 login?
For self-play orders, no. You stay signed in on your own account and you stay signed in on your own account and join our fireteam through a normal in-game invite. On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Read the account safety page for the full policy.
Can I cancel my order for a refund?
Yes, up to the moment a Sherpa accepts your order. Until then you can cancel from your order page for a full refund to the original payment method. After a Sherpa accepts, the customer-side cancel option closes, but our team can still cancel, refund or reschedule if something goes wrong. See the refund policy.
How do I book and what happens next?
Pick the run type on the product page and check out. You get a private order page where you confirm your platform, Bungie name and a time window. A Sherpa accepts the order, you receive a fireteam invite at the agreed time, and you play the activity together. Afterwards you have a 48-hour review window. The step-by-step guide covers each stage.
Is Grasp of Avarice good for first-time dungeon players?
Grasp of Avarice has long trap and puzzle sections, but they teach one idea at a time: feed the crystal, fire the cannon. A Sherpa can explain the safe buttons, the Sparrow mines and the shield rules before you reach each room, so a first run is more about learning roles than guessing. We cannot guarantee a clear, but guided teams usually avoid the common trap and timer mistakes.