By 2026, Guardians have spent so much time wading through Titan’s methane swamps that their boots have evolved gills. The Ghosts of the Deep dungeon, introduced back in Season of the Deep, remains one of Destiny 2’s most punishing endgame activities—and its Ghoul title is a badge of honor that says, “I have no fear of drowning, wizards, or my own fireteam’s questionable build choices.” Acquiring that glowing purple title means conquering ten triumphs, each more delightfully absurd than the last. Let’s dissect them with the gravitas they deserve.
Arise: The Participation Award

Every journey begins with a single step, and this one begins by not immediately wiping to the first Lucent Moth. Arise simply demands a dungeon completion. No secret conditions, no subclass handcuffs—just beat the place. It’s the triumph you pop by accident while sobbing into your controller after Ecthar’s tenth shield phase. If you haven’t cleared it yet, maybe prioritize that before reading the rest of this guide, because the other triumphs would like a word with your sanity.
Alone In The Deep: The Introvert’s Gauntlet

This triumph asks you to solo the entire dungeon without leaving the activity. Yes, the game expects you to wrestle a boss with more HP than a small moon all by your lonesome. The catch? Deaths don’t fail the challenge. You can die, respawn, and continue weeping. The moment someone joins your fireteam or you retreat to orbit, the jig is up. So tell your clanmates you’re “busy” and settle in for a long, soul-crushing evening. Good builds are mandatory; plinking away with a primary will get you nowhere. Think assassin’s cowl Arc Hunter for invisibility loops, or bonk Titan with Synthoceps for healing punches. Solar Warlocks can crutch on Well of Radiance, because of course they can.
The Trinity: Clan Cat-herding

Nothing tests friendship quite like a triumph that demands a full fireteam of clanmates. Three Guardians, all wearing the same clan tag, must beat every encounter. If your clan has withered into a ghost town since the Final Shape, it’s time to shop for a new one on Bungie.net. Pro tip: join a clan named something like “Dad Bods of the Last City”—they tend to be forgiving when you need to take a snack break during DPS.
Subclass Soirées: Shock Rise, Fire Hazard, and Abyssal Void
The Ghoul title insists you clear all encounters with a full fireteam of Arc, Solar, and Void subclasses. That’s three separate triumphs, each a delightful exercise in thematic cooperation. The clears don’t need to happen in a single run, so you can chip away at them between therapy sessions.
Shock Rise: Arc Week

Everyone must run Arc. Suddenly your fireteam becomes a walking lightning storm with the emotional regulation of a toddler. Hunters should grab Lethal Current/Flow State and pair it with Assassin’s Cowl—punch everything, vanish, repeat. Titans lean on Knockout and Touch of Thunder; Heart of Inmost Light keeps abilities flowing faster than gossip in the Tower. Warlocks provide Arc Souls like a generous aunt handing out candy. Plant a Rift and watch the little zappy buddies turn adds into fireworks.
Fire Hazard: Solar Flare Frenzy

Solar means high damage and even higher flames. Hunters can spam Tripmines with Young Ahamkara’s Spine or feast on orbs with Star-Eater Scales for a Golden Gun that makes bosses reconsider their life choices. Titans become immortal bonking machines: Roaring Flames, Sol Invictus, Synthoceps, and a one-two punch shotgun turn your throwing hammer into a delete button. Warlocks? They’ll be hurling fusion grenades with Starfire Protocol or Solar grenades with Sunbracers, filling the arena with so much fire that even Shaxx would comment, “Maybe tone it down.”
Abyssal Void: Purple Reign

For Void, Hunters run Stylish Executioner and Vanishing Step with Gyrfalcon’s Hauberk, chaining invisibility like a hyperactive ninja. Titans stack Bastion and Offensive Bulwark—Heart of Inmost Light is never a bad choice, or No Backup Plans if you’re feeling shotgun-silly. Warlocks gorge on Devour via Feed the Void; Child of the Old Gods weakens everything while you laugh maniacally through full-health regen. The Vanguard would be proud, possibly concerned.
One Of A Kind: Class Supremacy

Every encounter must be conquered by a fireteam of the same class. Three Hunters, three Titans, three Warlocks—argument about which is superior politely deferred. Most LFG groups will flock to Warlocks, because Well of Radiance, Bleak Watcher turrets, and Arc Souls provide enough safety nets to make a circus jealous. Three Thundercrash Titans, however, turn damage phases into a demolition derby. Three Nightstalkers? Hope you all enjoy spontaneous group invisibility.
Sovereign: Masochist’s Masterpiece

The Master difficulty variant adds Unstoppable and Barrier champions, Surges, Threats, and a -20 Power Delta reminiscent of day-one raids. But Lightfall’s changes offer a 25% damage boost from Surges and Overcharge, so clever loadouts can bridge the gap. A cohesive fireteam with proper anti-champion tools and a decent Well of Radiance can handle it without too many trips to the wipe screen. It’s still a step up from normal, but by 2026, the average Guardian has faced far worse power deficits in seasonal content.
In Memoriam: Sad Stories in Soggy Hallways

Twelve memory fragments lie hidden across the dungeon, each whispering lore-flavored tragedies. They’re tucked into jumping puzzles and post-encounter nooks, often requiring you to pause while add-clearing teammates wonder why you’re staring at a wall. A certain YouTuber named 360GameTV has a walkthrough that covers every location in order—follow it, or spend hours replaying the same sections while questioning your spatial awareness. The lore is worth it, especially if you enjoy a good cry.
Ghosts of the Deep Badge: Loot Goblin’s Finale

The final triumph demands you collect every item from the dungeon—except The Navigator exotic, mercifully. That’s an emblem, a sparrow, four weapons, and a full armor set. Here’s the shopping list, for those who enjoy dangling RNG:
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Regicide Emblem: free with your first normal clear. Wear it ironically.
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Recalcitrant Host Sparrow: first Master completion. It looks like a murderous diving bell.
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Weapons:
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Cold Comfort (Rocket Launcher) – drops from every encounter.
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Greasy Luck (Glaive) – Ecthar or Simmumah.
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New Pacific Epitaph (Grenade Launcher) – Ritual encounter or Simmumah.
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No Survivors (SMG) – every encounter, and it shreds.
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Armor (Taken King set): Helmet (Ritual/Simmumah), Arms (any), Chest (Ecthar/Simmumah), Boots (Ritual/Simmumah), Class Item (Ecthar/Simmumah).
Farm, farm, farm. The dungeon is stingy, so clear your schedule and maybe sacrifice a few legendary shards to RNGesus. Once all ten triumphs glow, the Ghoul title is yours—a testament to patience, teamwork, and an unnatural tolerance for Hive architecture. Wear it while idling in the Tower; let the blueberries gaze upon your achievement with envy. Then immediately equip something else because the title’s two years old and you need to farm the latest dungeon for the next shiny word. Go get ’em, Ghoul.