In “Destiny 2,” the evil concept of heresy is quite an adventure. In this online game, there’s this Pit of Heresy, a Dungeon that takes place on the Moon. Is it somewhat overwhelming to take in? Let this guide walk you through.

Unlocking The Dungeon

The Pit of Heresy is among the most challenging pieces of content in “Destiny 2.” However, it will be elementary to navigate yourself through it, especially with a guide like this. So, read on.

We will take you through what you can find in the Pit of Heresy, but you must first unlock this Dungeon before everything else. Yes, the Dungeon is inaccessible unless you complete a quest. 

Eris Morn, a former Hunter, will give you this quest. Once you’ve accomplished the quest, you’re on your way to starting the activity. 

But here are more requirements you may want to consider. First, it is best that your firearm is at least a Power 950. This will prepare you for the most difficult challenges while fulfilling this mission. 

Regarding weapon loadout, two of the best options are Divinity and Izanagi’s Burden. Completing the Xenophage Exotic Machine Gun quest will also be helpful before you begin. You can complete this while you’re in the dungeon. 

The Necropolis

The very first encounter in this Dungeon happens at the Necropolis, a gigantic structure that resembles a city situated on a cliffside. You’ll engage in several movements here. 

Remember the following:

  • Go into the room and look at the symbols on the chain.
  • Then, proceed outside and find these three symbols as gigantic holograms. 
  • Go inside each of the three rooms and beat the minibosses within. 

You must have the Hive Relic sword to inflict significant damage on each miniboss. This is the only way. The giant Knights patrolling the vicinity will drop these swords. But beware, as some of these Knights are not just gigantic, but Ogres. 

There are three various moves that the Hive Relic sword can offer: a lighter attack, a heavier attack that unleashes a powerful energy blast, and a shield capable of deflecting attacks from opponents. You must use each move intelligently to defeat the minibosses. Remember these pointers: 

  • The lighter attacks can defeat the Knight.
  • The ranged heavier attacks will defeat the Wizard. 
  • The guard can be used to defeat the Shrieker. 

Once all the minibosses are beaten, the chains will break, and you can proceed to the next area. A beam of light will guide you forward. 

The Tunnels Of Despair

This area may be small, but you’ll also do several activities here, such as running through caves, killing Knights, and using orbs to open doors. Here are the steps:

  • Get inside the caves by shooting the webbing blocking your way.
  • Beat the Heretical Knights inside these caves and grab their orb. 
  • Use this orb in order for you to extinguish the three doors you see before you. 

Those have to be straightforward tasks, but the challenge is just right around the corner – avoiding the Harrowing Pariah Ogres. Three Ogres patrol the main tunnels and are invincible. Thus, they can inflict a lot of damage. 

You must sneak around them or kite these Ogres away from your teammates to surpass them. Each tunnel they patrol ends with a door. Simply extinguish those doors to lead you to the next phase. 

The Chamber Of Suffering

Not the Chamber of Secrets, but the Chamber of Suffering. This part in the Pit of Heresy is where things will get more serious and complicated. Quick reflexes are the tactic here, as staying inside longer will end you up taking in more damage. Here are the pointers to remember: 

  • There’s the Annihilator Totem that does its job of killing your team. Stand on the plate below it to shield yourself. 
  • As you did earlier, beat the Heretical Knights spawning around and grab their orbs. 
  • To extinguish the door behind the Totem, six orbs are required. 

Killing the Knights and the other enemies won’t draw much sweat from you. But, the challenge here is to amp up your teamwork. 

Also, progressing through the encounter causes the Heretical Knights to spawn up high, ironically. But tackle them immediately before they can completely bombard the plate where you are. Take advantage of your Supers. Be speedy or die. 

The Harrow

Next is the Harrow, which will remind you of your experience at the Necropolis, so things can get more manageable here. First, locate the specific symbols on the map and beat the enemies you find there. 

  • There are three symbols at the area’s entrance, particularly around the labyrinth. 
  • Near the symbol, you’ll find the Malevolent Ritualist Wizard. You should defeat it to break a lock. 
  • To complete the encounter, break all the three locks. 

As you proceed to the next area, notice the three symbols stuck to the side of the wall. It’s crucial that you find them in the Harrow. To help you, use the map. 

The challenges in the Harrow begin with you avoiding the gauntlet of traps and not yielding to death. Also, around the Wizards, be careful, as they can quickly inflict much damage.

The Cradle Of Damnation

The last area in the Pit of Heresy where the biggest boss in this phase is Zulmak, Instrument of Torment. Since this is the culmination of your quest in this Dungeon, it is also a culmination of everything you did previously. 

  • Around the center, you will find Knights. Defeat them and take their Relic swords.
  • Use their Relic swords to defeat three minibosses – the Knight, Shrieker, and Wizard – on the outside. 
  • Bring the orbs to the center and extinguish the pedestal. 
  • Stand in the center and start dealing damage to Zulmak. 
  • Leave the center area when you see Zulmak kneeling to charge the crystal.

To start your battle versus Zulmak, the sword you’ll use will come from a Knight that you must first defeat. This sword must also be used to defeat one of the minibosses located in the towers around the arena. But, the proper sword moves must be used. It’s similar to what you did at the Necropolis:

  • The lighter attacks can defeat the Knight.
  • The ranged heavier attacks will defeat the Wizard. 
  • The guard can be used to defeat the Shrieker. 

Once the miniboss is done, grab the orb and use it to extinguish the pedestal in the center. The damage phase will start as soon as the three orbs are used.

The only way to start inflicting damage to the Instrument of Torment is to stand in the central part of the arena. His kneeling and charging the crystal mark the end of the damage phase. But be on your toes here as the fully charged crystal will unleash a blast of fire that can kill you and everybody still around unless you anticipate this, step outside the circle before the blast is unleashed. 

Teamwork is again required next. Before the final charge is released, be sure everybody is in the right spot. From here, group up and make use of Izanagi’s Burden and the Oppressive Darkness grenade buff from the Gate Lord’s Eye artifact to inflict heavy damage. Another fantastic option is for one to utilize Divinity while the rest use Grenade Launchers.  

But the damage phase is actually not done just yet. Zulmak can still move around and unleash attacks. He also has an incredibly potent ranged move that must be avoided at all costs. This move involves a fire line that erupts outward, ending in a circle of fire damage one after the other. If it hits you, relocate. 

At this point, you’re almost done. Simply repeat those steps until you defeat Zulmak. Once defeated, you can claim your rewards. 

Amidst the themes of first-person shooter video games close to real life, the Pit of Heresy in “Destiny 2” takes you to another dimension that only the most prepared will survive. Going through this quest without a guide like this can prove to be difficult unless you fancy guesswork or trial-and-error.

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