Before launch
The Chamber is the strictest solo test. Treat every charge as one trip: clear the plate, weaken a Heretical Knight, return to reset the Totem, then claim and deposit only when the room is controlled.
Supplementary dungeon tool
Use this companion for encounter assignments, pull checklists, quick references, and fireteam planning. The complete written guide remains the main source for mechanics and detailed explanations.
Encounters
5
Team
1–3 Guardians
Guide checked
August 1, 2026
Planning
Saved per encounter
At-a-glance reference
The Chamber is the strictest solo test. Treat every charge as one trip: clear the plate, weaken a Heretical Knight, return to reset the Totem, then claim and deposit only when the room is controlled.
The Chamber is the strictest solo test. Treat every charge as one trip: clear the plate, weaken a Heretical Knight, return to reset the Totem, then claim and deposit only when the room is controlled.
The Chamber is the strictest solo test. Treat every charge as one trip: clear the plate, weaken a Heretical Knight, return to reset the Totem, then claim and deposit only when the room is controlled.
The Chamber is the strictest solo test. Treat every charge as one trip: clear the plate, weaken a Heretical Knight, return to reset the Totem, then claim and deposit only when the room is controlled.
Complete Pit of Heresy dungeon guide, checked August 1, 2026.
Dungeon tools
Fireteam
Encounter 1 of 5
Find the three towers matching the chained runes, create a Hive relic sword, and defeat each tower's disciple with the correct sword action.
Roles assigned
0 / 3
Pull checks
0 / 5
Fireteam loaded
Manual planning
Assign from the loaded fireteam or type names manually. Plans save in this browser.