Stay in the green aura to continue dealing damage. To progress to a damage phase, kill the Hive Knights that surround the arena, take their relics to one of the three nearby towers, kill the relevant enemy (Knight, Shrieker, or Wizard) as you did in the first encounter, take the dropped void orb, and deposit them in one of the three receptacles around the boss.Īs you deposit the third orb the boss enters a damage phase and the floor beneath you glows green.
![heretic lights heretic lights](http://www.alternativeoffroad.com/assets/images/HERETIC-30inchLED-4T.jpg)
You need to kill Knights for relics and dunk more void orbs, all while the dungeon boss attacks you from the middle of the room. The fifth and final phase of the Pit of Heresy is a boss fight against Zulmak, Instrument of Torment, that recalls some of the previous encounters' mechanics. When you've deposited all six, the encounter ends and you can blast your way through the door. Then we switched each time one of us deposited an orb. My team worked on rotation: we stationed one teammate outside the door to kill enemies that spawn above the arena and fire devastating shots. Every time you deposit an orb, you will lose stacks of the debuff, so don't take too long between Knight kills. If the team accrues enough stacks, your entire team will die and you'll have to start the encounter over. It sounds simple, but this time, your team is affected by a stacking debuff. Similar to the previous encounter, you need to kill multiple Knights and deposit their void orbs in the container next to the blocked door. There’s a large wall protected by six Hive runes in the centre of the room. The third encounter in the Pit of Heresy is a wave defense activity with a debuff mechanic. Thumb|right|300px|The Chamber of Suffering After you kill three Knights and deposit their orbs in each of these doors, the next stage opens. Dunk this orb in a vessel outside of three doors the ogres are protecting. Each Knight that you kill will drop a Void orb. There are also two unkillable ogres rampaging around the wider tunnels, so watch your back.Įscape this encounter by navigating the small tunnels and killing the Hive Knights you come across. Here there are some hidden tunnels with small Hive membranes protecting them, which can be destroyed with a few shots. Ignore the vast array of doors and look for a hole in the wall to head just off to the right of the broken bridge on which you're standing.įollow this path until you drop in to a dimly lit room. When you’ve finished all three towers based on the runes you’ve noted, an exit will open and a chest will appear.Ĭollect your loot and continue until you see a wall of doors. If it’s a Shrieker, deflect its shots back at it to destroy it. If it’s a Wizard, unleash a damage-dealing projectile. If the room has a Knight, use the relic's melee attack.
![heretic lights heretic lights](https://www.expeditiononestore.com/thumbnail.asp?file=assets/images/Series-6_Detail-1001.jpg)
You'll need to use the sword depending on the enemy. Then find the matching tower and dispatch its inhabitants. Take note of the runes however you wish and exit the room. Don't take too long in this room, or the Knight will respawn and you'll have to either run away or kill it again. It's advised to screenshot or take a photo of the runes so you don't forget which areas you need to visit. Defeating it rewards you with a relic and a view of three runes. Here you need to kill a set of enemies and gain access to a room with a Knight therein.
![heretic lights heretic lights](https://i.ytimg.com/vi/Re3vl-rqbxE/maxresdefault.jpg)
To find out which runes you should be looking for you need to drop off the cliff and into the first tower. Each tower has a Hive rune on top that's used to navigate this stage. There are several towers built in to the face of the cliff in the first area. The first encounter requires you to match the correct runes and utilize a relic to defeat minibosses with unique interactions.