A full visual field guide to all four encounters and the Harrow maze — with the sword-counter matrix, boss-DPS loadouts, refreshed reward notes, and speed tech clearly flagged. Descend beneath the Scarlet Keep and put Zulmak back in the dirt.
Fireteam
1–3Solo & solo-flawless viable
Encounters
4+ Harrow traversal · 2 chests
Difficulty
LowPower-floored — easy now
Run Time
~40m~15–20m optimized
Reward Chase
Tiered GearTwo featured weekly
00 · Before You Drop
Read this first
Three things make this whole dungeon click. Know how to unlock it, understand that your guns don't kill the minibosses — a relic Hive sword does — and know that Pit drops tiered weapons and armor, so it's a real tiered-gear chase.
Unlocking it
You need the Shadowkeep content and the "The Deepening Wake" quest from Eris Morn on the Moon.
Head to Sorrow's Harbor and run the Altars of Sorrow public event.
Open a Tier III chest and rack up 20 Nightmare kills during the event.
Return to Eris — the dungeon now appears on the Moon map.
The one rule: the sword
In two encounters, the minibosses are immune to all damage except a relic Hive sword. You get the sword by killing a Swordbearer Knight (often guarding the bridges).
That means your loadout isn't really for the minibosses — it's for clearing adds, staying alive on the platforming, and melting Zulmak at the end. Build for those three jobs.
The Fiction
Why you're here
The runes, totems and stolen sword below aren't arbitrary — to kill a Hive god-in-the-making you must fight by the Hive's own rules. Here's the story the dungeon is telling while you solve it.
The Hellmouth's deep chambers
Beneath the Scarlet Keep and the Moon's Hellmouth, the followers of Crota still practice Sword Logic in his memory. They are forging an executioner, Zulmak, into their next god-king — and the only way to unmake him is to fight a war on the Hive's own terms: knowledge, sacrifice, and the sword.
That is why you take up a Hive cleaver to do the killing. The Hive's metaphysics recognize only death dealt in their sacred form — a god must be slain with a god's weapon, or the death does not count.
Speak the necropolis's runes, endure its proving-grounds, and hijack the rite of ascension to strike Zulmak down before he rises.
Core Mechanic
The sword-counter matrix
The relic sword has three moves. Each miniboss only takes damage from one of them. Memorize this — it's used in Encounter 1 and the Zulmak fight. Use the wrong move and you do nothing.
Tower Miniboss
Knight
› Light attacks
Get in its face and swing normally. Ground slams work too. Pure melee.
Tower Miniboss
Wizard
› Heavy attack (ranged)
Hold heavy to fire the sword's energy projectile at it from distance. Don't melee it.
Tower Miniboss
Shrieker
› Block & reflect
Raise the sword's shield (block) to bounce its own blasts back at it. Let it shoot, then deflect.
Reading the hanging runes: the three runes on the chains tell you which towers to visit — match each symbol to the giant hologram floating above a tower. Give the symbols nicknames with your team so callouts are fast. The rune only tells you which tower, not which boss is inside — so confirm the enemy on entry and apply the matching sword move above. (See the descent & tower maps.)
Mechanic Checkpoints
What moves the encounter
Brief this before each pull: the progress trigger is what advances the room; the fail/wipe trigger is what must be protected, cleansed, or called immediately.
The Rune Towers
Progress: read the three hanging runes, go to the matching towers, kill Swordbearers, and use the relic sword's correct attacks to kill each tower miniboss.
Fail/wipe: wrong towers, wrong sword attacks, and trap-door falls stall the opener. The main killer is navigation, not boss health.
The Ogre Tunnels
Progress: kill Heretical Knights for void orbs, carry them through the maze, and dunk at the blocked doors to open the route.
Fail/wipe: the Ogres are route hazards, not targets. Getting seen, cornered, or lost with an orb turns the traversal into a wipe chain.
The Totem Hold
Progress: keep someone on the Annihilator Totem plate, kill Knights for void orbs, and dunk six orbs to finish the holdout.
Fail/wipe: leaving the plate empty triggers the wipe timer, and Curse of Suffering ramps until dunking resets it. Plate discipline is the encounter.
The Harrow Maze
Progress: memorize the three wall symbols and route through the trap maze to the matching rooms.
Fail/wipe: wrong turns, Wizard pressure, and trap/fall deaths are the failure state. There is no damage check to brute force.
Zulmak
Progress: kill a Swordbearer, use the sword to clear all three tower minibosses, dunk their void orbs at center, then stand in the green floor for DPS.
Fail/wipe: staying on the platform when Zulmak kneels and the orange crystal charges causes an instant death blast. Cursed Thrall and wrong sword attacks are the setup killers.
Field Maps
The descent at a glance
Pit of Heresy is a spatial puzzle — towers around a chasm, a branching Ogre warren, a trap maze, a circular boss arena. Here's the whole route top-to-bottom; each encounter below carries its own detailed map next to the walkthrough.
Full descent routeNecropolis → Cradle of Damnation
Route · green guiding lightSecret chestLethal hazard
The Descent
Four encounters and the Harrow, top to bottom
The dungeon is a literal descent into the Hellmouth. Follow the green guiding light between sections — when you finish an area, it shows you the way down.
1
Encounter · Necropolis
The Rune Towers
"Turn the blades of the enemy against them."
Lore lens · why it works
Hive doors are sealed with ritual runes, not locks. Reading a Knight's sigil and answering it at the matching tower is you speaking the necropolis's own liturgy — pronouncing the words of the dead correctly enough that the tomb accepts you and opens the way down.
The loop
Drop into the chasm. Find the room with three hanging runes on chains and note the symbols.
Match each rune to a glowing hologram above one of the towers across the bridges.
Kill a Swordbearer Knight to drop a relic Hive sword.
Enter each correct tower and kill the miniboss using the right sword move (see the matrix above).
Clear all three. A green light rises in the center — follow it out and through the gap at the bottom of the door wall.
TrapAlmost every doorway in the next hall is a trap door that flings you off the map. Ignore the doors — slip through the small slit in the wall to the right of the platform.
SpeedLong-range ad-clear (a precision Heavy or a hard-hitting Primary) lets you thin Ogres and Knights without crossing bridges. Land on flat ground — falls end more runs here than enemies do.
Map · Rune TowersEncounter 1 · Necropolis
Path / swordRunesTrap door
2
Encounter · Tunnels of Despair
The Ogre Tunnels
"Find a way through the Tunnels of Despair."
Lore lens · why it works
The Ogre Tunnels are a Hive proving-ground, stocked with siege-beasts too dangerous to simply kill. The mechanic — evade, don't engage — is the trial as intended: you prove worth not by slaughter but by out-navigating the death they embody, slipping past what the unworthy would die trying to fight.
The loop
Shoot the Hive webbing blocking passages to open routes between caves.
Kill a Heretical Knight in a cave and grab its void orb.
Dunk the orb at one of the three blocked doors to break a rune.
Repeat for all three doors to open the way forward.
InvincibleThree Harrowing Pariah Ogres patrol the tunnels. They cannot be killed and hit like trucks. Lure them off your path or sneak past — don't fight.
SpeedLearn the cave layout and aggro-pull the Ogres away from a dunk station to clear a lane.
ChestSecret chest #1 hides in the Ogre cave system. A Ghost with a treasure-detector mod makes it obvious.
Map · Ogre TunnelsEncounter 2 · Tunnels of Despair
RouteOrb / door / chestUnkillable Ogre
3
Encounter · Chamber of Suffering
The Totem Hold
"Endure the Chamber of Suffering."
Lore lens · why it works
The Hive demand a living witness stand upon their altar. Holding the plate through the Chamber of Suffering is you refusing their consecration of the dead — occupying the ritual ground and enduring its punishment so the rite of the necropolis cannot complete around you.
The loop
Stand on the plate under the Annihilator Totem. If no one's on it, it rages and wipes the team (~10s grace).
Kill spawning Knights for void orbs and dunk them near the plate.
Deposit six orbs total to shatter the door behind the totem.
Drop down through the shaft of spinning spiked fans to the next area.
DebuffCurse of Suffering stacks on you over time and ramps up damage taken (up to 5×). Every orb you dunk resets your own stacks — so don't sit between kills.
SpawnsEach dunk floods the room with adds plus Cursed Thrall (explode on contact) and red-bar Knights above. This is the dungeon's real difficulty spike.
RolesOne player anchors the plate, the other(s) run orbs. Solo? Kill the Knight, return to the plate, then grab the orb so the totem doesn't wipe you. Restoration / woven mail / invis carry this room.
Map · Chamber of SufferingEncounter 3 · Totem Hold
Plate / exitOrbs (×6)Totem / curse
4
Traversal · The Harrow
The Harrow Maze
"Descend into the Harrow and survive it."
Lore lens · why it works
The Harrow is a labyrinth of dread built to cull the unworthy before they ever reach the deep chambers. Navigating it by knowledge instead of panic is the final filter of Hive sword-logic — only those who can keep their nerve in the dark are permitted to stand before Zulmak.
The loop
Note the three symbols fixed to the wall as you enter.
Navigate the trap-filled maze to find the three matching locations.
The real threat is the maze itself — falls and traps, not the enemies.
AvoidWizards deal heavy damage out here. Don't get greedy chasing kills — keep moving toward your symbols.
ChestSecret chest #2 sits just after the drop following the totem encounter.
Map · The HarrowTraversal · The Harrow
RouteSymbol / chestFall / trap
5
Boss · Cradle of Damnation
Zulmak, Instrument of Torment
"Slay Zulmak, Instrument of Torment."
Lore lens · why it works
Zulmak, Instrument of Torment is being elevated toward godhood by crystal sacrifice. Taking the charged orbs and feeding that energy back into the rite is you hijacking his own ascension — turning the sacrifice meant to crown him into the force that breaks him, a death dealt in proper Hive form.
The loop — everything you've learned, at once
Zulmak is immune until you clear the towers. Kill a center Swordbearer Knight for a relic sword.
Kill the three tower minibosses (Knight / Wizard / Shrieker) with the correct sword moves.
Carry each void orb to the center and dunk all three to ignite the pedestal.
The floor glows green — stand in it to damage Zulmak. Dump your DPS now.
When Zulmak kneels and the crystal charges(turns orange), get OFF the platform or it kills you instantly.
Repeat the cycle until he falls. Jump the center pillar for the final chest.
Instant killThe kneel → orange-crystal explosion is the #1 cause of death here. The moment he kneels, leave the green. No exceptions.
OrderIf clearing legit, do the Shrieker first (easiest). With a healing Super down and stacked Heavy, a coordinated team can drop Zulmak in one or two phases.
AddsKill Cursed Thrall on sight during damage, and side-step his outward line-of-fire attack that ends in a pool of flame.
Map · Zulmak ArenaBoss · Cradle of Damnation
Green floor / swordDunk pedestal / orbsKneel — instant kill
Loadouts
Meta loadouts
The dungeon is power-floored and easy now, so almost anything clears it. These are the efficient picks: heavy hitters for the Zulmak phase, reliable add-clear, and survivability for the Chamber of Suffering. Build around one DPS option + one add-clear + a survivable subclass.
Boss DPS
For Zulmak's damage window
Still Hunt Exotic
Top-tier with Hunter's Celestial Nighthawk — Golden Gun mode chunks his bar.
Heavy precision DPS from range — Sleeper & Queenbreaker are Linear Fusions, Whisper is a Heavy sniper (all Power-ammo).
Gjallarhorn Exotic
Buffs every rocket in the fireteam — bring it if a teammate runs rockets.
Add Clear
Tunnels, Chamber, ambient
Sunshot / Graviton Lance Exotic
Chain-explosion primaries that delete Thrall and Knight packs.
Osteo Striga / Riskrunner Exotic
Poison & chain-lightning — effortless room clear, great solo.
Witherhoard Exotic
Passive damage you can apply to Zulmak, then swap to Heavy.
Choir of One Exotic
Special-ammo Auto Rifle (sits in the energy slot) — doubles as serious sustained damage.
Survivability
Stay up in the Chamber
Tractor Cannon / Two-Tailed Fox Exotic
Debuff Zulmak for a team-wide damage boost before DPS.
Mobility exotics
Anything that softens the platforming drops keeps flawless runs alive.
Healing / invis tools
Restoration, woven mail, or invisibility neutralize the totem-room swarm.
Warlock
Well of Radiance
Drop a Well under Zulmak for survivability and a damage buff. The safest team anchor. Prismatic works for flexible healing.
Titan
Prismatic / Thundercrash
Thundercrash is a huge burst Super on Zulmak; Prismatic gives you healing and ad-clear aspects to taste.
Hunter
Prismatic + Golden Gun
Pair Golden Gun with Celestial Nighthawk for a massive single-shot nuke. Invis aspects trivialize the Chamber.
Loadout note: For a dungeon this easy, the gap between "meta" and "what you already have" barely matters. Bring whatever you're comfortable with; the only real DPS window is Zulmak, and any heavy hitter plus a debuff clears it.
Speedrun
Speed notes, not gospel
The fastest runs save time through route discipline first.
1
Legacy orb duplication
Older Pit routes relied on orb duplication. The guide does not build on it; clear the encounter normally.
2
Route the Ogres
In the Tunnels, aggro and drag the invincible Ogres away from a dunk station to open a clean lane. Memorizing the cave map (community maps exist) turns a chaotic room into a quick sprint.
3
Phase Zulmak
Stack a healing/damage Super (Well) with high-end Heavy and a debuff. A coordinated trio regularly drops Zulmak in one or two damage cycles instead of grinding multiple rotations.
4
Respect the platforming
Most run-enders aren't bosses — they're falls and the Chamber wipe. Land on flat ground, keep a body on the totem plate, and play the traps slow. A clean run beats a fast death.
5
Xenophage is a separate puzzle route
If someone is on The Journey, pause after the opening tower encounter. The exotic path uses Moon lost-sector glyph puzzles, a hidden Ogre-tunnel ledge, charged plates, and the Volmar boss room; follow the live quest step, not the normal-clear route.
Rewards
What you're farming for
The loot
Pit drops tiered weapons and tiered armor with set bonuses: four tiered weapons (Adamantite, Refusal of the Call, Eyes Unveiled, Psychopomp) on the Heretical Behavior origin trait plus the Apostate's Blade set-bonus armor.
Featured rewards
Two dungeons are featured each week. Featured: Standard and Master drop Tier 5 weapons and armor; the Director challenge and hidden chests drop Tier 5 on a weekly lockout. Not featured: Standard drops Tier 3 weapons and armor; Master still drops Tier 5.
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