Into the Pit Beginner's Guide

**Please Note** this guide is a work in progress, and I will continue updating it as I have time and encounter more things in game. Thanks for your patience!

Here I intend to document the basics of Into the Pit – spell types, modifiers, chamber types, and so on which one might otherwise have to figure out through trial and error. Is that the point of a roguelike? Maybe, but who likes wasting time on a run doing things they ultimately don’t want?

Basic Overview

Guide Introduction

Hello! I haven’t written one of these before, but I figured I’d try to contribute after realizing there’s not a lot of information about Into the Pit when you Google it. I intend to update it as time allows (and I play more of the game). In the meantime, I apologize for any missing or incomplete information. Thanks for reading!

Game World Introduction

We begin Into the Pit as a wizard in a nearly abandoned town. We learn that people used to live here, but most of the residents entered the pit searching for treasure and have yet to return. There are a few shops that will initially refuse to serve us as there aren’t enough residents in town to justify re-opening. Fortunately for us, many of the town’s residents are actually still alive and waiting to be rescued from the Pit.

Basic Gameplay Loop

Into the Pit has a fairly straightforward progression loop. Starting from the town, the player will enter the Ritual Altar room to set the parameters for their run. This includes a minimum of one key as well as optional runes to select the Pit environment and upgrades for the run, respectively.

Each Pit run is comprised of five Depths: four standard levels and one boss arena. Each standard level contains four Altars which must be activated before progressing to the next Depth. Each altar has two corresponding Chambers, between which the player will have to choose based on their goals (more on this later). The player is rewarded with their choice of three random upgrade runes each time they clear a chamber. After defeating the boss, the player will exit back to town where they may spend the motes they’ve gathered at the shops before starting the process over again.

TLDR Tips

I’ll continue to add and fill out sections as I have the time (and encounter new things in game), but in case you don’t feel like reading through everything, here are a couple of helpful pointers I learned through trial and error

  • You have one health pool for a run, and three healing methods: runes, chambers of healing, and cheat death. I suggest picking a healing rune as early as possible so you don’t have to rely on RNG or costly resurrection for a one-time heal.
  • The monsters in each environment have different abilities, and you should pick your upgrades accordingly. For example, Fungal Hollow has monsters that will inflict and resist poison damage. You should consider inflicting bleeding and resisting poison to counter.
  • The splash damage from the long range explosive spell will also hurt you, so avoid using it in close quarters.
  • Motes of Renewal are only used to re-roll your reward rune choices, so unless you have a very specific build in mind you’re probably better off with the other chamber.

Life and Death in the Pit

Section Overview

In this section, we’ll take a closer look at the gameplay loop and the choices the player makes during each run.

Starting a Run

The Ritual Altar

Before the player can enter the pit, they must first select a set of modifiers for the run. This includes one or more keys, which determine the environment, and one or more runes, upgrades with which the player will start the run. The Ritual Alter requires at least one key, but everything else is optional.

Choosing Your Ritual Runes

The most important factor to consider at the Ritual Altar is which environment you’d like to go to. The reason for this is each environment has three stranded villagers. Once they’ve been liberated, you cannot get any more villagers in town until you go to a new environment. Furthermore, each environment has unique monsters which may inflict and resist certain status effects. This is important to consider for your starting build and the upgrades you choose during the run.

Once you’ve unlocked multiple keys, you may notice that you can choose more than one for the Ritual. When you combine the keys for two different environments at the altar, you unlock a new environment which 1. mixes aspects of the two selections and 2. contains three additional stranded villagers.

So, for example, once you rescue all of the villagers from the Fungal Forest and the Corrupted Docks, you can combine their keys at the ritual altar for another run in the Fungal Docks. You’ll get the opportunity to rescue more villagers, but must also keep in mind that you’ll face a mixture of poison- and bleeding-adept monsters.

Making Your First Choices

When you enter Depth 1 of The Pit, you’ll have to make a few choices before cracking skulls. You must choose one offensive spell for each hand (more on this in the spells section) as well as one defensive rune. These choices, along with any others you unlock, will stay with you for the duration of the run but will be reset once you leave The Pit.

Next, you’ll have to make your first choice of Chamber to clear, which will unlock the first altar. More on chambers in their own section, but you’ll want to select these based on your desired resources. Each time you unlock an altar, you’ll be presented with a choice between three random runes which, once unlocked, will stay with you until you leave The Pit. Note: some upgrades are incompatible. For example, you cannot upgrade your left hand spell to deal both poison and bleeding damage. Choose wisely.

Health and Healing

You begin each run in The Pit with a pool of health which must last you the duration of the run. There are no standard healing items in the game, so you’ll need to keep a close eye on your health and take whatever opportunities you get to replenish it. If you die, you’ll lose everything collected in your run.

Chamber of Healing

The most straightforward way to replenish your health is in the Chamber of Healing. This chamber contains one pool which will restore some of your health (default: 50? points) and one keystone. I don’t suggest relying on this method for healing. You never know when (or if?) you’ll come across this chamber, and using one might mean giving up a chamber with something useful inside.

Healing Runes

As you progress through the game, you’ll have the opportunity to unlock healing runes which you can use at the ritual altar to gain an edge during your run. These include runes which will grant health when destroying keystones or picking up motes, or even granting extra health in a Chamber of Healing. You also begin the game with a rune which increases your maximum health by 25, and that can be upgraded.

During your run, you may also have the opportunity to choose upgrades with additional healing capabilities. One example is Grim Reward, which has a chance of replenishing some of your health when you kill an enemy.

Cheat Death

Cheat Death is an interesting mechanic which allows you to resurrect if you have enough blood motes when you die. The number of motes required increases each time Cheat Death is activated, starting at a base of 10. You will not be resurrected with full health, but that extra little bit may be just what you need. (Resurrect with 50%? 60 points?)

Leaving The Pit

There are three ways to leave the pit once you’ve started a run.

  • Defeat the boss at Depth 5. Once defeated, you will be rewarded with a treasure chest of insight, a villager (if not previously saved), and a story note. You exit the pit with all of the items you collected in the run.
  • Exit through the central portal. The same portal you use to descend to the next Depth may also bring you back to town early. If you do this, you will keep the items you’ve collected in the run.
  • Die. If you are not able to Cheat Death, you will instead return to town having lost all of the items collected on your run.

Chambers and Motes

Standard Chambers

Most chambers are simply a means to collect a specific kind of mote. Each mote serves a different purpose either inside or outside of The Pit. Standard chambers will contain a number of motes, identified as glowing orbs projecting a beam of light from the top. Note: you will be notified when you’ve collected every mote in the chamber, so try not to miss any!

Here’s a list of the motes you will find in standard chambers:

  • Wealth: used to purchase upgrades from the Rune Carver and the Key Maker. Kept on exit
  • Insight: used to purchase upgrades from The Enchanter. Insight chambers are rare, but you can also gain these motes from treasure chests (e.g. after defeating a boss). Kept on exit
  • Fire: used to purchase upgrades from the Key Maker. Kept on exit
  • Renewal: used to re-roll your upgrade choices after activating an Altar. Lost on exit
  • Luck: increases the likelihood of better upgrade choices after activating an altar. Lost on exit
  • Blood: used to Cheat Death and resurrect when killed. You need 10 motes at first, but the number increases every time you die. You can’t carry more than you need to Cheat Death. Lost on exit

Other Chambers

There are a few special chambers that aren’t just dedicated to gathering specific motes.

  • Chamber of Healing: contains a pool which will restore some of your health. (Default: 50?)
  • Chamber of the Lost: contains a villager for you to rescue.
  • Candle icon… reflection?: contains a treasure chest and a story fragment.

Twists and Surprises

Chambers are typically pretty basic and to-the-point, but there are a couple of things that might spice up your trip.

Traps and Hazards

There are a few traps you might come across in chambers, seemingly more often when you combine keys or descend to lower levels.

I intend to include screenshots and/or GIFs so you can identify them

  • Spike Trap: if you don’t stop running, you can make it across before it activates
  • Explosive Floor Trap: I’m not sure if you can run across this one or not
  • Glowing Tentacles Trap: I think you need to jump this one
  • Acid Trap: I’m pretty sure you do need to jump this one
  • Acid Lake: Some chambers have a mixture of solid ground and water. The water is acid, so try not to fall in it!
  • Shield Generators: Some chambers will have blue crystals inside which will grant shields to all surrounding monsters, increasing their resistance. Destroying the crystal gets rid of the shields.
  • Forcefield Doors: Some doorways will be blocked off by a purple forcefield which must be deactivated before you can pass through it. These may be deactivated in normal chambers by stepping on glowing purple pads (usually with line of sight). On boss arenas, they may only be deactivated by defeating the boss.
  • Hidden Enemies: If you see a keystone with no enemies in sight, that is likely because they’re about to teleport in. If you see a keystone in a big, empty arena, expect a big fight (and a forcefield preventing your exit).

Offensive Spells

When you start a new Pit run, you will choose two offensive spells out of a random 3-6 (depending on RNG) and use these as your weapons throughout the run. I intend to include GIFs of each in action soon.

Long Range

  • The Bomb: a slow-moving, explosive projectile. Splash damage affects the player!
  • The Hawk: one high-damage projectile, like a sniper.
  • The Cannon: a long-range, three round burst.
  • The Nebula: a cluster of projectiles, like a long range shotgun

Mid Range

  • The Swarm: a spray-and-pray attack
  • The Needle: an accurate, rapid fire stream
  • The Fan: like The Swarm, but with a more predictable horizontal scatter pattern

Short Range

  • The Shotgun: exactly what it sounds like. Two round burst

Enemies

Standard Enemies

From what I’ve seen so far, there are a few basic kinds of enemies in each environment. The main differences between each environment are the character models and the status effects.

TODO: List of enemy archetypes

  • Melee
  • Imp
  • Heavy
  • Swarm
  • Hovering guy
  • Turret
  • Flying guy

Bosses

Each environment has a different boss. They will typically have an attack that inflicts the kind of status effect you’d expect from the environment, and they may also have some special attacks which spawn traps or monsters. When you knock a boss down to 50% health, they will put up a shield and spawn in minions that you must defeat before finishing the boss off.

TODO: List of bosses and moves

  •  

Shops, Progression, and Runes

Coming Soon

Note for later: the merchant unlocks at 18 villagers

This is it guys!! I am sure that you will love Into the Pit Beginner’s Guide that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.

Also, we would like to thank dvader19. He is the one behind this wonderful guide.

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