Soul Chained Tower Progression Guide
Quick answer
Confirmed progression structure for the Tower of Purgatory.
This guide separates confirmed public details from practical advice. It does not present unconfirmed exact values, hidden systems, or unpublished rewards as facts. Official Steam and developer links are listed in the footer for context.
Quick answer
Progress through the Tower of Purgatory by facing deadly trials and major encounters. The authoritative trial count is unresolved because official sources say five and six.
Known progression guidance
- Enter the Tower of Purgatory and use each deadly trial as the next confirmed progression gate.
- As a suggested co-op habit, regroup before a trial so the team can coordinate around the Soul Chain.
- Manage stamina across attacks, blocks, parries, and rolls during major encounters.
- After clearing a trial, follow the next route presented by the live game state.
- Do not rely on a fixed five- or six-step checklist because the official sources conflict on the total.
Scope of the route
The official developer site describes five trials, while the official demo page describes six. Neither source provides a complete named order with exact locations, unlock requirements, or rewards. The reliable route is therefore the Tower and its successive trials, without assigning unsupported names or numbers.
Prepare before each trial
Treat the space before a trial as a decision point. Check stamina behavior with your current weapon, confirm which defensive action feels most reliable, and identify where the group can regroup. In co-op, decide who will call movement and make sure each player has a clear direction for a roll or retreat.
The Soul Chain affects traversal and combat position, so preparation is not only about individual equipment. A player who intends to hold ground should tell the group. A player who expects to move quickly should confirm that the route will not pull someone else away from a block or parry attempt.
Progression loop
- Follow the route currently presented by the Tower.
- Stop in safe space and observe the terrain before committing the group.
- Enter the next trial with stamina reserved for defense.
- After a failure, identify whether timing, stamina, route choice, or chain position broke first.
- Change one part of the approach and repeat rather than replacing the entire plan.
- After success, follow the newly available route shown by the live game.
This loop remains useful whether the final total is five or six. It avoids giving a false numbered checklist while still providing a practical way to move through the confirmed structure.
Handling traversal as a group
Choose a lead player before a narrow path or platforming section. The lead identifies the next safe position; the others finish their current actions and follow without pulling in another direction. Pause after each difficult movement so the formation can settle.
If the chain stretches or a player loses a safe route, stop advancing. Competing corrections can make the problem worse. Return to the previous stable position, restate the direction, and attempt the move with fewer simultaneous inputs.
Handling a major encounter
Begin by learning the space and preserving options. Avoid having every player spend stamina on offense at the same time. Keep one escape direction open and make large group movements explicit. If a defensive timing attempt repeatedly fails, simplify the sequence and compare blocking or rolling without assuming unpublished numerical advantages.
The official material used here does not provide a complete named encounter order, phase list, weakness table, or reward schedule. Read the live interface and encounter behavior rather than importing an unsupported strategy.
Recovering after a failed attempt
- If stamina disappears before danger arrives, shorten the offensive sequence.
- If a roll ends in an unsafe place, choose the escape lane before the next attempt.
- If one player pulls the group out of position, return to a stable formation and use a single movement caller.
- If the same timing causes repeated trouble, practice the defensive response in open space before adding attacks.
- If the route seems unclear after success, follow the path or interaction that becomes available in the live state rather than relying on an assumed trial number.
The five-versus-six conflict
Two official descriptions disagree: the developer site says five trials, while the official demo page says six. Possible explanations would be speculation, so this guide does not choose one. The live game version and any later developer clarification should determine the final count.
Frequently asked questions
How many trials are in the Tower?
The current official descriptions conflict between five and six, so there is no single dependable count yet.
Is there a complete encounter order?
Not in the official material used here. Follow the order presented by the live game.
What should a co-op team practice first?
Practice controlled group movement, a clear stop call, stamina management, and preserving space for defensive actions.