The Conclave
The heretics gather in shadow; the agents walk into the fire.
The Conclave is a pivotal campaign mission in Warhammer 40,000: Darktide, in which the Inquisition's recruited agents are thrust into the heart of a high-level heretic gathering deep within the hive city of Typhon. It marks a sharp escalation in the overarching investigation, shifting the agents' role from reactive combat to active infiltration and confrontation against organized Chaos worship at a scale that threatens the hive's stability. As a mid-to-late campaign beat, The Conclave forces the squad to operate under tighter time pressure, face a coordinated enemy force rather than scattered skirmishers, and confront a named antagonist whose presence signals that the corruption spreading through Typhon is no longer a localized blight but a deliberate, coordinated campaign. It is the mission where the stakes stop being abstract and become personal.
- Type
- Campaign Mission (Act-based)
- Setting
- Typhon, a hive world in the Segmentum Sol
- Primary Antagonist Faction
- Chaos Heretics / Cultists
- Recruiting Authority
- The Inquisition
- Game
- Warhammer 40,000: Darktide
- Co-op Capacity
- Up to 4 agents
Lore & Background
Typhon is a hive world of staggering verticality, where the Inquisition maintains a permanent garrison to root out heresy, xenos contamination, and internal corruption before any of it can reach the upper spires. The Conclave, as the Inquisition designates it, refers to a clandestine assembly of high-ranking Chaos cultists who have carved a sanctuary within the hive's mid-levels—far enough from the Inquisition's immediate sensorium, yet close enough to the population centers to spread their influence through whispered doctrine and ritual corruption. What makes The Conclave distinct from a simple cult cell is its structure. These are not ragged zealots with crude weapons. The gathering implies hierarchy, planning, and resources. The Inquisitor who coordinates the agents' operations treats this mission with a gravity she reserves for threats that could, if unchecked, cascade into a full heresy event across multiple hive levels. The agents are not sent to scatter a mob; they are sent to dismantle a network at its nexus point. In the broader theology of the setting, the Inquisition views organized worship of the Chaos Gods as an existential wound in the fabric of human unity. A Conclave is not merely a meeting—it is a ritual act of collective will that strengthens the entity being worshipped. Every moment the agents delay is a moment the corruption deepens. This urgency is baked into the mission's design: the environment is hostile, the enemy is organized, and the clock is not a game mechanic but a narrative truth.
In Their Own Story
The elevator doors shuddered open onto a corridor that smelled of ozone and old blood. Kael pressed his back against the wall, his bolter's charge cycling with a wet click, and watched the three other agents fan out into the dark. Somewhere below them, through the reinforced floor plating, a chanting rose—low, polyphonic, patient. Not a prayer. A *summoning*. "They know we're here," the Inquisitor's voice crackled through the comm, flat and cold as a blade laid on steel. "You have until the harmonic shifts. After that, the door seals and you are in the dark with them. Permanently."
Kael swallowed. The chanting swelled. He checked his weapon one more time, felt the familiar weight of the cogitator-etched serial number under his thumb, and stepped off the ledge into the howling dark below. The Conclave was waiting. It had always been waiting. That was the whole point of the thing.
Reader's Guide
⚠️ SPOILER WARNING: The following recap covers key plot beats, reveals, and the boss encounter for this mission. Read at your own risk. The agents are briefed by the Inquisitor and deployed into the mid-levels of Typhon, where intelligence has confirmed a high-ranking heretic assembly is in progress. The initial phase is a combat push through a series of fortified corridors and chambers, where cultists and corrupted constructs are deployed in coordinated waves rather than the scattered skirmishers of earlier missions. The environment is tighter, more vertical, and the enemy uses the architecture to funnel the squad into kill zones. Midway through the push, the agents breach a secondary chamber and discover evidence that the Conclave is not merely a local cult meeting. Writings, ritual implements, and captured data-slates reveal that the gathering is linked to a broader network operating across multiple hive levels. This is the first clear signal that the corruption the Inquisition has been fighting is *organized* and *strategic*, not random. The Inquisitor's tone over the comm shifts from operational to almost personal. The escalation culminates in a boss encounter: a high-ranking heretic (a named antagonist) who commands the remaining cultist forces and possesses enhanced combat abilities, including area-denial attacks and the ability to summon reinforcements during the fight. The encounter is designed to test the squad's coordination—positioning, ability rotation, and resource management all matter far more here than in earlier missions. Upon defeating the Conclave's leader, the agents recover critical intelligence that reshapes the Inquisitor's understanding of the threat. The mission closes with the Inquisitor acknowledging, for the first time, that the agents may be dealing with something larger than a single hive's problem. The tone shifts. The campaign's final act is now in motion.
Did You Know?
- In Darktide's narrative framework, the Inquisition treats organized Chaos worship as a cumulative threat—each ritual act strengthens the entity being worshipped, meaning the Conclave's very existence is an active offensi
- The hive city of Typhon is structured in vertical layers, and the Inquisition's garrison is positioned to monitor and suppress threats before they can propagate between levels. The Conclave's location in the mid-levels r
- Darktide's co-op design means the Conclave's boss fight scales its difficulty and enemy composition based on squad size, so a two-agent squad faces a fundamentally different tactical challenge than a full four-agent team
- The Inquisitor who coordinates the agents' operations is portrayed as a figure of absolute institutional authority—her orders are not suggestions, and the narrative treats her assessment of the threat as the definitive l
Frequently Asked Questions
What is The Conclave in Darktide?
The Conclave is a mid-to-late campaign mission in which your Inquisition-recruited squad infiltrates a high-level heretic gathering deep within the hive city of Typhon. It marks a sharp escalation in the overarching investigation, shifting the agents from reactive combat into active confrontation against organized Chaos worship.
Where does The Conclave mission take place?
The mission is set in Typhon, a hive world in the Segmentum Sol. The heretics convene in a shadowed, high-security area within the hive, creating a contained but intense environment for the squad to operate in.
What makes The Conclave different from earlier Darktide missions?
Unlike previous encounters with scattered cultists, The Conclave pits your agents against a coordinated enemy force operating under tighter time pressure. It is the point where the Inquisition's investigation shifts from dealing with isolated threats to confronting a unified heretical leadership structure.
Who are the enemies in The Conclave?
The primary antagonists are Chaos Heretics and Cultists who have assembled for a high-level gathering. They represent the organized face of Chaos worship on Typhon, threatening the hive's stability at a scale the Inquisition can no longer ignore.
How many players can play The Conclave together?
Like all Darktide missions, The Conclave supports co-op play for up to four agents. As an act-based campaign beat, the squad works together under shared time pressure to dismantle the heretic gathering before it causes wider damage to the hive.
More in Campaign & Missions
Elsewhere in the Warhammer 40000 Darktide universe
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