The Crypt (parties)
A party dungeon for two to eight players, under the Yard. It's one of two things in the game you can't do alone; the other is the Great Pyramid.
On this page: Getting started · The three depths · The run · The Hoodie · Rewards · Tips
Getting started
- The stairs down are in the Yard's north court, just below the furnace.
- Make a party: click someone and invite them. They get a message with an Accept button, good for a minute.
- Two to eight of you go in, the door shuts, and the Crypt is yours. Nobody else can wander in.
- While anyone in the party is inside, everyone sees everyone's health and where they are.
The three depths
| Crypt | Door opens at | The fight wants | Ante each | A clear pays each |
|---|---|---|---|---|
| The Crypt | Combat 10 | about Combat 22 | 250 | 3,500 |
| The Deep Crypt | Combat 30 | about Combat 47 | 750 | 10,000 |
| The Black Crypt | Combat 40 | about Combat 76 | 1,250 | 15,000 |
The door and the fight are different numbers. At the door's level, in the best gear that level can wear, you land about 10% of your swings on the boss. At the "fight wants" level, you land about half.
The run
- Four chambers in a row: the Ossuary (skeleton guards), the Haunted Hall (ghosts and bone golems), the Antechamber (a chest to restock from, and a lever), and the Hoodie's Sanctum.
- A gate opens when its chamber is clear. The last one opens at the lever, and only once everybody still alive is in the Antechamber, so nobody gets left behind.
- Monsters don't come back during a run, and the party shares them. Nothing drops on the floor in there, and if everyone is dead at once, it's a wipe.
- Leaving the game doesn't leave the party. Your place is held for three minutes, so a dropped connection isn't a lost run. Log back in and you're still on the floor you were on.
The Hoodie
- He telegraphs a slam about every twenty seconds. Step out of reach when the warning shows, or it takes a big bite of your health.
- At half health he calls in help, and after five minutes he hits twice as hard.
- He scales to the party: with 2 of you he has his plain health, with 4 about 2.2×, with 8 about 4.6×. More people don't make him that many times easier; they make the deeper crypts survivable at all.
Rewards
- When he dies, a chest appears in front of the throne, and everyone who earned the clear opens it for their own roll: the clear's tickets, then two to six more things (drinks, dinners, clovers, scrolls, casino chips, a horseshoe, and now and then a piece of buff gear or a Thieves' permit). The deeper the crypt, the better the odds on the good rolls.
- Three paid clears per Chicago day each. After that, a clear pays 25% and three rolls with no gear.
- Anyone who did less than 10% of the boss's damage gets half pay and fewer rolls: nobody gets carried for free.
Gravewalker leathers come from this chest and nowhere else:
Gravewalker cowl,
Gravewalker jerkin,
Gravewalker chaps,
Gravewalker bracers,
Gravewalker boots. Archery 40. Each piece has more defence than the outfitters' at its level; all five are +10% Archery damage and undead hit you 10% less. A chest never gives you a piece you already have (worn, in your bag or in your bank); own all five and that roll is tickets.
The Little Hoodie, a pet: 0.75% of chests in the Crypt, 1.5% in the Deep Crypt, 3% in the Black Crypt. Only the Black Crypt can give its Legendary, Hoodie Royale: 0.38% of chests.
Tips
- Fastest clears are recorded. That's the other reason to go back.
More in Going further
Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival
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