EastScape Wikibuilt from the game itself

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

CryptDoor opens atThe fight wantsAnte eachA clear pays each
The CryptCombat 10about Combat 222503,500
The Deep CryptCombat 30about Combat 4775010,000
The Black CryptCombat 40about Combat 761,25015,000

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