EastScape Wikibuilt from the game itself

The Great Pyramid

A party dungeon in the pyramid on the eastern skyline of The Golden Sands. Climb four chambers to a giant serpent at the top, for venom, gear and a pet you can't get anywhere else.

On this page: Before you go · How a run works · The Squeeze · Rewards · Limits

Before you go

  • Two to eight of you pay an entry fee (the ante), get a private copy of the tomb, and climb. It works like the Crypt, built the other way up.
  • The door and the fight are different numbers. At Combat 40 you land about 10% of your swings on the boss; around 76, about half.
  • It pays fewer tickets than the Black Crypt on purpose: the Crypt is where you go for tickets, and this is where you go for things.
Door opens atThe fight wantsAnte eachA clear pays each
Combat 40about Combat 761,25010,000, in the chest

How a run works

  • You start at the base and work up through four chambers, each smaller than the last, to the burial chamber at the top.
  • A chamber's stone door grinds open when it's clear. The burial chamber opens at a lever once everyone still alive is standing in front of it.
  • A chest on the way up is your bank, so you can restock.
  • The first chambers are never quite the same twice: a run's monsters there come out up to 25% softer or harder. The burial chamber never changes.
MonsterLevel
Scarab Swarm53
Grave Grifter54
Canopic Horror56
Sand Wraith57
Risen Pharaoh60
The Squeeze (the boss)68

The Squeeze

  • A giant serpent at the top, behind four Risen Pharaohs at the chamber's mouth. You fight the pharaohs first, and it only reaches for you once you're within 4 tiles.
  • Its health scales with the party: with 2 of you it has its plain 54,600, with 4 about 2.2×, with 8 about 4.6×.
  • The coil. About every 21 seconds, after a 3-second warning, it grabs one of you. That player can't move, bleeds 9% of their health a second, and can't break free. The grip breaks when the rest of the party does 5% of the Squeeze's health to it, or after 9 seconds. So when someone is grabbed, everyone else stops and hits the snake.
  • The burrow. At 70% and 40% of its health it goes under the sand for 5 seconds and comes up somewhere else in the chamber. Nobody gets to camp in a corner.

Rewards

  • When the Squeeze dies, everyone who earned the clear opens their own roll: the clear's tickets, 1 to 2 serpent venom every time, then 2 to 6 more things: scarab shells, cobra fangs, drinks, dinners, clovers, casino chips, a horseshoe, now and then a piece of buff gear, and rarely the Coilling, a pet that comes from nowhere else (about 5.4% of clears).
  • The venom is the reason to come. It exists nowhere else, and it's what Coilbreaker draught is brewed from, at Alchemy 99: one of the best potions in the game.

Scarab wraps come from this chest and nowhere else: Scarab headwrap, Scarab shroud, Scarab skirt, Scarab handwraps, Scarab sandals. Magic 60. Each piece has more defence than the outfitters' at its level; all five are +10% Magic damage and your spells leave venom: 25% of hits bite again for 40% of the hit, three seconds later. 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.

Limits

  • Three paid clears a Chicago day each. After that a clear pays 25%, and its chest has 3 rolls with no gear or pet in them.
  • Anyone who did under 10% of the boss's damage gets half pay.
  • Leaving the game doesn't leave the party: your spot is held for three minutes.

More in Going further

Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival