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								 The Crypt of Home is located 
								at the Twin Altars on Dovve's Map or the Ancient 
								Ruins on Nepentheia's map, and its coordinates 
								are approximately 355, 2215.  Note that, 
								though the "official" limit on access is level 
								110, the Crypt does not teleport players of too 
								high a level, as with ToTW. Therefore, a team of 
								111+ players can get into the dungeon with the 
								help of a Beacon Warping Engineer. 
								 The above map shows major 
								locations in the dungeon. For the map above, Guardians are 
								shown by red numbers, major switches by blue 
								Roman numerals, and special locations by green 
								letters. In turn, each of the labels means: 
								Guardians 
								 
								
								Switches 
									
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										i, ii   | 
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								Main Door Switches. These must be pulled in 
								unison, and a 3rd person must run through the 
								open door. 
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										| 
								
								iii | 
										  | 
										
										3rd Player running through door must 
										pull this switch to let other players 
										through. An Eclipser will spawn in the 
										main room to distract the remaining 
										people and keep them from running 
										through the door, which opens on a 15s 
										delay. 
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										| 
								
								iv | 
										  | 
										
										Sluicelock switch which opens the door 
										at point F. An
										Awakened 
										Pit Demon will spawn at point E. 
										Door stays open for approximately 2 
										minutes, so run from iv to F before it 
										closes, but note you will be aggroed by 
										any returning
										
										Kizzermoles and
										Abyss 
										Serpents, and the Pit Demon. 
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										| 
								
								v | 
										  | 
										
										Once a person is through the door at 
										point F, the switch here will open this 
										door for other people to pass through. 
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										| 
								
								vi | 
										  | 
										
										This switch is at the top of the ramp, 
										and in the left side room on that level. 
										It will open the door at G. There is no 
										switch on the other side to let you 
										through, so you must run from vi to G. 
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										| 
								
								vii | 
										  | 
										
										This switch opens the "inoperable" door 
										by the 
										Necromancer at H. This is how a team 
										which is leaving through the dungeon can 
										quickly return to the main passageway. 
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										| 
								
								viii | 
										  | 
										
										Switch to enter Cerubin's Crypt. It is 
										only open for 2 minutes, and you must 
										first get team members in place at 
										position I. This can be done by sending 
										some members ahead to enter the 
										antechamber by going through door G by 
										pulling switch vi, and clearing it of 
										creatures. 
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										| 
								
								ix | 
										  | 
										
										Switch to exit Cerubin's Crypt. | 
									 
								 
								
								Notable Locations 
									
										| 
										
										A | 
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								On lower floor, near Bane's Chamber, there is a 
								small room with a treasure chest that advises it 
								cannot be opened. On the upper level, this is 
								where the Eclipser will spawn that attempts to 
								distract people trying to get through the door 
								after the switch is pulled at iii. 
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										| 
								
								B | 
										  | 
										
										This is the sewer entrance. People 
										wishing to get to Cerubin must use this 
										passageway, as the door at H will not 
										open from this side. 
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										| 
								
								C | 
										  | 
										
										The chamber behind the Kizzermole 
										pathway, in which a team can see Dark 
										Summoners and another chest, can be 
										accessed by jumping to the top of the 
										waterfall here. 
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										| 
								
								D | 
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										An ancient obelisk, similar to the 
										Unredeemed statues of the Shadowlands, 
										rests here. It is unclear what it does. 
  | 
									 
									
										| 
								
								E | 
										  | 
										
										An Awakened Pit Demon will spawn here 
										when the sluicelock switch at location 
										iv is pulled. 
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										| 
								
								F | 
										  | 
										
										The door opened by the switch at iv and 
										at v. It is the door to move on from the 
										sewers. 
  | 
									 
									
										| 
								
								G | 
										  | 
										
										The door to Cerubin's Antechamber, it is 
										opened by the switch at vi. 
  | 
									 
									
										| 
								
								H | 
										  | 
										
										This is the "inoperable" door guarded by 
										the Necromancer. It is opened by the 
										switch at vii, by teams heading out from 
										Cerubin's Crypt. 
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										| 
								
								I | 
										  | 
										
										The door to Cerubin's Crypt. | 
									 
								 
								
								The progress through the Crypt of Home is marked 
								by several steps. First, when a team enters the 
								Crypt, they need to clear the two side chambers 
								of any Eclipsers, Dark Cenobites, and Dark 
								Sanitaries that stand in their way. Then, two 
								members, one at point i and one at point ii, 
								must pull the switches at these points 
								simultaneously to open the door to the Crypt. 
								The players waiting by this door must run 
								through immediately, as the door only remains 
								open for 5 seconds. 
								Once through the people on the other side of the 
								door must pull the switch at iii to enable their 
								teammates through. An Eclipser will appear to 
								distract the teammates on in the main entryway, 
								so make sure that you don't miss the door 
								opening while fighting this Eclipser. Once the 
								whole team is through, proceed down the ramp 
								until the path branches in three ways. Left or 
								right will bring you down to Bane, the first 
								Guardian of the Crypt. Straight down the ramp 
								will bring you to a venting room, a chamber full 
								of Blorrgs. 
								Defeat the Blorrgs, and continue to the lit 
								area. Proceed straight through the doorway, and 
								you will be able to confront a group of
								Skincrawlers 
								and their leader, the Alpha Skincrawler, second 
								Guardian of the Crypt. There is also a
								Cenobite Shadow 
								that lurks this hallway, if you have a team 
								member than can run an area effect nuke. Once 
								done with the Skincrawlers, proceed back to the 
								main lit chamber, and move north through the 
								archway. 
								Here you will meet several Eclipsers and a 
								Necromancer, who guards the exit from Cerubin's 
								Antechamber. From this room, you have two 
								options. Climb the waterfall at C to reach a 
								room with a mysterious chest and a few Dark 
								Summoners, or proceed through the dimly lit 
								sewers beginning at B. The sewers will take you 
								toward Cerubin, so eventually, you must go this 
								way. When the team arrives at the four way 
								junction, killing the Abyss Serpents there, 
								proceed north to the Kizzermole passageway. 
								Besides the many Kizzermoles here, there is also 
								a Cenobite Shadow that lurks in this hallway, if 
								you have a team member than can run an area 
								effect nuke. When you reach the second fork (the 
								first is blocked off by debris), turn toward the 
								switch at iv. Pull this switch to open the door 
								at F. 
								Run back toward F, stopping briefly to kill the 
								Awakened Pit Demon if you wish. It is important 
								that one team member makes it through the door 
								at F, as there is a lag time before the switch 
								at iv can be pulled, and another Pit Demon will 
								appear if it is pulled again. Once a member is 
								through F, the switch at v can be pulled at any 
								time to allow more members through. 
								From here, continue through the Crypt. You will 
								be confronted by more of the same creatures you 
								have already seen as you progress through. It 
								will seem hard, because it is very easy to pull 
								more than a few adds while moving through here, 
								so be patient (or bring an area-nuking NT). 
								There is also a Cenobite Shadow that lurks in 
								this hallway. At the top of the ramp, you will 
								see two doors. The first, in the upper left, 
								leads to a small chamber with a switch (viii). 
								The second has a switch right next to it (vi). 
								All but one member of the team should use the 
								switch at vi, and move through door G, leading 
								into 
								Cerubin's Antechamber. These team members should 
								clear the area and gather in front of I. 
								The remaining team member, behind door G, must 
								wait until their teammates are positioned at I. 
								Once the team is gathered there, the member who 
								stayed behind must pull switch viii, opening the 
								door to Cerubin's Crypt. The members at I should 
								proceed through the doorway into the Crypt. The 
								remaining teammate should then pull the switch 
								at vi, move through G, and stand at I. Another 
								teammate can then pull the switch at ix, open 
								the Crypt from inside, and allow the last party 
								member into the Crypt. 
								Here you will find, for the first time, the
								Crypt 
								Guardians, in addition to more Necromancers 
								and Dark Summoners. Defeat all the adds, and 
								pull the switch at viii to open the door to 
								Cerubin's Crypt. Upon entering Cerubin's Crypt, 
								you will see several Crypt Guardians, and 
								Cerubin himself at the far end of the chamber. 
								Proceed to kill the guardians, and down the 
								bridge to Cerubin. 
								Once at Cerubin, the battle could be very easy, 
								or very hard, depending on which of his
								tentacles 
								emerges from the ground to aid him. Each 
								tentacle has its own strength and purpose, but 
								the key one to watch out for is Cerubin's 
								Tentacle of Cure, which can heal Cerubin for 
								1000-1500 points every few seconds. If the team 
								does not take out this tentacle, the battle may 
								be lost. If, however, the Tentacle of Cure does 
								not spawn, the battle is much easier... but 
								still make sure that several members focus on 
								the tentacles to make the battle a 
								straightforward showdown with Cerubin. 
								 
								Once Cerubin falls, the team can exit the 
								dungeon by pulling the switch at vii, which 
								opens the door once guarded by a Necromancer. 
								Pulling this switch will call additional 
								Necromancers to the scene. Once these are 
								defeated, it is simply a matter of clearing the 
								Eclipsers, Blorrgs, Cenobites, and Sanitaries 
								again on your way out the door.  | 
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