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:
Main Door Switches. These must be pulled in
unison, and a 3rd person must run through the
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
Sluicelock switch which opens the door
at point F. An
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
Serpents, and the Pit Demon.
Once a person is through the door at
point F, the switch here will open this
door for other people to pass through.
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.
This switch opens the "inoperable" door
Necromancer at H. This is how a team
which is leaving through the dungeon can
quickly return to the main passageway.
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
Switch to exit Cerubin's Crypt.
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.
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.
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
An ancient obelisk, similar to the
Unredeemed statues of the Shadowlands,
rests here. It is unclear what it does.
An Awakened Pit Demon will spawn here
when the sluicelock switch at location
iv is pulled.
The door opened by the switch at iv and
at v. It is the door to move on from the
The door to Cerubin's Antechamber, it is
opened by the switch at vi.
This is the "inoperable" door guarded by
the Necromancer. It is opened by the
switch at vii, by teams heading out from
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
Defeat the Blorrgs, and continue to the lit
area. Proceed straight through the doorway, and
you will be able to confront a group of
and their leader, the Alpha Skincrawler, second
Guardian of the Crypt. There is also a
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
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
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
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
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
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.