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There are several places in the realms known simply as Crypt.

Arathi Highlands

Crypt

The Stromgarde Keep Crypt

The Stromgarde Keep crypt in the Arathi Highlands is currently controlled by the Alliance faction of humans. It is tended by three caretakers, and is quite small compared to most other crypts in the realms.

Badlands

Badlands Crypt

The Badlands Crypt

The Badlands crypt is located southeast of Hammertoe's Digsite, at the very apex of the hill behind Sigrun Ironhew. It is empty save for a grandiose crypt seat complete with an armored skeleton (This is a tribute to the movie Conan, in the scene where Conan find the resting place of Crom, his God). Entrance to it is via a natural and unmarked path up the hill.

Western Plaguelands

File:SorrowHillCrypt.JPG

The Sorrow Hill Crypt

The Sorrow Hill Crypt contains a lot of skeletal mages and scourge warders. You find it in Western Plaguelands, the southeastern way from Sorrow Hill. Judging by its location, it's speculated that this was the crypt that originally held the corpse of the necromancer Kel'Thuzad.

Deadwind Pass

Deadwind Pass Crypt

Deadwind Pass Crypt

This crypt lies behind the tower of Karazhan in Deadwind Pass, in the cemetery at Morgan's Plot. It is by far the largest of the crypts, stretching deep underground in a labyrinthine series of rooms, each more horrifying than the previous. Easily the most horrific chamber is the "Upside Down Sinners" - a large water-filled room with dead people attached to chains floating upside-down, feet pointing towards the ceiling. The underground network of crypts contains other strange chambers as well:

  • Well of the Forgotten
  • The Pauper's Walk
  • The Pit of Criminals
  • Tome of the Unrepentant [sic]
  • The Slough of Dispair [sic]

The bizarre layout and naming conventions of the crypt are unlike any other region, dungeon, or instance in the game. The purpose of the crypt is unknown - it may be a playground for developers, a testing site of sorts, an unfinished instance, or something else entirely.

This area could be accessed via dying close to the gate and running through it, but this was changed in Patch 2.0. The area can still be accessed by being polymorphed and wandering through the gate.

For mages: If you are having difficulty getting the polymorphed person past the gate, try /forfeit when they are past, it will break sheep immediately and the person should be past the gate.

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