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Blizzard truly overdid themselves in a surprisingly good way, introducing Karazhan Crypt 5-man dungeon in World of Warcraft Classic: Season of Discovery Phase 7. We delved into it straight from the release and are ready to guide you through all the ins and outs of a brand-new yet already beloved dungeon.
Step 1: Your journey begins at Light’s Hope Chapel in the Eastern Plaguelands. Look for a billboard outside the chapel, it’s not an NPC, but it holds your first quest “For Gold and Glory!”.
Step 2: Next, head to Deadwind Pass and go straight to the dungeon entrance at the south of the zone. You are there to meet a deceased adventurer. Yes, you’ll be chatting with a corpse, but don’t worry.
Step 3: Your next task is to rescue Harrison Jones, who’s been captured by ogres. Head to the Ogre Cave in Deadwind Pass to find him. There you have to kill ogres, find the key, and rescue him. Quick tip – you can wait near the cage while somebody finishes the quest and it will count for you too.
Step 4: Listen to Harrison’s story, “Are You Afraid of the Dark?”. Accept the follow-up quest, The Hypothesis.
Step 5: Harrison needs three magical items for his research. This step is a scavenger hunt that will take you across Azeroth.
Step 6: With all three items in hand, get the torch. Then head to the Crypt’s entrance in Deadwind Pass and click as much as you can on the quest item – there is no GCD, but plenty of PVP, so waste no time.
That’s it. You’ve completed the attunement process and are now ready to enter Karazhan Crypts. But before you go, don’t forget to talk to Harrison Jones one last time.
Karazhan Crypts introduces a unique mechanic revolving around Oppressive Darkness, which obscures vision and steadily drains health. Players must rely on a Floating Firebrand, a torch-like object that provides the Guiding Torchlight buff, illuminating the area and preventing the effects of darkness. The Firebrand follows the first player who interacts with it, requiring the party to stay closely grouped. If the carrier dies, another player must pick it up before it resets to the dungeon entrance.
Certain items and abilities also provide temporary pools of light, such as:
Until you get out of Pull of the Damned in time, there is nothing to worry about.
Abilities:
The boss is quite easy once you get a grasp on its abilities. There are four pylons on each of the walls. Start encounter near one you’d like and keep fighting until you feel overwhelmed by spiders. Then, the torch-keeper has to burn the pylon, all adds will disappear and the group – move to the next one. Then, it is just rinse and repeat.
One of three NPCs can be released per run using a Portcullis Key. Know that loot quite differs from boss to boss.
This dungeon presents a significant challenge, requiring teamwork, precise movement, and light management to navigate the crypts successfully.
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