Hallowed Sepulchre/Strategies

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This page covers the basic strategy for running the Hallowed Sepulchre efficiently and consistently, through the third floor. Included are overviews of each of the routes. Given the emphasis on timings in the Sepulchre, achieving the best rates will require extensive practice.

General tips[edit | edit source]

  • Try to choose a world with low lag if possible.
  • On floors with multiple possible coffins (floors 3/4), you can now open both so long as you have time remaining.
  • Each skill challenge awards 200 Thieving experience for opening the coffin and between 100 and 200 Agility experience depending on floor.
  • Consider skipping coffins on early floors if you have the Agility level for later ones for better efficiency.
  • Using a lockpick lowers the chance of failing to loot a coffin and becoming poisoned. Using a strange old lockpick further reduces this chance, increases the speed, and consumes no charges.[1]
  • If only running the first few floors, consider taking multiples of supplies to reduce banking time. Also note that there is only one bridge in the first three floors, on the first floor. Consider skipping this bridge to save time, increase experience, and free up weight and space.
  • Activating the magic obelisks with a Saradomin item equipped replenishes your energy. This effect also activates automatically when exiting (or quick exiting).
  • The lightning strike obstacles can be completely avoided by using the Run trick. It is recommended players familiarize themselves with this technique to save large amounts of time.
  • After using a blue or yellow teleport tile, there is a period of invincibility. This can be used to bypass other moving obstacles (such as a sword), even if they touch you shortly after teleportation.
  • If using the magic obelisks in lieu of stamina potions to restore energy, you can save real time by skipping the magic obelisk on the first floor. When your weight is near 0 kg, you will still have run energy remaining by the end of floor 2.
  • If you struggle with timing, you can bring a stack of noted items to alch. This works out because of the chance to get nature runes from coffins, and makes it so your character will only move after a tick is finished during an alch. You will occasionally get rune and adamant items to alch as well, and if you would like to train magic, you can get just past 20,000 magic experience/hr while training agility.
  • Skill challenges:
    • The left-click 'conjure' option on portal frames casts the highest enchantment you have runes and the magic level to cast. Any enchantment rewards 200xp. Wearing a Hallowed focus removes the failure chance, causes you to cast the lowest enchantment spell you have the runes and level for, and increases the speed of crossing the portal.
    • Each tier of bridge only affects the experience reward, although it is significantly higher than building furniture with the same materials. Having a Hallowed hammer equipped or in the inventory removes the chance of bending nails.
    • The Hallowed symbol reduces the dust requirement for braziers while the 200xp reward remains the same, and allows you to move slightly faster through the barrier.
    • Having a Hallowed grapple equipped removes the chance of failing to grapple pillars.
  • By logging out or changing worlds, you can exit the sepulchre and teleport to the lobby without spending a hallowed crystal shard.

Recommended equipment[edit | edit source]

Notes
  1. ^ To cure poison with the prayer book; 2-damage poison consumes no prayer points to cure.
  2. ^ 2.0 2.1 2.2 Normal planks and steel nails, oak planks and mithril nails, teak planks and adamantite nails, or mahogany planks and rune nails.
  3. ^ 3.0 3.1 3.2 The Hallowed hammer eliminates the chance to bend nails.
  4. ^ Cosmic, nature, and fire runes cover Lvl-3 Enchant and High Level Alchemy.
Hallowed hammer.pngSaw.pngRune nails.pngStrange old lockpick.png
Mahogany plank.pngMahogany plank.pngMahogany plank.pngMahogany plank.png
Vampyre dust.pngVampyre dust.pngVampyre dust.pngVampyre dust.png
Cosmic rune.pngLava rune.pngPrayer book.png
  1. ^ 1.0 1.1 1.2 1.3 Requires Hallowed marks to obtain.
  2. ^ 2.0 2.1 To cure poison with the prayer book; 2-damage poison consumes no prayer points to cure.
  3. ^ 3.0 3.1 If you don't have a Hallowed ring.
  4. ^ As non-Saradominist items, these will cause obelisks to drain energy.
  5. ^ 5.0 5.1 Slightly reduces the need for food.
  6. ^ For unlimited fire runes.
  7. ^ Removes or greatly reduces the need for food.

Trap descriptions[edit | edit source]

Each variety of trap has a different behaviour and appearance depending on its tier, determined by the floor it appears on.

Knight statue - Swords[edit | edit source]

Knight Statues throw swords that block the entire path. The best time to cross the path is just after the sword is caught by the statue or just after it is thrown. Some corridors have safe alcoves that can be used to wait for the sword to pass.

The interval between throws varies, so it can be useful to pay attention to the windup animation.

Trap tier Floors Behaviour Appearance
1 1, 2 Throws a single 3x3 sword which reaches a marked tile before returning. Sword moves with the same speed as a player running. HallowedSepulchre Statue Sword One.png
2 3, 4 Throws a gilded sword which moves 1 tile faster than a player's run speed. HallowedSepulchre Statue Sword Two.png
3 4, 5 Throws a blue sword which moves twice as fast as a player's run speed. HallowedSepulchre Statue Sword Three.png

Wizard statue - Flames[edit | edit source]

Sets of Wizard Statues shoot flames in cycles with 1, 2 or 3 different stages. Each stage has different safe areas between active flames. The player should memorise or mark the safe areas, which are consistent between runs.

Between each flame cycle, the player should try to reach the farthest possible safe zone before the next flames shoot to reduce the amount of time spent waiting between cycles. There is one tick between cycles with no flames present, synchronized with the end of the audio effect. It is recommended to start moving exactly on this tick to increase the amount of time running.

The glow on the floor shows the actual position of the flame. This can be useful when viewing the flames from lower camera angles.

Trap tier Floors Behaviour Appearance
1 1, 2 Shoots flames intermittently from every statue. HallowedSepulchre Statue Flame One.png
2 3, 4, 5 Alternates between two phases with some of the statues firing. HallowedSepulchre Statue Flame Two.png

Crossbowman statue - Arrows[edit | edit source]

Crossbowman statues shoot arrows along the path, leaving a small safe lane. When entering a corridor with arrow statues, the player should move to a safe lane close to the entrance before clicking far into the corridor, as the pathfinding will favour running in the lane closest to the entrance before moving to the destination lane.

The statues have a small animation right before they shoot, which can help to anticipate standing in the correct lane.

The player should favour dodging arrows before moving forwards. Moving diagonally allows the player to move to a safe lane while still making forward progress.

Before leaving the corridor, check if a lane between the player's position and the exit has an arrow or will soon have one. It can be dangerous to wait close to the statues because there won't be time to run out of the way. Instead, wait 4-6 tiles away from the statues, move to a safe lane when the next arrow shoots, then immediately leave.

Trap tier Floors Behaviour Appearance
1 1, 2 One of the three statues at random shoots an arrow straight along the path. Arrows move with the same speed as players running. HallowedSepulchre Statue Arrow One.png
2 3, 4 Two of the statues at random shoot arrows while the third is idle. Arrows move 1 tile faster than a player's run speed. HallowedSepulchre Statue Arrow Two.png
3 4, 5 Two of the statues shoot while the third is idle. Arrows move twice as fast as a player's run speed. HallowedSepulchre Statue Arrow Three.png

Strange tile - Floor traps[edit | edit source]

Strange tiles on the floor will teleport the player if they are active when standing on them. The fastest approach is to avoid yellow tiles, and take blue tiles when they happen to be active.

When running, the teleportation will only activate on every second tile (see run trick). This means that it is possible to skip single-width rows of teleport tiles by stopping one tile before crossing the row. Similarly, blocks where blue tiles alternate with yellow tiles can be crossed while only risking stepping on blue tiles.

After being teleported by a blue or yellow tile, there's a small window of time where the player is invulnerable to arrows and swords. If timed correctly, the blue portals can be used to "hop over" arrows or swords to avoid getting hit. At lower levels, this is a necessary technique to pass the fast moving swords. When running in front of the sword, use blue tiles to move forwards faster than the sword. When running behind the sword, use a blue tile to teleport across it.

Trap tier Floors Behaviour Appearance
1 1, 2 Activates random yellow tiles which teleport the player backwards if stepped upon. HallowedSepulchre Floor Trap One.png
2 2, 3, 4 Adds blue tiles which teleport the player forward if active. HallowedSepulchre Floor Trap Two.png
3 4, 5 Blue and yellow tiles which activate much more often.

Priest statue - Lightning[edit | edit source]

Priest statues shoot lightning in checkered patterns. Failing lightning is less dangerous than other traps because it only stuns the player, but this still makes it very likely to be hit another obstacle.

When running, the player only risks being affected by lightning tiles on every other tile (see run trick). All sets of lightning can be safely crossed by standing one tile behind a lightning tile before moving forwards.

When simultaneously avoiding arrows it is important to move diagonally forward instead of horizontally, to avoid standing on the lightning squares while they are active.

Trap tier Floors Behaviour Appearance
1 4, 5 Every few ticks strikes the marked 3x3 cross in front of the statue, temporarily stunning but not damaging players. HallowedSepulchre Statue Lightning.png

Floor Routes[edit | edit source]

When starting a floor, an entrance is chosen at random. However, the obstacles and coffins reachable along each path are consistent for each floor. This table covers each possible route in the order it must be completed, with a suggested approach for each obstacle.

Floor 1[edit | edit source]

The first floor has 4 possible routes. Looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and lower floor coffins are more valuable.

North Entrance[edit | edit source]

North path.
# Item Notes Image
1 Arrow

Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. If necessary, wait near the tile marked 2 before exiting. See the section on arrow obstacles for detailed guidelines.

HallowedSepulchreGuideF1N1.png
2 Flame Can be passed in 2 stages, or 3 when learning.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2. Wait for the flames to subside and move to 4, wait again and move to the exit (6).
  2. Otherwise, wait at 1, move to 3, wait for the flames to subside and move to 5, wait again and move to the exit (6).
HallowedSepulchreGuideF1N2.png
3 Coffin Ranged challenge Hallowed Sepulchre Path (F1,East,4).png
4 Stairs
Continue to Floor 2.

East Entrance[edit | edit source]

East path.
# Item Notes Image
1 Flame Can be passed in 2 stages.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2. Wait for the flames to subside and move to the exit (4).
  2. Otherwise, wait at 1, then:
    1. With perfect timing, it is possible to move to the exit with a single movement.
    2. If you are lagging or notice that you didn't click fast enough, move to 3 instead, wait for the flames to subside and move to the exit.
HallowedSepulchreGuideF1E1.png
2 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 2 by the time you reach 1, wait until the sword moves past you.
    4. In other circumstances, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (3).
HallowedSepulchreGuideF1E2.png
3 Flame Can be passed in 1 stage, or 2 when learning.
  1. This obstacle can be easily crossed with a single movement (wait at 1, move to 3)
  2. You can save a small amount of time by waiting between the flames (2) if possible.
HallowedSepulchreGuideF1E3.png
4 Coffin Ranged challenge Hallowed Sepulchre Path (F1,East,4).png
5 Stairs
Continue to Floor 2.

South Entrance[edit | edit source]

South path.
# Item Notes Image
1 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 3 by the time you reach 1, you can move to the safe alcove (2) and wait until the sword moves past you.
    4. In other circumstances, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (4).
HallowedSepulchreGuideFirstFloorSouthEntranceObstacle1.png
2 Flame
  • It is not possible to cross this set of flame statues with a single movement.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2, or 3 if possible. Wait for the flames to subside and move to the exit (4).
  2. Otherwise, wait at 1, move to 3, wait for the flames to subside and move to the exit (4).
HallowedSepulchreGuideFirstFloorSouthEntranceObstacle2.png
3 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
HallowedSepulchreGuideFirstFloorSouthEntranceObstacle3.png
4 Coffin Construction challenge Hallowed Sepulchre Path (F1,South,4).png
5 Stairs
Continue to Floor 2.

West Entrance[edit | edit source]

West path.
# Item Notes Image
1 Flame Can be passed in 1 stage, or 3 when learning
  1. Wait at 1, move to 2, wait for the flames to subside and move to the exit (3).
  • Alternatively, wait at the first safe area (between 1 and 2) then move to the third safe area (between 2 and 3), although this still requires two movements.
HallowedSepulchreGuideF1W1.png
2 Sword
  1. If the sword is returning or past the square marked 2 by the time you reach 1, wait.
  2. Move to the exit of the obstacle (3).
HallowedSepulchreGuideF1W2.png
3 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
HallowedSepulchreGuideF1W3.png
4 Coffin Construction challenge Hallowed Sepulchre Path (F1,West,4).png
5 Stairs
Continue to Floor 2.

Floor 2[edit | edit source]

The second floor has four possible paths. Like above, looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and lower floor coffins are more valuable.

North Entrance[edit | edit source]

North path.
# Item Notes Image
1 Jump No chance of failure Hallowed Sepulchre Path (F2,North,1).png
2 Arrow Position your camera to see the southmost Hallowed Sepulchre Path (F2,North,2).png
3 Sword Hallowed Sepulchre Path (F2,North,3).png
4 Coffin Ranged Challenge Hallowed Sepulchre Path (F2,North,4).png
5 Floor 3 3x3 segments Hallowed Sepulchre Path (F2,North,5).png
6 Flame 2 stages Hallowed Sepulchre Path (F2,North,6).png
7 Stairs
Continue to Floor 3.

East Entrance[edit | edit source]

East path.
# Item Notes Image
1 Flame 2 stages
  1. Wait at 1, move to 2, wait for the flames to subside and move to the exit (3).
  • Alternatively, wait at the first safe area (between 1 and 2) then move to the third safe area (between 2 and 3), although this still requires two movements.
HallowedSepulchreGuideF2E1.png
2 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (4) while avoiding the arrows. Wait near the tile marked 3 before exiting if necessary. The tiles marked 2 are safe, but there is little reason to use them. See the section on arrow obstacles for detailed guidelines.
  2. Make sure you stand exactly on the tile marked 4 as you exit the arrow statues' corridor, then move towards the exit 5. This prevents you from stepping on yellow tiles unless you get teleported onto one.
HallowedSepulchreGuideF2E2.png
3 Floor 3 3x3 segments Hallowed Sepulchre Path (F2,East,3).png
4 Coffin Prayer challenge Hallowed Sepulchre Path (F2,East,4).png
5 Flame 4 stages

First image: Wait at 1, move to 2, and move to the exit (3).

HallowedSepulchreGuideF2E3.png

Second image: Wait at 1 or 2 if possible, wait for the flames to subside and move to the exit (3).

HallowedSepulchreGuideF2E4.png
6 Stairs
Continue to Floor 3.

South Entrance[edit | edit source]

South path.
# Item Notes Image
1 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
HallowedSepulchreGuideF2S1.png
2 Floor 2 2x3 segments; careful when waiting for sword Hallowed Sepulchre Path (F2,South,2).png
3 Sword
  1. Reach the tile marked 2. If you stand on the tile marked 1 before moving, you will only risk two yellow teleportation tiles.
  2. Once at 2, check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 4, you can move to the safe alcove (3) and wait until the sword moves past you (which should take one tick).
    4. In other circumstances, you can cross the corridor without waiting.
    5. If you get teleported while waiting, move to the closest inactive tile to the corridor and reassess the position of the sword.
  3. Move to the exit of the obstacle (5).
HallowedSepulchreGuideF2S2.png
4 Coffin Prayer challenge Hallowed Sepulchre Path (F2,South,4).png
5 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
HallowedSepulchreGuideF2S3.png
6 Stairs
Continue to Floor 3.

West Entrance[edit | edit source]

West path.
# Item Notes Image
1 Sword Hallowed Sepulchre Path (F2,West,1).png
2 Coffin Ranged challenge Hallowed Sepulchre Path (F2,West,2).png
3 Floor 3 3x3 segments Hallowed Sepulchre Path (F2,West,3).png
4 Flame 2 stages; can be sprinted Hallowed Sepulchre Path (F2,West,4).png
5 Sword Walk around between the pillars to bypass the sword Hallowed Sepulchre Path (F2,West,5).png
6 Stairs
Continue to Floor 3.

Floor 3[edit | edit source]

The third floor is significantly more difficult than the first two, especially during the final challenge (8). Learning the patterns on this obstacle may take many attempts but are the same on every run, making it easier over time. The third floor has two paths that join together before passing the final obstacle.

East Entrance[edit | edit source]

East path.
# Item Notes Image
1 Flame 3 stages
  1. Wait at 1 or 2 depending on the current phase until the flames subside.
  2. Move to 4 (if you had waited at 1) or 5 (if you had waited at 2) and wait for the flames to subside.
  3. Move to the exit 7.
Cycle 1:
HallowedSepulchreGuideF3E1p1.png

Cycle 2:
HallowedSepulchreGuideF3E1p2.png

2 Coffin Optional ranged coffin to the west, between the two groups of flames.
3 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the statue is holding the sword:
      1. If the sword will be thrown in the next tick, wait.
      2. If the sword will be thrown in two ticks, move to the alcove (3)
      3. Otherwise, you can move to the exit (5)
      4. If you are not sure, move to alcove.
    2. For a couple of ticks after the sword stops moving, it is possible to move to the safe alcove (2 then 3), otherwise wait.
    3. If the sword is returning, wait.
    4. If the sword has not reached the square marked 4 by the time you reach 1, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (5).
HallowedSepulchreGuideF3E2.png
4 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
  2. Cross the teleportation sections with the least steps over yellow tiles as possible. Be prepared to move to a safe lane if you get teleported.
HallowedSepulchreGuideF3E3.png
5 Sword
  1. For up to 1 tick after the sword stops moving, it is possible to cross the obstacle without waiting.
HallowedSepulchreGuideF3E4.png
6 Flame
  1. Wait at 1 if necessary.
  2. Move to 2 and wait for the flames to subside.
  3. Move to the exit (3).
Cycle 1:
HallowedSepulchreGuideF3E5p1.png

Cycle 2:
HallowedSepulchreGuideF3E5p2.png

7 Coffin Prayer challenge Hallowed Sepulchre Path (F3,East,5).png
Continue to Floor 3 - Lower floor.

West Entrance[edit | edit source]

West path.
# Item Notes Image
1 Arrow Hallowed Sepulchre Path (F3,West,1).png
2 Coffin Ranged challenge Hallowed Sepulchre Path (F3,West,2).png
3 Flame 2 stages (inner and outer); can sprint after the inner stage Hallowed Sepulchre Path (F3,West,3).png
4 Sword Plus two floor trap segments; can 'hop' a returning sword by hitting a blue tile Hallowed Sepulchre Path (F3,West,4).png
5 Arrow Hallowed Sepulchre Path (F3,West,5).png
6 Sword Note the magic coffin chance to the north Hallowed Sepulchre Path (F3,West,6).png
Continue to Floor 3 - Lower floor.

Floor 3 - Lower floor[edit | edit source]

At this point, the two paths converge together and both need to pass a final, difficult obstacle.

# Item Notes Image
8 Arrow Plus two groups of flame statues; use the time between flames to set up for future arrows
  1. Wait at 1.
  2. Move to the safe tile on the row marked 2.
  3. Advance towards 3 at a pace you are comfortable with.
  4. Advance towards 4 at a pace you are comfortable with.
  5. If you are in the middle lane and arrows are coming from both sides, wait until they fly past you.
  6. Move to the closest exit (5).
  • The statues alternate between on-off-on-off-etc at a ten tick pace. This has important implications:
    • You should advance an odd number of tiles between phases. If the final step of your movement is a walk from the second-to-last tile and the destination tile, you have moved an odd number of tiles; if you run from the origin and stop suddenly at the destination, you have moved an even number of tiles.
    • Whichever flames are currently active will be inactive in the next phase. Remember to look at the glow on the floor rather than the flames.
    • Count four ticks, and proceed to safe zone at 3.
  • It is possible to cross from row 2 to row 3 with a single movement between flame cycles, then again later from row 3 to row 4. This method allows you to ignore the flame statue phases and saves time, but can require skill at dodging arrows while moving forwards:
    1. Wait at 1.
    2. Proceed to row 2 after a set of arrows passes you. Prioritize moving between the tiles of row 2 to dodge arrows.
    3. When there is no arrow coming towards you in your lane, look for an opening between flame phases to run to row 3. You may have to wait through a few flame or arrow phases before this opportunity. The flame pattern is predictable, so focus on dodging arrows until an opening lines up.
    4. Repeat this process again, moving between the tiles of row 3 to dodge arrows until there is another opening in the flames to run to row 4.
    5. When there are no arrows blocking your path, you can run to the safe zone (5).
Cycle 1:
HallowedSepulchreGuideF3Fp1.png

Cycle 2:
HallowedSepulchreGuideF3Fp2.png

9 Stairs
Continue to Floor 4.

Floor 4[edit | edit source]

Floor 4 has two paths that converge just before the final prayer coffin. Players may choose to loot coffins on this floor for additional hallowed marks, but the time taken to loot coffins will reduce the rate of gaining Agility experience. It is possible to loot all the coffins on floor 4 and still have enough time to complete floor 5, but this will require significant practice on these floors.

North Entrance[edit | edit source]

North path.
# Item Notes Image
1 Lightning
2 Sword With multiple blue floor tiles
3 Arrow Long with dense floor tiles
4 Flame North and south sets alternating, with every fifth cycle both firing
5 Arrow With floor tiles then lightning
6 Coffin Magic challenge
7 Sword With arrows; if you move after the sword you must use the blue tiles to hop it.
8 Floor Three narrow strips; the yellow can throw you back into the arrows.
9 Coffin Prayer challenge before the gate
10 Stairs Squeeze through the gate
Continue to Floor 5.

South Entrance[edit | edit source]

South path.
# Item Notes Image
1 Flame The middle statue is intact but does not fire
2 Lightning
3 Sword With flame statues
4 Arrow Long path, with a safe ledge halfway along the southern side
5 Coffin Construction challenge
6 Sword With lightning statues and floor tiles
7 Arrow With floor tiles
8 Floor Three narrow strips; the yellow can throw you back into the arrows.
9 Coffin Prayer challenge before the gate
10 Stairs Squeeze through the gate
Continue to Floor 5.

Floor 5[edit | edit source]

Only has a single path across the levels leading to the Grand Hallowed Coffin. Flame statues on this floor change phases 1 tick faster than on floors 1-4.

Hallowed Sepulchre Path (F5) - Detailed.png
# Item Notes Image
1 Flame Flame statues on this floor change phases 1 tick faster than on previous floors.
2 Sword With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick.
3 Coffin Magic challenge just after descending from stairs
4 Arrow
5 Flame Two sets of flame traps with lightning traps between them. The flame traps have two phases.

If you are damaged here, you are sent to right before the first trap.

6 Sword With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick.
7 Coffin Ranged challenge
8 Arrow Long corridor with lightning traps and floor tiles
9 Final Challenge Long corridor that presents many traps all at once: alternating flames, arrows, and lightning.
10 Coffin Construction challenge. Gives one more loot roll than other coffins.
11 Grand Coffin Has a barrier entrance that closes once the timer runs out, similarly to the stone doors that

can block staircases on previous floors. The timer is paused once the player crosses the

stepping stones, but the player cannot backtrack after doing so.

References[edit | edit source]

  1. ^ 1.0 1.1 Mod Husky. "Problems with the Hallowed Sepulchre". Reddit. 9 June 2020. Archived from the original on 11 March 2021. Mod Husky: "did you know that the strange old lockpick already has a higher success rate than a normal one, you can still fail but it's a bit lower"