By Axiom — Originally posted in Discord
This guide shares a few things I've picked up starting the crypt.
All of the above (1-3) can be solved via `localStorage`.
Housekeeping: Delete the instance if you killed all monsters (tracked in step 2) or if you've spent too much time in the instance (tracked in step 3).
Make sure all characters go to the same spot.
An easy spot is at the vbats – it's the only static spawn in the crypt and always at the same location.
Congratulations! You can now farm `crings` & `ceaarings` — vbats drop A LOT of them.
If you only farm vbats, you’ve likely already got loot worth more than the crypt key (which usually goes for 3–5M).
You’ll soon find there are a lot of edge cases:
Write targeting logic AND safety logic:
Do this well, and you can farm most things.
I *can* farm everything except Orlok — *if* the monster is alone.
Pathfinding is hard to do — and even harder to do well!
One of the most dreaded parts of the crypt is that all monsters (except vbats) roam around. Their location changes every run.
But I figured: What is pathfinding? It finds a path from A to B.
We kind of have that already with `smart_move()`.
We know A (our current position), But we don’t know B (the next monster).
So… let's roam!
I chose the most inefficient but simple solution: Just visit all or most intersections of the crypt and record them!
Simple rules!
If the current character is the master/tank:
If the character is not the master/tank:
And that's how you roam the crypt the easy way! 😄
It’s inefficient as hell, yes. But it gets the job done — you’ll cover the whole crypt. 😄
I hope you enjoyed!
The crypt is full of edge-cases. It’s what it’s famous for!
So how do we noobs deal with it?
Yes! Simply ignore the edge-cases! 🤣
Here it comes:
Your target selection should reflect what a safe monster is.
This is the easiest way (that I found) to get decent target selection with minimal code — for a wide range of targets and situations.
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Originally written by Axiom in Discord. Minor formatting applied for wiki readability.