WoW Archivist: The Karazhan Crypt
The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? What secrets does the game still hold? If you enjoyed Patches of Yesteryear, you're going to love this.
Contrary to what I said at the end of last week's column, we're taking a break from looking at old beta patches this week to show you precisely why we changed the column's name from Patches of Yesteryear -- some of World of Warcraft's most fascinating mysteries never appeared in patch notes at all. The Karazhan Crypt intrigued many players throughout vanilla WoW and into The Burning Crusade. By the time Wrath of the Lich King rolled around, it was almost entirely forgotten.
The Karazhan Crypt is a piece of unreleased content that is really rather grim. While World of Warcraft has images of death and downright creepy things all over the game, very little stands up to the sights in the crypts of Karazhan.
The Well of the Forgotten
Immediately upon entering the crypts, you find yourself in a sparse room called the Well of the Forgotten. On your right is a simple tomb, straight ahead of you is a hallway spiraling downwards, and on the far left you will see a large, round hole in the ground. It isn't a natural formation -- this hole was built there. It is the well for which the room itself is named. You can peer down the well's stone chute, but it is both too deep and too dark to see what's at the bottom.
Like the brave explorer you are, you say to hell with the hallway -- the well looks far more interesting, and you'd really like to find out what's at the bottom, wouldn't you? So you jump, you fall, and you hit the bottom -- hard. It was a much longer fall than you might have expected. If you'd fallen just a little further, you're sure you would have broken bones -- maybe even died on impact.
You look down, and then you realize what broke your fall: corpses. Meat. Bones. Hundreds of corpses, piled in a grotesque mound at the bottom of the well. You've fallen into the Pit of Criminals. These people had been thrown down the well, and they had no such mound of bodies to save them. They fell and they died, left in an ever-growing heap. Should you be horrified at what you've found? Or should you be grateful that their deaths ultimately saved you?
Into the labyrinth
You don't want to stay in this place any longer than you have to, so you turn away from the bone pile and run as quickly as you can through the labarynthine crypts of Karazhan. Iron-wrought gates squeal on their rusted hinges, some of them torn out of place by collapsing supports and cave-ins. You weave through the halls, coming across countless dead ends -- all of them lined with corpses in various stages of decomposition. Some of them had been laid to rest properly, during a time when these crypts were used for their intended purpose, but others clearly did not belong here. Had these people been murdered and left to rot and be forgotten? Had they died of natural causes and simply been thrown here without a care?
Eventually, you come across a stairwell leading further down into the crypts. The way down has flooded, but you haven't found a way back up to the surface yet, so you decide to explore this path, flood be damned. You take a deep breath and dive in, hoping you can reach the other end before you run out of breath.
The upside-down sinners
You've stumbled across the upside-down sinners. This flood wasn't accidental. It wasn't the result of nature having its way with these catacombs. You've found a vast underground pool with heavy, rusted chains strung up in a tangled mess throughout. Corpses, bloated and waterlogged, are tied to these chains by their arms and legs. You desperately swim to the surface, the sinners' necrotic limbs brushing against you as you try to navigate the tangle of chains.
Yeah. Pretty awesome, isn't it?
In Jeff Grubb's The Last Guardian, the novel references an inverse Karazhan -- an upside-down mirror of the tower, an exact copy of the tower that stretches far underground. Medivh's private chambers lie at the bottom. Many speculate that this was the inspiration for the unfinished crypts beneath Karazhan. While it's a decent enough theory, grounded right into the lore of the world ... it's probably wrong. The crypts don't match any description of the Karazhan tower we've ever seen. It isn't even under the tower, either -- it's a part of the village surrounding Karazhan, and the crypt itself extends beneath Duskwood. It doesn't go straight down like an upside-down tower would.
The mystique of the forbidden area
In the early years of World of Warcraft, despite this area being very much off-limits, it was easy to get into the Crypts. There was a simple gate cutting you off from getting inside. The gate produced a cogwheel on mouseover, but clicking the gate did nothing. It didn't open at all. However, there were still ways of getting through -- you could exploit Polymorph or Fear spells to clip you through the gate and into the crypt. A much easier method was for a paladin to use Divine Intervention (spell removed in Cataclysm), die on the spot, and then just run through the gate as a ghost and resurrect on the other side. That gate wasn't a very effective deterrent. Since then, Blizzard has made the gate solid and placed an invisible wall there for good measure.
Ease of entry added a lot to the mystique of this place -- everybody hears about secret, unfinished locations in the game. All old-school players have heard of GM Island, the Emerald Dream, or the pre-Cataclysm Hyjal. The Karazhan Crypt, however, was the only one that was accessible without some seriously elaborate exploitation. Dying and walking through the gate as a ghost was an exploit, absolutely, but it was one that any person who thought of it could pull off. There was no wall walking involved, no third-party hacks, nothing of the sort. Of course, just because it was easy doesn't mean it's okay.
With a little brainpower, you could enter this off-limits section of the world. You could see first-hand this rundown, abandoned crypt -- a place where even the devs dare not go anymore. It was a mystery -- one you could see yourself, not just something you heard about through a game of telephone. Experiencing something is always worth more than hearing about it.
The Karazhan Crypt still exists today, locked beneath the earth. There remains a possibility that Blizzard will utilize this space one day -- Cataclysm would have been a convenient time to remove this piece of WoW history from the world completely and save the headache of players endlessly trying to get inside, but it's still there. Even after Azeroth as a whole has been rebuilt, the Crypt remains. Is it still there as a placeholder, waiting to be utilized? Is Blizzard leaving it there as a tribute to how the place has teased our imaginations? Or maybe it's just waiting for its turn to be stricken from the records. Karazhan and its surrounding area wasn't touched much by the Cataclysm -- maybe it will be removed, but Blizzard just hasn't done it yet.
There are a few theories on why this area wasn't used. One is that the dungeon would have caused the game to exceed a PEGI 12+ rating in Europe. Rather than tone down its content, they decided not to use it at all. Another theory is that Blizzard's concepts for this dungeon ended up being used in Scholomance; the world didn't need two dungeons so similar to each other, and the concept fit the Scourge better than Medivh. My personal theory is that the Karazhan Crypt was going to be an uninstanced, outdoor dungeon and Blizzard decided that would ultimately be a bad idea. We might never know the answer to this mystery ... though it might be a good question to ask at BlizzCon 2011, hm?
The WoW Archivist examines the WoW of old. Follow along while we discuss beta patch 0.8, beta patch 0.9, and hidden locations such as the crypts of Karazhan.
Contrary to what I said at the end of last week's column, we're taking a break from looking at old beta patches this week to show you precisely why we changed the column's name from Patches of Yesteryear -- some of World of Warcraft's most fascinating mysteries never appeared in patch notes at all. The Karazhan Crypt intrigued many players throughout vanilla WoW and into The Burning Crusade. By the time Wrath of the Lich King rolled around, it was almost entirely forgotten.
The Karazhan Crypt is a piece of unreleased content that is really rather grim. While World of Warcraft has images of death and downright creepy things all over the game, very little stands up to the sights in the crypts of Karazhan.

Immediately upon entering the crypts, you find yourself in a sparse room called the Well of the Forgotten. On your right is a simple tomb, straight ahead of you is a hallway spiraling downwards, and on the far left you will see a large, round hole in the ground. It isn't a natural formation -- this hole was built there. It is the well for which the room itself is named. You can peer down the well's stone chute, but it is both too deep and too dark to see what's at the bottom.
Like the brave explorer you are, you say to hell with the hallway -- the well looks far more interesting, and you'd really like to find out what's at the bottom, wouldn't you? So you jump, you fall, and you hit the bottom -- hard. It was a much longer fall than you might have expected. If you'd fallen just a little further, you're sure you would have broken bones -- maybe even died on impact.
You look down, and then you realize what broke your fall: corpses. Meat. Bones. Hundreds of corpses, piled in a grotesque mound at the bottom of the well. You've fallen into the Pit of Criminals. These people had been thrown down the well, and they had no such mound of bodies to save them. They fell and they died, left in an ever-growing heap. Should you be horrified at what you've found? Or should you be grateful that their deaths ultimately saved you?

You don't want to stay in this place any longer than you have to, so you turn away from the bone pile and run as quickly as you can through the labarynthine crypts of Karazhan. Iron-wrought gates squeal on their rusted hinges, some of them torn out of place by collapsing supports and cave-ins. You weave through the halls, coming across countless dead ends -- all of them lined with corpses in various stages of decomposition. Some of them had been laid to rest properly, during a time when these crypts were used for their intended purpose, but others clearly did not belong here. Had these people been murdered and left to rot and be forgotten? Had they died of natural causes and simply been thrown here without a care?
Eventually, you come across a stairwell leading further down into the crypts. The way down has flooded, but you haven't found a way back up to the surface yet, so you decide to explore this path, flood be damned. You take a deep breath and dive in, hoping you can reach the other end before you run out of breath.

You've stumbled across the upside-down sinners. This flood wasn't accidental. It wasn't the result of nature having its way with these catacombs. You've found a vast underground pool with heavy, rusted chains strung up in a tangled mess throughout. Corpses, bloated and waterlogged, are tied to these chains by their arms and legs. You desperately swim to the surface, the sinners' necrotic limbs brushing against you as you try to navigate the tangle of chains.
Yeah. Pretty awesome, isn't it?
In Jeff Grubb's The Last Guardian, the novel references an inverse Karazhan -- an upside-down mirror of the tower, an exact copy of the tower that stretches far underground. Medivh's private chambers lie at the bottom. Many speculate that this was the inspiration for the unfinished crypts beneath Karazhan. While it's a decent enough theory, grounded right into the lore of the world ... it's probably wrong. The crypts don't match any description of the Karazhan tower we've ever seen. It isn't even under the tower, either -- it's a part of the village surrounding Karazhan, and the crypt itself extends beneath Duskwood. It doesn't go straight down like an upside-down tower would.

In the early years of World of Warcraft, despite this area being very much off-limits, it was easy to get into the Crypts. There was a simple gate cutting you off from getting inside. The gate produced a cogwheel on mouseover, but clicking the gate did nothing. It didn't open at all. However, there were still ways of getting through -- you could exploit Polymorph or Fear spells to clip you through the gate and into the crypt. A much easier method was for a paladin to use Divine Intervention (spell removed in Cataclysm), die on the spot, and then just run through the gate as a ghost and resurrect on the other side. That gate wasn't a very effective deterrent. Since then, Blizzard has made the gate solid and placed an invisible wall there for good measure.
Ease of entry added a lot to the mystique of this place -- everybody hears about secret, unfinished locations in the game. All old-school players have heard of GM Island, the Emerald Dream, or the pre-Cataclysm Hyjal. The Karazhan Crypt, however, was the only one that was accessible without some seriously elaborate exploitation. Dying and walking through the gate as a ghost was an exploit, absolutely, but it was one that any person who thought of it could pull off. There was no wall walking involved, no third-party hacks, nothing of the sort. Of course, just because it was easy doesn't mean it's okay.
With a little brainpower, you could enter this off-limits section of the world. You could see first-hand this rundown, abandoned crypt -- a place where even the devs dare not go anymore. It was a mystery -- one you could see yourself, not just something you heard about through a game of telephone. Experiencing something is always worth more than hearing about it.
The Karazhan Crypt still exists today, locked beneath the earth. There remains a possibility that Blizzard will utilize this space one day -- Cataclysm would have been a convenient time to remove this piece of WoW history from the world completely and save the headache of players endlessly trying to get inside, but it's still there. Even after Azeroth as a whole has been rebuilt, the Crypt remains. Is it still there as a placeholder, waiting to be utilized? Is Blizzard leaving it there as a tribute to how the place has teased our imaginations? Or maybe it's just waiting for its turn to be stricken from the records. Karazhan and its surrounding area wasn't touched much by the Cataclysm -- maybe it will be removed, but Blizzard just hasn't done it yet.
There are a few theories on why this area wasn't used. One is that the dungeon would have caused the game to exceed a PEGI 12+ rating in Europe. Rather than tone down its content, they decided not to use it at all. Another theory is that Blizzard's concepts for this dungeon ended up being used in Scholomance; the world didn't need two dungeons so similar to each other, and the concept fit the Scourge better than Medivh. My personal theory is that the Karazhan Crypt was going to be an uninstanced, outdoor dungeon and Blizzard decided that would ultimately be a bad idea. We might never know the answer to this mystery ... though it might be a good question to ask at BlizzCon 2011, hm?
The WoW Archivist examines the WoW of old. Follow along while we discuss beta patch 0.8, beta patch 0.9, and hidden locations such as the crypts of Karazhan.
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Reader Comments (Page 3 of 5)
Drakkenfyre Apr 5th 2011 4:53PM
The Crypts are very real. You just can't access it.
Just like Stormwind Stockades: Vault. You can't access it.
"Oh, but I've been in the Stocks."
Not the one I am talking about. The building directly opposite of the Stocks holds another instance, called the Vault. The full name when you zone in is "Stormwind Stockades Vault."
It was an unused instance. It's done in the Stocks design, but much, much bigger. The instance portal wasn't there, but it was active. If you could get to where it would be, it would port you in. It was completely empty. The ability to get in has been removed. It's never even been acknowledged why it wasn't used. But it's there, or was.
Iirdan Apr 5th 2011 5:34PM
When I saw the title for that, I instantly thought of this, and the nightmares I had associated with it.
I really want to see this in game, even if it comes with a warning of some sort.
Solanstus Apr 5th 2011 1:21PM
Yeah, that's where the warlocks go when they mess with mages...*I Stand Alone in background*
Baba Apr 5th 2011 1:32PM
Next time there's an Ask the Devs all of us at WoW Insider need to band together and vote up a question about this place, why it was originally created and whether they've got any future plans for it.
Dragonrose Apr 5th 2011 1:35PM
Damn creepy. I shall have nightmares! Especially because of the descriptions.
Fingal Apr 5th 2011 1:35PM
Hell of the upside-down sinners. Big Trouble in Little China (and probably a more real Chinese myth) FTW
Edymnion Apr 5th 2011 1:37PM
Bah, I wish somebody would tell me about these things BEFORE they get removed for a change. I've been playing since BC and I've never even heard of this place until now, just to find out that I can't go there myself.
bushkanaka86 Apr 5th 2011 1:55PM
You may want to note the author never stated that you can no longer get there. He said the method of getting there has been removed. Nothing a little google search can't fix...
Grokmar Apr 5th 2011 1:42PM
I'm still hoping for the Inverse Karazhan or Karazhan Crypt raid. Kara was one of my favorite raids.
RetPallyJil Apr 5th 2011 1:56PM
They removed the :) beneath Karazhan ... and WoW became a colder place.
BTW that smiley face was a loving nod to the Tomb of Horrors, the single most deadly and annoying D&D module ever.
emberdione Apr 5th 2011 2:00PM
I heard about this place from a WoW Forum thread and that night went with 4 of my guildies in there. It was *deeply* creepy. There were several other zone names not mentioned here and there was unique music, or at the very least not widely used music. And of course, at the far back in, your chat channel changed to Duskwood and you got to hear the superb "deep earth heartbeat" you hear in most of the other crypts.
Now having said that, as a level designer, especially one who spends a great deal of time critiquing WoW, that area is wildly unfinished. The design and flow of the spaces were very poor, it was far too easy to get lost, and the scale was off in several of the rooms (inconsistent with the other rooms). It really felt like an extremely rough draft of a possible space to attach to Kara (remember, this was before they released dungeons with patches, which may have been the original intent or idea of this place).
So why is it closed off, unfinished? Well likely they ran out of time to polish it. Kara was a BC launch raid. It was the first expansion, and likely they over scoped. They got it to alpha stage, realized that they couldn't finish all they started, and chose to pick something else instead of that (likely polish to Kara itself). The rating theory doesn't really wash, because all the human hanging models are used in other locations and they have done far worse things in Cata and Wrath.
So why does it remain in the game? This is a very technical thing that likely shows the limitations of the engine they use to make WoW. When they make things like dungeons, they build them and then import them to the game. They have to make sure the level is "water tight" meaning that the renderer always knows where the boundaries are and there aren't any spots that show out into nothingness. (This is why the DK yoink bug was so wild, it was pulling you out of the world and into the space beyond, hence the super wonky graphics.) The thing is, this dungeon, while not a part of Karazhan, is very very close. It also runs over into Duskwood. It is entirely possible it shares a wall with something in one of those spaces and makes it very difficult to remove and still keep the area water tight. And as always in games, the feeling is, if it isn't broke and it fits, leave it, just block it off. Which is what they did. Every game ships with stuff on the disc that was scrapped at the last minute and they were too afraid to remove without causing other game breaking bugs.
RogueJedi86 Apr 5th 2011 3:09PM
I'm sure Blizz fixed a lot of problematic areas that had render things with Cataclysm, so they could've just put the Karazhan Crypts into the list of things to fix when they rebuilt various zones for Cataclysm.
emberdione Apr 5th 2011 4:12PM
They did, but Kara and the Deadwind pass area were arguably a part of Burning Crusade, and thus not on the list of things to update.
Also the crypts are terribly unfinished. They aren't even properly blocked out. It would take more time than just slapping a boss or two in there.
Mitawa Apr 5th 2011 10:49PM
Except that some Dev has been working on it. The well is capped off and the "doodad_gate" objects are being named properly.
Something wicked this way programs?
Who knows...
musicchan Apr 6th 2011 12:51AM
The only part I would argue with is that the Karazhan area (and the crypt if I remember correctly) existed in Classic WoW, not just TBC. THey did do a revamp of the tower back when they released TBC but the Deadwind pass didn't get any significant changes for that expansion.
With that whole area existing as long as it has, I'd agree that it seems like something they built in early on and just decided it was too hard to remove it.
emberdione Apr 6th 2011 2:50AM
@Mitawa
Not to sound, uh, imply any rule breaking or going out of bounds, but uh... The well is not "capped" and the doors still say doodad wrought iron door 03, etc etc as of today, 11:48pm.
Where did you see that at?
rmcasselberry Apr 5th 2011 2:07PM
Man, I used to love going in the Crypts. My guild used to take a 10 raid group down there sometimes before a Karazhan run just for fun. Totally off the scales on the creep factor, but very very cool. Would love to see them open it up and have some sort of quest there. Could be in the future, after all, for those that noticed, there is a new "raid swirly" at the top of Karazhan tower now that is closed off by a unopenable gate. Perhaps Karazhan will be the next rework in Azeroth and we will see more features open up, such as the catacombs....MAN THAT WOULD ROCK! Level85 Karazhan? Who's with me?
emberdione Apr 5th 2011 2:22PM
That swirly has always been there. Originally there was intended to be a flight path up there and an entrance.
RogueJedi86 Apr 5th 2011 3:47PM
Imagine if they moved the Hallow's End boss(Headless Horseman) to the Crypts. Or if they brought back the WotLK Launch Event Vampire San'layn dude and put him in there to fight whenever. Vampires and Headless Horsemen and other such creepies might fit.
winterhawk Apr 5th 2011 2:19PM
Okay, we're not supposed to say how to get in, so I won't. But could I cryptically ask if anybody has succeeded in getting in since Cata hit? I used to be able to get in with my mage (not using the "blink through the gate" method--there's another way) but I haven't been able to duplicate it post-Cata. Since the method I'm referring to is quite fiddly and you have to do it *just right* or it fails, I'm wondering if I'm just doing it wrong or if it's no longer possible.
I'd be disappointed if it weren't possible anymore. That was a seriously cool space. One of my former guilds had a Halloween party there, and it was one of the most fun things I've done in WoW.