Tomb of the Eaters



The is a the game's largest dungeon-like area. It plays a central role in the main quest.

The tomb is enormous. It fills an entire parasang (3x3 zones) and extends for twelve total levels upward and downward throughout that entire area, making for a total area of more than 100 zones. The tomb's exterior perimeter, which passes through 16 additional zones to encircle the Tomb's entire parasang, is constructed of of each of the five sultans that preceded Resheph. This carved stone perimeter is dotted with many recesses that are filled with golden that are in various states of weathered decay.

The tomb is constructed around the Spindle, which extends vertically through the center of the entire Tomb. This central zone of the is generally inaccessible, but if the player does manage to dig or phase into this zone, it will be constructed entirely of  except for a circular opening in the middle of the zone. These central zones are referred to as.

= Exterior =

Arcade to the Twin Gates
The entrance to the tomb is found in the Omonporch area, in a zone called. There will be an elaborate brick walkway that leads to tomb from several zones to the south. The is also the area where one finds, a key character in the main quest sequence before the player must enter the.

This entry zone includes the twin gates that seal the tomb, the and the. The player must eventually enter through the Death Gate in order to proceed in the Tomb of the Eaters questline. Attempting to enter the Death Gate before inscribing the Mark of Death will result only in seeing the message The gates are sealed for eternity. The Life Gate is not relevant to the quest and cannot be opened through normal means.

= Interior - Surface Level =

The Grand Vestibule
The immediate entrance area within the Tomb of the eaters lay in ruins.

This area, called the, will be constructed of from several sultan periods, as well as.

The vestibule will be filled with ruined sultan murals,, , , and other refuse. Amidst the rubble, a dark marble walkway will form a path that is also lined with a multitude of and. In this section of the tomb more than any other, an industrious player would be wise to bring a or another means of overcoming solid walls, in case the paths proceeding further into the tomb have collapsed under rubble.

Although the marble walkway path is likely to be blocked by heavy rubble and very dense ebon fulcrete walls, it is possible to break through (or phase through) the wall and follow the path through several screens. The zone that is directly west of the entry zone will also be part of the Grand Vestibule, and will contain elevator shafts that one may use to jump down into the Folk Catacombs. However, it is often easier to take the side tunnel rather than try to break through the walls.

 Surface Level Layout This is the full 9-zone parasang layout of the Tomb's surface level.

All nine zones are typically blocked off from one another by walls and debris. Typically, a player will descend into the Folk Catacombs and then only later ascend back upward through one of the access corridor zones. However, it is possible to bypass the Folk Catacombs entirely by digging straight into an access corridor.

Side Tunnel into the Folk Catacombs
From the first screen of the Grand Vestibule, immediately inside the Death Gate, there will be a dirt path leading south through two. This leads into the exterior wall of the Tomb, down into a, and then through a tunnel into the southwest corner of the Folk Catacombs. This tunnel actually runs directly underneath. It will typically have a high density of graffiti, as if perhaps to indicate it is often used by and other vandals.

The side tunnel is likely to be a preferred route for most players, both because it is one of the easiest and most accessible entry points to the tomb, and also because it leads to an area on the western edge of the catacombs, which is quite close to the Mopango enclave and its related questlines.



Access Corridor
There are two access corridors on the surface level that act as connecting zones between the Folk Catacombs below and the Crematory above. When the player enters an on the Folk Catacombs level below, it will transport them to the staircase that leads directly up into the access corridor. This area will contain several that can potentially blow the player or other creatures into shafts that lead back downward into the Folk Catacombs.

It is possible to tunnel directly to the southern access corridor through the outer wall of the spindle from the north-eastern zone of, bypassing the folk catacombs entirely. The shortest point through the walls is straight north, seven tiles from the eastern edge of the zone.

= Interior - Crematory Level = The crematory level is the level 1 strata above ground. It features a large number of and  along.

It contains two in the Crematory Machine Room, which is the easternmost zone of the parasang.

= Unique Mechanics =

The Bell of Rest
A player who has the Mark of Death on their body is affected by the Bell of Rest. The Bell of Rest rings every 300 turns, with a countdown that appears in purple text in the message log. At the end of the countdown, the player is teleported to a random Place of Rest. The places of rest are spaces marked with a checkerboard-like tile. If the player is in a place of rest, they receive an effect called Tomb-tethered. If the player is Tomb-tethered when the Bell of Rest rings, they will not be teleported. In the Folk Catacombs, the Places of Rest are in seemingly random places. However, as the player progresses to less damaged areas of the Tomb, Places of Rest will be reliably available in the individual intact crypts. There will usually be at least one Place of Rest per zone.