Enter with the key, pickaxe, food, active poison resistance and inventory space. Break a controlled opening in each Muddy scrap pile before committing to the room, then collect Scrap iron from piles and chests. Store it at a marked exit cache and take it home by a physical route; normal portals will not carry it.
Use the Swamp key on the exterior gate. Keep it with you; opening one crypt does not consume it, and you will use it again on the next entrance.
Before the first pile, note the path back to the entrance and reserve a few inventory slots. Put a portal outside the crypt only if it is on your known safe-side route; it can move food, repair supplies and the key, but not Scrap iron.
Use a light source for dark rooms. The crypt is generally sheltered, but flooded corridors can still force swimming. Do not cross a flooded route with an exhausted stamina bar or a full ore load.
If you need a break and the room is secure, the crypt reference notes that a campfire can be built inside despite the no-building zone. Bring wood and stone if using this option, stay clear of its smoke, and verify the Resting effect rather than assuming the fire makes every position safe. You can also exit and rest at the prepared camp.
Muddy scrap piles block rooms and can yield Scrap iron, leather scraps and withered bones when mined with any pickaxe. Do not assume a better pickaxe is needed for the first iron; the tool you used to reach the crypt can mine these piles.
Open a controlled gap first, look and listen through it, then decide whether to widen it. A Body pile can create repeated Draugr spawns beyond a blocked room. A narrow opening can let you assess threats before you make a full doorway; do not stand in the gap if you cannot retreat.
An unlocked internal iron gate is not the same as a Muddy scrap pile. The crypt reference warns that destroying it does not return iron, so use the normal interaction route instead of spending weapon durability on it.
If the room becomes unmanageable, leave the dungeon and return to the safe-side portal. The key remains reusable, the dungeon remains accessible, and a first run does not need to clear every pile. A disciplined exit preserves more progress than dying under an unexamined pile.
Crypt threats and a practical response
Threat
What changes the plan
Response
Blob or Oozer
Poison and a jump; Oozers split into Blobs.
Keep poison resistance active, use room to move, and favor a blunt weapon. Do not mine a pile while the poison threat is still in reach.
Draugr or Draugr Elite
Melee or ranged variants; Body piles can keep producing enemies.
Use the gap, cover and retreat route. Clear or disengage before committing to a room, especially when a body-pile sound is nearby.
Flooded corridor or low stamina
Swimming removes normal weapon use and makes a full load harder to recover.
Return to dry ground, recover stamina and split the haul. Do not solve it by a blind swim with the key and metal.
Collect Scrap iron and check the exit area for drops before leaving; pile drops can appear outside because crypts sit above the Swamp terrain. Do this only once the approach is safe.
When inventory weight or space threatens the return, put a named chest at the marked safe exit or landing. Record its map pin and leave food and recovery space on your character.
Take manageable loads along the route you already walked, or use the prepared Karve. Scrap iron and iron are restricted by a normal wood portal, so the portal is for people and light supplies, not the metal.
At home, store the first haul before immediately spending it. The next guide distinguishes forge-level needs from first-iron purchases so that a rushed craft does not strand you without the item you actually wanted.
Inside a Sunken Crypt, open a chest by the entrance stairs and move Scrap iron into it; the Scrap Iron tooltip reads “Can’t be teleported”. Then head up toward the lit exit.
Step back through the opening, reassess food and poison resistance, and use the retreat route. Make only enough opening to control the room; a first crypt does not have to be cleared in one push.
The inventory is full before I reach the exit.
Stop mining and return with the load you can carry safely. Put a named chest at the marked exit route, then take smaller physical hauls rather than dropping unmarked metal in water or an unknown room.
The portal rejects Scrap iron.
That is normal under the route’s default portal rules. Store it and use the walked/cart/boat route. Keep the portal for your food, repair trip, and recovery route.
I died inside with the key and tools.
Use the safe-side reserve, food and portal to rebuild the approach. The recovery instructions in the Elder guide still apply: leave inventory room, recover the grave deliberately, and do not turn repeated naked runs into the plan.
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