A NEW FLOOR, FAMILIAR STONES
Crystal Passage
Find three crystals. Choose your risk.
Face the guardian.
A five-room expedition through the Buried Pyramid.
Review the journey, then step inside it.
01 / THE JOURNEY
Every room has a reason.
Select a room to inspect its purpose and leave a review note.
02 / THE INHABITANTS
Three kinds of trouble.
Formations come from local game definitions. The browser walkthrough uses simplified solo encounters; game stats and rewards still need balancing.
03 / THE PROMISES
The floor can surprise you.
Progression should stay fair.
Room shapes and decoration can change. These rules give every version a coherent journey.
- 01The key comes before the lock.
Three guaranteed crystals before the three-crystal gate. No random required drops.
- 02Optional means optional.
The vault holds extra treasure. It never holds a required item or spends progression crystals.
- 03Let the tension breathe.
A safe entrance and quiet crystal chamber separate the two required encounters.
- 04Progress stays made.
Cleared encounters stay clear, collected nodes stay collected, and an open gate stays open.
Original art, source evidence, and what still needs proving +

A reviewable prototype
Environment art comes from the supplied pyramid atlases. Creatures, the placeholder Wanderer, crystal nodes, and doors use existing Runiverse frames.
Walking and collision here use a conservative browser model. The encounter preview is deliberately simple; it does not call the game server or award real inventory.
The actual staging integration still needs authoritative collision, interaction bindings, party state, and real battles.
WALKTHROUGH / LOCAL PROTOTYPE
Into the pyramid.
Walk the route, collect the crystals, and face the guardian.
Simplified encounters. Progress is saved only in this browser.