Necropolis

Necropolis is the sixth area in Marrow.

Description
Necropolis is a daunting area with Save Rooms being few and far between. It directly follows the Reservoir. It is divided into two sections by large elevators. The bottom of Necropolis is filled with pools of marrow and long strips of dried marrow that will infinitely spawn Baptized and Legion so long as the player stands on it as well as endless attacks from Stillborns.

Upon entering Necropolis, the player will be presented with two paths, up or down. Upon heading upwards, the player will be blocked by a marrowfall spewing from one of the Dying Successes in the room above. While it is possible to backdash into the marrowfall in order to bypass it by damage-boosting, it is ill-advised. Should the player head down, they will be greeted by a large room with pools of marrow covering the floors and their first introduction to the switches located throughout Necropolis. When the switches are activated, Stillborns will not spawn and all elevators will be active, though they will eventually time out. The player will then ride the Redeemer across the pool Marrow and continue right across the dried Marrow until reaching the save point. At the save point, it is possible to use the Imps to quickly reach to top of the room without needing to walk across the swath of dried marrow.

The upper levels of Necropolis are bright and crystal-like in contrast to the dirty and corrupted levels of its depths. Killing the Dying Successes inhabiting the upper levels will remove the marrowfalls blocking off several areas and open up the path to the boss of Necropolis, The Lumen Caster. After defeating the Lumen Caster, the player may proceed to the Laboratories

There are three Orphans hidden within Necropolis, as well as an Emissary.