Ancient Sewers

"Mold everywhere... Spores floating in the fetid air... A perfectly welcoming ecosystem."

The Ancient Sewers are a third level biome.

One could believe that the sewers could not get worse than green. However, this deeper part of them is proof that it does get worse. Much, much, worse. An unusual filth gathers on the floor, the walls, the pipes, and the ceilings, hardening. The air is horrid, and would easily be a hazard for the lungs of many. Spiders have made their home among the crannies and cracks, and so has the slime mold. As well, all those undead bodies... All those rotting bones... They look appetizing for the hungry scavenging worms. And even the fungi has started to search for prey.

Access and exit
The Ancient Sewers are typically accessed from the Toxic Sewers after obtaining the Ram rune. When playing with 1 or more BSC active, a door in Prison Depths can also lead to this biome, which itself requires having the Spider rune.

There is only one exit out of the Ancient Sewers, leading to the Insufferable Crypt where the Conjunctivius boss awaits.

Scrolls
The Ancient Sewers contains 4 Power Scrolls and no Dual-stat scrolls.

Enemy tier and gear level scaling
In the table below, you will find the gear level and enemy tier of the Ancient Sewers based on difficulty.

Chests and loot
[needs confirmed data]

Shops
[needs confirmed data]

Secret areas
The blueprints for many upgrades can be found in secret areas of this biome. The Alchemic Carbine and Front Line Shield  can both be found in areas with poisonous water. The blueprint for the upgrade Gold V, which improves the Dead Man's Bag to a maximum of 25 000 gold, is found in a maze which requires the Homunculus rune.

Enemies
The blueprint for the Sadist's Stiletto can be looted from Spikers.

Enemies
Many enemies are common between the Toxic and Ancient Sewers, including Disgusting Worms, Kamikazes, Scorpions and Zombies. A unique feature of the Ancient Sewers is the presence of the mushroom enemy Spiker, which can sprout highly damaging spikes from the floor, remotely aiming for the player in a wide range. Apart from Zombies, which are replaced by Failed Experiments on 4+ BSC, all other enemies are present at all difficulty levels.

In the table below, you will find which enemies are present in the Ancient Sewers depending on difficulty level. For each enemy, any common, uncommon, rare or legendary blueprints they carry are indicated. When applicable, the minimum difficulty level for blueprint acquisition is specified in brackets.

Conjunctivius lore
Main Article: Conjunctivius

A series of lore rooms scattered around the Toxic Sewers and Ancient Sewers explain how Conjunctivius came to be.

It begins with a nameless, faceless corpse in the Sewers, likely infected by the Malaise. The body is bloated and one of its arms has mutated into a tentacle. Green goo trails from the body towards a small hole in the wall. After this encounter, the Beheaded finds that same trail of green goo and an empty cocoon next to a bigger hole in the wall, which was made by an adolescent Conjunctivius. Later, the player stumbles upon the trail of green goo close to a corpse. The trail leads to the remains of a huge cocoon and a gigantic hole, which was carved by the adult Conjunctivius as she escaped. Finally, a message left by soldiers tells how difficult it was to chain Conjunctivius, likely an order of the King. This explains why Conjunctivius is imprisoned in the Insufferable Crypt when the Beheaded arrives.

Malaise lore
Main article: MalaiseThe Sewers seem to have been central to the spread of the malaise, through the water supply system. For example, piles of contaminated bodies are found rotting in the sewer water. Upon finding them, the Beheaded wonders if those bodies are responsible for the initial infection of the citizens, or if those bodies only helped spread the Malaise by contaminating the whole water network. In a Grimoire found in the Sanctuary, the Alchemist writes that people believe the sap flowing through the walls of the Sanctuary is responsible for the Malaise, by contaminating the sewer network. He also suggests that this same substance could be the solution to the epidemic. it is unclear if the substance is in fact the source of the Malaise or if it's only a rumor. What is sure is that the Alchemist harvested and used this substance as part of a treatment for the infection, as indicated by the Grimoires of the Ossuary and the Clock Tower.

A giant broken door is found next to a soldier message warning not to open this door, lest the rats would get out and spread the Malaise. The Beheaded remarks that it is unlikely rats made such a big hole, which implies something else was kept behind the door. It is unclear who or what was behind the giant door. The lack of green goo trail, the fact that Conjunctivius is still in chains when the player reaches the Insufferable Crypt and this lore room being part of the "Infection" room series and not the "Beholder" (Conjunctivius' old name) series suggest that the creature which escaped was not Conjunctivius. The corpse of Prisoner 236 is found close by: he presumably died while trying to escape.

Alchemist Grimoires
Main Article: The Alchemist

In the Toxic and Ancient Sewers, the Alchemist was collecting mold and mushroom samples for his experiments. However, the growing numbers of revenants made his work increasingly difficult.


 * It is becoming increasingly difficult to collect mold samples in these sewers. There are too many revenants.

Loading screen quotes

 * "Even the guards seemed to know nothing about this part of the sewers. Or maybe they all just wanted to pretend it wasn't there."
 * "Mold everywhere... Spores floating in the fetid air... A perfectly welcoming ecosystem."
 * "One day, a pile of filth started growling. That part of the sewers was promptly blocked off."