The Slumbering Sanctuary is a fourth level biome.
This old sanctuary quietly slumbers, lit by the glow of the strange, sap-like substance oozing from its walls. Its halls are eerily quiet, and countless statues litter the grounds. There is no way out- that is, without awakening the sanctuary.Nothing likes to be awakened from their slumber, and these halls are no exception. The pulsing hues of the Sanctuary warm from blue to orange, and statues come alive when approached. Proceed with caution, or be slain for your trespass.
- 1 General information
- 2 Exclusive blueprints
- 3 Enemies
- 4 Lore
Access and exit
The Slumbering Sanctuary can initially only be accessed from the Insufferable Crypt, coming from the Ancient Sewers with the Ram Rune. After defeating the Elite Caster and obtaining the Spider rune (see below), a passage from the Black Bridge also becomes available.
There are two normal exits out of the Slumbering Sanctuary, leading to the Clock Tower and to the Forgotten Sepulcher. Another exit, located behind a 2 BSC door, becomes available after beating the Giant once and leads to the Cavern.
Awakening the Sanctuary
When entering the level, the Sanctuary is in an 'inert' state, with a considerable number of enemies frozen as grey statues in the background. At the edges of the level, orange doors will prevent further progress. It should be noted that the only teleporters in this portion of the level are at the entrance and behind the switch.
Once the Ancient Temple Switch is activated, the level's coloration will change to orange and the music will change. The orange doors will now be open, and the statues will change into living enemies when approached. These enemies can be elites, and will not be rooted in place; as such, the statues should be approached with caution.
The Slumbering Sanctuary contains 4 scrolls: 2 Power Scrolls (with a third located in a guaranteed Cursed chest) and 1 Dual-stat scroll, which cannot spawn in areas requiring the use of runes to access. On (3+ BSC) there is a bonus Power scroll. When 3 Boss Stem Cells are active, this biome has 3 guaranteed Scroll Fragments, and when 4/5 Boss Stem Cells are active, this biome has 4 guaranteed Scroll Fragments. Typically, most of these scrolls are only accessible after 'awakening' the Sanctuary.
Enemy tier and gear level scaling
In the table below, you will find the gear level and enemy tier of the Slumbering Sanctuary based on difficulty.
|Enemy lvl tier||15 - 20||16 - 21||17 - 21||18 - 23||21 - 26|
|Enemy Health tier||Base||16 - 19||23 - 27||26 - 30||28 - 32|
Boss Stem Cells rewards
Chests and loot
There is one cursed chest and three normal chests accessible in the Sanctuary:
- 1 Treasure chest
- 1 guaranteed Cursed chest
- 1 Treasure chest, which can only be accessed once the Sanctuary is awakened
- 2 shops (1 weapons, 1 skill)
- The blueprint for the Masochist mutation can be found in a secret area located in the wall in a narrow vertical passage with spikes at the bottom.
- The blueprint for the Emergency Door can be found in a secret room where the player must reach the end without breaking any doors. This room does not always spawn, so it may require multiple runs to obtain.
- The blueprint for Wings of the Crow can be looted from Golems.
- The blueprint for Pyrotechnics can be looted from Casters.
In the table below, you will find which enemies are present in the Slumbering Sanctuary depending on difficulty level. For each enemy, blueprints they carry are indicated. When applicable, the minimum difficulty level for blueprint acquisition is specified in brackets.
|Grenadier||Fire Grenade, Magnetic Grenade|
|Inquisitor||Lightning Bolt, Vampirism, Mage Outfit (2+ BSC)|
|Golem||Wings of the Crow|
|Kamikaze||Frantic Sword, Kamikaze Outfit, Neon Outfit (1+ BSC)|
|Masker||Fire blast, Ghost Outfit (2+ BSC)|
|Protector||Corrupted Power, Explosive Decoy, Warrior Outfit (3+ BSC)|
|Oven Knight||Kill Rhythm, Oven Axe|
|Bombardier||Powerful Grenade, Wave of Denial, Aphrodite Outfit (3+ BSC)|
|Demon||Shrapnel Axes, Drifter Outfit|
In a lab, the alchemist notes it's believed the malaise is flowing into the sewer network and causing the malaise. He also wonders if the problem can be the solution:
- "Some say the sap that runs through the walls is flowing into the sewer network and causing the Malaise. But perhaps the problem can also be the solution?"
The Alchemist discloses, in yet another lab, the Time Keeper can't contain the malaise forever with her time loops, noting she's getting exhausted from it:
- "Time is running out... literally. With all due respect, she can't contain the Malaise 'forever'."
In another lab, the alchemist states he has to collect as much sap as possible and find a solution:
- "All the sap flowing through these stones... I have to collect as much as possible and find a solution."
Additionally, when the beheaded makes a remark on the liquid in the walls:
- "I've passed by it dozens of times but I've never wondered what the viscous liquid in the walls was."
- "It's pretty, but it sort of stinks."
Randomly found, a lore room containing many doors can appear with a sign, which reads:
- "Are you worthy?"
If the player destroys any door in the room, the sign will read:
- "You are not worthy."
Or the player doesn't destroy any doors, thr sign will read:
- "You proved your worth."
And will drop the Emergency Door blueprint.
|Prisoners' Quarters • Promenade of the Condemned • Toxic Sewers • Dilapidated ArboretumTBS • Prison Depths • Corrupted Prison • Ramparts • Ossuary • Ancient Sewers • Morass of the BanishedTBS • Black Bridge • Insufferable Crypt • The NestTBS • Stilt Village • Slumbering Sanctuary • Graveyard • Fractured ShrinesFF • Clock Tower • Forgotten Sepulcher • CavernRotG • Undying ShoresFF • Clock Room • Guardian's HavenRotG • The MausoleumFF • High Peak Castle • Derelict Distillery • Throne Room|
|Spoiler: True Ending (5 BSC) AstrolabRotG • ObservatoryRotG|