Slumbering Sanctuary

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.
General information
Access and exit
The Slumbering Sanctuary can initially only be accessed from the Insufferable Crypt, coming from the Ancient Sewers with the . 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 GiantRotG once and leads to the Cavern.RotG
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.
Spider Rune
An Elite Caster with the can be found here. It disappears after being defeated once.
Level characteristics
Scrolls
The Slumbering Sanctuary contains 4 scrolls: 2 Scrolls of Power (with a third located in a guaranteed cursed chest) and 1 Dual Scroll, which cannot spawn in areas requiring the use of runes to access. On (3+ BSC) there is a bonus Scroll of Power. 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.
Difficulty | Normal | Hard | Very Hard | Expert | Nightmare/Hell |
---|---|---|---|---|---|
Gear level | IV | IV | IV | V | VII |
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 |
Loot and shops
Main level
- 1 Treasure chest
- 1 Cursed chest
- 1 Treasure chest, which can only be accessed once the Sanctuary is awakened
- A weapon shop
- A skill shop
- Multiple Cell vats, which can only be accessed once the Sanctuary is awakened
Boss Stem Cells rewards
- 1 BSC: Treasure chest
- 2 BSC: Chained items altar
- 2 BSC: Cavern exit
- 3 BSC: Treasure chest
Exclusive blueprints
Secret areas
- The blueprint for the 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 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.
Enemy blueprints
- The blueprint for Golems. can be looted from
- The blueprint for Casters. can be looted from
- The blueprint for Dancers. can be looted from
Enemies
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.
Enemy | Normal | Hard | Very Hard | Expert | Nightmare/Hell |
---|---|---|---|---|---|
Grenadier | Fire Grenade, Magnetic Grenade | ||||
Inquisitor | Lightning Bolt, Vampirism, Mage Outfit (2+ BSC) | ||||
Caster | Pyrotechnics | ||||
Golem | Wings of the Crow | ||||
Dancer | Ranger's Gear | ||||
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) | ||||
Bombardier | Powerful Grenade, Wave of Denial, Aphrodite Outfit (3+ BSC) | ||||
Rampager | Adrenaline | ||||
Demon | Shrapnel Axes, Drifter Outfit |
Lore
Alchemist grimoires
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."
Other rooms
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, the sign will read:
- "You proved your worth."
And will drop the
blueprint.Gallery
TBA
History
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