Slumbering Sanctuary

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The Stilt Village was built over a sanctuary, but it's hard to say whether that was an intentional choice by the original colonists.
A mysterious energy runs through these walls, like blood through living veins.
Some villagers claimed that the sanctuary was alive, that it could make the earth quake. Legends often tend towards the absurd.

Slumbering Sanctuary
Slumbering Sanctuary.png
Location: Under the Stilt Village
Stage #: 4
Required rune(s): Ram Rune
Previous biome(s): Black Bridge, Insufferable Crypt
Next biome(s): Clock Tower, Forgotten Sepulcher, Cavern (2+ BSC)
Enemy Tier: 11-13 (0 BSC) / 28-32 (5 BSC)
Gear Level 4 (0 BSC) / 7 (5 BSC)
Scrolls: 2 Scrolls of Power, 1 Dual-Stat Scrolls, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
Food shop No
Cursed Chests 1 guaranteed + another with a 10% chance
Runes and Blueprints
Runes Spider Rune
Blueprints from enemies Pyrotechnics, Wings of the Crow
Blueprints from secret areas Masochist, Emergency Door
Enemies: Grenadiers, Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors

Guardians (1+ BSC)

Bombardiers (2+ BSC, replaces Grenadiers)

Rampagers (3+ BSC

Demons (4+ BSC)

Hazards: Spikes, spiked flails, sawblades
Boss(es) Elite Caster (only once)
Wandering Elite Chance: 20%
Elite Room Chance: 80%
Sanctuary flag.png

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[edit | edit source]

Access and exit[edit | edit source]

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[edit | edit source]

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[edit | edit source]

A Caster elite with the Spider rune can be found here. It disappears after being defeated once.

Level characteristics[edit | edit source]

Scrolls[edit | edit source]

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[edit | edit source]

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

Boss Stem Cells rewards[edit | edit source]

  • 1 BSC: Treasure chest
  • 2 BSC: Chained items, Cavern exit
  • 3 BSC: Treasure chest

Chests and loot[edit | edit source]

There is one cursed chest and three normal chests accessible in the Sanctuary:

  • One normal chest, accessible at any difficulty
  • One cursed chest, accessible at any difficulty
  • One normal chest, which can only be accessed once the Sanctuary is awakened
  • One normal chest behind the 1 BSC door
  • One normal chest behind the 3 BSC door

Shops[edit | edit source]

  • 2 shops (1 weapons, 1 skill)

Exclusive blueprints[edit | edit source]

Secret areas[edit | edit source]

  • 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.

Enemy blueprints[edit | edit source]

Enemies[edit | edit source]

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
Kamikaze Frantic Sword, 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 Adrenalin
Demon Shrapnel Axes, Drifter Outfit

Lore[edit | edit source]

Alchemist Grimoires[edit | edit source]

Main Article: The Alchemist

The Alchemist's Grimoire in this area reads:

  • 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?"

[needs more info]