|This article is a stub. You can help Dead Cells Wiki by .
- Reason: Lore section is empty
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
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]
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.
|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]
Chests and loot[edit | edit source]
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
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]
- The blueprint for Wings of the Crow can be looted from Golems.
- The blueprint for Pyrotechnics can be looted from Casters.
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.
|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|
|Bombardier||Powerful Grenade, Wave of Denial, Aphrodite Outfit (3+ BSC)|
|Demon||Shrapnel Axes, Drifter Outfit|
Lore[edit | edit source]
Alchemist Grimoires[edit | edit source]
Main Article: The Alchemist
The Alchemist's Grimoire I
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's Grimoire II
Time is running out... literally. With all due respect, it can't contain the Malaise 'forever'.
It is unknown what the "it" was that the Alchemist was referring to here.
The Alchemist's Grimoire III
All the sap flowing through these stones... I have to collect as much as possible and find a solution.
You can examine the wall in this abandoned lab.
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.
|Prisoners' Quarters • Promenade of the Condemned • Toxic Sewers • Dilapidated ArboretumTBS • Prison Depths • Corrupted Prison • Morass of the BanishedTBS • Ossuary • Ramparts • Ancient Sewers • The NestTBS • Black Bridge • Insufferable Crypt • Stilt Village • Slumbering Sanctuary • Graveyard • Clock Tower • Forgotten Sepulcher • CavernRotG • Clock Room • Guardian's HavenRotG • High Peak Castle • Derelict Distillery • Throne Room|
|Spoiler: True Ending (5 BSC) AstrolabRotG • ObservatoryRotG|