Slumbering Sanctuary

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

### Required Rune(s)

Ram Rune

* Normal
* Hard
* Very Hard
* Expert
* Nightmare/Hell

## Runes and Blueprints

### Blueprints from enemies

Pyrotechnics, Wings of the Crow, Ranger's Gear

## Enemies & Traps

### Enemies

Grenadiers, Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors

## Runes and Blueprints

### Blueprints from enemies

Pyrotechnics, Wings of the Crow, Ranger's Gear

## Enemies & Traps

### Enemies

Grenadiers, Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors

### Next biome(s)

Clock Tower, Forgotten Sepulcher, Cavern (beat the Giant once)

## Runes and Blueprints

### Blueprints from enemies

Pyrotechnics, Wings of the Crow, Ranger's Gear

## Enemies & Traps

### Enemies

Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors, Bombardiers

### Next biome(s)

Clock Tower, Forgotten Sepulcher, Cavern (beat the Giant once)

## Runes and Blueprints

### Blueprints from enemies

Pyrotechnics, Wings of the Crow, Ranger's Gear

## Enemies & Traps

### Enemies

Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors, Bombardiers, Rampagers, Lacerators

### Next biome(s)

Clock Tower, Forgotten Sepulcher, Cavern (beat the Giant once)

## Runes and Blueprints

### Blueprints from enemies

Pyrotechnics, Wings of the Crow, Ranger's Gear

## Enemies & Traps

### Enemies

Inquisitors, Casters, Golems, Dancers, Kamikazes, Maskers, Protectors, Bombardiers, Rampagers, Lacerators, Demons

## BSC Door Rewards

### 3 BSC

Treasure chest
Chained items, exit to Cavern
Treasure chest

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 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.

### Spider Rune

An Elite Caster with the Spider Rune 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.

 Enemy lvl tier
 Enemy Health tier

### 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 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

* The blueprint for Wings of the Crow can be looted from Golems.
* The blueprint for Pyrotechnics can be looted from Casters.

## 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.

## Lore

### Alchemist grimoires

*Main article:* The Alchemist
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 Emergency Door blueprint.