If the player destroys any door in the room, the sign will read: Randomly found, a lore room containing many doors can appear with a sign, which reads: " I've passed by it dozens of times but I've never wondered what the viscous liquid in the walls was.".I have to collect as much as possible and find a solution."Īdditionally, when the beheaded makes a remark on the liquid in the walls: " All the sap flowing through these stones.In another lab, the alchemist states he has to collect as much sap as possible and find a solution: With all due respect, she can't contain the Malaise 'forever'." 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: But perhaps the problem can also be the solution?" " Some say the sap that runs through the walls is flowing into the sewer network and causing the Malaise.He also wonders if the problem can be the solution: In a lab, the alchemist notes it's believed the Malaise is flowing into the sewer network and causing the malaise. Powerful Grenade, Wave of Denial, Aphrodite Outfit (3+ BSC) Lightning Bolt, Vampirism, Mage Outfit (2+ BSC)įrantic Sword, Kamikaze Outfit, Neon Outfit (1+ BSC)Ĭorrupted Power, Explosive Decoy, Warrior Outfit (3+ BSC) When applicable, the minimum difficulty level for blueprint acquisition is specified in brackets. For each enemy, blueprints they carry are indicated. In the table below, you will find which enemies are present in the Slumbering Sanctuary depending on difficulty level. The blueprint for Pyrotechnics can be looted from Casters.
On (3+ BSC) there is a bonus Scroll of Power. 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.
These enemies can be elites, and will not be rooted in place as such, the statues should be approached with caution.Īn Elite Caster with the Spider Rune can be found here. The orange doors will now be open, and the statues will change into living enemies when approached. Once the Ancient Temple Switch is activated, the level's coloration will change to orange and the music will change. It should be noted that the only teleporters in this portion of the level are at the entrance and behind the switch. At the edges of the level, orange doors will prevent further progress. When entering the level, the Sanctuary is in an 'inert' state, with a considerable number of enemies frozen as grey statues in the background. Another exit, located behind a 2 BSC door, becomes available after beating the Giant RotG once and leads to the Cavern. There are two normal exits out of the Slumbering Sanctuary, leading to the Clock Tower and to the Forgotten Sepulcher. After defeating the Elite Caster and obtaining the Spider rune (see below), a passage from the Black Bridge also becomes available. The Slumbering Sanctuary can initially only be accessed from the Insufferable Crypt, coming from the Ancient Sewers with the Ram Rune. 1.4.2 Enemy tier and gear level scaling.