Also known as "Dew Levels", Key depths allow those heroes who had chosen "Draw Out Dew" to fill their Dew Vials and upgrade items very quickly, because mobs will drop multiple colorful dew drops on death. Standard mobs drop yellow and red drops, worth 2 and 5 dew, respectively; Flying Protectors drop violet drops, worth 50, for all heroes, even for those who had chosen Water with Dew. Note that on those Key depths that have high grass (the Ancient Sewers and Ancient Prison, and to a much lesser degree the Ancient City), the grass regenerates spontaneously, giving the hero an additional source of dew, and if the hero has Sandals of Nature equipped, especially in their upgraded to max version of Greaves of Nature, a very big amount of dew, seeds, nuts, berries and mushrooms.
In the uncommon occasions that heroes will be ready to visit a Key Depth with most of their important items upgraded to max level and there is the possibility that dew will end up wasted, if they don't have any spare armors or weapons they should first visit for a little while the Prison stage, farm Skeletons for weapons, and take three to four spare weapons with them, upgrade them with dew, identify them by using them or with a Scroll of Identify, and sell them later to a dungeon shop. The hero will get the best sell price from Tier-5 weapons (4,480 gold at +13 level) and the second best for Tier-4 weapons and Plate armors (2,240 gold at +13 level). Tier-3 weapons and Scale armors get also a decent sell price (1,120 gold at level +13), but the hero should not bother with upgrading and selling lower tier armors and weapons than those already mentioned (their sell prices at +13 level range from 560 gold - T2 weapons down to 140 gold - Cloth armors). Enchanted weapons and armors of any tier sell for 50% more gold (for example a +13 enchanted Tier-5 weapon will sell for 6,720 gold instead of 4,480). Unwanted items upgraded to +10 can be also used to feed Upgrade Eeaters for them to produce Violet Upgrade Goo, which has the highest upgrading power among upgrade goos.
Most enemies on Key depths become stronger, the more of them the hero defeats, so lingering there after 100 enemies are defeated can be dangerous for him/her especially in early levels. As a rule of thumb, the key depths are too difficult for the hero, when he/she is still on the stage that each key is named after, rather easy after he/she proceeds on the the immediately next stage, and very easy after that. Nevertheless, it is worth staying long enough to defeat at least 100 enemies on each one, as he/she will get rewards for doing so. In addition, on most of the Key depths a special teleportation item - portal will drop once from an enemy after 50 enemies are defeated, which will allow the hero to teleport later to the respective mini-boss depth and obtain a different Adamantite Item each time, that he/she will probably need later to reinforce a weapon, armor or ring.
For all the enemies' stats visit the Sprouted's Enemies page of the wiki.
Forest - Ancient Sewers Edit
Accessible by using the Ancient Sewers key dropped by the Gnoll Archer on depth 4, this depth is home to Gnoll Archers and Flying Protectors. Upon the hero's arrival, the message: "You hear leaves blowing..." is displayed. The goal for the hero is to slay 100 Gnoll Archers, and upon exit, he/she will be rewarded with 30 Forest Darts. This reward is not very worthwile by itself, but it is a part of completing the "100 enemies killed in all depths with the Ancient City depth being the last one" goal required for the hero to receive eventually the Golden Dungeon Nut, which is a very worthwile reward.
|This gnoll is camouflaged and hiding in the foliage. He's pretty upset you are here.|
If the hero had chosen to Draw Out Dew previously, upon defeat Gnoll Archers will always drop multiple yellow and red dew droplets, and also 3 Forest Darts each. Without a Ring of Wealth equipped, they might also drop 300-600 gold very rarely (they have a 2% base chance), but with a highly upgraded Ring of Wealth, especially the +28 Ring of Wealth that the hero might have in late-game for farming Scrolls of Upgrade and Magical Infusion from Wraiths, the hero can leave this depth after completing the "100 enemies killed" even 10,000 gold pieces richer. Flying Protectors will drop a Violet drop for all heroes. Gnoll Archers will attack the hero from afar with Forest Darts and will flee from melee combat, as they don't even have a melee attack. The most effective way to slay them is with their own darts. If the hero slays 100 Gnoll Archers or more, upon exit he/she will be rewarded with 30 Forest Darts, but won't keep the rest of the darts he/she had during his/her stay on the depth. Flying Protectors shoot (weak) lightning bolts but also have a weak melee attack; they always drop violet dew droplets, which are worth 50 dew points.
|This guardian protects the sacred forest.|
If the hero had previously defeated Tengu but had not managed to kill him the second time and obtain the Hideout key, once after 50 Gnoll Archers are killed a random Archer will drop also the Tengu's Hideout portal key but not later than the 100th killed (so, just in case, leave this depth unvisited before Tengu). This will allow the hero to teleport later to Tengu's Hideout and obtain an Adamantite Ring. Also some time before or after 50 Gnolls are defeated, the Otiluke's Journal page for the Safe Room will be dropped by a Gnoll Archer, which is a very convenient depth for storing all the items the the hero will need at some point of the run, but does not need them currently in the inventory. Be sure that the hero picks up all dew, seeds and gold, as sometimes all these unique items that were previously mentioned can get hidden below the various drops of the depth.
One extra reason to leave this depth for later than Prison, is that Tengu drops an egg for all classes that start their run with a Tome of Mastery already in their backpack, and this egg can be thrown on the just previously generated Poison traps in the Tengu room, taken to the Sewers, release a Violet Dragon there, and after the dragon reaches level 2 or 3, it can get taken to the Ancient Sewers key depth and get power-leveled there, in order to survive the Caves, that follow immediately after Tengu. Apart from the Violet Dragon, also any other pet, weaker or stronger, can get power-leveled on this depth, as long as it is higher than level 3 (it can get one-shot in the first two levels). The hero will leave the depth in the same way he/she got to the depth, by opening again the key portal.
Battlefield - Ancient Prison Edit
Accessible by using the Ancient Prison key dropped by the Moss Covered Skeleton on depth 9, this depth is home to and Moss Covered Skeletons and Flying Protectors. Upon the hero's arrival, the message: "Screams and chaos..." is displayed. The goal is to slay 100 Skeletons, and upon exit, the hero will be rewarded with 20 Holy Hand Grenades. This reward is totally worthless for dealing damage against any other enemy except Moss Covered Skeletons, who spawn exclusively on this depth and only once on depth 9, but it is a part of completing the "100 enemies killed in all depths with the Ancient City depth being the last one" goal required for the hero to receive eventually the Golden Dungeon Nut, which is a very worthwile reward.
|Moss Covered Skeleton|
|Animated remains from an epic battle on this level. This skeleton rose from the ground covered in moss. It is angry you have disturbed this place.|
If the hero had chosen to Draw Out Dew previously, Moss Covered Skeletons will drop multiple yellow and red dew droplets upon defeat (they have a 50% chance to drop yellow, and a 10% chance to drop red). Flying Protectors also zap lightning bolts and will drop a Violet drop for all heroes. 200 Holy Hand Grenades can be found in a chest somewhere on this depth, which will frighten and damage heavily, or most often just destroy the Moss Covered Skeletons. Moss Covered Skeletons attack with a strong melee strike, but the first 50 are slow-moving and easily kited. The more the hero slays, the faster and stronger they get, however. After 50 kills, it is best for the hero (unless he/she has an upgraded Tier-4 or Tier-5 weapon with a Lucky enchantment, an upgraded Ring of Furor, Ring of Accuracy and/or Ring of Haste, but the third one not above +10, as it is bugged in high levels) to use a combination of grenades and ranged attacks to slay them as they approach him/her. After the 50 kills this depth can be very tough for pets below level 10, and as Skeletons give only 1 XP each, pets in other than those in high levels should better not get carried along here, as they will earn little XP and be in constant danger to get killed. On the other hand, a high level dragon with a ranged attack that recharges quickly or a high level Bunny can make this level get finished very quickly.
|This guardian protects the battlefield from disturbances.|
If the player plans that the hero will have a Tier-5 weapon as one of his/her main melee weapons from late-game to end-game (Zot can't get killed with a Tier-5 weapon, so this can't be the only main melee weapon in end-game), the hero will need the Adamantite Weapon. Just in case the player changes his/her mind later, all heroes should not exit the Ancient Prison depth until they have the Inscribed Bone, unless the player is absolutely sure thet the hero will use only a Tier-6 weapon, a Spork, or a reinforced wand as his/her end-game weapons. Be sure that the hero picks up all dew and seeds, as sometimes the Inscribed Bone can get hidden below dew and the high grass drops. As in the previous depth the hero will leave the key and mini-boss depths in the same way he/she got to the depths, by using again the key or the portal item.
Flooded Mine - Ancient Caves Edit
After descending to depth 11, the Ancient Caves key can be found by slaying any Giant Piranha, anywhere in the dungeon below depth 10 - it doesn't have to be in the Mining Caves. Upon the hero's arrival, the message: "Let's go fishing..." is displayed. This depth is home to Albino Giant Piranhas (if the hero arrives at the depth during game night, which is pc or mobile phone clock night from 00:00 to 7:00 am, all piranhas will be sleeping at first) and Flying Protectors.
|Albino Giant Piranha|
|These huge blind cave fish inhabit pools of underground water. Vibrations in the water alert them to prey. They look ferocious and hungry.|
The hero will always spawn in the center of the map. If the center of the map will have water tiles, he/she will get attacked immediately by all the nearby Albino Giant Piranhas during game night as all the other piranhas will be still sleeping, and by all the depth's Albino Giant Piranhas during game day as they will all be awoken, and also by Flying Protectors. In this case, he/she should better splash him/herself with the dew vial, to become invisible for the Albino Piranhas and move quickly to dry land, and also drink a potion of Levitation if the Protectors start zapping him/her with lightning bolts, as the damage of lightnings is doubled for all characters stepping on water and the Protectors of this specific depth are immune to invisibility, so they will be still able to aim at him/her with their lightnings. If he/she spawns on dry land, he/she will be lucky, as neiher the Protectors active on the depth or the prianhas will notice him/her at all. Inside a nearby chest a potion of Levitation and 99 Dumpling Bombs will be contained, which will be extremely useful for the hero if he/she had arrived during game night to teleport the sleeping Albino Piranhas to dry land, where they will automatically die. Unfortunately once all the sleeping Albino Piranhas are killed, the newly spawned will be awoken, and they will be almost impossible to target with the bombs, unless the player guesses correctly their location in two turns' time, as they will wander around quickly and randomly in various parts of the depth, but whenever the hero steps on water, he/she will immediately attract almost all the Albino Piranhas and the Protectors of the depth. Heroes with a good amount of HP and a highly upgraded armor can also either: a) lure piranhas by using themseleves as bait, stepping inside the water, waiting for two or more piranhas to gather around them, throwing the dumpling bomb, watch the piranhas vanish, repeat or b) use a Wand of Telekinesis if available to push piranhas to a dry land tile (no matter how much upgraded this wand is, it pushes enemies only for a distance of one tile). Piranhas also respawn rather slowly, so players can read this guide about the hero spending his/her time constructively while waiting for them to spawn.
|This guardian protects the cave from overfishing.|
The goal is to slay 100 Albino Giant Piranhas, and upon exit, the hero will be rewarded with 10 of each type of common berries. In addition, if the depth is completed at game night (which is pc or mobile phone clock night from 00:00 to 7:00 am, so the player can achieve this goal easily by closing the game a little before the hero leaves the depth, resetting the device's clock to middle of the night and reopening the game) he/she will receive the Full Moon berry as a bonus reward. Killing 100 Albino Piranhas is also a part of completing the "100 enemies killed in all depths with the Ancient City depth being the last one" goal required for the hero to receive eventually the Golden Dungeon Nut, which is also a very worthwile reward.
Albino Giant Piranhas have a strong bite and are very fast, but they are blind and only become alerted to the splashing of prey in the water. They cannot detect the hero when he/she is on land or levitating. If the hero had chosen to Draw out Dew previously, Albino Piranhas will drop multiple yellow and red dew droplets upon defeat and they will also occasionally drop monster meat (they have a base 10% chance to drop one piece of meat) and randomly mushrooms (they drop these in addition to meat, and the more piranhas get killed, the more mushrooms will get dropped, but never many). Equipping a Ring of Wealth has an effect on meat drops, but not on mushroom drops. Flying Protectors on this depth also do not notice the hero when he/she is on land but will attack him/her if they catch him/her in the water; they drop a Violet drop for all heroes, regardless of what manner of upgrade with dew they had chosen.
It should be noted that all medium to high level flying pets do perfectly on this depth, as all have ranged attacks that recharge quickly to their level (especially those with ranged lightning attacks do better than all, as they deal more damage because of the water) and are completely safe, as Albino Piranhas never notice them, even when the pets attack them (the player can just tap the clock button and watch the pet slaughter carefree piranhas), but all walking pets apart from a medium level and above Bunny do awfully on this depth, as they wander stepping on water and the Albino Piranhas gather around them and attack them en masse. Apparently a weak flying pet like the Bee will also do awfully on this depth as far as killing Albino Pirahas is concerned, but at least it will be safe from the Albino Piranhas' attacks. For similar reasons a Huntress with a highly upgraded Ring of Sharpshooting can kill safely most of the piranhas by throwing her boomerang at them from dry land (without this ring she will mostly miss them due to their high evasion) and also Mages with highly upgraded battle wands.
Once after 50 Albino Piranhas are killed, a random piranha will drop also the Conch Shell (but not later than the 100th killed), which can be used later for the hero to teleport to the lair of the Crab King. Be sure that the hero picks up all dew, meat and mushrooms, as sometimes this unique item can get hidden below dew and the other depth drops. As in all the previous key depths the hero will leave the depth in the same way he/she got to the depth, by opening again the key portal.
Crab King Mini-boss Edit
The hero will get teleported to the Crab King depth by blowing the Conch Shell portal item, and there he/she will be able to obtain the Adamantite Armor, and 4 Golden Skeleton Keys from the Hermit Crabs, that can open any crystal chest left unopened in the dungeon.
All that assuming that he/she will survive from the bolts of the Lightning Shell. The hero spawns in a small room at the bottom of the depth (upon his/her arrival, the message: "A rushing of water..." is displayed) and as long as he/she stays there, the depth will remain safe. After he/she enters to the big room of the depth and a few turns pass, the Crab King, 4 Hermit Crabs and the Lightning Shell will spawn. The shell gets charged and deals much heavier damage with any attack to the other enemies of the depth and deals extra damage to the hero when he/she is standing on water, which is everywhere in this depth, so it is highly advised that the hero uses Levitation potions as long as the Lightning Shell is still alive and does not hit any other enemy before he/she takes down the Lightning Shell (the charging of the Lightning Shell by the other enemies of the depth getting hit is an important reason NOT to take a high level pet on this depth, as it will deal very high damage to enemies randomly, the lightning shell will get super-charged and will even one-shot the hero). The hermit crabs usually do not zap with lightnings the hero when he/she is located directly behind the lightning shell, but the shell still shocks the hero dealing heavy damage after every succesfull hit against it that is performed in melee range (it does not matter if the shell is hit is by a wand or a boomerang, as long as that is done in melee range). Most important of all, the Lightning Shell does not get bothered at all and does not counter attack, if it is zapped by wands in non-melee range.
There are three ways for completing this depth without spending any Ankhs in the process, one for the heroes that were a little lucky and have upgraded battle wands that deal decent damage (Wands of Firebolt, Disintegration, and also Lighting because all enemies stand on water), one for the unlucky heroes without any of these wands and one for the frugal heroes.
1) The wand-way: a) the hero enters the room with a full dew vial, proceeds one step at a time and when the enemies of the depth spawn, he/she immediately Hastes and makes him/herself Invisible, and also drinks a potion of Levitation (if he/she needs invisibility again, it will be better to drink a potion and save the rest of the dew only for healing on this depth), b1) does not hit any enemy and gets close to the Lightning Shell but not in melee range, b2) if he/she also has a Wand oF Flock, spawns sheep around him for protection from the other enemies, but leaving a passage for wand bolts, c) starts zapping only the Lightning Shell, heals when his/her HP is below appr. 30% and renews Levitation as soon as it fades away, if he/she is not protected by sheep, d) after the Lightning Shell is taken down, the hero can proceed to kill the remaining enemies of the depth, which are the 4 Hermit Crab minions and the Crab King.
2) The non-wand way: a) the hero enters the room with a full dew vial, proceeds one step at a time and when the enemies of the depth spawn, he/she immediately Hastes and makes him/herself Invisible, and also drinks a potion of Levitation (if he/she needs invisibility again, it will be to better to drink a potion and save the rest of the dew only for healing on this depth), b) does not hit any enemy and gets behind the Lightning Shell, c) starts hitting only the Lightning shell, heals when his/her HP is below appr. 30% and renews Levitation as soon as it fades away, d) after the Lightning Shell is taken down, the hero can proceed to kill the remaining enemies of the depth, which are the 4 Hermit Crab minions and the Crab King.
For both ways, although this is not necessary to get done in a specific order, like the steps a) - d), after the Lightning Shell is taken down the hero should better start with killing the Hermit Crabs as they deal the heavier damage with their lightnings and leave the Crab King last, as both of his ranged and melee attacks are weak. The Crab King drops the Adamantite Armor and each Hermit Crab drops a Golden Skeleton Key that can be used to open any crystal chest that was left unopened in the regular dungeon.
3) The frugal way: If the hero visits the depth after he/she has reached depth 25 and his/her specific run had the peculiarity of not spawning even one crystal chest, or the player is just not interested in the hero opening those that were left unopened, a more quick and safe approach would be: a) the hero enters the room with a full dew vial, proceeds one step at a time and when the enemies of the depth spawn, he/she immediately Hastes and makes him/herself Invisible and also drinks a potion of Levitation (if he/she needs invisibility again, it will be to better to drink a potion and save the rest of the dew only for healing on this depth), b) drinks a Potion of Purification, throws a Potion of Paralytic Gas to the enemies, gets in melee range with the Crab King and eats one Moon Berry, c) kills the Crab King and picks up the Adamantite Armor, d) teleports away. As in the previous depths the hero will leave the key and mini-boss depths in the same way he/she got to the depths, by using again the key or the portal item.
Golden Vault - Ancient City Edit
Accessible by using the Ancient City key dropped by the Crazy Gold Thief on depth 19, this final key depth is home to Crazy Gold Thieves and Flying Protectors. Upon the hero's arrival the message: "Clinking of coins..." is displayed and Crazy Gold Thieves start rushing to the hero. Crazy Gold Thieves don't do much damage when they hit, but they have very high evasion and the high speed of all thieves, and try to steal the hero's gold and then flee with it. As all enemies with high evasion, zapping them with battle wands ignores their evasion, so Mages will finish this level much quicker and all heroes with a Ring of Magic equipped and some battle wands. Equipping a Ring of Accurracy will help all heroes and also equipping a highly upgraded Spork of War Hammer, which are the most accurate weapons that also deal the most damage (the Spork if we count all 4 hits in one attack turn). A highly upgraded Ring of Haste can be also helpful on this depth, as it will increase the hero's speed and "decrease" the Thieves' speed and spawning rate, allowing the hero to pick up all the gold from the depth easily and catch fleeing thieves that have stolen his/her gold (as thieves deal very low damage, the ring's bug of freezing the hero and allowing enemies to hit for many times in succesion is harmless here). They drop their own gold upon defeat (which is not much compared to the gold lying on the floor, just 50-100 pieces, but some extra gold has never harmed a hero), and they drop the hero's gold as well if they have stolen any. If the hero had chosen Draw Out Dew previously, Crazy Gold Thieves will drop multiple yellow and red dew droplets upon defeat. Flying Protectors zap lightning bolts and drop a Violet drop for all heroes, regardless of what manner of upgrade they had chosen.
|Crazy Gold Thief|
|This thief has gold dust covering his robes and skin. He has a crazy glint in his eye.|
The goal is to slay 100 Thieves, which does not grant a reward by itself but it is a part of completing the "100 enemies killed in all depths with the Anient City depth being the last one" goal required for the hero to receive eventually the Golden Dungeon Nut, which is a very worthwile reward. Although it is probably already apparent to players, it should be noted explicitly that if the goal is completed without the Ancient City being the last depth, no Golden Dungeon Nut will spawn in the hero's inventory.
|This guardian protects the vault fromm looters like you.|
The other main reward on this depth is the massive quantity of gold, much of it just lying on the ground, the rest dropped by the Thieves. By the time the hero has slain 100 Thieves, he/she should have more than enough gold for the rest of the game, if the player does not want him/her to proceed to the Dolyahaven Mines. Even in this case, the gold will be most probably enough for the hero to buy all Books from the Imp's shop at their discounted price. If the hero has already a Master Thieves' Amband and equips it on this depth, he/she will add an extra 1/2 of the collected gold to his/her consuming power.
It should be noted that similarly to the Caves depth all medium to high level flying pets and also the Bunny do very well on this depth, and all walking pets and the Steel Bee do awfully, but not for the same reason. As mentioned before, the Gold Thieves have very high evasion and speed and their armor increases by the Gold Thieves getting killed, so even a very high level Scorpion which is the second strongest walking pet, with the Bunny being the first, will not be able to deal any damage to Thieves after appr. the 30th thief gets killed: Thieves will gather around it, and will eventually kill it by dealing all together bits of damage successively to it. A high level Bunny deals tremendous damage and has very high accuracy, so it can manage thieves even after many have already been killed, and all high level flying pets apart from the Steel Bee have a strong ranged special attack that recharges quickly and has exactly the same attributes as the battle wand bolts, so they can kill them easily. Still the hero should check the pet's level when it is at some distance from him/her and is at melee range with a thief, as pets can't use their ranged attack in melee range and are too silly to move one tile back to make it available again.
Once after slaying 50 Gold Thieves, a random thief will drop also the Ancient Coin (but not later than the 100th defeated), which can be used later for the hero to teleport to the lair of the Thief King. Be sure that the hero picks up all dew and seeds, as sometimes this unique item can get hidden below them.
Thief King Mini-boss Edit
Upon the hero's arrival the message: "Coins spilling..." is displayed. Apart from the Thief King the hero also encounters there two Shadow Bandits, who might be alIready familiar to him/her from the Spork quest on depth 9. In the Thief King's Lair the hero can obtain the second Adamantite Ring as a drop from the King and also the Shadow Bandits have a base 33% chance to drop a Master Thieves' Armband, and when a highly upgraded Ring of Wealth is equipped this chance becomes 100%. The hero can also obtain various types of loot by falling repeatedly into one of the holes on the depth's floor and landing on the Thief King's basement. Players should have in mind that normally (that is without a Ring of Wealth equippled or with favorable RNG) the Thief King's Basement generates only gold, common potions, common scrolls, weapons and armor. Still, if the hero has not already obtained a Plate Armor to upgrade it to +13/+14 and apply the Armor Kit to it, this is the depth that he/she will find one for sure. Nevertheless, if the hero equips a highly upgraded Ring or Rings of Wealth before falling into one of the holes, and the player has the patience to repeat many times this process, the hero will leave the depth with a huge amount of gold, many rings and wands, and even most of the artifacts that had not spawned until this point of his/her run (nevertheless this depth does not spawn Scrolls of Magical Infusion and Potions of Might, when a highly upgraded Ring of Wealth is equipped, like the Book of Heavens does in its depth generation).
Two artifacts that can be useful in the Thief king's Basement are the Talisman of Foresight and the Master Thieves' Armband. Although it might seem strange at first, the Talisman of Foresight is useful for the hero to reveal all loot on the basement, as it often contains hidden rooms and the Scrolls of Magic Mapping available to the hero will never be enough, if he/she falls many times into the basement. As the hero will lose 33% of his/her HP by falling, he/she can rest to heal him/hemself and charge the Talisman while doing that (this will need a +10 Talisman though, and even with this, the player will still need to click for some times the clock or search button, for the Talisman to gain full charges). The Mastrer Thieves' Armband is useful for the same reeason it is in the Ancient City key depth, as it wil gain many charges by all the gold loot of the depth. The only enemy on the depth is the occasional mimic, which is also useful if a hero has an Armband equipped: the hero can let the mimic attack and make him/her drop gold, pick up the gold, charge the Armband, let the mimic attack etc. As in the previous depth the hero will leave the key and mini-boss depths in the same way he/she got to the depths, by using again the key or the portal item.
Other "Key Depths" Edit
The Tengu's Hideout and the Yog-Dzewa depths are technically also key depths, as they both need a key portal for the hero to be able to teleport to these depths, and in the Hideout Tengu also drops a Adamantite Ring as loot. Nevertheless, the corresponding keys of both these depths lead directly to boss fights and also obviously Yog-Dzewa is much harder than any key mini-boss, so they are both described in the Bosses section of the wiki about Sprouted.
Book Depths Edit
All Book depths contain rare items as loot, which are all essential for the hero, if he/she will proceed to the Dolyahaven Mines and attempt to complete the game by fighting Zot, and specifically the Book of Living also includes a quest that upon completion will enhance greatly the hero's Dew Vial, but the most important loot they contain is the three SanChikarah pieces. The hero must a) gather them and then take them to the Troll Blacksmith Bop, b) get them forged into one SanChikarah piece, c) use it to teleport to the Shadow Yog depth, d) break the Orb of Zot that will be dropped from the last defeated Shadow Yog, e) add the Dolyahaven page to Otiluke's Journal and f) read it to teleport to Dolyahaven and enter the end-game stage of the game, the Dolyahaven Mines depths. All the books are too expensive for the hero to buy before defeating Yog-Dzewa, as each is sold for 225,000 gold, so for 675,000 gold in sum (!), but afterwards the Imp offers them at a steep discount.
Because the hero has already obtained the Amulet of Yendor before visiting the Book depths, even if he/she is not carrying it on his/her backpack, in all three Book depths the enemies are aware of the hero's location, even if they have spawned on the opposite side of the depth, and they will most probably move to get in range that enables fighting with him/her. This will also happen in the regular dungeon, but there all enemies will have become easy for the hero, unlike the enemies of these depths. Although the hero can survive all of these depths with a main weapon just upgraded to the dew level cap, players should consider using some Scrolls of Magical Infusion that the Wraiths will drop on a Tier-5 weapon or Spork to get it to around level +50 (this will help also the Book of Living fights with the Onis not last for more than a minute each).
Equipping a highly upgraded Ring of Wealth before the hero teleports to these depths will have a very positive effect on the rare, non-unique loot that will probably get generated on these depths (potions of Might, scrolls of Magical Infusion, artifacts, rings, wands etc.) but not on the unique loot of each depth (Ankhs, Honeypots, Phase Pitchers).
It is probably best for the hero to complete the depths in the following order:
Book of the Dead - Catacombs (Depth 31) Edit
|Book of the Dead|
|This black book seems to dim the light around it. You feel a horrific presence.|
Discounted price: 7500
Enemies: Blue Wraiths, Dwarf Liches, Wraiths, occasionally Red Wraiths (Dwarf Liches spawn them)
Notable Features: Graves. Lots and lots of graves.
Apart from getting the SanChikarah of Death, the other main benefit of this depth for the hero is that disturbing tombstones will spawn (Black) Wraiths, which have a base 15% chance of dropping Scrolls of Upgrade or Magical Infusion (having a 7.5% chance each) on defeat. Having an upgraded Ring of Wealth equipped while defeating them improves the chances dramatically and if it is reinforced and upgraded to +28 (or if two non-reinforced +14 Rings of Wealth are equipped at the same time), it guarantees scroll drops from all 4 wraiths. Be sure to leave enough room around the hero for all 4 Wraiths to spawn, to maximize his/her loot.
|A Blue Wraith has been dispatched to avenge the dungeon.|
This depth's unique and also most common enemy is the Blue Wraiths, which are very fast, can cause Terror and Vertigo to the hero, and always drop one Red Dew upon defeat, but unlike Red and (Black) Wraiths, their evasion is not very high and can get hit rather easily with melee and missile weapons. Like all enemies on the Book depths they sense the hero's location but they are also very quick and will arrive en masse after a few turns of the hero being on the depth. Heroes with a weapon already highly upgraded can even farm dew for their dew wial on this depth from them.
|A powerful wizard sacrificed to sustain the undead dwarf king, the wizard calls on the power of death to damage opponents.|
Upon the hero's arrival the message: "The dead are restless..." is displayed, and after a few turns pass, some Blue Wraiths will enter the room with the pedestal in which the hero had spawned. The hero should better read a Scroll of Magic Mapping or eat a Blue Berry, to reveal potentially hidden rooms and avoid missing the loot from the tombstones and more importantly the (Black) Wraiths that will spawn from them. This depth contains random common and rare items of all types, especially if the aforementioned Ring of Wealth is equipped before the hero teleports to the depth, but also a lot of gold and items are "hidden" in tombstones and get revealed by breaking them. The basic reason for the hero to start with this depth is that it contains a lot of gold hidden in tombstones, so he/she will be able το supplement his/her gold, if it is not enough to buy all the Books from the Imp. If the hero has available the gold needed for all three of the Books, there is no extra reason to start with this Book depth.
|This ancient tomb may contain something useful, but its owner will most certainly object to checking.|
|A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.|
As mentioned before Wraiths have a base 15% chance of dropping Scrolls of Upgrade or Magical Infusion on defeat and having an upgraded Ring of Wealth to +28 (or two +14 Rings of Wealth equipped at the same time), the chance becomes 100%. RNG can be even more or even less generous in the tombs that will spawn in a specific depth generation but 130-160 Scrolls of Magical Infusion/Upgrade is the common range of their dropping from Wraiths with a +28 Ring of Wealth equipped. Heroes who were lucky to obtain previously in their run a Ring of Acccuracy and have upgraded it to +13 will be a able to destroy Wraiths with melee hits, and also Huntresses with a +13 Ring of Sharpshooting, but the rest of the heroes will have to rely on battle wands to surpass the Wraiths' very high evasion. In the case that a Ring of Accuracy or Sharpshooting is equipped, a weapon with a Shocking enchantment will be very useful as one successful hit that also causes Shock damage will chain along the whole quadruple of Wraiths. For the same reason the most useful battle wand against them is the Wand of Lightning, as its chain effect most often will destroy all 4 Wraiths with only one hit or at least most of them. Heroes should never use the Wand of Firebolt against them, as it destroys also the rare scrolls that they drop (weapons with Blazing enchantment are out of the question for the same reason). Due to its high accuracy and speed (4 hits per turn), a +13 Spork is the only melee weapon that will hit Wraiths without the hero having a Ring of Acurracy equipped, but it will miss some hits for sure and the depth will take much more time to get completed. It should be noted that all pets apart from almost max level dragons and the Bunny will have great difficulty in surviving this depth without the hero constantly taking care of their health, as they are very vulnerable to the Terror debuff of the Blue Wraiths and wander around in the depth, so they can get usually terrrified for many turns by a Blue Wraith, receive a lot of hits and die.
|SanChikarah of Death|
|A powerful piece of the puzzle. Three pieces will need to be forged together.|
After the hero has gathered all available loot from the depth, he/she should take the SanChikarah of Death, stand on its pedestal, and read the Book again to return to the regular dungeon.
Book of the Living - Life (Depth 32) Edit
|Book of the Living|
|This green book seems in harmony with the world around it.|
Discounted price: 12500
Enemies: Onis only
Notable Features: Garden rooms, lots of high grass that regrows rapidly, Blandfruits, Honeypots (rarely also Steel Honeypots), Ankhs, a grain of Magic Rice, random loot, a Toadstool mushroom, and the Tinkerer. The Chain also spawns always on this depth, if it had not spawned until then on the dungeon.
Upon the hero's arrival the message: "Feed us!" is displayed and he/she will spawn in a room with a pedestal, and the Grain of Magic Rice on the floor of this room. Picking up the grain of Magic Rice will function as stepping on an alarm trap, but the unique enemy of the level, the Onis, will be already alerted to the hero's presence as soon as he/she arrives anyway, so picking it up or not doesn't really make any difference. The hero again should better eat a Blue Berry and also drink a potion of Mind Vision, to reveal potentially hidden rooms (especially gardens that contain Ankhs on this depth) and more importantly to locate both the Tinkerer and the Toadstool mushroom, that the Tinkerer will ask for (Blue Berries are better than Scrolls of Magic Mapping, as they will reveal all loot including the Toadstool Mushroom). The hero should give the Toadstool mushroom to the Tinkerer to receive the final Dew Vial upgrade. After that, the vial will hold up to 300 drops, and splashing will also grant Levitation to the hero in addition to Haste and Invisibility. Also heroes who had chosen Draw Out Dew on depth 2 will now also be able to Water with Dew (but heroes who had chosen Water with Dew will not be able to upgrade their items accurately as if they had chosen Draw Out Dew and will proceed in the game retaining the random upgrading of Water with Dew).
|Oni are wicked trolls who dwell in places of great power. They are quite lazy unless there is food nearby...|
The grain itself is not extremely useful on this depth, but the hero can use it to craft Dumpling Bombs or Rice Dumplings, which are not actually bombs but items that when are thrown at enemies, they teleport them away from the hero and potentially put them to sleep. The hero can attempt crafting these bombs even on this depth, but the Onis that were not put to sleep will be quickly back to the hero's location. Nevertheless, when the hero gets surrounded by Onis these crafted items can become very useful. Fighting the Onis can be fairly tough for a hero that has still his/her main weapon upgraded just to the dew level cap (+13/+14), but with the help of the Haste & Invisibility buffs of the dew vial when he/she gets surrounded by Onis, he/she will manage to survive this depth. Nevertheless, players are advised to use some Scrolls of Magical Infusion that the Wraiths will have dropped on a Tier-5 weapon or Spork to get it to around level +40 - +50 (this will help also the fights with the Onis not last for more than a minute each). In this case a weapon with a Lucky enchantment (that will pierce the Onis' high armor) or a Vampiric enchantment (that will keep the hero's HP at a safe level), wil be the most useful of all.
Many of the garden rooms will contain Ankhs, so this is the hero's chance to stock up on them (RNG can be even more or even less generous in a specific depth generation but 7-14 Ankhs is the common range of their generating). If the hero has been unlucky enough not to find the Chain until this depth, and also if the Chain had not aready spawned inside a garden in a hidden room previously in the dungeon, it must appear on this depth and can't appear on any of the depths that follow until end-game. Ankhs are generally not stackable and each occupies an inventory slot in the Chain, so it is better that the hero drops unnecessary rings before teleporting to this depth, and even Ankhs if he/she has many, to avoid having to choose if he/she keeps a ring or an Ankh, because the inventory has become full. In addition, several of the garden rooms are likely to contain Blandfruit bushes, so the hero can also gather these rare fruits from this depth (again, RNG can be even more or even less generous in a specific depth generation but 5-7 blandfruits is the common range of their generating). If the hero picks up all loot, he/she will also stock up on Honeypots (the hero who had gathered all of them will leave this depth with approximately 30-40 extra honeypots). This depth is also the only place in the dungeon that a Steel Honeypot might spawn rarely (but not very rarely like in the rest of the dungeon), because of the many gardens and honeypots that spawn on this depth. The Steel Bee is a totally useless pet at this point of the game, but shattering a Steel Honeypot also drops a Potion of Strength, so the hero can shatter the Steel Honeypot, pick up the potion and watch a little later the Steel Bee die upon its first encounter with an enemy. Lastly, this depth is filled with high grass tiles which regenerates rapidly and if the hero has the Greaves of Nature and equips them, he/she will gather also a lot of dew, seeds, nuts, berries, and mushrooms.
As a matter of fact, if the hero has this artifact, he/she will be able to avoid completely fighting with Onis, as he/she can equip this artifact, splash him/herself for the Invisibility buff, step on high grass, collect dew, pick up nearby loot, renew splash and invisibility etc. In fact, if the hero finds a 3x3 or 3x5 garden room, there's no reason not to farm dew in it to (re)fill his/her vial and attempt this tactic even with no Greaves of Nature equipped. The Onis drop nothing, and the hero can do without their 22 points of XP.
The basic reason for the hero to leave this depth second is that it contains a lot of rare loot, but very little gold, so if his/her gold is not enough to buy all the Books from the Imp, he/she should not spend his/her gold on buying this Book first. If the hero has already available the gold needed for all three of the Books, there is no reason for him/hem not to start with this Book depth. Either ways, this Book depth must get visited before the Book of Heavens, as the Levitation ability that the Dew Vial gains on this depth is absolutely necessary for the Book of Heavens depth, or else the hero will probably spend half of his/her Levitation potions to complete it once. Moreover, if a player will decide for the hero to visit that depth reapeatedly (see next section for details), the Levitation ability of the dew vial will be absolutely necessary.
It should be noted that all high level dragons and the Bunny will do very well in this depth with the hero just keeping an eye on their health, as they can dodge most of the Onis' attacks and can kill Onis rather quickly, allowing the hero to pick up loot and dew unbothered. As a result this depth is ideal to power-level an already high level pet (level +15 or above) up to max level, as each Oni will give 22 XP to the pet. Lower level pets, even dragons, have a high chance to get killed here though. Unfortunately, there have been reports by Sprouted players that taking a pet along to this Book depth or leaving with or without a pet from this depth can make the game crash, most often killing/deleting the pet, but even in some cases corrupting the save file. These reports are not so many, but players should have this fact also in mind, when they decide to take along with the hero a pet to this depth or not.
|SanChikarah of Life|
|A powerful piece of the puzzle. Three pieces will need to be forged together.|
After the hero has gathered all available loot from the depth, he/she should take the SanChikarah of Life, stand on its pedestal, and read the Book again to return to the regular dungeon.
Book of the Heavens - Transcedence (Depth 33) Edit
|Book of the Heavens|
|The light radiating from this book pierces through you. You feel unstable in its presence.|
Discounted price: 15000
Enemies: Flying Protectors, Animated Statues
Features: One of each type of Wells, Phase Pitcher seeds, random loot
Upon the hero's arrival the message: "You dissolve into light..." is displayed and he/she will spawn in a room with a pedestal and a Potion of Levitation on the floor of this room. It's best for the hero to splash him/herself with dew as soon as he/she arrives, as the depth's enemies will also know his/her arrival and most of them are Flying Protectors with ranged lightining attacks, so the hero might end up getting zapped from all possible directions within a few turns. Assuming that he/she will have got already the final upgrade of the dew vial, this will also let him/her navigate the depth, which mostly consists of chasms, easily while avoiding enemies until he/she chooses to attack them. In Sprouted generally there is no indication of the turns left for each buff, just the symbol of most buffs get trasparent a little while before they fade away, but players should know that the dew vial Haste fades away first (after approximately 60 moves of the game counter), Invisibility second (70 moves) and Levitation last (80 moves). A highly upgraded +13 Ring of Haste will make all these buffs last a lot longer and less dew to get spent: interestingly all buffs will fade away the one almost immediately after the other after approximately 280-285 moves of the game counter, but still with Haste first, Invisibility second and Levitation last. Players that have their heroes equip a highly upgraded Ring of Haste on this depth should better renew the dew vial buffs as soon as the Haste buff becomes trasparent, as the turns between the first buff and the last buff fading away will be very few.
Players should just have in mind that there is a well reported bug related to Rings of Haste of +10 level and above, that can make the hero freeze and the enemies to attack him/her endlessly, so if they decide to have the hero equip such a ring, they should be very careful for the hero to retain his/her invisibility as long as he/she has the ring equipped, because if enemies attack him/her while wearing the ring and the bug is triggered, there is even a chance that he/she will end up spending all of his/her Ankhs and dying.
The enemies of the depth are: a) Flying Protectors that are the familiar version of the Key depths, just with stronger stats, that will get alerted upon the hero's arrival and will move quickly to his/her location, and b) Animated Statues that are stationary and remain passive until they get attacked, and that wield enchanted upgraded (most often to +3, but also to +4 and very rarely to +5) weapons of various tiers.
| You would think that it's just another one of this dungeon's ugly statues, but its red glowing eyes give it away.
While the statue itself is made of stone, the [enchanted melee weapon] it's wielding looks real.
|These sentinant statues guard this level from the unclean. That means you.|
There are several useful things for the hero to do here. This depth most often features a complete set of wells, including Transmutation, and the hero will always find Phase Pitcher seeds lying around (RNG can be even more or even less generous in a specific depth generation but 1-6 seeds is the common range of their generating). In addition, Animated Statues drop upgraded weapons (at least to +3) upon defeat. If the hero has already some seeds of Upgrade Eater he/she can collect these weapons to upgrade them further and turn them into upgrade goo, to upgrade his/her gear even more, but he/she can also sell them later for extra gold, or he/she might also find a Tier-5 weapon with an enchantment the player prefers more than that of the hero's equipped weapon. The depth contains various types of loot, including gold, and if the hero has a highly upgraded Ring of Wealth equipped, rare items like wands, rings, potions of Might and Scrolls of Magical Infusion (even artifacts that haven't yet spawned in the specific run).
It should be noted that all high level dragons will do very well in this depth (but not the Bunny as it can't fly) with the hero just keeping an eye on their health, but they will not be of much help to the hero, as he/she will spend most of the time on the depth levitating invisible and not fighting, and they will also force him/her to leave the depth in the proper way, by reading the Book on the pedestal, as they will get lost if the hero falls into a chasm. Also, there have been reports by Sprouted players that taking a pet along to this book depth or leaving with or without a pet from this depth can make the game crash, most often killing/deleting the pet, but even in some cases corrupting the save file. These reports are not many, but apparently there are many reasons for the hero not to take along a pet to this depth.
The most significant characteristic about this depth is that the hero can visit it as many times as the player wants, as long as he/she doesn't pick up the SanChikarah of Transcendence and teleport with it back to dungeon from the pedestal, by exploiting a bug of the game. For players that want to exploit his bug there are two alternative methods:
a) After collecting all loot, the hero should leave the SanChikarah on its pedestal, wait until his/her Levitation buff wears off, and allow him/herself to fall into the chasm. He/she will end up in a small room with a ladder and a signpost with the message "What are you doing here?!", which is numbered as depth 34. Climbing out, he/she will find him/herself on depth 1. The hero can read the Book again to repeat the depth, which will be all new and restocked.
b) An even better alternative way for the exploit to work is the hero to pick up the SanChikarah, but instead of keeping it, then throw it into a chasm and fall a little later into the chasm him/herself (not fall into the chasm with the SanChikarah in the inventory). He/she will find the SanChikarah in the aforementioned "What are you doing here?!" room, he/she will pick it up, take it back to the regular dungeon, and use it along the two other SanChikarahs to forge a complete SanChikarah portal, while also keeping the Book of Heavens until end-game, for farming Phase Pitchers and collecting loot in general whenever he/she needs to. It is recommended that the hero does not pick up the SanChikarah and fall into the chasm with it in his/her backpack. Although it should disappear and respawn on the pedestal when the hero returns the next time, according to some player reports, this may occasionally trigger game crashes, with the SanChikarah missing from the inventory and not respawning on the depth, essentially ruining the possibility of the run reaching Dolyahaven and Zot.
The most important reason that a lot of Sprouted's players exploit this bug is for farming Phase Pitchers to guarantee the hero's survival later on the Dolyahaven Mines depths and especially for him/her to win the final Shadow Otiluke and Zot battles. Apart from the Chainsaw Hand and the Spork, Tier-6 weapons are the only other weapons that at high levels deal decent damage against the Stone Golem Otiluke and Zot minions, Stone Golem Otiluke and Zot, but they get upgraded only with Scrolls of Upgrade, and half or even more than half of the scrolls that Wraiths drop are scrolls of Magical Infusion. So the process that these players follow is: a) Grind the Book of Heavens depth for an equal number of Phase Pitchers to the Scrolls of Magical Infusion that the hero has already collected, b) Drop all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation, c) Spend all the new Scrolls of Upgrade on the Tier-6 weapon, d) Obtain a Tier-6 weapon with double or triple the levels that it would normally have without this procedure. The same applies to players that do a Mage run with a highly upgraded wand as a main weapon, as wands also don't get upgraded with Scrolls of Magical Infusion. Considering that especially with a highly upgraded Ring of Wealth equipped, Wraiths up to this point of the game might have dropped even more than 150 Scrolls of Magical Infusion, this process of repeating the Book of Heavens depth to gather the necessary Phase Pitchers can take literally days, but Sprouted players are the most patient among the PD players in general. It should be also noted that farming Phase Pitchers is also useful for throwing a random Ring or a random Wand repeatedly in a phase pitcher plant until a desired ring/wand gets generated (for example a Ring of Magic for a Battlemage, a Ring of Furor for a Gladiator, a Wand of Flock to get the maximum possible loot from the Sokoban puzzles etc.). Phase pitchers are also useful for brewing Potions of Might, cooking Mightyfruits, and transmuting broken Honeypots to Honey, which adds 5-20 HP permanently to the hero's max HP.
Nevertheless players who are not fond of grinding/farming might consider either: a) to apply most of their Scrolls of Magical Infusion to a Tier-5 weapon (and Snipers to their Boomerang), just keeping in mind that the hero should keep at least approximately +90 spare level ups for his/her Tier-6 weapon or b) just to highly upgrade a Spork with all or most of the Scrolls of Magical Infusion/Upgrade. Both decisions will make the hero's surviving on the Dolyahaven Mines depths much easier and less stressful. Players who like grinding/farming apparently can farm all the Phase Pitchers and Upgrade Eaters they want, and their hero will defeat Zot with a very strong Tier-6 weapon, but this is not the only way to defeat Zot and complete Sprouted, and the game can be completed with far less grinding/farming than is commonly practiced. You can follow the link to the main page of Sprouted and read more details about ways to avoid this part of farming/grinding.
Whatever decision the player will eventually make, after the hero has gathered all available loot from the depth for either the 1st or the 500th time, he/she should take the SanChikarah of Transcedence, stand on its pedestal, and read the Book again to return to the regular dungeon.
How does the hero exit the book depths? Edit
The hero should stand not in the pedestal of the room he/she first arrived, but that of the room he/she has found the SanChikarah on, and read the book again.
What should the hero do with the three SanChikarahs? Edit
The hero should take them to the Troll Blacksmith Bop, and he will forge them into one glowing piece, which will function as a teleportation portal for the hero to get to the Shadow Yog depth. The hero does not need any Dark Gold Ore for this, and the Troll Blacksmith unites the three items automatically, as soon as the hero interacts with him, and in the current version of Sprouted the hero must not have first completed the Blacksmith's quest, as Blacksmith Bop will reforge the SanChikarah anyway (in previous versions his quest must have been first fulfilled in order for him to do the forging of the SanChikarah pieces, but not anymore).
Apart from the pet-leveling facts and the pet-related bugs already mentioned in the Keys and Books section, players should know in general that a pet will follow the hero automatically to a Book or Key depth, if he/she teleports to the depth with the pet standing on a tile adjacent to him/her, or it can be called to the depth later by the hero using the Whistle, a unique reward of the Sokoban 4 puzzle. The same does not apply to leaving these depths though. If the hero does not teleport back to to the dungeon with the pet standing on a tile adjacent to him/her, the pet will be lost and the hero won't to be able to retrieve it by using the whistle.