Desert Canyon Sanctuary
Desert Canyon Sanctuary is the Elite Dungeon of Earth. It represents the Goddess Therum. One player is required to beat this dungeon, but at least three are recommended. The dungeon is located in the eastern desert, and is one of the hardest dungeons in the game. Therum's Legendary Set can be obtained here.
The dungeon has a high level of zombie content, parkour, and additional challenges that demand a well prepared inventory. Iron Armor, snowballs, and strong healing potions are a bare minimum requirement. It is strongly recommended to bring other strong items such as Smite V swords or books, diamond axes, and infinity bows to deal with zombies, fire resistance potions and feather falling boots for parkour, and an extra water bottle for boss room.
After its rework, DCS is substantially harder than most other high tier dungeons such as Paluster Shrine or Frostbain Catacombs. The dungeon demands a high degree of skill in parkour and quick reactions to avoid damage, at risk of draining your supply of potions too quickly.
Many challenges in the dungeon require some time to learn, and it is highly recommended to bring an experienced player to explain some of the more nuanced mechanics, especially in the boss room. In addition to the base dungeon, there are 3 hidden optional challenges throughout DCS, and should you complete them all, you will gain access to The Tomb of the Forgotten King, a bonus loot room with additional legendaries. These bonus rooms are substantially harder than the main dungeon, and require at least 2 players instead of 1, further increasing the necessary skill and equipment to complete the dungeon.
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Contents
- 1 Dungeon Chest Loot
- 2 Loot Chests
- 3 Legendary Items
- 4 Video Walkthrough
- 5 Text Walkthrough
- 5.1 Entrance (Difficulty: 1/10)
- 5.2 Entry Maze
- 5.3 Entry Parkour
- 5.4 Spire Room (Difficulty: 8/10)
- 5.5 Oasis Room (Difficulty: 2/10)
- 5.6 Zombie Bridge Room (Difficulty: 5/10)
- 5.7 Moving Magma Parkour Room (Difficulty: 7/10)
- 5.8 Sarukh the Usurper: Mini-Boss Room (Difficulty: 7/10)
- 5.9 Boss Room (Difficulty: 10/10)
- 5.10 Lava Ride Room (Difficulty: 7/10)
- 5.11 Crypt Room (Difficulty: 1/10)
- 5.12 Loot Room (Difficulty: 0/10)
- 5.13 Exit (Difficulty: 0/10)
- 6 Trivia
- 7 Lore
- 8 Gallery
Dungeon Chest Loot
Loot Chests
- Oasis room
- 1 Food Rare
- 1 Potion Rare
- 1 Military Mythic
- Secret room before mini-boss
- 1 Potion Rare
- Loot room
- 32 Desert Canyon Sanctuary
- 4 DCS Swag
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⚠️ SPOILER WARNING — This section contains spoilers for optional content rewards |
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Legendary Items
Elite Legendary Items
Seal
| Name | Image | Description | Notes |
|---|---|---|---|
| Therum's Seal | A strange artifact from the Desert Canyon Sanctuary. It radiates a strong elemental aura... | Must be taken to Floating Islands to use | |
| Seal of Space | Right Click Hold the item to choose a point within 30 blocks to teleport to. After 3 seconds, you and anyone within 3 blocks will be teleported to that point. |
Acquired from Past Earth Spire. Does not work in dungeons |
Video Walkthrough
Text Walkthrough
Entrance (Difficulty: 1/10)
- Walk under the great arch to enter the dungeon's instance.
- From there, walk up the stairs, align with the water below, and jump down.
- Missing the water is fatal here, but there is no need to rush.
- Be sure to refill on water at the bottom. The next available water is at the end of Oasis.
Entry Maze
Note: Maze and Parkour must both be completed to open the bars to the Spire Room!
Entry Maze A1 (Difficulty: 2/10)
- Jump across the granite boulders to the far side of the room.
- If you fall, the room contains zombie and pigman spawners throughout, but most can't get to you while on the boulders. Be careful of them and the small amount of lava if you need to return to the start of the room after missing a jump.
Entry Maze A2 (Difficulty: 4/10)
- After completing the parkour, you will find a body holding onto a torch next to a closed path. Right click the torch to to pick it up. Be mindful of spawners in the immediate area.
- Take the torch from the body and look throughout the maze for various pedestals. You need to light the correct one, randomly determined each run, indicated by a lit redstone lamp above it. There are spawners throughout the maze, so be quick. When you find the correct one, toss the torch onto it to light the pedestal on fire.
- Once the correct pedestal is lit, return to the body and closed path. You will pass two armored statues at the entrance which come alive to attack you now. Killing them both will open the previously closed path.
- This is a small path that ends in 3 small jumps over lava to reach the Spire Room and meet up with the players who did the Entry Maze.
Entry Parkour
Note: Maze and Parkour must both be completed to open the bars to the Spire Room!
Entry Parkour B1 (Difficulty: 2/10)
- Run through the path past a number of zombie and pigman spawners. The path ends at a pool of lava with parkour to cross it. Be sure to not get knocked in to the lava by the zombies that will have spawned behind you.
Entry Parkour B2 (Difficulty: 5/10)
- The first few jumps over lava take you to an elevated platform with a redstone lamp in the floor. Stepping on the redstone lamp activates the next section of parkour.
- This parkour is timed, each block appears in quick succession over a pillar before disappearing, creating a path to the next elevated platform. If the parkour disappears, you will usually fall onto the existing pillars instead of into the lava. If you fall down, try to swim through the lava back to the entrance to recover.
- On the second elevated platform is another redstone lamp. Stepping on it creates parkour leading from the first platform to the end of the room, opening the path forward. This parkour is not timed, so take your time making it to the end of the room across some easy jumps.
Spire Room (Difficulty: 8/10)
- This room requires you to complete a series of hard jumps up a tall expanse. Some parts of the parkour have moving blocks, that once jumped onto, carry you to the next platform that you must jump to. Reach the top to advance to the next part of the dungeon.
- Even with Feather falling boots, a fall from the near top is fatal. The jumps at the very top are somewhat easier than the ones at the start and middle, but feather falling boots are recommended regardless. It is easy to use up your potions in this room healing after a fall. Take your time here, you will need those potions later in the dungeon.
Oasis Room (Difficulty: 2/10)
- This room has a winding series of interconnected tunnels. Immediately across from the entrance is a pit of sand. Falling into this sand will drop you down to the start of the Spire Room. Do not fall in here. In order to progress, a few stone blocks need to be pushed off the cliff edges over the pit to create platforms to jump across.
- Getting to the stone blocks is easy. A few short jumps across hot sand and over lava will take you towards the top of Oasis to push the blocks in. Take your time here, there are no zombie spawners.
- Once you've pushed the blocks down, make the short jumps across the now crossable pit to reach a water refill and the next room. Falling here will still put you at the bottom of the Spire. Be careful!
- There is a food, potion, and military chest in Oasis within a few small huts. Use these to restock anything you may have lost in the previous rooms. Be sure to refill your water before moving on.
Zombie Bridge Room (Difficulty: 5/10)
- This room is a narrow broken wooden bridge over a ravine of lava. On the left side is a door that continuously spawns zombies that walk to a portal. When a zombie reaches the portal, it is teleported onto a section of the broken bridge, blocking progression for the players. A bow is recommended here to kill the zombies from a safe point.
- These doors can be "closed" temporarily by shooting the wooden button at the top of them. The zombies can also be killed before they reach the platform, during which time they will not attack a player.
- To advance, a player must jump to the right side of the ravine where a fireball is hovering. Hit the fireball towards the portal to break it, preventing further zombies from spawning and opening the path to the next room at the end of the bridge.
Moving Magma Parkour Room (Difficulty: 7/10)
- This room is a massive lava flow. In order to cross the room, moving magma block platforms spawn periodically from the sides of the room that move across it before disappearing on the other side. Jump onto the first unmoving rock to wait for the moving platform.
- Though they are made of magma, the platforms do not deal any damage.
- Navigate across the moving blocks to reach the far end of the room. Be careful not to stay on the blocks for too long, they disappear at the end of their path and will drop you into lava.
- At the end of the room is another fireball. Hit the fireball into the sandstone wall twice to break it open, revealing the path to the miniboss.
Sarukh the Usurper: Mini-Boss Room (Difficulty: 7/10)
- Make sure you have everyone in your party before starting this room, or they will be locked out and unable to finish the dungeon.
- The center of the room contains a tomb. When approached, it shoots open, locking the room behind you and spawning Sarukh the Usurper.
- Sarukh is immune to knockback and can only be damaged in intervals. After hitting him a few times, multiple Mites appear from the center of the room. While they are alive, Sarukh is immune to damage as well. At the same time, up to two randomly selected players are given fire particles. After a delay, a line of purple smoke appears in a line relative to those players, forming two lines that deals damage constantly when touched.
- The Mites can only be killed by leading them into the purple smoke. Once they are all dead, Sarukh can be damaged again. Repeat this sequence of events until Sarukh stops attacking, at which point he will goad the players and walk into a portal that leads to the boss room.
- Players do not have to follow Sarukh immediately. Take a moment to heal, organize your inventory, and prepare for the boss before going through the portal.
Boss Room (Difficulty: 10/10)
Boss Platform (Difficulty: 9/10)
- You'll be teleported into the boss room on a central floating platform. To the east and west are two anubis statues, and to the North and South are 3 x 3 grids of redstone lamps. Each of these corresponds to a specific attack in the boss room, detailed below:
- Lightning Attack: The West statue raises its staff, summoning lightning. Each player on the platform has a circle spawned underneath them, where lightning will strike after a short delay. Run out of the circle to avoid being struck.
- Tornado Attack: The East statue raises its staff, summoning multiple balls of wind that are shot at the platform. When they land, they summon tornados, which each move towards the center of the platform and then back out to the sides. Players that touch the tornados are picked up in the whirlwind and thrown around, potentially into other hazards or off the platform. Avoid their path to avoid being thrown around.
- Grid Attack: The redstone lamps on either the north or south wall light up, indicating sections of the platform that are not safe. After a countdown, the corresponding areas are hit with a magical attack, damaging all players in the corresponding zones. This attack does a high amount of damage that ignores armor. Being hit by it can instantly kill a player if they are not at very high health.
- Smoke Attack: Two lines of fire particles are spawned on up to two players, but it is possible for one player to receive both markers. These particles indicate where two lines of smoke particles will be spawned, which persist for the rest of the attack cycle. Stepping on these particles deals continuous high damage to players and zombies, so it is important to try to place them somewhere that won't get in your way.
- The boss room cycles through these attacks, though not in this exact order, and the sequence of the attacks changes as the boss room progresses. There are multiple visual and audible cues to indicate which attack is going to happen and their timings. Pay close attention to avoid taking damage, as later on in the boss, some of these attacks will happen at the same time. Survive these attacks for a full cycle to spawn a portal to the next room.
- Falling off the boss platform has a steep fall beneath it, but this fall will not kill you. Instead, players who drop off the platform are teleported to a jail where they can wait to return to the main platform when the next portal spawns. Taking this portal prevents players on the platform from taking one to the parkour room.
Boss Parkour (Difficulty: 7/10)
- At the end of each cycle of attacks, a portal spawns in one of the 4 quadrants of the platform, indicating which quadrant you will travel to. Enter this portal to be teleported to a parkour room. This parkour has multiple iterations, and changes each time the dungeon is run. Cross the parkour and pick up the Usurper's Scepter, a gold sword, before entering a portal at the end of the parkour.
- This sword is necessary to beat four Usurper's Guardians in the boss room. You can only carry one scepter at a time, and it is soulbound, meaning you can not give it to another player. If at any time the scepter breaks or you drop it, you will be teleported back to the main boss platform after a short delay.
- Falling in this room will also teleport the player to Jail, meaning they'll need to return to the Boss Platform and complete another cycle of attacks to attempt the parkour again.
Usurper's Guardians (Difficulty: 8/10)
- After entering the portal, you'll be teleported in front of one of the four quadrants that is closed off with barriers. To enter, go through the portal directly in front of it. Inside is an Usurper's Guardian, an armored skeleton that begins attacking when you enter. The Usurper's Guardian can only be damaged with the Usurper's Scepter, and has three health bars. The Usurper's Guardian takes no knockback, so kiting it can be difficult. Mix in hits when you can while continuously running away. You can use a snowball to stun it to heal or get a hit in if you need. The Usurper's Guardian does a lot of damage, even to a full iron armored player, so be sure to heal or snowball when hit to avoid sudden death. Every two hits, the Guardian activates a special attack. Completely reduce one of the Guardian's health bars and it will stop attacking you, and will be teleported back to the Boss Platform.
- Each scepter has just enough durability to completely remove one health bar. If a player leaves early by dying or dropping their scepter, the health bar will not be completed, and will necessitate an extra visit to that quadrant.
- Each quadrant has it's own Guardian with a unique attack, detailed below:
- Black Quadrant: Drops exploding wither skulls from the ceiling.
- White Quadrant: Summons shulker bullets from the floor.
- Green Quadrant: Summons a few zombies from both sides of the room.
- Red Quadrant: Drops tnt from the ceiling on a short fuse.
- After each attempt to fight a Guardian, the player is teleported back to the Boss Platform to repeat the process. Boss Room is beaten when all four guardians have been killed, and will cycle infinitely until that is achieved. Repeat this process, but be mindful that the further you progress, the more attacks spawn on the Boss Platform.
- Since there are four Quadrants, each with their own Guardian with three health bars, players must beat the Guardians a minimum of 12 times if done perfectly. It is possible for multiple players to visit the same quadrant back-to-back if they each successfully complete the parkour from the same portal. Once a Guardian has been defeated, players will no longer have to visit that quadrant.
- Each Guardian's health bar is also represented on the walls of the main boss room with Redstone Lamps. When a Guardian is defeated, all of the redstone lamps next to that quadrant will have gone out, indicating that the quadrant has been completed.
Lava Ride Room (Difficulty: 7/10)
- Once the boss is completed, a series of lightning strikes hits the central platform, breaking it down slowly. After the last strike, the platform is destroyed, and players fall to the ground below.
- This fall does not do damage to players, but you should still be careful to not fall into the lava. Standing in the center of the platform when it breaks should result in you landing on solid ground with no further input needed.
- Once all players touch down on the edge of the rock, it will break away, turning into a moving magma platform. It slowly begins to move down a river of lava, and zombies and pigmen begin to spawn from doors, just like in the Bridge and Boss rooms. Similarly, these doors can be turned off by shooting them, and the zombies should be killed before they are teleported onto the platform to avoid being potentially knocked into the lava. When 5 or more zombies are on the platform, they weigh it down, halting progress until they are killed.
- Just like the Bridge room, there will be Fireballs that spawn on the sides of the lava river. One person should jump off the platform to get to the fireball and destroy the portals to slow down the rate of zombie spawning. Be sure to return quickly so the platform doesn't move too far away from you.
- Technically, the portals do not need to be destroyed to advance through this room. If a player misses the portal and needs to return to the platform before it gets too far, they will not be locked out of completing the room. It is still strongly advised to destroy as many of the portals as possible, as the rate of zombies spawning becomes incredibly high.
- Once you've reached the end of the lava ride, the zombies stop spawning, and you may get off along the end of the river. Another fireball is here, which can be hit into a boulder below you to break open the path to the final crypt and loot rooms.
Crypt Room (Difficulty: 1/10)
- The Crypt splits into 3 directions. The path straight ahead is the way to the upper level, but to get up, parkour must be completed on the path to the right.
- Head through the path to the right into a vaulted crypt area, and activate a wooden pressure plate on the far side of the room to spawn in some simple parkour.
- Get to the top and activate the lever to turn on a gust of wind back in the main path in order to get to the upper level.
- The lower level also has an optional room on the left. This garden area has a tree sapling and bonemeal to grow it. Throw a grenade at the left fountain to open a hidden room with to get the bonemeal, and then drop it on the sapling. After it grows, it heals everyone in the room to full health, and provides 4 hearts of absorption for 15 minutes!
- On the upper level are the entrances to the main loot room and the Tomb of the Forgotten King. To open the main loot room, head through the upper level to the far corner of the crypt to retrieve the key from a dead body. Drop that key on the pedestal in front of the main loot room to open the door and retrieve your prizes!
Loot Room (Difficulty: 0/10)
- The sprawling loot room has two stairways on the far right and left sides that lead to the upper level where the loot chests, elite legendaries, and Therum's Seal are located.
- The path straight ahead when you enter leads straight to the exit. Don't forget to go upstairs to get your loot before leaving!
Exit (Difficulty: 0/10)
- After looting the upper level, return to the first floor and head to the door beneath the giant symbol of Therum.
- One last fireball is used to break open the path ahead, revealing an open tomb. Jump in to be teleported out of the dungeon to a secret room just inside of Sharif.
- Congratulations on successfully beating Desert Canyon Sanctuary!
Trivia
- The location seems to resemble Petra, an ancient city located in Jordan.
- The old mountain and entrance were a build submission, done by Kuffmine. Link to the Reddit post here.
- The dungeon has had three exterior renovations. The first was with stone bricks and glass, the second was with nether brick, and the third was to match the rebuild of the surrounding terrain in the Origins update. The original exterior was added back for April Fools 2018.
- Desert Canyon Sanctuary was among three elite dungeons released in the Secret Update after very long development times - along with Shrine of the Dusk and Paluster Shrine.
- There used to be a bug with the TNT in the boss room. If right clicked when held, it would be consumed and act like a Cannon Round (looted from Zerbia Depths. This will break the dungeon however.
Lore
- There is a Lore Block at the dungeon's entrance:
| Before you rests the sanctuary of Therum, goddess of Earth. This canyon serves as a reminder of the slow, yet powerful rage of Therum, formed over an incomprehensible amount of time. Any who enter this sacred place besmirch the name of this vengeful goddess, who so long ago vanished from these lands. Now these halls sit dormant, yet its secrets linger on… |



