Soul's Remnant Wiki
Dungeon GuideUpdated: Source policy

Soul's Remnant Dungeons: Your First Slime Garden Run

Get a Normal Dungeon Pass, find the hidden entrance, and know what happens between the first room and the reward chest. Includes the other dungeon routes and patch changes that affect parties.

The First-Run Answer

At level 10, speak to Shepherd in Outskirts Northwest for the Normal Dungeon Pass task, then accept The Shepherd's Final Test before entering the dungeon. At the sign on that map, press Up to enter Behind The Garden. Offer the pass at the dungeon crystal to start Normal Slime Garden.

Inside, clear rooms, collect the Boss Key, and let its holder enter the boss room first. After the boss encounter, open your Silver Chest and return to Shepherd to finish the quest. You can enter solo; a party is optional.

This walkthrough is based on the official community wiki and developer patch notes reviewed September 10, 2026. It is not a recorded game-client run. Published respawn rules conflict; confirm the current rule in the game before relying on extra lives.

How to Find the Slime Garden Entrance

The official Beginner Guide places Shepherd in Outskirts Northwest. The quest list identifies The Shepherd's Barrier as the level-10 task that awards a Normal Dungeon Pass.

  1. 01

    Outskirts Northwest

    Talk to Shepherd at level 10, collect the pass and accept The Shepherd’s Final Test.

  2. 02

    The sign on the same map

    Stand at the sign and press Up for the hidden entrance.

  3. 03

    Behind The Garden

    Find the floating crystal and choose a Normal run.

Route schematic based on the official Beginner Guide; not a map to scale or a gameplay screenshot.

Accept The Shepherd's Final Test before entering, then return to Shepherd to turn it in after clearing the dungeon. The official quest list records 500 EXP and 500 Soul Crystals for that turn-in, separate from the dungeon chest.

Where to Get a Pass and How to Use It

  • Quests: The Shepherd's Barrier provides a Normal pass. The quest list also records one for the level-5 personal task Level up! I, so Shepherd is not the only early source.
  • Monster drops: the Passes reference lists low-probability drops without a universal percentage.
  • Alchemy: the August 28 patch added a Normal Dungeon Pass recipe. Open Crafting, select Alchemy and the pass to check current materials and the required skill level. We have not verified a complete recipe to reproduce here.

At the crystal, press Space to view difficulty and reward information. If grouped, bring the party to the entrance map before the leader offers one pass. It is consumed when entering; only party members present on that map are brought in. Read any Echo modifiers before confirming.

The Room-Clearing Sequence

  1. Blue entrance: note the exit before starting the run.
  2. Standard rooms: defeat the starting Slime and subsequent waves to unlock connected portals.
  3. Light-red Key Room: finish its waves and pick up the Boss Key.
  4. Bright-red Boss Room: the key holder enters first, consuming the key; the rest of the party follows.
  5. Rewards: finish the encounter, open your Silver Chest and collect its contents before leaving.

Layouts are randomized, so follow the room markers rather than a fixed sequence of turns. Yellow loot rooms contain Wooden Chests; these are distinct from the boss reward. The Dungeons reference explains the room colors and entry rules.

Normal Slime Garden: Boss and Chest Rewards

The Slime Garden record lists Angeling alongside Slime and Slip in the Normal boss room. Its Hard and Extreme monster tables contain incomplete entries, so the Normal list should not be treated as a verified list for every difficulty.

Guaranteed in the Normal chest

The published reward table lists 1 Grassy Dungeon Essence and 1 Generic Dungeon Essence. These are chest rewards, separate from Shepherd's quest turn-in.

Possible additional rewards

The same table lists items such as Red Aura, Energetic Soul and several Gems as possible rewards. They are not guaranteed, and no drop percentages are asserted here.

Before starting the boss waves, let the party gather and agree on who needs to recover resources. The August 31 update added a fixed Boss HP bar at the top of the screen. Watch the encounter rather than assuming a launch video has the current timing.

We have not verified Angeling's Slime Garden attack sequence, damage or phase timings. Same-name monsters in other modes are not sufficient evidence for a precise dodge guide. The instructions above cover the route and reward flow, not a tested boss strategy.

Death, Respawns and Re-entry

The wiki describes returning to the blue entrance after a dungeon respawn. After the available respawns are exhausted, the next death sends the player back to Spawn and prevents rejoining that instance.

The August 30 Dungeons revision records three respawns per player; the Beginner Guide and an older indexed Dungeons version describe three shared by the party. We have not resolved this in the client. Keep track of deaths and confirm the current rule in the game before planning around extra lives. The exact rule and Hardcore consequences need in-game confirmation.

Plains Dungeon

The newer Dungeons overview places the crystal on a safe platform above Plains 3. This supersedes an older Plains-specific page that names Plains 4. Confirm the entrance on the current map before assembling the party.

Cave Trial

The wiki route leads to Deep Cave 5 via the Ferryman in Cave 3, with a recorded fare of 5,000 Soul Crystals each way. Check the NPC's current price and arrange a return route before travelling.

What to Do With Your Rewards

The Dungeons reference sends players to the merchant near the entrance for dungeon-specific essences and to Mysterious Man in Spawn for Generic Dungeon Essence. Check the offered item and cost before exchanging.

Trading is not automatically available to a first-run character. The August 28 developer patch requires level 25 plus the Shepherd's Outskirts, Shepherd's Plains and Gevil's Beach questlines, with a Kmitty Pass exemption. Check that restriction before relying on selling drops to other players or passing them to a friend. Keep materials required by your next skill upgrade.

A Checklist Before the Leader Spends a Pass

  • Confirm everyone is on the entrance map and meets the selected difficulty's requirements.
  • Read the pass's Echoes, check supplies and agree on a difficulty the group can attempt.
  • Activate your skills and practise a short starting loadout before entering.
  • Participate in the fights. Since the September 4 update, party EXP follows actual combat contribution, includes healing/support and gives AFK players no EXP. A high-level partner is not a passive leveling route.
  • Keep track of deaths during the run and collect your reward before exiting.

Sources and Version Notes

Reviewed September 10, 2026. Wiki facts came from available indexed official-wiki records, including the August 30 Dungeons revision and the August 10 Slime Garden entry; direct live-wiki access was unavailable. Developer announcements were checked separately. No gameplay run, screenshot capture or drop-rate trial was performed.