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Biomes

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Biome Map.png
Interactive map

Biomes are the different areas within Dead Cells which players must progress through.[1] There are currently twenty-five biomes, with plans to add more.[2]

Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on adaptation rather than memorization, while maintaining each biome's distinct feel.[3] The order in which you'll encounter biomes, and the general location of their exits, are predetermined.

Excluding boss biomes, each biome always contains a shop and at least one treasure chest.

After exiting each biome, the player will enter the Collector's room. Here, they can turn in blueprints, spend cells, enter Timed and Perfect Doors if they met the requirements and replenish their health and health potions. Time spent in treasure chests, shops, lore rooms, and the Collector's room does not count towards Timed Doors. You will know if you are in one of these rooms if there is a [Pause] above the timer.

Note: scaling of enemy and trap stats with tiers operates somewhat differently compared to scaling of player damage and health with Stats - though damage and health initially scale exponentially using bases of 1.09 and 1.08, respectively, there are also additional factors in the code called "scale multipliers per tier" with values of 0.55 and 0.12 for damage and health, respectively. It is not yet known how these modify the exponential formulas to produce final enemy and trap stats.

You will also find in many Biomes a set of doors with up to five dotted circles on them, in random spread-out locations. These can only be unlocked once you have obtained the necessary number of Boss Stem Cells that are only obtained by doing a complete run, and unlock further challenges.

First Stage: Prisoners' Quarters[edit | edit source]

Prisoners' Quarters.png
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Second Stage[edit | edit source]

Promenade of the Condemned[edit | edit source]

Promenade of the Condemned.png
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Toxic Sewers[edit | edit source]

Toxic Sewers.png
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Dilapidated Arboretum (TBS)[edit | edit source]

Dilapidated Arboretum.png
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Optional Stages[edit | edit source]

Prison Depths[edit | edit source]

Prison Depths.png
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Can only be accessed via the Promenade of the Condemned and the Dilapidated Arboretum. This biome acts as an optional stage between the second and third stages.

Corrupted Prison[edit | edit source]

Corrupted Prison.png
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Can only be accessed via the Toxic Sewers. This biome acts as an optional stage between the second and third stages.

Third Stage[edit | edit source]

Ramparts[edit | edit source]

Ramparts.png
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Ancient Sewers[edit | edit source]

Ancient Sewers.png
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Ossuary[edit | edit source]

Ossuary.png
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Morass of the Banished (TBS)[edit | edit source]

Morass of the Banished.png
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First Boss[edit | edit source]

Black Bridge[edit | edit source]

Black Bridge.png
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Insufferable Crypt[edit | edit source]

Insufferable Crypt.png
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Nest (TBS)[edit | edit source]

Nest.png
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Fourth Stage[edit | edit source]

Stilt Village[edit | edit source]

Stilt Village.png
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Graveyard[edit | edit source]

Graveyard.png
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Slumbering Sanctuary[edit | edit source]

Slumbering Sanctuary.png
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Fifth Stage[edit | edit source]

Forgotten Sepulcher[edit | edit source]

Forgotten Sepulcher.png
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Clock Tower[edit | edit source]

Clock Tower.png
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Cavern[edit | edit source]

Cavern.png
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  • Exit: Guardian's Haven
  • Hazards: Pools of lava, lanterns, spikes, spiked flails, electric waves
  • Cell Doors:
    • 1 cell - Treasure chest
    • 2 cells - Treasure chest
    • 3 cells - Chained items
    • 4 cells - Festive outfit
  • Garland Key: Gives access to the 4 BSC door which contains the blueprint of Festive Outfit. Look for a vine passage in the ceiling, often near a shop.

Second Boss[edit | edit source]

Clock Room[edit | edit source]

Clock Room.png
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Guardian's Haven[edit | edit source]

Guardian's Haven.png
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Sixth Stage: High Peak Castle[edit | edit source]

High Peak Castle.png
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Final Boss: Throne Room[edit | edit source]

Throne Room.png
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Seventh Stage[edit | edit source]

True Final Boss[edit | edit source]

Scrapped Stages[edit | edit source]

Repository of the Architects[edit | edit source]

Technically inaccessible stage, entrance was behind the door that required 5 boss cells to open in the Graveyard. If accessed via modifying the boss cell counter with third-party tools, it could be seen that it had the same 'darkness' mechanic as the Forgotten Sepulcher. Only enemies present in the stage appeared to be Cannibals. The enemy tier appears to be absurdly high. The majority of the stage was locked behind a door that required a key (simply named "Key") to open, which can't be spawned even by third party modifiers

This stage is irrelevant to the Architect's Key.

Pier[edit | edit source]

An old ending point of a run that persisted until the 1.0 update came around. It would be accessed after defeating the final boss of the game, which at first was Conjunctivius, then The Time Keeper, and finally, The Hand of the King. It used to have a fisherman NPC right next to a boat, who would impale the Beheaded with a tentacle to let the player start a new run. Later that was changed to a "Work in Progress" sign and a tube, through which the Beheaded would crawl to go back to the Prisoners' Quarters.

References[edit | edit source]


Navigation wiki

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