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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

Prisoners' Quarters.png
Details

Second Stage

Promenade of the Condemned

Promenade of the Condemned.png
Details

Toxic Sewers

Toxic Sewers.png
Details

Dilapidated ArboretumTBS

Dilapidated Arboretum.png
Details

Optional Stages

Prison Depths

Prison Depths.png
Details

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

Corrupted Prison

Corrupted Prison.png
Details

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

Third Stage

Ramparts

Ramparts.png
Details

Ancient Sewers

Ancient Sewers.png
Details

Ossuary

Ossuary.png
Details

Morass of the BanishedTBS

Morass of the Banished.png
Details

First Boss

Black Bridge

Black Bridge.png
Details

Insufferable Crypt

Insufferable Crypt.png
Details

NestTBS

Nest.png
Details

Fourth Stage

Stilt Village

Stilt Village.png
Details

Slumbering Sanctuary

Slumbering Sanctuary.png
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Graveyard

Graveyard.png
Details

Fractured ShrinesFF

Fractured Shrines.png
Details

Fifth Stage

Clock Tower

Clock Tower.png
Details

Forgotten Sepulcher

Forgotten Sepulcher.png
Details

CavernRotG

Cavern.png
Details

Undying ShoresFF

Undying Shores.png
Details

Second Boss

Clock Room

Clock Room.png
Details

Guardian's HavenRotG

Guardian's Haven.png
Details

MausoleumFF

Mausoleum.png
Details

Sixth Stage

High Peak Castle

High Peak Castle.png
Details

Derelict Distillery

Derelict Distillery.png
Details

Final Boss

Throne Room

Throne Room.png
Details

Seventh Stage

True Final Boss

Unused Stages

Repository of the Architects

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.png Architect's Key.

Pier

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 the 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

Navigation wiki

GearBiomes (Map) • EnemiesBossesMutationsRunesMechanicsCustom Mode
NPCsPickupsObjectsOutfitsBoss Stem CellsMalaiseCurseShopsSoundtracksUpgrades
Challenge RiftDaily RunLoreStatsModifiersStatus EffectsAchievementsAlpha Branch

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