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Biome Map

Biomes are the different areas within Dead Cells which players must progress through.[1] There are currently seventeen 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.

With the exclusion of the Black Bridge, the Insufferable Crypt, the Clock Room, the Guardian's Haven and the Throne Room, 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 near treasure chests and within shops and the Collector's room does not count towards Timed Doors.

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 four 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.


See Biomes Table for condensed view.

First Stage: The Prisoners' Quarters

The Prisoners' Quarters
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Second Stage

The Promenade of the Condemned

The Promenade of the Condemned
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The Toxic Sewers

The Toxic Sewers
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Third Stage

The Ramparts

The Ramparts
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Ancient Sewers

The Ancient Sewers
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Ossuary

The Ossuary
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Prison Depths

The Prison Depths
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First Boss

The Black Bridge

The Black Bridge
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Insufferable Crypt

The Insufferable Crypt
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Fourth Stage

Stilt Village

The Stilt Village
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Graveyard

The Graveyard
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Slumbering Sanctuary

The Slumbering Sanctuary
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Fifth Stage

Forgotten Sepulcher

The Forgotten Sepulcher
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Clock Tower

The Clock Tower
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  • Enemy Tier: 16-18
  • Gear Level: 5
  • Scrolls of Power: 2
  • Dual-Stat Scrolls: 3
  • Enemies: Dark Trackers, Cannibals, Bombardiers, Bats, Undead Archers (1+ BSC Dark Trackers spawn more frequently and in pairs).
  • Exit: Clock Room
  • Traps: Spikes, and spiked balls
  • Cell doors: 1 cell - Weapon/Skill Shop, 2 cells - Cell Container, Bell, 3 cells - Treasure Chest
  • Bell Tower Key: Look for the 4 Bells and hit them once from low to high pitch.

Cavern

Cavern
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  • Exit: Guardian's Haven
  • Traps: Lava, magnetic bombs, spikes, rotating spiked balls, electric fields
  • Cell doors: 1 cell - Treasure Chest; 2 cells - Treasure Chest; 3 cells - 2-choice item altar; 4 cells - cursed chest; Festive Outfit
  • Garland Key: Look for a vine passage in the ceiling, often near a shop.

Second Boss

Clock Room

The Clock Room
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Guardian's Haven

Haven
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Sixth Stage: High Peak Castle

High Peak Castle
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Third Boss: Throne Room

The Throne Room
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Seventh Stage: Astrolab

Astrolab
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Fourth Boss: Observatory

Observatory
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Scrapped biomes

Repository of the Architects

Technically inaccessible stage. The entrance was behind the door that required 5 boss cells to open in the Graveyard. Upon altering the number of inoculated boss cells and entering the stage 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, which were a lot stronger than usual. The majority of the stage was locked behind a door that required the 'Key' key to open.

The 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 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

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