Biomes

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

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. 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.

See Biomes Table for condensed view.

First Stage: The Prisoners' Quarters
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 * Runes Needed to Access: None.
 * Enemy Tier: 1
 * Gear Level: 1
 * Scrolls: 2 Power.
 * Enemies: Zombies, Shield Bearers, Grenadiers, Undead Archers; Knife Throwers (1 BSC, replaces Undead Archers), Bombers (2 BSC, replaces Knife Throwers), Inquisitors (2+ BSC), Rampagers (3+ BSC, replaces Bombers).
 * Exits: Promenade of the Condemned, Toxic Sewers
 * Boss Cell doors:
 * 1+ cell: Cavern Key door. It's the big red door right after you get your starting gear. The Cavern Key is in there, and you'll need the Homunculus Rune to get it.

The Promenade of the Condemned
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 * Runes Needed to Access: None.
 * Enemy Tier: 3
 * Gear Level: 2
 * Scrolls: 1 Power, 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Grenadiers, Runners, Bats, Protectors, Bombardiers (3+ BSC, replace Grenadiers), Kamikazes (1+ BSC);
 * Exits: Ramparts, Prison Depths (Spider Rune needed), Ossuary (Teleportation Rune needed)
 * Timed Door: 2 minutes (Assault Shield blueprint)
 * Traps: Spikes, spiked balls
 * Boss Cell doors:
 * 1 Cell - Weapon/Skill shop;
 * 2 Cells - Cell container;
 * 3 Cells - Treasure chest;
 * 4 Cells - Treasure chest.
 * Runes Found: Vine Rune

The Toxic Sewers
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 * Runes Needed to Access: Vine Rune
 * Enemy Tier: 3-5
 * Gear Level: 2
 * Scrolls: 1 Power, 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Scorpions, Disgusting Worms, Undead Archers; Grenadiers (only while 1+ BSC are active); Bombardiers (only while 4 BSC are active, replace Grenadiers), Purulent Zombie (Sewers) (only while 4 BSC are active, replace Zombies).
 * Exits: Ramparts, Corrupted Prison (Spider Rune needed), Ancient Sewers (Ram Rune needed)
 * Timed Door: 2 minutes (Frenzy blueprint)
 * Traps: Poisoned water.
 * Cell doors:
 * 1 cell - Treasure chest;
 * Runes Found: Teleportation Rune

Prison Depths
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 * Runes Needed to Access: Spider Rune
 * Enemy Tier: 5-11
 * Gear Level: 3
 * Scrolls: 1 Power (contained in a Cursed Chest)
 * Enemies: Zombies, Slashers, Masker, Hammers, Kamikazes, Lacerator, Corpse Biters (spawned by Hammer)
 * Exit: Ossuary, Ancient Sewers (1+ BSC)
 * Traps: Spiked balls, spikes, and some slowing water.
 * Boss Cell doors:
 * 1 cell - Ancient Sewers exit.

Can only be accessed via the Promenade of the Condemned and acts as a optional stage between the second and third stages.

Corrupted Prison



 * Runes Needed to Access: Spider Rune
 * Enemy Tier: 5-11
 * Gear Level: 3
 * Scrolls: 1 Power (contained in a Cursed Chest)
 * Enemies: Slammers, Shockers, Bats, Grenadiers, Undead Archers, Zombies; Protectors (1+ BSC, replaces Shockers), Inquisitors (3+ BSC, replaces Undead Archers), Dark Trackers (2-3 BSC, replaces Zombies), Bombers (4+ BSC)
 * Exit: Ancient Sewers, Ramparts (1+ BSC)
 * Traps: ???
 * Boss Cell doors:
 * 1 cell - Ramparts exit

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

The Ramparts
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 * Entrances: Toxic Sewers, Promenade of the Condemned, Corrupted Prison (1+ BSC)
 * Enemy Tier: 6-8
 * Gear Level: 3
 * Scrolls: 3 Power, 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Undead Archers, Flying Biters, Inquisitors, Sweepers, Shield Bearers; Undead Archers stop appearing (1+ BSC), Dark Trackers (2+ BSC, replaces Zombies), Rampagers (3+ BSC, replaces Shield Bearers).
 * Exit: Black Bridge; Insufferable Crypt (only while 3 BSC are active)
 * Timed Door: 8 minutes
 * Traps: Gaps between towers, water
 * Cell doors:
 * 2 Cells - Food shop;
 * 3 Cells - Exit to The Insufferable Crypt;
 * 3 Cells - Treasure chest;
 * 4 Cells - Treasure chest.

Ancient Sewers
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 * Entrances: Toxic Sewers (Ram Rune needed), Corrupted Prison, Prison Depths (1+ BSC)
 * Enemy Tier: 7-10
 * Gear Level: 3
 * Scrolls: 3 Power, 2 Dual-Stat, 3 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Purulent Zombies (Sewers), Corpse Worms (spawned by Purulent Zombies (Sewers)), Shield Bearers (rare), Flying Biters, Scorpions, Disgusting Worms, Kamikazes, Spikers (with 1+ BSC, Kamikazes spawn in packs of 2-3).
 * Exit: Insufferable Crypt
 * Traps: Poisoned water, spiked balls, spikes.
 * Boss Cell doors:
 * 1 cell - Treasure chest;
 * 2 cells - Treasure chest;
 * 3 cells - Treasure chest;
 * 4 cells - Chained items.

Ossuary
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 * Enemy Tier: 8-10
 * Gear Level: 4
 * Scrolls: 2 Power, 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Shield Bearers, Slashers, Shockers, Lacerators, Thornies, Spawners, Corpse Juice (spawned from Spawners); Dark Trackers, reduced Zombie spawns (only while 1+ BSC are active).
 * Exits: Black Bridge
 * Timed Door: 8 minutes (Marksman's Bow Blueprint)
 * Runes: Ram Rune
 * Cell doors:
 * 1 cell - Food shop;
 * 2 cell - Cursed chest;
 * 4 cell - Treasure chest.

The Black Bridge
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 * Entrances: Ossuary, Ramparts
 * Enemies: The Concierge (boss)
 * Enemy Tier: 11
 * Gear Level: 3
 * Scrolls: 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Exit: Stilt Village or Slumbering Sanctuary
 * Timed Door (after the fight): 15 minutes (Root Grenade blueprint)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Runes Found: Challenger Rune

Insufferable Crypt
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 * Entrances: Ramparts (3+ BSC), Ancient Sewers
 * Enemies: Conjunctivius (boss), Tentacles
 * Enemy Tier: 11
 * Gear Level: 3
 * Scrolls: 3 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: Slumbering Sanctuary, Graveyard

Stilt Village
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 * Entrances: Black Bridge
 * Enemy Tier: 11-13
 * Gear Level: 4
 * Scrolls: 3 Power, 1 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Purulent Zombies (Sewers), Corpse Worms (spawned from Purulent Zombies (Sewers)), Weaver Worms (spawns from worm eggs), Pirate Captains, Kamikazes, Zombies; Maskers (only while 1+ BSC are active); Inquisitors, no more Zombie spawns (only while 2+ BSC are active); Runners (only while 4 BSC are active)
 * Exit: Clock Tower, Forgotten Sepulcher (Teleportation Rune required)
 * Cell Doors:
 * 1 cell - Treasure chest;
 * 2 cells - Treasure chest;
 * 3 cells - Treasure chest.

Graveyard
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 * Entrances: Insufferable Crypt (Spider Rune)
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls: 2 Power (+1 in a guaranteed Cursed Chest), 1 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Purulent Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Flies (Purulent), Maskers, Slashers (rare); Protectors, Kamikazes appear in packs of 2-3 (1+ BSC); Cannibals (4 BSC).
 * Exit: Forgotten Sepulcher, Cavern (Cavern Key needed)
 * Timed Door: 19 minutes, 30 seconds
 * Traps: Spikes, spiked balls, and water.
 * Cell Doors:
 * 1 cell - Chained items;
 * 2 cells - Food shop;
 * 3 cells - Cells container;
 * 4 cells - Chained items.

Slumbering Sanctuary
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 * Entrances: Black Bridge (Spider Rune), Insufferable Crypt
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls: 2 Power (+1 in a guaranteed Cursed Chest), 1 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Maskers, Casters; Cannibals (only while 4 BSC are active).
 * After activating AT switch: Grenadiers, Inquisitors, Protectors (already spawned), Kamikazes (already spawned), Golems (3+ BSC, Kamikazes spawn in packs of 2-3 rather than singly); Bombardiers (2+ BSC, replace Grenadiers).
 * Exit: Clock Tower, Forgotten Sepulcher
 * Traps: Spikes, spiked balls
 * Cell Doors:
 * 1 cell - Treasure chest;
 * 2 cells - Chained items;
 * 2 cells - Cavern exit;
 * 3 cells - Treasure chest.
 * Runes: Spider Rune

Forgotten Sepulcher
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 * Entrances: Stilt Village (Teleportation Rune required), Slumbering Sanctuary, Graveyard.
 * Enemy Tier: 15-17
 * Gear Level: 5
 * Scrolls: 3 Power, 2 Dual-Stat, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Enemies: Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers (3+ BSC, Kamikazes spawn in packs of 2-3), Shield Bearers (1+ BSC), Inquisitors appear more often (4 BSC).
 * Exit: Clock Room, Guardian's Haven (2 BSC, 1+ Giant kill required)
 * Timed Door: 26 minutes
 * Traps: Spikes, breaking lamps
 * Cell Doors:
 * 1 cell - Treasure chest;
 * 2 cells - Chained items;
 * 3 cells - Cursed chest;
 * 4 cells - Chained items.

Clock Tower
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 * Entrances: Stilt Village, Slumbering Sanctuary.
 * Enemy Tier: 16-18
 * Gear Level: 5
 * Scrolls: 4 Power, 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * 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;
 * 3 cells - Treasure chest;
 * Keys:
 * Clockmaker's Key: Required to leave. It's in one of the four towers.
 * Bell Tower Key: Look for the 4 Bells and hit them once from low to high pitch. You get the Punishment blueprint from this.

Cavern
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 * Entrances: Graveyard (Cavern Key needed for the first time, always unlocked after that) and Slumbering Sanctuary (2 BSC + 1 Giant kill required)
 * Enemy Tier: 14-18
 * Gear Level: 7
 * Scrolls: 4 Power, 2 Dual-Stat, 4 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
 * Enemies: Ground Shakers, Inquisitors, Arbiters, Demons, Lacerators, Slammers


 * 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 - Chained items;
 * 4 cells - Treasure chest;
 * 4 cells - Festive outfit.
 * Garland Key: 4 BSC required. Look for a vine passage in the ceiling, often near a shop.

Clock Room
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 * Entrances: Clock Tower, Forgotten Sepulcher
 * Enemies: The Time Keeper
 * Enemy Tier: 21 (the Time Keeper's Brutality and Survival tiers are set to 17)
 * Gear Level: 5
 * Scrolls: 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: High Peak Castle

Guardian's Haven
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 * Entrances:
 * Enemies: The Giant
 * Enemy Tier: 21 (0 BSC), 44 (5 BSC)
 * Gear Level: 7
 * Scrolls: 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: High Peak Castle, Throne Room (choosing this exit grants you 2 Scrolls of Power).

Sixth Stage: High Peak Castle
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 * Entrances: Clock Room, Guardian's Haven.
 * Enemy Tier: 22-24
 * Gear Level: 6
 * Scrolls: 2 Power, 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Guardian Knights, Lancers, Catchers, Inquisitors.
 * Exit: Throne Room
 * Traps: Spikes and spiked balls

Final Boss: Throne Room
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 * Entrances: High Peak Castle, Guardian's Haven
 * Enemies: The Hand of the King
 * Mobs summoned by The Hand of the King (2/5 will be Elites): Zombie, Inquisitor, Grenadier, Lacerator, Scorpion, Disgusting Worm, Cleaver. Slasher
 * Enemy Tier: 26
 * Exit:
 * Fountain. This signifies the end of your run.
 * Spoiler Level: Astrolab (5 BSC required)

Spoiler Stage: Astrolab (5BC required)
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 * Enemy Tier: 44
 * Gear Level: 10
 * Scrolls: 2 Dual-Stat
 * Enemies: Bombers, Defenders, Failed Experiments, Magistrates of Death, Slammers
 * Exit: Observatory
 * Traps: Electric field, projectiles, spikes, pits, lava

Spoiler Boss: Observatory
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 * Enemies: The Collector
 * Mobs summoned by The Collector: Grenadier, Lancer, Runner, Undead Archer, Cleaver
 * Enemy Tier: 47
 * Exit: None. After this, your run is over.

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.