Biomes

Biomes are the different areas within Dead Cells which players must progress through. There are currently twenty-five 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.

Black Bridge
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 * Entrances: Ossuary, Ramparts
 * Enemies: The Concierge
 * Enemy Tier: 13
 * Gear Level: 3
 * Scrolls: 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Exits: Stilt Village, Fractured Shrines
 * Slumbering Sanctuary
 * Timed Door (after the fight): 15 minutes ( blueprint)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Runes:

Insufferable Crypt
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 * Entrances: Ancient Sewers, Ramparts (3+ BSC)
 * Enemies: Conjunctivius, Conjunctivius's Tentacles
 * Enemy Tier: 11
 * Gear Level: 3
 * Scrolls: 3 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
 * Timed Door (after the fight): 19:30 minutes (only if going to the Graveyard)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exits: Slumbering Sanctuary
 * Graveyard
 * Hazards: Spikes

Nest
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 * Entrances: Morass of the Banished
 * Enemies: Mama Tick
 * Enemy Tier: 12
 * Gear Level: 3
 * Scrolls: 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Timed Door (after the fight): 15 minutes
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exits: Stilt Village, Fractured Shrines
 * Graveyard

Stilt Village
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 * Entrances: Black Bridge, Nest
 * Enemy Tier: 14 - 18
 * Gear Level: 4
 * Scrolls: 3 Power, 1 extra power (3+ BSC), 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, Pirate Captains, Zombies, Kamikazes, Weirded Warriors
 * BSCI Icon.png Demolishers
 * BSCII Icon.png Bombers
 * BSCIII Icon.png Rampagers (Replaces Zombies)
 * BSCIV Icon.png Failed Experiments
 * Exit: Clock Tower, Undying Shores (requires reaching the Undying Shores from the Fractured Shrines with the Cultist_Outfit_Icon.png Cultist Outfit at least once)
 * Forgotten Sepulcher
 * Cell Doors:
 * BSCI Icon.png Treasure chest
 * BSCII Icon.png Treasure chest
 * BSCIII Icon.png Treasure chest
 * Keys:
 * : 2 keys can be found in 2 key rooms in the biome, which lead to exits to Forgotten Sepulcher, Undying Shores or the Clock Tower, or blueprint of.

Slumbering Sanctuary
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 * Entrances: Black Bridge ( required), Insufferable Crypt
 * Enemy Tier: 15 - 20
 * Gear Level: 4
 * Scrolls: 2 Power (+1 in a guaranteed Cursed chest), 1 extra power (3+ BSC), 1 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Maskers, Casters
 * BSCIV Icon.png Cannibals
 * After activating AT switch: Grenadiers, Inquisitors, Protectors, Kamikazes, Golems, Oven Knights, Dancers
 * BSCII Icon.png Bombardiers (Replaces Grenadiers)
 * BSCIII Icon.png Rampagers
 * BSCIV Icon.png Demons (Replaces Inquisitors)
 * Exits: Clock Tower and Forgotten Sepulcher
 * BSCII Icon.png Cavern (The Giant has to have been killed at least once)
 * Timed Door: 26 minutes
 * Hazards: Spikes, spiked flails, sawblades
 * Cell Doors:
 * BSCI Icon.png Treasure chest
 * BSCII Icon.png Chained items, Cavern exit
 * BSCIII Icon.png Treasure chest
 * Runes:

Graveyard
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 * Entrances: Insufferable Crypt, Nest
 * required for all entrances.
 * Enemy Tier: 14 - 19
 * Gear Level: 4
 * Scrolls: 2 Power (+1 in a guaranteed Cursed chest), 1 extra power (3+ BSC), 1 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Purulent Zombies (Graveyard), Corpse Flies (spawned from Purulent Zombies (Graveyard)), Inquisitors, Catchers, Bats, Kamikazes, Maskers, Rancid Rats
 * BSCI Icon.png Protectors
 * BSCII Icon.png Bombers (Replaces Bats)
 * BSCIV Icon.png Cannibals
 * Exits: Forgotten Sepulcher, Cavern (requires the on first exit), Undying Shores
 * Timed Door: 19 minutes, 30 seconds
 * Hazards: Spikes, spiked flails
 * Cell Doors:
 * BSCI Icon.png Chained items
 * BSCII Icon.png Food shop
 * BSCIII Icon.png Cells vat
 * BSCIV Icon.png Chained items
 * Keys:
 * : Give access to the bottom half of the biome.
 * : Give access to blueprints of and Merchandise Categories. Hidden in a random Wall Secret.
 * : The second one. Hidden behind some foliage.

Fractured Shrines
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 * Entrances: Black Bridge, Nest
 * Enemy Tier: 12 - 16
 * Gear Level: 4
 * Scrolls: 1 Power (+1 in a guaranteed Cursed chest), 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Myopic Crows, Stone Wardens, Cold Blooded Guardians, Slashers, inquisitors, Zombies, Grenadiers, Undead Archers
 * BSCI Icon.png Shockers
 * BSCII Icon.png Bombardiers (Replaces Grenadiers)
 * BSCIII Icon.png Bombers (Replaces Zombies)
 * BSCIV Icon.png Catchers (Replaces Undead Archers)
 * Exits: Undying Shores (requires the Cultist_Outfit_Icon.png Cultist Outfit on first exit), Clock Tower
 * Forgotten Sepulcher (in the passage to the Clock Tower)
 * Hazards: Pits, rotating axe, swinging log, Myopic Crows
 * Cell Doors:
 * BSCI Icon.png Treasure chest
 * BSCII Icon.png Treasure chest
 * BSCIII Icon.png Treasure chest

Clock Tower
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 * Entrances: Stilt Village, Slumbering Sanctuary
 * Enemy Tier: 19 - 23
 * Gear Level: 5
 * Scrolls: 4 Power, 1 extra power (4+ BSC), 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Dark Trackers, Cannibals, Bombardiers, Undead Archers, Automatons
 * BSCII Icon.png Oven Knights
 * BSCIII Icon.png Rampagers
 * BSCIV Icon.png Demolishers (replace Undead Archers)
 * Exits: Clock Room
 * Hazards: Spikes, spiked flails
 * Cell Doors:
 * BSCI Icon.png Weapon/Skill shop
 * BSCII Icon.png Cell vat
 * BSCIII Icon.png Treasure chest
 * Keys:
 * : Gives access to the Clock Room. Located in one of the three or four towers.
 * : Gives access to blueprint of . Look for the 4 Bells and hit them once from low to high pitch.

Forgotten Sepulcher
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 * Entrances: Stilt Village ( required), Slumbering Sanctuary, Graveyard
 * Enemy Tier: 19 - 23
 * Gear Level: 5
 * Scrolls: 3 Power (+1 in a guaranteed Cursed chest), 1 extra power (4+ BSC), 2 Dual-Stat, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Enemies: Dark Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers, Corpulent Zombies
 * BSCI Icon.png Knife Throwers
 * BSCII Icon.png Shieldbearers, Weirded Warriors
 * BSCIV Icon.png Failed Experiments (Replaces Inquisitors)
 * Exits: Clock Room
 * BSCII Icon.png Guardian's Haven (The Giant has to have been killed at least once)
 * Timed Door: 26 minutes
 * Hazards: Spikes, darkness
 * Cell Doors:
 * BSCI Icon.png Treasure chest
 * BSCII Icon.png Chained items
 * BSCIII Icon.png Treasure chest
 * BSCIV Icon.png Chained items
 * Keys:
 * : There are 2 of them, each leading player further in the level.
 * : The third one. Hidden behind some foliage.
 * Runes:

Cavern
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 * Entrances: Graveyard ( required on first entry), Slumbering Sanctuary (2+ BSC and kill the Giant at least once)
 * Enemy Tier: 20 - 24
 * Gear Level: 7
 * Scrolls: 4 Power, 1 extra power (4+ BSC), 2 Dual-Stat, 4 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
 * Enemies: Ground Shakers, Inquisitors, Arbiters, Demons, Lacerators, Slammers, Skeletons
 * BSCII Icon.png Oven Knights
 * BSCIV Icon.png Failed Experiments (Replace Lacerators)
 * Exits: Guardian's Haven
 * Hazards: Pools of lava, lanterns, spikes, spiked flails, electric waves
 * Cell Doors:
 * BSCI Icon.png Treasure chest
 * BSCII Icon.png Treasure chest
 * BSCIII Icon.png Chained items
 * BSCIV Icon.png Festive_Outfit_Icon.png Festive Outfit
 * Keys
 * : Gives access to the 4 BSC door which contains the blueprint of Festive_Outfit_Icon.png Festive Outfit. Look for a vine passage in the ceiling, often near a shop.

Undying Shores
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 * Entrances: Fractured Shrines (Cultist_Outfit_Icon.png Cultist Outfit needs to be equipped on first entry), Stilt Village, and Graveyard.
 * The latter two entrances are available after the entrance in the Fractured Shrines has been unlocked.
 * Enemy Tier: 19 - 23
 * Gear Level: 6
 * Scrolls: 4 Power, 2 Dual-Stat, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Enemies: Apostates, Failed Homunculi, Compulsive Gravediggers, Clumsy Swordsmen, Dastardly Archers, Rancid Rats, Grenadiers, Bats
 * BSCI Icon.png Knife Throwers
 * BSCII Icon.png Slammers (Replace Bats)
 * BSCIV Icon.png Rampagers
 * BSCIV Icon.png Failed Experiments
 * Exits: Mausoleum
 * Hazards: Pits

Clock Room
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 * Entrances: Clock Tower, Forgotten Sepulcher
 * Enemies: The Time Keeper
 * Enemy Tier: 22
 * 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, Derelict Distillery (requires meeting the Hand of the King at least once)

Guardian's Haven
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 * Entrances: Cavern, Forgotten Sepulcher (2+ BSC and kill the Giant at least once)
 * Enemies: The Giant
 * Enemy Tier: 21
 * 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)
 * Hazards: Pools of lava

Mausoleum
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 * Entrances: Undying Shores, Cavern
 * Enemies: The Scarecrow
 * Enemy Tier: 22
 * Gear Level: 6
 * Scrolls: 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: High Peak Castle, Derelict Distillery
 * Hazards: Explosive mushrooms

High Peak Castle
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 * Entrances: Clock Room, Mausoleum, Guardian's Haven
 * Enemy Tier: 24 - 27
 * Gear Level: 6
 * Scrolls: 2 Power, 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Guardian Knights, Lancers, Undead Archers, Bombardiers, Royal Guards
 * BSCI Icon.png Knife Throwers (Replaces Undead Archers)
 * BSCII Icon.png Rampagers
 * BSCIV Icon.png Demons (Replaces Knife Throwers)
 * Exit: Throne Room
 * Hazards: Spikes, spiked flails
 * Doors:
 * Castle Key Doors: They are 6 doors of 3 different colors, 2 doors each. Each 2 doors lead to an extra section of the biome, which offers an Elite enemy fight and a Castle Key as reward.
 * Keys:
 * : 3 in total. 2 are required to access Throne Room, while the 3rd gives access to blueprint of and a Scroll of Power. Dropped by the three Elite enemies in each of the Castle Key doors.

Derelict Distillery
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 * Entrances: Clock Room, Mausoleum, and Guardian's Haven
 * Enemy Tier: 17 - 21
 * Gear Level: 6
 * Scrolls: 2 Power, 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Shieldbearers, Living Barrels, Infected Workers, Rancid Rats, Lacerators, Spawners, Corpse Juices (spawned from Spawners)
 * BSCI Icon.png Bombardiers, Demolishers
 * BSCII Icon.png Hammers, Sewer Flies (spawned from Hammers), Oven Knights (Replace Shieldbearers)
 * BSCIV Icon.png Failed Experiments
 * Exit: Throne Room
 * Hazards: Exploding barrels, Spikes
 * Doors: There is a locked door blocking the exit to the Throne Room requiring the Distillery Key.
 * Keys:
 * : Gives access to the Throne Room. Can be found behind a destructible wall, which can only be destroyed by deflecting a nearby exploding barrel or by using the.

Final Boss: Throne Room
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 * Entrances: High Peak Castle, Derelict Distillery, and Guardian's Haven
 * Enemy Tier: 27
 * 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
 * Perfect Door (after the fight): Flawless fight (Legendary item, if going to the seventh stage)
 * Exits: BCV Icon.png Seventh Stage
 * Hazards: Spikes
 * Runes:

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.

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.