Biomes

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

With the exclusion of The Black Bridge, the Insufferable Crypt, the Clock Room, and the Wharf, 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, 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.

See Biomes_Table for condensed view.

First Stage: The Prisoners' Quarters
"In the social hierarchy of the island there are the dogs, the rats, and just below them, the prisoners. The lucky prisoners had a window in their cells... They ended up choking on the ashes from the Ossuary."

A run-down stone dungeon. Moss grows on the bricks, and prison cells can be seen in the background, most of them with broken bars. Torches line the walls.

A glass chute in the ceiling is connected somewhere above. Beheaded prisoners can often be found here, either dropped from the chute above or executed on the spot. A giant skeleton sits in the back near the chute. Up on some ledges, behind the giant skeleton, is the blueprint for the Quick Bow, accessible through rolling (the secret does not generate on the first two runs of a save file). Large glass flasks containing unlocked items hang from chains in the next room over, and the Scribe can be found nearby, taunting the player about their failures and watching over the door to the Daily Run.

The player begins here in every run, with a bow, shield, and possibly weapon provided for them. Eventually, the bottles containing the player's unlocked items can be found here, as well as the aforementioned Scribe who will provide game stats and and the occasional quips.


 * Enemy Tier: 1
 * Gear Level: 1
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 0
 * Enemies: Zombies, Shield Bearers, Grenadiers, Undead Archers; Inquisitors (only while 1+ source cells are active, replace Undead Archers); Bombardiers (only while 4 source cells are active, replace Grenadiers).
 * Wandering Elite Chance: 0%
 * Elite Room Chance: 5%
 * Exits: The Promenade of the Condemned, The Toxic Sewers
 * Cell doors: none

The Promenade of the Condemned
A dormant forest cast in blue. The ground is flat, with wooden buildings built into the land, many of them leading deep below ground.

An Undead Archer elite can be found here who drops the Vine rune. He disappears after being defeated once.


 * Enemy Tier: 3
 * Gear Level: 2
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2
 * Enemies: Zombies, Grenadiers, Runners, Bats, Protectors, Bombardiers (only while 1+ source cells are active, replace Grenadiers), Kamikazes (only while 1+ source cells are active); Trackers (only while 4 source cells are active, replace Zombies).
 * Wandering Elite Chance: 50%
 * Elite Room Chance: 0%
 * Exits: The Ramparts, The Prison Depths, The Ossuary
 * Timed Door: 2 minutes (1 Scroll of Power, Assault Shield Blueprint)
 * Traps: Spiked balls, spikes, water.
 * Cell doors: 1 cell - weapon shop; 2 cells - cells ; 3 cells - chest; 4 cells - chest
 * Runes: Vine Rune

The Toxic Sewers
Vine rune required.

The sewer system beneath the prisons, with pipes that carry a sickly green sludge.

A Slasher elite can be found here who drops the Teleportation rune. He disappears after being defeated once.


 * Enemy Tier: 3-5
 * Gear Level: 2
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2 (Brutality/Survival) (Tactics/Survival)
 * Enemies: Zombies, Scorpions, Disgusting Worms, Undead Archers; Grenadiers (only while 1+ source cells are active); Bombardiers (only while 4 source cells are active, replace Grenadiers), Purulent Zombie (Sewers) (only while 4 source cells are active, replace Zombies).
 * Wandering Elite Chance: 70%
 * Elite Room Chance: 5%
 * Exits: The Ramparts, The Ancient Sewers
 * Timed Door: 2 minutes (1 Scroll of Power)
 * Traps: Poisoned water.
 * Cell doors: 1 cell - chest; 2 cells - cursed chest
 * Runes: Teleportation Rune

The Ramparts
"The Guards would perch themselves on the ramparts at the first sign of the Malaise...It didn't really help."

The castle's dilapidated towers. The sun is setting, casting the towers in a warm orange glow. Gaps separate the towers, promising a dangerous fall to the ground far below. Inside the towers are torture devices and cages.


 * Enemy Tier: 6-8
 * Gear Level: 3
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 2
 * Enemies: Zombies, Undead Archers, Flying Biters, Inquisitors, Shield Bearers; Slashers (only while 1+ source cells are active); Cannibals (only while 4 source cells are active, replace Slashers), Zombies and Undead Archers stop to appear (only while 4 source cells are active).
 * Wandering Elite Chance: 60%
 * Elite Room Chance: 0%
 * Exit: The Black Bridge; The Insufferable Crypt (only while 3 source cells are active)
 * Timed Door: 8 minutes (1 Scrolls of Power)
 * Traps: Gaps between towers.
 * Cell doors: 2 cells - food shop; 3 cells - exit to The Insufferable Crypt, cursed chest; 4 cells - cursed chest

The Ancient Sewers
Ram's rune required.

Similar to the Toxic Sewers.


 * Enemy Tier: 7-10
 * Gear Level: 3
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1 (Brutality/Survival)
 * Enemies: Zombies, Purulent Zombies (Sewers), Corpse Worms (spawned by Purulent Zombies (Sewers)), Shield Bearers (rare), Flying Biters, Scorpions, Disgusting Worms, Kamikazes, Spikers (if 1+ source cells are active, Kamikazes spawn in packs of 2-3 rather than singly).
 * Wandering Elite Chance: 10%
 * Elite Room Chance: 100%
 * Exit: The Insufferable Crypt
 * Traps: Poisoned water, spiked balls, spikes.
 * Cell doors: 2 cells - Cursed Chest; 4 cells

The Ossuary
Teleportation rune required if from Promenade of the Condemned.

A red haze hangs over these chambers. Red sparks float up from below. Through holes in the walls, one can see enormous piles of bones outside, as far as the eye can see. More piles of bones litter the floor of the Ossuary itself, and deformed bodies and headless corpses hang from the walls and ceiling.

A Slasher elite can be found here who drops the Belier's rune. He disappears after being defeated once.
 * Enemy Tier: 8-10
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1
 * Enemies: Zombies, Shield Bearers, Slashers, Shockers, Lacerators, Thornies, Spawners, Corpse Juice (spawned from Spawners); Dark Trackers, reduced Zombie spawns (only while 1+ source cells are active).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exits: The Black Bridge
 * Timed Door: 8 minutes (1 Scroll of Power, Marksman's Bow Blueprint)
 * Runes: Ram's Rune

The Prison Depths
Spider's rune required. Technically neither a second nor third stage due to being situated between Promenade of the Condemned, a second stage, and Ossuary, a third stage.

Another underground dungeon. There is a metal door that can be unlocked with gold for a large amount of cells.


 * Enemy Tier: 7-9
 * Gear Level: 3
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 0
 * Enemies: Zombies, Thornies, Slashers, Foggers, Hammers, Kamikazes, Lacerator, Corpse Biters (spawned by Hammer); Lancers (only while 4 source cells are active, replace Undead Archers).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exit: The Ossuary
 * Traps: Spiked balls, spikes, and some slowing water.

The Black Bridge
"Getting past the prison walls was a major achievement. Crossing the bridge was nothing short of a miracle."

A long stone bridge rising out of the water. A giant raised gate is in the background behind three ships, with a full moon shining through from outside. As the player enters, two barriers raise up and lock the player in.


 * Enemies: The Concierge
 * Enemy Tier: 11
 * Exit: Stilt Village, Slumbering Sanctuary
 * Timed Door: 15 minutes, seconds (post-stage passage)
 * Runes: Challenger Rune

The Insufferable Crypt
Can be accessed via the Ancient Sewers or the Ramparts (via the Ramparts only if you have 3 boss cells activated).

The Crypt is a large room with a hallway on either side. There are four platforms: one near the ground in the middle of the room, two higher up on either side, and a fourth in the middle near the ceiling.
 * Enemies: Conjunctivius
 * Enemy Tier: 11
 * Exit: Slumbering Sanctuary, Graveyard

The Stilt Village
Also known as the Fog Fjord, the Stilt Village lies upon a lagoon. A boardwalk connects the tall houses together. Anchors, barrels, and nets litter the ground. The player can enter and exit the shanties through doors in their sides, which will load another screen. The sky is a teal blue.


 * Enemy Tier: 11-13
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1
 * Enemies: Purulent Zombies (Sewers) (can also spawn from worm eggs), Corpse Worms (spawned from Purulent Zombies (Sewers)), Weaver Worms (spawns from worm eggs), Pirate Captains, Kamikazes, Zombies; Maskers (only while 1+ source cells are active); Inquisitors, no more Zombie spawns (only while 2+ source cells are active); Runners (only while 4 source cells are active)
 * Wandering Elite Chance: 75%
 * Elite Room Chance: 0%
 * Exit: The Clock Tower, Forgotten Sepulcher
 * Timed Door: 17 minutes (1 Scroll of Power)

The Graveyard
Spider's rune required.

Within the graveyard are doors to buildings, which will load another screen. At the end of each building, you can find a stone that takes you back to the door. Within one of these buildings is the crypt key, which opens a locked door at the beginning.
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 3
 * Enemies: Purulent Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Biters, Maskers, Slashers (rare); Protectors, Kamikazes appear in packs of 2-3 rather than singly (only while 1+ source cells are active); Cannibals (only while 4 source cells are active).
 * Wandering Elite Chance: 0%
 * Elite Room Chance: 0%
 * Exit: Forgotten Sepulchre, The Cavern, Repository of the Architects
 * Timed Door: 19 minutes, 30 seconds (2 Scrolls of Power)
 * Traps: Spikes, spiked balls, and water.
 * Cell doors: 1 cell - chained items; 2 cells - cells; 3 cells - cells; 4 cells - chained items

The Slumbering Sanctuary
Spider's rune required if from Black Bridge.

An old sanctuary with blue color theme and some enemies, along with blocked yellow doors. You can find and activate the AT (Ancient Temple) Switch, which open all the yellow doors that leads to the outside portion of the level, and also changing sanctuary's color theme to orange. Most statues you encounter will be pure decorative until activating AT switch, which after that will glow yellow then come alive starting to fight you if you get close to them.

A Caster elite with the Spider's rune can be found here. He disappears after being defeated once.
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1 (Brutality/Survival)
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Foggers, Casters; Cannibals (only while 4 source cells are active).
 * After activating AT switch: Grenadiers, Inquisitors, Protectors (already spawned), Kamikazes (already spawned), Golems (if 3+ source cells are active, Kamikazes spawn in packs of 2-3 rather than singly); Bombardiers (only while 2+ source cells are active, replace Grenadiers).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exit: The Clock Tower, Forgotten Sepulchre
 * Traps: Spikes, spiked balls, and unstable platforms
 * Cell doors: 1 cell - cursed chest, 2 cell - food seller
 * Runes: The Spider's Rune

The Forgotten Sepulcher
Teleportation rune required if from Stilt Village.

A dark underground, with lamps throughout the level. The darkness creeps closer and starts to eat away at the players health after not having been close to a light source for a short while.
 * Enemy Tier: 15-17
 * Gear Level: 5
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 2
 * Enemies: Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers (if 3+ source cells are active, Kamikazes spawn in packs of 2-3 rather than singly); Shield Bearers (only while 1+ source cells are active); Inquisitors appear more often (only while 4 source cells are active).
 * Wandering Elite Chance: 50%
 * Elite Room Chance: 50%
 * Exit: Clock Room
 * Timed Door: 26 minutes (2 Scrolls of Power)
 * Traps: Spikes, breaking lamps
 * Cell doors: 1 cell - cursed chest; 2 cells - chained items; 3 cells - cursed chest; 4 cells - chained items

The Clock Tower
"The Time Keeper hasn't been seen for a long time. Or else very recently...Uh, wait a minute...When is now?"

Available after finding the key in one of the upper rooms of the Stilt Village. It expands only upwards with an occasional branch to the side.
 * Enemy Tier: 16-18
 * Gear Level: 5
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 3
 * Enemies: Trackers, Cannibals, Bombardiers, Bats, Undead Archers (if 1+ source cells are active, The Trackers spawn more frequently and in pairs rather than one at a time).
 * Wandering Elite Chance: 100%
 * Elite Room Chance: 40%
 * Exit: Clock Room
 * Traps: Spikes, and spiked balls
 * Cell doors: 1 cell - Weapon Seller, 2 cells - cells, Bell, 3 cells - chest
 * Bell Tower Key: Look for the 4 Bells and hit them once from low to high pitch.

Cavern
Unfinished stage. Its biome data has not been implemented yet, however graphical assets exist in game.
 * Enemy Tier: 13
 * Gear Level: 7
 * Exit: The Guardian's Haven (speculative)

Repository of the Architects
Technically inaccessible stage. The entrance is behind the door that requires 5 boss cells to open. Upon altering the number of inoculated boss cells and entering the stage it can be seen that it has the same 'darkness' mechanic as the Forgotten Sepulchre. Only enemies present in the stage appear to be Cannibals, which are lot stronger than usual. The majority of the stage is locked behind the door that requires the 'Key' key to open.

The Clock Room
"It's in this room the the Time K... No, it was in this room that...No, in this room the Time Keeper will... Hold on, where were we when?"

The top of the Clock Tower, consisting of a path to the room which looks on at a giant clock from the inside. The Time Keeper, also known as The Assassin, is awaiting for you inside.

The arena consists of just an empty room with a rotating clock in the background.
 * Enemies: The Time Keeper
 * Enemy Tier: 21 (the Assassin's Brutality and Survival tiers are set to 17)
 * Exit: Castle

The Guardian's Retreat
In-game assets suggest that another second boss called the Guardian is currently in development which would dwell in a place called the The Guardian's Retreat. The Guardian's Scroll may be related to this boss, similarly to how the Assassin's Scroll may be related to its namesake boss.

Sixth Stage: The High Peak Castle
See main article for more information.

Last hurdle before the current final boss, the Castle is a magnificent building set on a linear flow, where the player must traverse its halls filled with statues, banners and paintings to collect the keys from the Elites found in three specific areas to open the gates to the Throne Room. The Elites will always be a Slasher, two Trackers (fought at the same time) and a Thorny. At the start of the area the player is greeted by a gigantic statue of what is probably the King of the island. The various rooms containing the Elites with the keys are engulfed respectively in a red, green and blue light, and have props already seen in the Ossuary, the Promenade of the Condemned and the Slumbering Sanctuary

Only two keys are required to get to the Throne Room, the third key will lead to a room that contains a Scroll of Power, two randomly generated items and the Blueprint of the Boomerang, that requires the Spider Rune and a very tight parkour over spikes to get to (however it can be done without the Spider Rune, but an amulet with an Affix that grants multiple jumps is required). Alternatively, if you've unlocked it, the Homunculus Run can be used to grab it at very little risk.
 * Enemy Tier: 22-24
 * Gear Level: 6
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2
 * Enemies: Guardian Knights, Lancers, Catchers, Inquisitors.
 * Wandering Elite Chance: 60%
 * Elite Room Chance: 0%
 * Exit: Throne Room
 * Traps: Spikes and spiked balls

Third Boss: The Throne Room
The arena of the current final challenge of Dead Cells: originally just an empty room with the same assets as the Castle and one layer of platforms, in the Baguette Update alpha the place consists of a garden with an enormous tree with eyes embedded in its bark under a starlit night sky with an astronomical observatory in the background, in the foreground of the scene is a glowing lake. There is also a layer of platforms made out of floating ice. This biome is referred to in the Steam achievements as "Guardian's Haven".

Here the Hand of the King patiently awaits its next challenger
 * Enemies: The Hand of the King
 * Mobs summoned by The Hand of the King (1 or 2 will be Elites): Zombie, Inquisitor, Grenadier, Lacerator, Scorpion, Disgusting Worm, Cleaver. Slasher
 * Enemy Tier: 26
 * Exit: The Fountain

Trivia

 * As of the Baguette Update alpha, the paintings in the Castle depict the various NPC's of the game, such as the Tutorial Knight, the Collector and others:
 * There is a painting of a mariner with tentacles for limbs and one red glowing eye hidden under a hood. This character was an NPC, now removed, found in the Pier with the purpose of announcing the player that "your vessel hasn't docked yet" as to intend that there is currently no content after the Pier. He would've then proceeded to kill the player with one of the Watcher's tentacles, effectively counting the run as completed;
 * A painting of the island Dead Cells itself takes place on is present.
 * There are also many paintings with easter eggs and references to other games such as:
 * A parody of the famous painting The Scream;
 * A portrait of Alucard from Castlevania:Symphony of the Night;
 * A portrait of the main characters from Nier: Automata;
 * A picture of a bonfire with a curved sword embedded in it, clear reference to the bonfires from the Dark Souls franchise;
 * Landscape paintings of the Obsidian Woods and Magaari Ember Highlands, from the game Duelyst.
 * A landscape of a firewatch tower, in similar style to the game Firewatch.
 * The titular sword from the game Transistor.
 * A painting of a boy walking into a culvert/cave, from the Netflix series "Dark."
 * A painting of the Estate from the game Darkest Dungeon.
 * And a picture of Solaire of Astora, character also from Dark Souls, in his trademark pose "Praise the Sun!"
 * The fact that there are paintings of characters from the franchises of Castlevania and Dark Souls is probably a joke about Dead Cells being a metroidvania (game with the level design of Metroid and Castlevania) that shares a similiar combat system with Dark Souls