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.

First Stage: Prisoners' Quarters
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 * Enemy Tier: 1
 * Gear Level: 1
 * Scrolls: 2 Power
 * Enemies: Zombies, Shield Bearers, Grenadiers, Undead Archers, Guardian; Rancid Rat (1+ BSC) Knife Throwers (1 BSC, replaces Undead Archers), Bombers (2+ BSC, replaces Knife Throwers), Inquisitors (2+ BSC), Rampagers (3+ BSC), Failed Experiments (4+ BSC, replaces Zombies)
 * Exit: Promenade of the Condemned, Toxic Sewers (Vine Rune needed), Dilapidated Arboretum (Teleportation Rune needed)
 * Doors:
 * Cavern Key Door - The big door at the start of the biome. Contains the Cavern Key and Homunculus Rune is required to get it. (HotK must have been beaten at least once)
 * Keys:
 * Cavern Key: Gives access to the Cavern.
 * Dilapidated Arboretum Key: Gives access to the Dilapidated Arboretum. It’s near the exit to it.

Promenade of the Condemned
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 * Runes Needed to Access: None
 * Enemy Tier: 3
 * Gear Level: 2
 * Scrolls: 1 Power, 1 extra power (1+ BSC), 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Grenadiers, Runners, Bats, Protectors; Kamikazes (1+ BSC), Dark Trackers (2-3 BSC), Bombardiers (3+ BSC, replace Grenadiers), Failed Experiments (4+BSC)
 * Exit: Ramparts, Prison Depths (Spider Rune needed), Ossuary (Teleportation Rune needed), Morass of the Banished (Teleportation Rune needed)
 * Timed Door: 2 minutes (Assault Shield blueprint)
 * Hazards: Spikes, spiked flails
 * Boss Cell doors:
 * 1 Cell - Weapon/Skill shop
 * 2 Cells - Cell vat
 * 3 Cells - Treasure chest
 * 4 Cells - Treasure chest
 * Keys:
 * Gardener’s Key: There are 3 of them, give access to the blueprint of Explosive Crossbow; also give access to 3 Moonflower Keys when 3BC active.
 * Runes: Vine Rune

Toxic Sewers
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 * Runes Needed to Access: Vine Rune
 * Enemy Tier: 3-5
 * Gear Level: 2
 * Scrolls: 1 Power, 1 extra power (1+ BSC), 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Scorpions, Disgusting Worms, Undead Archers, Kamikazes, Rancid Rat, Grenadiers (1-3 BSC, replace Undead Archers), Buzzcutters (2+ BSC). Rampagers (3+BSC, replace Zombies) Purulent Zombie (Sewers) (4+ BSC, replace Grenadiers)
 * Exit: Ramparts, Corrupted Prison (Spider Rune needed), Ancient Sewers (Ram Rune needed)
 * Timed Door: 2 minutes (Frenzy blueprint)
 * Hazards: Toxic pools
 * Cell doors:
 * 1 cell - Treasure chest
 * Runes: Teleportation Rune

Dilapidated Arboretum (TBS)
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 * Runes Needed to Access: Teleportation Rune
 * Enemy Tier: Unknown
 * Gear Level: 2
 * Scrolls: 1 Power, 1 extra power (1+ BSC), 2 Dual-Stat, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
 * Enemies: Yeeters, Jerkshrooms, Thornies, Zombies, Bats; Impalers (1+BSC), Kamikazes (2+ BSC, replace Bats), Guardian (2+ BSC) Rampagers (3+ BSC, replace Zombies), Buzzcutters (4+ BSC)
 * Exit: Morass of the Banished, Prison Depths (Spider Rune needed), Ramparts
 * Timed Door: 2 minutes
 * Hazards: Spikes, carnivorous plants
 * Boss Cell doors:
 * 1 Cell - Weapon/Skill shop
 * 2 Cells - Cell vat
 * 3 Cells - Treasure chest
 * 4 Cells - Treasure chest

Prison Depths
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 * Entrances: Promenade of the Condemned, Dilapidated Arboretum
 * Runes Needed to Access: Spider Rune
 * Enemy Tier: 5-11
 * Gear Level: 3
 * Scrolls: 1 Power (contained in a Cursed Chest)
 * Enemies: Zombies, Undead Archers, Slashers, Masker, Hammers, Kamikazes, Lacerators, Sewer Flies (spawned by Hammer); Knife Throwers (1+BSC, replace Undead Archers), Rampagers (3+BSC, replace Zombies)
 * Exit: Ossuary, Morass of the Banished, Ancient Sewers (1+ BSC)
 * Hazards: Spikes, spiked flails
 * Boss Cell doors:
 * 1 cell - Ancient Sewers exit


 * Keys:
 * Iron Cells Key: Give access to 1 of 2 treasure rooms in the end of the biome, each room contains two chained items.

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

Corrupted Prison
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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: Slammers, Shockers, Bats, Grenadiers, Undead Archers, Zombies, Rancid Rat, Toxic Miasma; Protectors (1+ BSC, replaces Shockers), Weirded Warrior (2+ BSC), Dark Trackers (2-3 BSC, replaces Zombies), Inquisitors (3+ BSC, replaces Undead Archers), Bombers (4+ BSC, replaces Dark Trackers)
 * Exit: Ancient Sewers, Ramparts (1+ BSC)
 * Boss Cell doors:
 * 1 cell - Ramparts exit


 * Keys:
 * Iron Cells Key: Give access to 1 of 2 treasure rooms in the end of the biome, each room contains two chained items.

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

Ramparts
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 * Entrances: Toxic Sewers, Promenade of the Condemned, Dilapidated Arboretum, 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, Buzzcutters, Inquisitors, Sweepers, Shieldbearers, Guardian; Weirded Warrior (1+ BSC), Slashers (1-3 BSC), Dark Trackers (2+ BSC, replaces Zombies), Rampagers (3+ BSC, replaces Shieldbearers), Cannibals (4+BSC, replaces Slashers)
 * Exit: Black Bridge, Insufferable Crypt (3+ BSC)
 * Timed Door: 8 minutes
 * Hazards: Void
 * Cell doors:
 * 2 Cells - Food shop
 * 3 Cells - Treasure chest; Insufferable Crypt exit
 * 4 Cells - Treasure chest
 * Keys:
 * Moonflower Key: The first one. Hidden behind some foliage.
 * Runes: Customization Rune

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, Disgusting Worms, Kamikazes, Impalers, Sewer's Tentacle; Failed Experiments (4+BSC, replaces Zombies)
 * Exit: Insufferable Crypt
 * Hazards: Toxic pools, spikes, spiked flails
 * Boss Cell doors:
 * 1 cell - Treasure chest
 * 2 cells - Treasure chest
 * 3 cells - Treasure chest
 * 4 cells - Chained items
 * Keys:
 * Old Service Key: 3 in total, used to access 3 of the 6 rewards at the end of the biome. Dropped by enemies.

Ossuary
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 * Entrances: Promenade of the Condemned, Prison Depths
 * Enemy Tier: 8-10
 * Gear Level: 4
 * Scrolls: 2 Power (+1 in a guaranteed Cursed Chest), 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
 * Enemies: Zombies, Grenadiers, Slashers, Shockers, Thornies, Spawners, Corpse Juice (spawned from Spawners); Inquisitors (1+BSC), Bombers (2-3 BSC, replaces Grenadiers), Dark Trackers (3+ BSC, replaces Zombies), Bombardiers (4+BSC, replaces Bombers)
 * Exit: Black Bridge
 * Timed Door: 8 minutes (Marksman's Bow blueprint)
 * Cell doors:
 * 1 cell - Food shop
 * 2 cell - Treasure chest
 * Runes: Ram Rune

Morass of the Banished (TBS)
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 * Entrances: Dilapidated Arboretum, Prison Depths, Promenade of the Condemned
 * Runes Needed to Access: Teleportation Rune (if entering from Promenade of the Condemned)
 * Enemy Tier: Unknown
 * Gear Level: 3
 * Scrolls: 2 Power (+1 in a guaranteed Cursed Chest), 2 Dual-Stat, 2 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
 * Enemies: Banished, Blowgunners, Giant Ticks, Weaver Worms, Cleavers, Slashers; Dark Trackers (1-2 BSC), Rampagers (3+ BSC, replaces Dark Trackers), Maskers (4+BSC)
 * Exit: Nest
 * Boss Cell doors:
 * 2 Cells - Food shop

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

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 you go to the Graveyard)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: Slumbering Sanctuary, Graveyard (requires Spider Rune)
 * Hazards: Spikes

Nest (TBS)
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 * Entrances: Morass of the Banished
 * Enemies: Mama Tick
 * Enemy Tier: Unknown
 * 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)
 * Exit: Stilt Village, Graveyard (requires Spider Rune)

Stilt Village
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 * Entrances: Black Bridge, Nest
 * 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 Worm, Pirate Captains, Zombies, Kamikazes, Weirded Warrior; Knife Throwers (1+BSC), Bombers (2+BSC, replaces Zombies), Rampagers (3+ BSC), Failed Experiments (4+BSC)
 * Exit: Clock Tower, Forgotten Sepulcher (Teleportation Rune required)
 * Cell Doors:
 * 1 cell - Treasure chest
 * 2 cells - Treasure chest
 * 3 cells - Treasure chest
 * Keys:
 * Village Key: 2 keys can be found in 2 key rooms in the biome, which lead to exits to Forgotten Sepulcher or Ossuary, a mid-level obstacle, or blueprint of Parry Shield.

Graveyard
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 * Entrances: Insufferable Crypt (Spider Rune required), Nest (Spider Rune required)
 * 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), Corpse Flies (spawned from Purulent Zombies (Graveyard)), Inquisitors, Catchers, Bats, Kamikazes, Maskers, Slashers, Rancid Rat; Protectors (1+BSC), Bombers (2+BSC, replace Bats), Cannibals (4+BSC)
 * Exit: Forgotten Sepulcher, Cavern (Cavern Key needed)
 * Timed Door: 19 minutes, 30 seconds
 * Hazards: Spikes, spiked flails
 * Cell Doors:
 * 1 cell - Chained items
 * 2 cells - Food shop
 * 3 cells - Cells vat
 * 4 cells - Chained items
 * Keys:
 * Graveyard Key: Give access to the bottom half of the biome.
 * Architect’s Key: Give access to blueprints of Parting Gift and Merchandise Categories. Hidden in a random Wall Secret.
 * Moonflower Key: The second one. Hidden behind some foliage.

Slumbering Sanctuary
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 * Entrances: Black Bridge (Spider Rune required), 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 (4+BSC)
 * After activating AT switch: Grenadiers, Inquisitors, Protectors, Kamikazes, Golems, Guardians, Dancers; Bombardiers (2+ BSC, replace Grenadiers), Rampagers (3+BSC), Demons (4+BSC, replace Inquisitors)
 * Exit: Clock Tower, Forgotten Sepulcher
 * Timed Door: 26 minutes
 * Hazards: Spikes, spiked flails, sawblades
 * Cell Doors:
 * 1 cell - Treasure chest
 * 2 cells - Chained items; 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: Dark Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers, Corpulent Zombie; Knife Throwers (1+BSC), Shieldbearers (2+BSC), Weirded Warrior (2+ BSC), Failed Experiments (4+BSC, replaces Inquisitors)
 * Exit: Clock Room, Guardian's Haven (2+ BSC and kill The Giant at least once)
 * Timed Door: 26 minutes
 * Hazards: Spikes, darkness
 * Cell Doors:
 * 1 cell - Treasure chest
 * 2 cells - Chained items
 * 3 cells - Cursed chest
 * 4 cells - Chained items
 * Keys:
 * Crypt Key: There are 2 of them, each leading player further in the level.
 * Moonflower Key: The third one. Hidden behind some foliage.
 * Runes: Explorer's Rune

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, Undead Archers, Lacerators, Automatons, guardian; Rampagers (3+BSC)
 * Exit: Clock Room
 * Hazards: Spikes, spiked flails
 * Cell Doors:
 * 1 cell - Weapon/Skill shop
 * 2 cells - Cell vat
 * 3 cells - Treasure chest
 * Keys:
 * Clockmaker's Key: Gives access to Clock Room. Located in one of the three or four towers.
 * Bell Tower Key: Gives access to blueprint of Punishment. Look for the 4 Bells and hit them once from low to high pitch.

Cavern
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 * Entrances: Graveyard (Cavern Key needed for the first time, always unlocked after that), Slumbering Sanctuary (2+ BSC and kill The Giant at least once)
 * 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, Skeletons, Guardian; Failed Experiments (4+BSC, replaces Lacerators)


 * Exit: Guardian's Haven
 * Hazards: Pools of lava, lanterns, spikes, spiked flails, electric waves
 * Cell Doors:
 * 1 cell - Treasure chest
 * 2 cells - Treasure chest
 * 3 cells - Chained items
 * 4 cells - Festive outfit
 * Garland Key: Gives access to the 4 BSC door which contains the blueprint of Festive Outfit. 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: Cavern, Forgotten Sepulcher (2+ BSC and kill The Giant at least once)
 * 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)
 * Hazards: Pools of lava

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, Undead Archers, Bombardiers, Royal Guards; Knife Throwers (1-3 BSC, replaces Undead Archers), Rampagers (3+BSC), Demons (4+BSC, 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:
 * Castle Key: 3 in total. 2 are required to access Throne Room, while the 3rd gives access to blueprint of Boomerang and a Scroll of Power. Dropped by the three Elite enemies.

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
 * Perfect Door (after the fight): Flawless fight (Legendary item, if through seventh stage)
 * Exit:
 * Fountain (Goes back to Prisoner's Quarters)
 * Seventh Stage (5 BSC required)
 * Hazards: Spikes
 * Runes: Homunculus Rune

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.

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.