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

First Stage: The Prisoners' Cells[]

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)
  • Wandering Elite Chance: 0%
  • Elite Room Chance: 5%
  • Exits: The Promenade of the Condemned, The Toxic Sewers

Second Stage[]

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, Phazers, Bats, Protectors; Bombardiers, Kamikazes (only while 1+ source cells are active)
  • Wandering Elite Chance: 50%
  • Elite Room Chance: 0%
  • Exits: The Ramparts, The Prisons Depths, The Ossuary
  • Timed Door: 2 minutes (1 Scroll of Power, Assault Shield Blueprint)
  • Traps: Spiked balls, spikes, water.

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
  • Enemies: Zombies, Scorpions, Ugly Worms, Undead Archers; Grenadiers (only while 1+ source cells are active)
  • Wandering Elite Chance: 70%
  • Elite Room Chance: 5%
  • Exits: The Ramparts, The Old Sewers
  • Timed Door: 2 minutes (1 Scroll of Power)
  • Traps: Poisoned water.

Third Stage[]

Ramparts[]

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)
  • Wandering Elite Chance: 60%
  • Elite Room Chance: 0%
  • Exit: The Black Bridge; The Insufferable Crypt (only while 1+ source cells are active)
  • Timed Door: 8 minutes, 30 seconds (2 Scrolls of Power)
  • Traps: Gaps between towers.

Old Sewers[]

Ram rune required.

Similar to the Toxic Sewers.

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 Ram rune. He disappears after being defeated once.

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.

Fourth Stage: First Boss[]

The Black Bridge[]

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: Incomplete One
  • Enemy Tier: 11
  • Exit: Fog Fjord, Slumbering Sanctuary
  • Timed Door: 17 minutes, 30 seconds (post-stage passage)

The Insufferable Crypt[]

Can be accessed via the Ramparts, if you have 1+ 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: The Watcher
  • Enemy Tier: 11
  • Exit: Slumbering Sanctuary, Graveyard

Fifth Stage[]

Fog Fjord[]

Sometimes called the Stilt Village, the Fog Fjord's shanties are propped up on stilts. 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: Host Zombies (Sewers) (can also spawn from worm eggs), Corpse Worms (spawned from Host Zombies (Sewers)), Sick Worms (spawns from worm eggs), Meat Grinders, Pirate Captains, Kamikazes, Zombies; Foggers (only if 1+ source cells active); Inquisitors, no more Zombie spawns (only if 2+ source cells active)
  • Wandering Elite Chance: 75%
  • Elite Room Chance: 0%
  • Exit: The Clock Tower, Forgotten Speulchre
  • Timed Door: 19 minutes (1 Scroll of Power)

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: Host Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Biters, Foggers, Slashers (rare); Defenders, increased Bat spawns (only if 1+ source cells are active)
  • Wandering Elite Chance: 0%
  • Elite Room Chance: 0%
  • Exit: Forgotten Sepulchre, The Cavern
  • Timed Door: 19 minutes, 30 seconds (2 Scrolls of Power)
  • Traps: Spikes, spiked balls, and water.

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.

An Orb Caster elite can be found here who drops the Spider's rune. He disappears after being defeated once.

  • Enemy Tier: 12-14
  • Gear Level: 4
  • Scrolls of Power: 3
  • Dual-Stat Scrolls: 1
  • Enemies:
  • Wandering Elite Chance: 20%
  • Elite Room Chance: 80%
  • Exit: The Clock Tower, Forgotten Sepulchre
  • Traps: Spikes, spiked balls, and unstable platforms

Sixth Stage[]

Forgotten white[]

Teleportation rune required if from Fog Fjord.

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, Spinners, Meat Grinders, Kamikazes, Shockers; Defenders (only if 1+ source cells active)
  • Wandering Elite Chance: 50%
  • Elite Room Chance: 50%
  • Exit: Clock Room
  • Timed Door: 24 minutes (2 Scrolls of Power)
  • Traps: Spikes, breaking lamps

The Cock Tower[]

Available after finding the key in one of the upper rooms of the Fog Fjord. 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, Spinners, Bats (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

Cavern[]

Inaccessible stage that have entrance from the Graveyard. Nothing official has been released about this stage and its future yet; however, some information concerning it was found in the code for Dead Cells as of the Foundry Update (note that, due to the area being unfinished, details given below may change as it is developed further):

  • Enemy Tier: 13
  • Gear Level: 7
  • Exit: Guardian's Lair (speculative)

Seventh Stage: Second Boss[]

Clock Room[]

The top of the Clock Tower, consisting a path to the room with look on giant clock from the inside. There will be your final battle with the first female which shows your vagina and you need to not have sex with her or she will kill you and turn brutality build into tactics

  • Enemies: The Assassin
  • Enemy Tier: 21 (the Assassin's Brutality and Survival tiers are set to 17)
  • Exit: The Wharf

Guardian's Lair[]

Though nothing official has been released concerning the specifics of future bosses, a piece of information found in Dead Cells's assets as of the Foundry Update suggests that another second boss called the Guardian is currently in development which would dwell in a place called the Guardian's Lair. TheGuardian's Scroll may be related to this boss, similarly to how theAssassin's Scroll may be related to its namesake boss.

Eighth Stage[]

The Wharf[]

The Wharf is currently the ending point of Dead Cells, only consisting of a short pier with "Work In Progress" sign and a pipe leading back to the start of the game.

References[]

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