Dead Cells Wiki
(Oven knight was wrongly in 1bc at prisoners quarters, changed it to 2bc)
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'''Biomes''' are the different areas within [[Dead Cells]] which players must progress through.<ref>[https://twinoid.com/en/article/5694/the-development-of-dead-cells-is-really-moving-on The development of Dead Cells is really moving on.] ''Twinoid.'' December 23, 2016.</ref> The base games currently has 15 main biomes and 4 boss biomes while the DLCs add another 7 main biomes and 6 boss biomes.<ref>[http://steamcommunity.com/games/588650/announcements/detail/1296319532119654152 Dead Cells is AVAILABLE NOW!] ''Steam.'' May 10, 2017.</ref> The order in which biomes are encountered, and the general location of their links, are predetermined but they are divided into levels and only one biome of each level can be accessed in a run which gives players a lot of flexibility and change each run.
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'''Biomes''' are the different areas within [[Dead Cells]] which players must progress through.<ref>[https://twinoid.com/en/article/5694/the-development-of-dead-cells-is-really-moving-on The development of Dead Cells is really moving on.] ''Twinoid.'' December 23, 2016.</ref> The base game currently has 15 main biomes and 4 boss biomes while the DLCs add another 7 main biomes and 6 boss biomes.<ref>[http://steamcommunity.com/games/588650/announcements/detail/1296319532119654152 Dead Cells is AVAILABLE NOW!] ''Steam.'' May 10, 2017.</ref> The order in which biomes are encountered, and the general location of their links, are predetermined but they are divided into levels and only one biome of each level can be accessed in a run which gives players a lot of flexibility and change each run.
   
 
Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on a combination of on the moment adaptation and memorization, with each biome having a distinct feel.<ref>[http://www.gamasutra.com/blogs/SebastienBENARD/20170329/294642/Building_the_Level_Design_of_a_procedurally_generated_Metroidvania_a_hybrid_approach.php Building the Level Design of a procedurally generated Metroidvania: a hybrid approach], ''Gamasutra''. March 29, 2017.</ref>
 
Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on a combination of on the moment adaptation and memorization, with each biome having a distinct feel.<ref>[http://www.gamasutra.com/blogs/SebastienBENARD/20170329/294642/Building_the_Level_Design_of_a_procedurally_generated_Metroidvania_a_hybrid_approach.php Building the Level Design of a procedurally generated Metroidvania: a hybrid approach], ''Gamasutra''. March 29, 2017.</ref>
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* '''Scrolls:''' 2 Power
 
* '''Scrolls:''' 2 Power
 
* '''Enemies:''' [[Zombie]]s, [[Shieldbearer]]s, [[Grenadier]]s, [[Undead Archer]]s
 
* '''Enemies:''' [[Zombie]]s, [[Shieldbearer]]s, [[Grenadier]]s, [[Undead Archer]]s
**[[File:BSCI Icon.png|link=Boss Stem Cells]] [[Rancid Rat]]s, [[Knife Thrower]]s (replaces Undead Archers), [[Oven Knight]]s
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**[[File:BSCI Icon.png|link=Boss Stem Cells]] [[Rancid Rat]]s, [[Knife Thrower]]s (replaces Undead Archers)
** [[File:BSCII Icon.png|link=Boss Stem Cells]] [[Inquisitor]]s, [[Demolisher]]s
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** [[File:BSCII Icon.png|link=Boss Stem Cells]] [[Inquisitor]]s, [[Demolisher|Demolishers ,]] [[Oven Knight]]s
 
** [[File:BSCIII Icon.png|link=Boss Stem Cells]] [[Rampager]]s
 
** [[File:BSCIII Icon.png|link=Boss Stem Cells]] [[Rampager]]s
 
** [[File:BSCIV Icon.png|link=Boss Stem Cells]] [[Failed Experiment]]s
 
** [[File:BSCIV Icon.png|link=Boss Stem Cells]] [[Failed Experiment]]s

Revision as of 10:08, 30 April 2022

Biome Map
Biomes Map

Biomes are the different areas within Dead Cells which players must progress through.[1] The base game currently has 15 main biomes and 4 boss biomes while the DLCs add another 7 main biomes and 6 boss biomes.[2] The order in which biomes are encountered, and the general location of their links, are predetermined but they are divided into levels and only one biome of each level can be accessed in a run which gives players a lot of flexibility and change each run.

Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on a combination of on the moment adaptation and memorization, with each biome having a distinct feel.[3]

Each biome also has a set of enemies that the player will encounter, some of them are unique to a specific biome. Higher difficulties change the enemy distribution up.

Scaling and difficulty

Each tier and biome has their own scaling of enemy and trap stats with tiers which operate somewhat differently compared to scaling of player damage and health with Stats. The exact formula used for scaling is not known at the moment but the tiers used for these are, meaning we can determine which biomes are easier and which are harder.

Shops and treasures

Excluding boss biomes, each biome always contains combinations of shops and treasures. The majority of these are predetermined but their type might be random, shops might be either be a weapons or skills shop and treasure rooms could contain treasure chests, linked altars or very rarely an additional cursed chest. Their locations are always random except for the fact they will always have the same access requirements.

Playing on higher difficulty using collected Boss Stem Cells grants access to boss cell doors which can contain more shops, treasure rooms, or even new exits.

Access and exits

Each biome has exits leading to the biomes of the next level. Some of these can be accessed without any requirement but most are blocked off by rune requirement, which need to be found and unlocked first. The locations of exits in a biome is mostly random, with some exceptions, but are always at the end of hallways or level chunks. They are also seperated, meaning that if there are multiple exits a biome splits up creating different paths depending on the biome.

Additional higher difficulties also unlock new exits allowing new paths.

Passage

After exiting each biome, the player will enter a Passage. Here, a player can turn in blueprints, spend cells, enter Timed and Perfect Doors if the requirements are met, re-roll and upgrade gear, choose and change mutations and replenish their health and health potions. Passages are different depending on which biome is exited and entered, with some of them having secrets.

After exiting a boss biome, the player will enter a special passage which also holds the Blacksmith and a perfect kill door.

Map

The player can open a biome map that will show everything the player has explored in the biome. Shown on the map are activated teleporters, shops and treasure rooms. The position of the player is marked with a flaming head, but this is not shown when inside a passage.

The player can also switch to a world map view, where discovered biomes are shown in color with their names, and undiscovered biomes are shown in gray without their name. A biome counts as discovered when it has been visited once, while an undiscovered biome is shown the moment a biome that can exit into that biome is entered.

Highlighting a discovered biome will show previously travelled paths between it and biomes of the previous and next tier, while the path used in the current run is indicated by a gray line. Furthermore, the world map will also show the next biome that has the incentivized biome bonus.

First stage

Prisoners' Quarters

Prisoners' Quarters
Details

Second stages

Promenade of the Condemned

Promenade of the Condemned
Details

Toxic Sewers

Toxic Sewers
Details

Dilapidated Arboretum

Dilapidated Arboretum
Details

Optional stages

Prison Depths

Prison Depths
Details

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

Corrupted Prison

Corrupted Prison
Details

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

Third stages

Ramparts

Ramparts
Details

Ancient Sewers

Ancient Sewers
Details

Ossuary

Ossuary
Details

Morass of the Banished

Morass of the Banished
Details

First bosses

Black Bridge

Black Bridge
Details

Insufferable Crypt

Insufferable Crypt
Details

Nest

Nest
Details

Fourth stages

Stilt Village

Stilt Village
Details

Slumbering Sanctuary

Slumbering Sanctuary
Details

Graveyard

Graveyard
Details

Fractured Shrines

Fractured Shrines
Details

Fifth stages

Clock Tower

Clock Tower
Details

Forgotten Sepulcher

Forgotten Sepulcher
Details

Cavern

Cavern
Details

Undying Shores

Undying Shores
Details

Second bosses

Clock Room

Clock Room
Details

Guardian's Haven

Guardian's Haven
Details

Mausoleum

Mausoleum
Details

Sixth stages

High Peak Castle

High Peak Castle
Details

Derelict Distillery

Derelict Distillery
Details

Infested Shipwreck

Infested Shipwreck
Details

Third bosses

Throne Room

Throne Room
Details

Lighthouse

Lighthouse
Details

Seventh stage

Fourth bosses

The Crown

The Crown
Details

Special stages

The Bank

The Bank
Details
  • Entrances: Any transition that does not lead to a boss.
  • Enemies: Agitated Pickpockets, Gold Gorgers, Golden Kamikazes, Mimics
    • Enemies that spawn in this biome depends on what biomes it replaces.
  • Enemy Tier:
  • Gear Level:
  • Scrolls: The Bank will contain one less scroll than the "best" biome that's being replaced, i.e. the one with the most scrolls. The lost scroll is replaced by a cursed chest.
  • Exit:
  • Hazards: Spikes, spiked flails
  • Doors:
    • Bank floors: There three floors in the bank that are blocked by locked doors. Each needs a pass of mathcing color to unlock.
  • Keys:


Unused stages

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 KeyArchitect'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 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 on, 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. Its assets have now been repurposed for the area leading to the Infested Shipwreck.TQatS

Gallery

References

Navigation wiki