Dead Cells Wiki
Advertisement

Biomes are the different areas within Dead Cells which players must progress through.[1] There are currently eleven biomes, with plans to add more.[2]

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 and the Crypt, each biome always contains a shop and a 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 in the Collector's room does not count towards timed doors.

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. Large glass flasks containing items hang from chains in the next room over, and an odd man can be found nearby, taunting the player about their failures.

The player begins here in every run, with a bow, shield, and possibly weapon provided for them. The player's blueprints can be found here, as well as an NPC who will eventually give game stats.

  • Difficulty: 1
  • Enemies: Zombies, shield bearers, grenadiers, undead archers
  • Exits: The Promenade of the Condemned, The Toxic Sewers (Vine rune), Ossuary (Teleportation rune)

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.

  • Difficulty: 2
  • Enemies: Zombies, grenadiers, phazers, bats, defenders, undead archers
  • Exits: The Ramparts, The Old Sewers, The Prisons Depths
  • Timed Door: 3.5 minutes
  • Traps: Spiked balls, spikes, water that slows movement.

The Toxic Sewers

Vine rune required.

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

  • Difficulty: 3
  • Enemies: Zombies, grenadiers, shield bearers, scorpions, ugly worms
  • Exits: The Ramparts, The Old Sewers
  • Timed Door: 3.5 minutes
  • Traps: Poisoned water.

Ossuary

Teleportation rune required.

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.

There is an unmanned shop in the Collector's room before entering the Ossuary.

  • Difficulty: 4
  • Enemies: Zombies, shield bearers, slashers, scorpions, arcane tombs, kamikazes
  • Exits: The Ramparts, The Prison Depths
  • Timed Door: 3.5 minutes

Third Stage

The 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.

  • Difficulty: 3
  • Enemies: Zombies, undead archers, flying biters, inquisitors, shield bearers, grenadiers, kamikazes
  • Exit: The Black Bridge
  • Timed Door: 6 minutes
  • Traps: Gaps between towers.

Old Sewers

Vine rune required.

Similar to the Toxic Sewers.

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

  • Difficulty: 4
  • Enemies: Zombies, shield zombies, ugly worms, kamikazes, spikers, grey bats
  • Exit: The Black Bridge
  • Traps: Poisoned water, spiked balls, spikes.

The Prison Depths

Teleportation rune required.

Another underground dungeon.

  • Difficulty: 5
  • Enemies: Zombies, shield bearers, slashers, mechanical spiders, kamikazes, bishops
  • Exit: The Black Bridge
  • Traps: Spiked balls, spikes, and some slowing water.

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.

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 large holes (perhaps once doors?) in their sides, which will load another screen. The sky is a teal blue.

  • Difficulty: 5
  • Enemies: Running zombies, meat grinders, pirate captain, phazers, kamikazes
  • Exit: Graveyard
  • Timed Door: 11 minutes (The door is in the Collector's room just before Fog Fjord.)

Graveyard

The first part is outside, similar to The Promenade of the Condemned. There are doors and houses, similar but larger than those in Fog Fjord, and with spike and spiked balls. At the end of each of them, you can find a teleportation stone that carries you to the entrance of the level. This stone can be activated without the Teleportation Rune. At the extreme right, you obtain a key that allows you to open a door at the beginning of the level. The second part is inside, a dungeon similar to The Prisoners Cells, a bit more linear.

  • Difficulty: 6
  • Enemies: Corrupted zombies, inquisitors, hook throwers, kamikazes, grey bats
  • Exit: Crypt
  • Traps: Spikes and spiked balls outside and inside, slowing water outside.

Crypt

The Crypt is one large room, closed with two doors. There are four platforms. One close to the ground, at the middle-inferior and two leaned at the walls, reachable only when you are on the first platform. The fourth is close to the ceiling.

References

Advertisement