Dead Cells Wiki

To all iOS and Android players. Please note that the information provided in this wiki will not be 100% accurate to your version of the game. The wiki is on-par with v2.3, while the mobile version is identical to v1.7.


Dead Cells Wiki
Dead Cells Wiki
Biome Map.png
Interactive map

Biomes are the different areas within Dead Cells which players must progress through.[1] There are currently twenty-five 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 adaptation 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.

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[]

Prisoners' Quarters.png

Second Stage[]

Promenade of the Condemned[]

Promenade of the Condemned.png

Toxic Sewers[]

Toxic Sewers.png

Dilapidated Arboretum TBS[]

Dilapidated Arboretum.png

Optional Stages[]

Prison Depths[]

Prison Depths.png

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

Corrupted Prison[]

Corrupted Prison.png

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

Third Stage[]



Ancient Sewers[]

Ancient Sewers.png



Morass of the Banished TBS[]

Morass of the Banished.png

First Boss[]

Black Bridge[]

Black Bridge.png

Insufferable Crypt[]

Insufferable Crypt.png

Nest TBS[]


Fourth Stage[]

Stilt Village[]

Stilt Village.png

Slumbering Sanctuary[]

Slumbering Sanctuary.png



Fractured Shrines FF[]

Fractured Shrines.png

Fifth Stage[]

Clock Tower[]

Clock Tower.png

Forgotten Sepulcher[]

Forgotten Sepulcher.png

Cavern RotG[]


Undying Shores FF[]

Undying Shores.png

Second Boss[]

Clock Room[]

Clock Room.png

Guardian's Haven RotG[]

Guardian's Haven.png

Mausoleum FF[]


Sixth Stage[]

High Peak Castle[]

High Peak Castle.png

Derelict Distillery[]

Derelict Distillery.png

Final Boss[]

Throne Room[]

Throne Room.png

Seventh Stage RotG[]

True Final Boss RotG[]

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 Key.png Architect's Key.


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.


Navigation wiki

Rusty Sword Icon.png GearForgotten Map Icon.png Biomes (Interactive Map) • Dark Tracker.png EnemiesThe Concierge.png BossesYgdar Orus Li Ox Mutation Icon.png MutationsTeleportation Rune Icon.png RunesStun Effect.gif MechanicsCustom Mode Icon.png Custom Mode
Tutorial Knight.png NPCsRuby Icon.png PickupsEmergency Door Icon.png ObjectsClassic Outfit Icon.png OutfitsBoss Stem Cell Icon.png Boss Stem CellsMalaise Icon.png MalaiseCursed Effect.png CurseMerchandise Categories Icon.png ShopsRhythm n' Bouzouki Icon.png SoundtracksAdvanced Forge Icon.png Upgrades
Challenge RiftsChallenger Rune Icon.png Daily RunTemporal Distortion Icon.png LoreEpicPower.png StatsModifiersIce Effect.png Status EffectsYOLOWinAch.png AchievementsVersion history