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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 9 main biomes and 8 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 pool, distribution, and quantity.

Scaling and difficulty[edit]

Each difficulty 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. As the player moves away from the starting area, enemies and traps get additional scaling (except for on 0 BSC).

The formula for enemy DMG and HP scaling are:

  • DMG: Base DMG × (MobScaleFactor(AtkTier - 1)) × (1 + (AtkTier - 1) × MobScaleMulPerTier)
  • HP: Base HP × (MobLifeScaleFactor(LifeTier - 1)) × (1 + (LifeTier - 1) × MobLifeScaleMulPerTier) × (1 + Enemy Type Bonus)

This allows us to calculate an enemy's Damage and HP at any given biome and difficulty, though most of these variables are located in the game files.

  • This tool can be used to calculate any enemy's damage and HP at any difficulty and biome.

Shops and treasures[edit]

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 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 alternative paths to biomes.

Access and exits[edit]

Each biome has exits leading to the biomes of the next level. Some of these can be accessed without any requirements but most are blocked off by rune requirements. The locations of exits in a biome are mostly random with some exceptions, but are always at the end of hallways or level chunks. In some biomes the exits are seperated into their own paths.


After exiting each biome, the player will enter a Passage. Here, a player can turn in blueprints, spend cells, enter time, killstreak and no-hit 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.

The NPCs found in a Passage will depend on the biome ahead. In most Passages, you will find The Collector. For biomes from the Return to Castlevania DLC, you will instead encounter Castlevania character Shanoa. With 5 BSC activated, the Collector's apprentice will appear in his place. There is no functional difference between them. All blueprints you've found can be unlocked between all of them.

After exiting a boss biome, the player will enter a special passage which also holds the Blacksmith, a no-hit door and a timed door.

If the player has entered the Throne Room, The CrownTQatS or Master's KeepRtC at least once, a golden chest can appear in the passage to a non-boss biome. Upon entering this chest the player will be sent to The Bank, which replaces the next biome.


The player can open their map which 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.

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 with just their symbols. 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[edit]

Prisoners' Quarters[edit]

Prisoners' Quarters.png

Second stages[edit]

Promenade of the Condemned[edit]

Promenade of the Condemned.png

Toxic Sewers[edit]

Toxic Sewers.png

Dilapidated Arboretum[edit]

Dilapidated Arboretum.png

Castle's Outskirts[edit]

Castle's Outskirts.png

Optional stages[edit]

Prison Depths[edit]

Prison Depths.png

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[edit]

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 stages[edit]



Ancient Sewers[edit]

Ancient Sewers.png



Morass of the Banished[edit]

Morass of the Banished.png

Dracula's Castle[edit]

Dracula's Castle.png

First bosses[edit]

Black Bridge[edit]

Black Bridge.png

Insufferable Crypt[edit]

Insufferable Crypt.png



Defiled Necropolis[edit]

Defiled Necropolis.png

Fourth stages[edit]

Stilt Village[edit]

Stilt Village.png

Slumbering Sanctuary[edit]

Slumbering Sanctuary.png



Fractured Shrines[edit]

Fractured Shrines.png

Fifth stages[edit]

Clock Tower[edit]

Clock Tower.png

Forgotten Sepulcher[edit]

Forgotten Sepulcher.png



Undying Shores[edit]

Undying Shores.png

Second bosses[edit]

Clock Room[edit]

Clock Room.png

Guardian's Haven[edit]

Guardian's Haven.png



Sixth stages[edit]

High Peak Castle[edit]

High Peak Castle.png

Derelict Distillery[edit]

Derelict Distillery.png

Infested Shipwreck[edit]

Infested Shipwreck.png

Dracula's Castle[edit]

Dracula's Castle.png

Third bosses[edit]

Throne Room[edit]

Throne Room.png



Master's Keep[edit]

Master's Keep.png

Seventh stage[edit]

Fourth bosses[edit]

The Crown[edit]

The Crown.png

Special stages[edit]

The Bank[edit]

The Bank.png
  • 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 matching color to unlock.
  • Keys:

Unused stages[edit]

Repository of the Architects[edit]

An inaccessible stage that was a prototype for the Forgotten Sepulcher, the entrance was behind a door in the Graveyard that required 5 boss cells to open. This door was impossible to open normally as it was removed before the Rise of the Giant DLC added the fifth boss stem cell. If accessed via modifying the boss cell counter with third-party tools, the stage could be seen with unique lighting very similar to what the Forgotten Sepulcher currently has, although it did not decay akin to how the darkness mechanic currently works. The only enemies present in the stage appeared to be Cannibals. The enemy tier also appeared to be absurdly high, making them very hard to deal with due to their large HP and damage values. The majority of the stage was locked behind a door that required a key (simply named "Key") to open, which had no corresponding item ID and thus couldn't be spawned, even by third-party tools.

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. Its assets have now been repurposed for the area leading to the Infested Shipwreck.TQatS




  • 3.5: Adjusted biome scaling and fixes some mistakes:
    • Mausoleum: mobAtkTier from 25 to 26, mobLifeTier from 30 to 37 and removed extraLifeTier & extraAtkTier on 3 BSC.
      • Previously Scarecrow on 3 BSC had less HP than on 2 BSC.
    • The Crown: mobAtkTier from 38 to 36 on 5 BSC.
    • Master's Keep: mobAtkTier from 38 to 36 on 5 BSC.
    • Bank: mobAtkTier from 2 to 1 on 4 & 5 BSC and mobLifeTier from 1 to 0 on 2 BSC.
Navigation wiki
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