Biomes

**Biomes** are the different areas within Dead Cells which players must progress through. The base game currently has 15 main biomes and 4 boss biomes while the DLCs add another 7 main biomes and 6 boss biomes. 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.

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.

For a complete map and list containing the 4 Return To Castlevania DLC biomes check the official wiki.

## 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

* **Gear Level:** 1
* **Scrolls:** 2 Power
* **Enemies:** Zombies, Shieldbearers, Grenadiers, Undead Archers
	+ Rancid Rats, Knife Throwers (replaces Undead Archers)
	+ Inquisitors, Demolishers , Oven Knights
	+ Rampagers
	+ Failed Experiments
* **Exits:** Promenade of the Condemned
	+ Toxic Sewers
	+ Dilapidated Arboretum
* **Doors:**
	+ **Cavern Key Door** - The big door at the start of the biome. Contains the Cavern Key and Homunculus Rune is required to get it. (The Hand of the King must have been beaten at least once)
* **Keys:**
	+ **Cavern Key:** Gives access to the Cavern.
	+ **Dilapidated Arboretum Key:** Gives access to the Dilapidated Arboretum. It’s near the exit to it.

## Second stages

### Promenade of the Condemned

* **Enemy Tier:** 3 - 7
* **Gear Level:** 2
* **Scrolls:** 1 Power, 1 extra power (1+ BSC), 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Enemies:** Zombies, Grenadiers, Runners, Bats, Protectors
	+ Kamikazes
	+ Dark Trackers
	+ Bombardiers (Replaces Grenadiers)
	+ Failed Experiments (Replaces Dark Trackers)
* **Exits:** Ramparts
	+ Prison Depths
	+ Ossuary
	+ Morass of the Banished
* **Timed Door:** 2 minutes (Assault Shield blueprint)
* **Hazards:** Spikes, spiked flails
* **Boss Cell Doors:**
	+ Weapon/Skill shop
	+ Cell Vat
	+ Treasure chest
	+ Treasure chest
* **Keys:**
	+ **Gardener's Key:** There are 3 of them, give access to the blueprint of Explosive Crossbow; also give access to 3 Moonflower Keys when 3BSC or more are active.
* **Runes:** Vine Rune

### Toxic Sewers

* **Enemy Tier:** 4 - 7
* **Gear Level:** 3
* **Scrolls:** 1 Power, 1 extra power (1+ BSC), 2 Dual Scrolls, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Enemies:** Zombies, Scorpions, Disgusting Worms, Undead Archers, Kamikazes, Rancid Rats
	+ Grenadiers (Replaces Undead Archers)
	+ Buzzcutters
	+ Rampagers (Replaces Zombies)
	+ Festering Zombies (Replaces Grenadiers), Corpse Worms (spawned from Festering Zombies)
* **Exits:** Ramparts
	+ Corrupted Prison
	+ Ancient Sewers
* **Timed Door:** 2 minutes (Frenzy blueprint)
* **Hazards:** Toxic pools
* **Boss Cell Doors:**
	+ Treasure chest
* **Runes:** Teleportation Rune

### Dilapidated Arboretum

* **Enemy Tier:** 3 - 6
* **Gear Level:** 2
* **Scrolls:** 1 Power, 1 extra power (1+ BSC), 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Enemies:** Yeeters, Jerkshrooms, Thornies, Zombies, Bats
	+ Impalers
	+ Kamikazes (Replaces Bats)
	+ Rampagers (Replaces Zombies)
	+ Buzzcutters
* **Exits:** Morass of the Banished, Ramparts
	+ Prison Depths
* **Timed Door:** 2 minutes
* **Hazards:** Spikes, carnivorous plants
* **Boss Cell Doors:**
	+ Weapon/Skill shop
	+ Cell Vat
	+ Treasure chest
	+ Treasure chest

## Optional stages

### Prison Depths

	+ Spider Rune required for all entrances.
* **Enemy Tier:** 8 - 9
* **Gear Level:** 3
* **Scrolls:** 1 Power (contained in a Cursed chest)
* **Enemies:** Zombies, Undead Archers, Slashers, Maskers, Hammers, Sewer Flies (spawned from Hammers), Kamikazes, Lacerators
	+ Knife Throwers (Replaces Undead Archers)
	+ Rampagers (Replaces Zombies)
* **Exits:** Ossuary, Morass of the Banished
	+ Ancient Sewers
* **Hazards:** Spikes, spiked flails
* **Boss Cell Doors:**
	+ Ancient Sewers exit
* **Keys:**
	+ **Iron Cells Key:** Give access to 1 of 2 treasure rooms in the end of the biome, each room contains two chained items.

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

### Corrupted Prison

* **Enemy Tier:** 8 - 9
* **Gear Level:** 3
* **Scrolls:** 1 Power (contained in a Cursed chest)
* **Enemies:** Slammers, Shockers, Bats, Grenadiers, Zombies, Rancid Rats, Toxic Miasmas
	+ Protectors (Replaces Shockers)
	+ Weirded Warriors, Dark Trackers (Replaces Zombies)
	+ Inquisitors (Replaces Grenadiers)
	+ Bombers (Replaces Dark Trackers)
* **Exits:** Ancient Sewers
	+ Ramparts
* **Boss Cell Doors:**
	+ Ramparts exit
* **Keys:**
	+ **Iron Cells Key:** Give access to 1 of 2 treasure rooms in the end of the biome, each room contains two chained items.

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

## Third stages

### Ramparts

* **Enemy Tier:** 7 - 13
* **Gear Level:** 3
* **Scrolls:** 3 Power, 1 extra Power (2+ BSC), 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Enemies:** Zombies, Undead Archers, Buzzcutters, Inquisitors, Sweepers, Shieldbearers
	+ Weirded Warriors, Slashers, Demolishers (replaces Undead Archers)
	+ Oven Knights (Replaces Shieldbearers)
	+ Rampagers (Replaces Zombies)
	+ Cannibals (Replaces Slashers)
* **Exits:** Black Bridge
	+ Insufferable Crypt
* **Timed Door:** 8 minutes
* **Hazards:** Void
* **Boss Cell Doors:**
	+ Food shop
	+ Treasure chest, Insufferable Crypt exit
	+ Treasure chest
* **Keys:**
	+ **Moonflower Key:** The first one. Hidden behind some foliage.
* **Runes:** Customization Rune

### Ancient Sewers

* **Enemy Tier:** 6 - 13
* **Gear Level:** 4
* **Scrolls:** 3 Power, 1 extra Power (2+ BSC), 2 Dual Scrolls, 3 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
* **Enemies:** Zombies, Festering Zombies, Corpse Worms (spawned from Festering Zombies), Shieldbearers, Disgusting Worms, Kamikazes, Impalers, Sewer's Tentacles
	+ Failed Experiments (Replaces Zombies)
* **Exit:** Insufferable Crypt
* **Hazards:** Toxic pools, spikes, spiked flails
* **Boss Cell Doors:**
	+ Treasure chest
	+ Treasure chest
	+ Treasure chest
	+ Chained items
* **Keys:**
	+ **Old Service Key:** 3 in total, used to access 3 of the 8 rewards at the end of the biome. Dropped by random enemies.

### Ossuary

* **Enemy Tier:** 7 - 13
* **Gear Level:** 3
* **Scrolls:** 2 Power (+1 in a guaranteed Cursed chest), 1 extra Power (2+ BSC), 2 Dual Scrolls, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Enemies:** Zombies, Grenadiers, Slashers, Shockers, Thornies, Spawners, Corpse Juices (spawned from Spawners)
	+ Inquisitors
	+ Bombers (Replaces Grenadiers)
	+ Dark Trackers (Replaces Zombies)
	+ Bombardiers (Replaces Bombers)
* **Exit:** Black Bridge
* **Timed Door:** 8 minutes (Marksman's Bow blueprint)
* **Boss Cell Doors:**
	+ Food shop
	+ Treasure chest
* **Runes:** Ram Rune

### Morass of the Banished

* **Enemy Tier:** 6 - 12
* **Gear Level:** 3
* **Scrolls:** 2 Power (+1 in a guaranteed Cursed chest), 1 extra Power (2+ BSC), 2 Dual Scrolls, 2 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Enemies:** Banished, Blowgunners, Giant Ticks, Weaver Worms, Cleavers, Slashers
	+ Dark Trackers
	+ Rampagers (Replaces Dark Trackers)
	+ Maskers
* **Exit:** Nest
* **Boss Cell Doors:**
	+ Food shop

## First bosses

### Black Bridge

* **Enemies:** The Concierge
* **Enemy Tier:** 13
* **Gear Level:** 3
* **Scrolls:** 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Exits:** Stilt Village, Fractured Shrines
	+ Slumbering Sanctuary
* **Timed Door (after the fight):** 15 minutes (Root Grenade blueprint)
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Runes:** Challenger's Rune

### Insufferable Crypt

* **Enemies:** Conjunctivius, Conjunctivius's Tentacles
* **Enemy Tier:** 11
* **Gear Level:** 3
* **Scrolls:** 3 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
* **Timed Door (after the fight):** 19:30 minutes (only if going to the Graveyard)
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exits:** Slumbering Sanctuary
	+ Graveyard
* **Hazards:** Spikes

### Nest

* **Enemies:** Mama Tick
* **Enemy Tier:** 12
* **Gear Level:** 3
* **Scrolls:** 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Timed Door (after the fight):** 15 minutes
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exits:** Stilt Village, Fractured Shrines
	+ Graveyard

## Fourth stages

### Stilt Village

* **Enemy Tier:** 14 - 18
* **Gear Level:** 4
* **Scrolls:** 3 Power, 1 extra power (3+ BSC), 1 Dual Scroll, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Enemies:** Festering Zombies, Corpse Worms (spawned from Festering Zombies), Weaver Worms, Pirate Captains, Zombies, Kamikazes, Weirded Warriors
	+ Demolishers
	+ Bombers
	+ Rampagers (Replaces Zombies)
	+ Failed Experiments
* **Exits:** Clock Tower, Undying Shores (requires reaching the Undying Shores from the Fractured Shrines with the Cultist Outfit at least once)
	+ Forgotten Sepulcher
* **Boss Cell Doors:**
	+ Treasure chest
	+ Treasure chest
	+ Treasure chest
* **Keys:**
	+ **Village Key:** 2 keys can be found in 2 key rooms in the biome, which lead to exits to Forgotten Sepulcher, Undying Shores or the Clock Tower, or blueprint of Parry Shield.

### Slumbering Sanctuary

* **Enemy Tier:** 15 - 20
* **Gear Level:** 4
* **Scrolls:** 2 Power (+1 in a guaranteed Cursed chest), 1 extra power (3+ BSC), 1 Dual Scroll, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Enemies:**
	+ **Before activating AT switch:** Zombies, Catchers, Maskers, Casters
		- Cannibals
	+ **After activating AT switch:** Grenadiers, Inquisitors, Protectors, Kamikazes, Golems, Oven Knights, Dancers
		- Bombardiers (Replaces Grenadiers)
		- Rampagers
		- Demons (Replaces Inquisitors)
* **Exits:** Clock Tower, Forgotten Sepulcher
	+ Cavern (The Giant has to have been killed at least once)
* **Timed Door:** 26 minutes
* **Hazards:** Spikes, spiked flails, sawblades
* **Boss Cell Doors:**
	+ Treasure chest
	+ Chained items, Cavern exit
	+ Treasure chest
* **Runes:** Spider Rune

### Graveyard

	+ Spider Rune required for all entrances.
* **Enemy Tier:** 14 - 19
* **Gear Level:** 4
* **Scrolls:** 2 Power (+1 in a guaranteed Cursed chest), 1 extra power (3+ BSC), 1 Dual Scroll, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Enemies:** Swarm Zombies, Corpse Flies (spawned from Swarm Zombies), Inquisitors, Catchers, Bats, Kamikazes, Maskers, Rancid Rats
	+ Protectors
	+ Bombers (Replaces Bats)
	+ Cannibals
* **Exits:** Forgotten Sepulcher, Cavern (requires the Cavern Key on first exit), Undying Shores
* **Timed Door:** 19 minutes, 30 seconds
* **Hazards:** Spikes, spiked flails
* **Boss Cell Doors:**
	+ Chained items
	+ Food shop
	+ Cells vat
	+ Chained items
* **Keys:**
	+ **Graveyard Key:** Give access to the bottom half of the biome.
	+ **Architect's Key:** Give access to blueprints of Parting Gift and Merchandise Categories. Hidden in a random Wall Secret.
	+ **Moonflower Key:** The second one. Hidden behind some foliage.

### Fractured Shrines

* **Enemy Tier:** 12 - 16
* **Gear Level:** 4
* **Scrolls:** 1 Power (+1 in a guaranteed Cursed chest), 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Enemies:** Myopic Crows, Stone Wardens, Cold Blooded Guardians, Slashers, inquisitors, Zombies, Grenadiers, Undead Archers
	+ Shockers
	+ Bombardiers (Replaces Grenadiers)
	+ Bombers (Replaces Zombies)
	+ Catchers (Replaces Undead Archers)
* **Exits:** Undying Shores (requires the Cultist Outfit on first exit), Clock Tower
	+ Forgotten Sepulcher (in the passage to the Clock Tower)
* **Hazards:** Pits, rotating axe, swinging log, Myopic Crows
* **Boss Cell Doors:**
	+ Treasure chest
	+ Treasure chest
	+ Treasure chest

## Fifth stages

### Clock Tower

* **Enemy Tier:** 19 - 23
* **Gear Level:** 5
* **Scrolls:** 4 Power, 1 extra power (4+ BSC), 2 Dual Scrolls, 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Enemies:** Dark Trackers, Cannibals, Bombardiers, Undead Archers, Automatons
	+ Oven Knights
	+ Rampagers
	+ Demolishers (replace Undead Archers)
* **Exit:** Clock Room
* **Hazards:** Spikes, spiked flails
* **Boss Cell Doors:**
	+ Weapon/Skill shop
	+ Cell vat
	+ Treasure chest
* **Keys:**
	+ **Clockmaker's Key:** Gives access to the Clock Room. Located in one of the three or four towers.
	+ **Bell Tower Key:** Gives access to blueprint of Punishment. Look for the 4 Bells and hit them once from low to high pitch.

### Forgotten Sepulcher

* **Enemy Tier:** 19 - 23
* **Gear Level:** 5
* **Scrolls:** 3 Power (+1 in a guaranteed Cursed chest), 1 extra power (4+ BSC), 2 Dual Scrolls, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Enemies:** Dark Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers, Corpulent Zombies
	+ Knife Throwers
	+ Shieldbearers, Weirded Warriors
	+ Failed Experiments (Replaces Inquisitors)
* **Exits:** Clock Room
	+ Guardian's Haven (The Giant has to have been killed at least once)
* **Timed Door:** 26 minutes
* **Hazards:** Spikes, darkness
* **Boss Cell Doors:**
	+ Treasure chest
	+ Chained items
	+ Treasure chest
	+ Chained items
* **Keys:**
	+ **Crypt Key:** There are 2 of them, each leading player further in the level.
	+ **Moonflower Key:** The third one. Hidden behind some foliage.
* **Runes:** Explorer's Rune

### Cavern

* **Enemy Tier:** 20 - 24
* **Gear Level:** 7
* **Scrolls:** 4 Power, 1 extra power (4+ BSC), 2 Dual Scrolls, 4 Scroll Fragments (3 BSC), 5 Scroll Fragments (4/5 BSC)
* **Enemies:** Ground Shakers, Inquisitors, Arbiters, Demons, Lacerators, Slammers, Skeletons
	+ Oven Knights
	+ Failed Experiments (Replace Lacerators)
* **Exits:** Guardian's Haven, Mausoleum
* **Hazards:** Pools of lava, lanterns, spikes, spiked flails, electric waves
* **Boss Cell Doors:**
	+ Treasure chest
	+ Treasure chest
	+ Chained items
	+ Festive Outfit
* **Keys**
	+ **Garland Key:** Gives access to the 4 BSC door which contains the blueprint of Festive Outfit. Look for a vine passage in the ceiling, often near a shop.

### Undying Shores

	+ The latter two entrances are available after the entrance in the Fractured Shrines has been unlocked.
* **Enemy Tier:** 19 - 23
* **Gear Level:** 6
* **Scrolls:** 4 Power, 2 Dual Scrolls, 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Enemies:** Apostates, Failed Homunculi, Compulsive Gravediggers, Clumsy Swordsmen, Dastardly Archers, Rancid Rats, Grenadiers, Bats
	+ Knife Throwers
	+ Slammers (Replace Bats)
	+ Rampagers
	+ Failed Experiments
* **Exit:** Mausoleum
* **Hazards:** Pits

## Second bosses

### Clock Room

* **Enemies:** The Time Keeper
* **Enemy Tier:** 22
* **Gear Level:** 5
* **Scrolls:** 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exits:** High Peak Castle, Derelict Distillery (requires meeting the Hand of the King at least once), Infested Shipwreck

### Guardian's Haven

* **Enemies:** The Giant
* **Enemy Tier:** 21
* **Gear Level:** 7
* **Scrolls:** 3 Scroll Fragments (3 BSC), 4 Scroll Fragments (4/5 BSC)
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exits:** High Peak Castle, Derelict Distillery, Infested Shipwreck, Throne Room (choosing this exit grants 2 Scrolls of Power)
* **Hazards:** Pools of lava

### Mausoleum

* **Enemies:** The Scarecrow
* **Enemy Tier:** 22
* **Gear Level:** 6
* **Scrolls:** 2 Scroll Fragments (3 BSC), 3 Scroll Fragments (4/5 BSC)
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exits:** High Peak Castle, Derelict Distillery, Infested Shipwreck
* **Hazards:** Explosive mushrooms

## Sixth stages

### High Peak Castle

* **Enemies:** Guardian Knights, Lancers, Undead Archers, Bombardiers, Royal Guards
	+ Knife Throwers (Replaces Undead Archers)
	+ Rampagers
	+ Demons (Replaces Knife Throwers)
* **Enemy Tier:** 24 - 27
* **Gear Level:** 6
* **Scrolls:** 2 Power, 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Exit:** Throne Room
* **Hazards:** Spikes, spiked flails
* **Doors:**
	+ **Castle Key Doors:** They are 6 doors of 3 different colors, 2 doors each. Each 2 doors lead to an extra section of the biome, which offers an Elite enemy fight and a Castle Key as reward.
* **Keys:**
	+ **Castle Key:** 3 in total. 2 are required to access Throne Room, while the 3rd gives access to blueprint of Boomerang and a Scroll of Power. Dropped by the three Elite enemies in each of the Castle Key doors.

### Derelict Distillery

* **Enemies:** Living Barrels, Infected Workers, Demolishers, Shieldbearers, Rancid Rats, Lacerators, Spawners, Corpse Juices (spawned from Spawners)
	+ Bombardiers
	+ Hammers, Sewer Flies (spawned from Hammers), Oven Knights (Replace Shieldbearers)
	+ Failed Experiments
* **Enemy Tier:** 17 - 21
* **Gear Level:** 6
* **Scrolls:** 2 Power, 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Exits:** Throne Room, Lighthouse
* **Hazards:** Exploding barrels, Spikes
* **Doors:** There is a locked door blocking the exit to the Throne Room requiring the Distillery Key.
* **Keys:**
	+ **Distillery Key:** Gives access to the Throne Room. Can be found behind a destructible wall, which can only be destroyed by deflecting a nearby exploding barrel or by using the Barrel Launcher.

### Infested Shipwreck

* **Enemies:** Mutineers, Armored Shrimps, Bombardiers, Rancid Rats, Kamikazes
	+ Pirate Captainss
	+ Rampagers
* **Enemy Tier:** 24 - 27
* **Gear Level:** 6
* **Scrolls:** 2 Power, 1 extra Power (3+ BSC), 2 Dual Scrolls, 1 Scroll Fragment (3 BSC), 2 Scroll Fragments (4/5 BSC)
* **Exit:** Lighthouse
* **Hazards:** Breakable platforms
* **Boss Cell Doors:**
	+ Treasure chest
	+ Treasure chest
	+ Chained items altar
* **Keys:**
	+ **Forked Key:** Forked is used to unlock the loreroom where the Abyssal Trident can be found.

## Third bosses

### Throne Room

* **Enemies:** The Hand of the King
	+ *Mobs summoned by the Hand of the King (2/5 will be Elites):* Zombie, Inquisitor, Grenadier, Lacerator, Scorpion, Disgusting Worm, Cleaver, Slasher
* **Enemy Tier:** 27
* **Perfect Door (after the fight):** Flawless fight (Legendary item)
* **Exit:**  Seventh stage
* **Hazards:** Spikes
* **Runes:** Homunculus Rune

### Lighthouse

* **Enemy Tier:** 27
* **Enemies:** The Servants
* **Perfect Door (after the fight):** No
* **Exit:** The Crown
* **Hazards:** Bottomless pits, fire

## Seventh stage

The following information **contains spoilers** regarding the true ending of the game. Discretion is advised.

Astrolab

Click to see more detailed information
* **Entrance:** Throne Room (5 BSC)
* **Enemy Tier:** 37 - 46
* **Gear Level:** 10
* **Scrolls:** 2 Dual Scrolls
* **Enemies:** Bombers, Defenders, Failed Experiments, Magistrates of Death, Screaming Skulls (spawned from Magistrates of Death), Slammers, Librarians
* **Exit:** Observatory
* **Hazards:** Electric waves, projectiles, spikes, void, pools of lava
* **Keys:**
	+ **Allen Key:** Opens the door to the final section of the biome. Dropped by an Elite Slammer.
	+ **Elevator Key:** Opens the door before the elevator at the end of the biome. Dropped by an Elite Failed Experiment.
	+ **Guardian's Key:** There are 2. Open the doors before the exit to Observatory. Dropped by 2 Elite Slammers.
	+ **Apex Key:** Gives access time blueprint of Sonic Carbine. Found at the end of an obstacle course.

## Fourth bosses

### The Crown

* **Enemies:** The Queen
* **Enemy Tier:** 27

The following information **contains spoilers** regarding the true ending of the game. Discretion is advised.

Observatory

Click to see more detailed information
* **Entrance:** Astrolab
* **Enemies:** The Collector
	+ *Mobs summoned by the Collector:* Grenadier, Lancer, Runner, Undead Archer, Cleaver
* **Enemy Tier:** 38

## Special stages

### The Bank

* **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:**
	+ **Red Pass:** Unlocks the red door.
	+ **Blue Pass:** Unlocks the blue door.
	+ **Green Pass:** Unlocks the green door.

## Unused stages

### Repository of the Architects

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.

### 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.

## Gallery

* The world map partially explored.
* Incentivized biome pop-up.

## References

1. ↑ The development of Dead Cells is really moving on. *Twinoid.* December 23, 2016.
2. ↑ Dead Cells is AVAILABLE NOW! *Steam.* May 10, 2017.
3. ↑ Building the Level Design of a procedurally generated Metroidvania: a hybrid approach, *Gamasutra*. March 29, 2017.