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Dead Cells Biome Routes

Updated 30 Oct 2026 Source Dead Cells Wiki (deadcells.wiki.gg) — Biomes page (full stage ordering and DLC biome list) and Runes and upgrades page (access requirements); cross-checked against the published progression route table. Every biome name, stage number and DLC tag below is wiki-sourced. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The map is a ladder, not a line

Dead Cells biomes are grouped into levels (stages), and in any single run you only ever enter one biome from each level. Stage 1 is always the Prisoners’ Quarters; stage 2 might be the Promenade of the Condemned or the Toxic Sewers; you will never see both in one run.

That structure is why the game stays fresh and why “which way should I go” is a genuine decision. The exits at the end of each biome lead to specific biomes in the next level, and most of them are locked behind a rune, a key or an outfit. Every alternative route below is a choice you make at the end of a biome.

Full stage and route table

StageBiomes (one per run)Requirement to enter
1Prisoners’ QuartersAlways
2Promenade of the Condemned / Toxic Sewers / Dilapidated Arboretum ᵀᴮˢ / Castle’s Outskirts ᴿᵗᶜNone / Vine Rune / Teleportation Rune / (RtC route)
2 optionalPrison Depths / Corrupted PrisonSpider Rune
3Ramparts / Ossuary / Ancient Sewers / Morass of the Banished ᵀᴮˢ / Dracula’s Castle ᴿᵗᶜNone / Teleportation Rune / Ram Rune / Teleportation Rune / (RtC)
1st bossBlack Bridge / Insufferable Crypt / Nest ᵀᴮˢ / Defiled Necropolis ᴿᵗᶜDefault / via Ancient Sewers / via Morass of the Banished / (RtC)
4Stilt Village / Slumbering Sanctuary / Graveyard / Fractured Shrines ᶠᶠNone / Spider Rune (from Black Bridge) or via Insufferable Crypt / Spider Rune / (FF)
5Clock Tower / Forgotten Sepulcher / Cavern ᴿᵒᵗᴳ / Undying Shores ᶠᶠNone / Teleportation Rune / Cavern Key / (FF)
2nd bossClock Room / Guardian’s Haven ᴿᵒᵗᴳ / Mausoleum ᶠᶠDefault / via Cavern / (FF)
6High Peak Castle / Derelict Distillery / Infested Shipwreck ᵀQatS / Dracula’s Castle ᴿᵗᶜNone / having reached the Throne Room once / (TQatS) / (RtC)
3rd bossThrone Room / Lighthouse ᵀQatS / Master’s Keep ᴿᵗᶜDefault / (TQatS) / (RtC)
4th bossThe Crown ᵀQatSTop of the Lighthouse

ᵀᴮˢ = The Bad Seed · ᴿᵒᵗᴳ = Rise of the Giant · ᶠᶠ = Fatal Falls · ᵀQatS = The Queen and the Sea · ᴿᵗᶜ = Return to Castlevania

The three ending routes

The base route ends at the Throne Room with the Hand of the King. Two DLCs add a full parallel branch that replaces the last stretch:

  • The Queen and the Sea swaps in the Infested Shipwreck → Lighthouse → The Crown, where the Queen waits. Beating her also awards the first four Boss Cells.
  • Return to Castlevania runs Castle’s Outskirts → Dracula’s Castle → Defiled Necropolis (Death) → Master’s Keep (Dracula, then Dracula’s final form). Dracula’s final form also awards the first four cells.
  • Rise of the Giant does not replace the ending — it adds the Cavern → Guardian’s Haven branch off the Graveyard, which is where the fifth Boss Cell and then the Astrolab/Observatory true ending come from.

All three are alternatives inside the existing stage structure. You are not adding stages; you are swapping which biome fills them.

Route choices that actually matter

Promenade vs Toxic Sewers (stage 2). The Promenade is open and forgiving; the Sewers are tighter and full of poison but lead directly toward the Ossuary and the Ram Rune. Early on, take whichever gives you the elite room you still need.

Ramparts vs Ossuary vs Ancient Sewers (stage 3). Ossuary is the Ram Rune route and feeds the Ancient Sewers; Ramparts is the safe route to the Black Bridge. If you still need Ram, go Ossuary.

Stilt Village vs Slumbering Sanctuary vs Graveyard (stage 4). The Graveyard is the only one that leads to the Cavern, so it is mandatory for the 5 BC route. Sanctuary is where the Spider Rune elite lives if you have not taken it yet.

Clock Tower vs Forgotten Sepulcher (stage 5). The Sepulcher is a darkness biome where the light is your timer, and it is where the Explorer’s Rune sits behind two elite rooms. The Clock Tower is the straightforward path to the Clock Room.

The Bank

If you have reached the Throne Room, The Crown or Master’s Keep at least once, a golden chest can appear in a passage to a non-boss biome. Entering it sends you to The Bank, which replaces the next biome entirely — a dense, high-value detour full of gold and chests.

Frequently asked questions

How many biomes are in Dead Cells?

The base game has 15 main biomes plus 4 boss biomes, and the DLCs add another 9 main and 8 boss biomes. You only ever see one biome per stage in a single run — that is what makes each run different.

Is Dead Cells linear?

No. Biomes are grouped into levels (stages), and only one biome from each level is visited per run. Which one you get depends on the exits you take, and those exits are gated by runes and keys — so the map branches rather than running straight.

How do I reach the Cavern and the Giant?

Graveyard → use the Cavern Key (found behind a secret door in the Prisoners' Quarters) on the Cavern door → clear the Cavern → Guardian's Haven, where The Giant waits. Beating him at 4 BC is how you get the fifth Boss Cell.

Do the DLC biomes add new stages?

No — DLC biomes are parallel alternatives inside the existing stages, not extra steps. Fatal Falls adds Fractured Shrines, Undying Shores and Mausoleum; The Queen and the Sea adds Infested Shipwreck, Lighthouse and the Crown; Return to Castlevania adds the castle route with Death and Dracula.

More Dead Cells guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.