Progress in Dead Cells runs on two ladders. The first is unlocks: Collector upgrades and blueprints bought with cells, and runes that open new biomes. The second is difficulty: five Boss Stem Cells (BSC) that you earn after beating the Hand of the King and inject at the start of a run. The first ladder is what makes the second one climbable, and most players who stall are trying to climb the second before the first is done.
This guide gives the whole path as a roadmap first, then explains each step. Costs, locations and Boss Stem Cell effects were checked against the official Dead Cells wiki (deadcells.wiki.gg). The game is complete (content development has ended), so this covers the final version, including the free Rise of the Giant content; paid DLC routes are noted where they change your choices. The first hours are covered in more detail in the Beginner Guide.
The roadmap: milestones in order
| Milestone | What to unlock or do | Why it matters |
|---|---|---|
| First runs (0 BSC) | Health Flask I (5 cells), Gold Reserves I (5), Recycling I (25), Health Flask II (50) | The flask is your only portable healing; everything else at the Collector is locked until Flask I |
| Promenade of the Condemned | Kill the elite Undead Archer for the Vine Rune | Opens the Toxic Sewers and starts the rune chain |
| Ramparts | Take the Customization Rune near the entrance | Unlocks Custom Mode for practice runs |
| First boss kill | Concierge: Challenger's Rune. Start investing in the Legendary Forge; use the Blacksmith's Apprentice | The Blacksmith appears after boss biomes; the Forge is where spare cells go from now on |
| Rune chain | Teleportation (Toxic Sewers) → Ram (Ossuary) → Spider (Slumbering Sanctuary) | Opens Conjunctivius, the Graveyard and most alternative routes |
| 10 and 25 items unlocked | Health Flask III (150) and IV (300) | Four flask charges is the purchasable maximum |
| First Hand of the King kill | 1st Boss Stem Cell, Homunculus Rune, Cavern Key in the Prisoners' Quarters | Opens 1 BSC and the route to the Giant |
| 1 BSC | Beat the Hand of the King again: 2nd BSC and the Recycling Tubes blueprint | ++ Forge cap rises to 100%; first boss phases change |
| 2–3 BSC | Climb to 3 and 4 BSC; begin the S tier of the Forge | S quality becomes investable at 2 BSC; cells ×2 |
| 4 BSC | Beat the Giant in Guardian's Haven for the 5th BSC | The only source of the last cell; cells ×3 |
| 5 BSC | Throne Room → Astrolab → Observatory: beat the Collector | The true ending and the Collector's Syringe blueprint |
You do not have to follow this in a straight line. Runes can be picked up on any run, and you can always remove Boss Stem Cells to farm on an easier setting. But the order shows what each step depends on.
Cells: what to buy first, and what comes later
Cells you are carrying when you die are lost, so the rule is to spend them at every Collector. The early order is simple and is laid out with running totals in the Beginner Guide: Health Flask I, Gold Reserves I, Recycling I, Health Flask II, then Flask III and IV.
What most guides leave out is the rest of the Collector's general list. Here it is with a priority, all costs from the official wiki:
| Upgrade | Cells | Requirement | Effect | Priority |
|---|---|---|---|---|
| Health Flask I–IV | 5 / 50 / 150 / 300 | III needs 10 items unlocked, IV needs 25 | 1 to 4 flask charges, each healing 60% of max health | Highest |
| Recycling I / II | 25 / 120 | Health Flask I / Recycling I | Turns items into gold at 7% / 15% of the sale price | High |
| Backpack | 100 | 15 items unlocked | Carry a spare weapon (not two-handed weapons) | High |
| Gold Reserves I–V | 5 / 35 / 100 / 200 / 400 | III needs 8 unlocks, IV 15, V 30 and a blueprint | Keep 500 to 2,500 gold when you die | Medium; IV is also needed for Advanced Forge I |
| Random Melee Weapon / Random Starter Bow / Random Starter Shield | 65 each | 2 items unlocked | Starter drawn at random from your unlocked weapons, bows or shields | Low until your pool is good |
| Specialist's Showroom | 150 | 20 items unlocked | A special shop in the Prisoners' Quarters | Medium |
| Hunter's Mirror | 150 | Specialist's Showroom | A mirror near the Scribe | Low |
| Restock | 300 | 20 items unlocked | Refresh shop stock (5 uses per shop) | Medium |
| Merchandise Categories | 300 | 30 items unlocked and a blueprint | Merchants offer a wider range of categories | Low |
| Advanced Forge I | 200 | Gold Reserves IV, 40 items unlocked, blueprint from Conjunctivius's 6th kill | The Apprentice can raise an item's quality twice instead of once | High once available |
| Recycling Tubes | 150 | Blueprint from the Hand of the King at 1 BSC | Choose between a few starting sets, each with a melee weapon, ranged weapon, shield and two skills | High once available |
Two points from the table are worth stressing. First, Health Flask IV is the last flask upgrade you can buy. The wiki lists a secret fifth upgrade, but it only drops during the Collector fight at 5 BSC and refills your flask there. Second, the "Random" starters and Recycling Tubes solve the same problem, a weak opening, in different ways. Random starters only help once your unlock pool is clean; Recycling Tubes gives you a choice of sets and is the better buy when you have it.
Unlocking items is also a requirement: Flask III needs 10, Flask IV 25, the Backpack 15, Advanced Forge I 40. But every unlock joins the drop pool. Unlock cheap items to hit the thresholds early, then become selective once you pass 25 to 40 unlocks.
Runes and where they are
Runes are permanent and are not bought. Each drops once from a specific elite or boss. The locations below match the official wiki.
| Rune | Where | Dropped by | What it gives |
|---|---|---|---|
| Vine Rune | Promenade of the Condemned, a room in a hall under an overpass | Elite Undead Archer | Climbing vines; opens the Toxic Sewers |
| Customization Rune | Ramparts, a room near the entrance | Elite enemy | Custom Mode |
| Challenger's Rune | Black Bridge | The Concierge | Daily Run |
| Teleportation Rune | Toxic Sewers, elite room | Elite Slasher | Teleportation monoliths; opens the Ossuary, the Forgotten Sepulcher and (The Bad Seed) the Dilapidated Arboretum and Morass of the Banished |
| Ram Rune | Ossuary, elite room | Elite Slasher | Breaks certain floors; opens the Ancient Sewers |
| Spider Rune | Slumbering Sanctuary, elite room | Elite Caster | Wall clinging; opens the Prison Depths, Corrupted Prison, Graveyard, and the Slumbering Sanctuary from the Black Bridge |
| Explorer's Rune | Forgotten Sepulcher, after two elite rooms near the end | Two Dark Trackers | Reveals the map once you have explored most of a biome |
| Homunculus Rune | Throne Room | The Hand of the King | Launch your head to grab items and latch onto enemies |
The Teleportation Rune is the key rune for progression because it opens the most exits, and the chain Vine → Teleportation → Ram is the order in which they become reachable. The Spider Rune comes from the Slumbering Sanctuary, which you can first reach from the Insufferable Crypt. A run that is going badly is a good time to detour for a rune; you keep it even if you die a room later.
Biome routes: which paths to take
The map has a fixed number of stages with branching exits. Each column below is a choice you make at the end of a biome.
| Stage | Options | Requirement | When to take it |
|---|---|---|---|
| 2 | Promenade / Toxic Sewers / Dilapidated Arboretum | None / Vine Rune / Teleportation Rune (The Bad Seed) | Toxic Sewers until you have the Teleportation Rune |
| 2 (extra) | Prison Depths / Corrupted Prison | Spider Rune | Alternative stage 2 routes; at 1 BSC they gain doors to the Ancient Sewers and Ramparts |
| 3 | Ramparts / Ossuary / Ancient Sewers / Morass of the Banished | None / Teleportation / Ram / Teleportation (The Bad Seed) | Ossuary for the Ram Rune; Ancient Sewers to reach Conjunctivius |
| 1st boss | Black Bridge / Insufferable Crypt / Nest | Default / via the Ancient Sewers / via the Morass | Concierge for a first win; Conjunctivius for Advanced Forge I on her 6th kill |
| 4 | Stilt Village / Slumbering Sanctuary / Graveyard | None / Spider Rune from the Black Bridge, none from the Insufferable Crypt / Spider Rune | Slumbering Sanctuary for the Spider Rune; Graveyard for the Cavern after your first Hand of the King kill |
| 5 | Clock Tower / Forgotten Sepulcher / Cavern | None / Teleportation Rune / Cavern Key (first time) | Forgotten Sepulcher for the Explorer's Rune; Cavern for the Giant |
| 2nd boss | Clock Room / Guardian's Haven | Default / via the Cavern | Guardian's Haven at 4 BSC for the 5th cell |
| 6 | High Peak Castle / Derelict Distillery | None / reached the Throne Room once | Either; both lead to the Throne Room |
| 3rd boss | Throne Room | — | The Hand of the King, source of the first four cells |
Fatal Falls adds the Fractured Shrines, Undying Shores and Mausoleum (the Scarecrow), The Queen and the Sea adds the Infested Shipwreck, Lighthouse and the Crown, and Return to Castlevania adds its castle route with Death and Dracula. They are side routes at the same stages, not extra progression steps. The Queen and Dracula's Final Form can also award the first four Boss Stem Cells.
Higher difficulty also opens doors: at 2 BSC, once you have beaten the Giant, the Slumbering Sanctuary gains a door to the Cavern and the Forgotten Sepulcher one to Guardian's Haven, and at 3 BSC the Ramparts gain a door to the Insufferable Crypt.
Boss Stem Cells 1 to 5: what each adds
You inject cells in the tube at the start of a run. Every level also changes bosses' early phases, which is covered in the Boss Guide.
| Level | How you get it | Healing in passages | Other changes | What it asks of you |
|---|---|---|---|---|
| 1 BSC (Hard) | Hand of the King at 0 BSC | Health Fountain in every other passage; the others have a flask recharge | Forge ++ cap 100%; new doors from Prison Depths and Corrupted Prison | Stop drinking just before every passage |
| 2 BSC (Very Hard) | Hand of the King at 1 BSC | No fountains; one flask charge per passage | Cells ×2; Forge S cap 25%; Cavern and Guardian's Haven doors | Treat damage as permanent within a biome |
| 3 BSC (Expert) | Hand of the King at 2 BSC | Only 3 flask charges in passages per run | Item level +1; scroll fragments; Forge S cap 50%; Ramparts door to the Insufferable Crypt | Bring sustain: a healing mutation or food |
| 4 BSC (Nightmare) | Hand of the King at 3 BSC | No flask charges in passages | Wider enemy detection, most enemies teleport to you; item level +3; cells ×3; Forge S cap 100% | Clear rooms from range or on your terms; no safe backline |
| 5 BSC (Hell) | The Giant at 4 BSC | No flask charges in passages | The Malaise; Astrolab and the Collector; the Collector's Intern replaces the Collector in passages | Kill fast and keep moving through biomes |
The 3 BSC refills are fixed: per the wiki, the first comes after the first boss, the second before the second boss, and the third after the Lighthouse (a The Queen and the Sea biome). Scroll fragments, from 3 BSC on, turn into a Scroll of Power every fourth fragment.
4 BSC is the real wall. Without any refills, your four flask charges must last the whole run, and enemies that teleport behind you punish slow, cautious play. Most players need several attempts here, and it is fine to drop back to 3 BSC to farm cells for the Forge.
The Malaise at 5 BSC
The Malaise is a meter of 10 tiers (500 points). It starts when you break into a biome's combat area and rises constantly, faster the more enemies are alive; at 100% enemies remaining a tier takes about 42 seconds. Higher tiers make enemies stronger, reduce their attack delays and spawn more of them. To lower it:
- Kill enemies: 1.8 points per normal enemy, 25 per elite, 250 per boss.
- The Health Flask and Cough Syrup (from food shops) each remove 150.
- Kill 90% of a biome's enemies to trigger the clear-infection event: the Malaise stops rising and its effects switch off for that biome.
Infected food found in wall secrets raises it. The practical result is that 5 BSC rewards a fast, damage-heavy build over a defensive one.
The Collector's Intern replaces the Collector at 5 BSC so you can still spend cells and unlock blueprints. Before this change, players had to drop to a lower difficulty to unlock items, which is why older advice says to farm blueprints below 5 BSC.
The Legendary Forge
The Blacksmith appears in the passage after a boss biome. His Legendary Forge raises the share of items that drop at higher quality, paid in small steps.
| Tier | Total cost | Step | 0 BSC | 1 BSC | 2 BSC | 3 BSC | 4–5 BSC |
|---|---|---|---|---|---|---|---|
| + quality | 500 | 25 cells = 5% | 100% | 100% | 100% | 100% | 100% |
| ++ quality | 3,000 | 150 cells = 5% | 50% | 100% | 100% | 100% | 100% |
| S quality | 10,000 | 500 cells = 5% | Locked | Locked | 25% | 50% | 100% |
Each tier needs the previous one at 100%, so the caps double as a schedule: finish + at 0 BSC, push ++ to 50%, finish ++ at 1 BSC, and start S at 2 BSC. All three tiers total 13,500 cells, which the cell multipliers at 2 BSC (×2) and 4 BSC (×3) make far quicker to reach. It is also the best place to dump spare cells before a boss door.
Custom Mode and Assist Mode: for players who are stuck
Custom Mode is unlocked by the Customization Rune in the Ramparts. It lets you limit the item, mutation and outfit pools, add starting equipment, set the maximum number of flask charges (0 to 4) and your Gold Reserves, Recycling and Forge levels, fix a seed, set the number of active Boss Cells, keep health fountains from breaking at Hard and above, and add gameplay modifiers. Some options disable achievements, as does enabling fewer than 20 items, and only items you have unlocked in normal mode are available. Malaise modifiers become available after beating the game at Expert. Use it to drill a boss or a biome with a fixed build.
Assist Mode (added in the 2.9 Breaking Barriers update) offers Continue Mode (0, 1, 3, 7 or infinite continues), Auto-Hit, Easier Parry, Slower Traps, map reveal, and lower trap damage, enemy health and enemy damage down to a minimum of 20%. The official wiki states it does not disable achievements, Boss Stem Cells or perfect-kill rewards; it only hides your score from the Daily Challenge leaderboard. If a single step on this ladder has stopped being fun, it is a legitimate way past it.
Common progression mistakes
- Raising Boss Stem Cells before the flask is maxed. At 2 BSC and above, a two-charge flask with no fountains ends runs early. Get Health Flask IV first.
- Leaving an Aspect equipped. The wiki is clear that an equipped Aspect prevents you from unlocking new Boss Stem Cells (and flawless boss rewards). Clear it before a run where you plan to beat the Hand of the King or the Giant.
- Refusing to step back down. Cells can be removed in the tube before you leave the starting area. Farming a lower level for Forge cells is progress, not failure.
- Investing in the Forge out of order. S quality is locked until 2 BSC; dumping cells into it is not possible earlier, but finishing ++ at 1 BSC is.
- Exploring slowly at 5 BSC. The Malaise climbs with every second enemies stay alive. Clear first, then explore.
- Skipping the Cavern Key. After your first Hand of the King kill, the key in the Prisoners' Quarters opens the Cavern and the Giant, who is the only source of the fifth cell.
- Unlocking everything at high levels. Each unlock dilutes the drop pool. Past the 40 unlocks Advanced Forge I needs, be selective.
Related guides
For the first hours, the Beginner Guide covers the starting route and the early cell plan. The patterns of every boss on this ladder are in the Boss Guide. To build a run that survives 4 and 5 BSC, see the Build Guide and the Weapons and Mutations Tier List. For whether the whole climb is worth it, read the Honest Review.
★Honest Take: a great ladder with a steep, quiet step at 4
The Boss Stem Cell system is one of the best parts of Dead Cells. Each level changes one clear thing, mostly healing, and pays you back with more cells, better items and higher Forge caps, so climbing feels like a trade rather than pure punishment. The unlock ladder underneath it is generous once you know what to buy.
The weak points are real. The game explains almost none of this: nothing tells you that the Forge cap is tied to difficulty, that an Aspect blocks your next cell, or that the fifth cell comes from a different boss. The jump from 3 to 4 BSC is much larger than the others, and 5 BSC with the Malaise pushes you toward one fast style of play. Most players will have a complete, satisfying game well before 5 BSC, and there is no shame in stopping there or using Assist Mode to see the rest.