Dead Cells: How to Unlock and Start The Queen and The Sea DLC

With The Queen and the Sea, the Dead Cells DLC trilogy comes to a close. You might be wondering how to unlock and start it if you’ve picked it up. This content bundle provides a solid late-game experience with new biomes, weapons, and enemies. And by solid, we obviously mean difficult.

As thrilling as new Dead Cells updates are, it’s important to note that you won’t be able to play this new DLC right away. The Queen and the Sea, like the previously released expansions Fatal Falls and The Bad Seed, requires you to complete specific actions first. The process is detailed in the Dead Cells guide below.

How to Unlock and Start Dead Cells: The Queen and The Sea DLC

Two late-game biomes are available in Dead Cells: The Queen and The Sea. As a result, you won’t be able to dive into these new areas right away at the start of a run because they’re meant to “replace” the game’s final levels. It won’t be enough to just get to the end; you’ll need to unlock them by following a specific path.

Step 1: Unlock Flask Room

To begin playing The Queen and the Sea, you must first unlock the Flask Room. This is the area in the Prisoner’s Quarters where floating flasks/bottles display your unlocked weapons and other items. You’ve probably already completed this step if you’ve been playing Dead Cells for a while. To bypass the tutorial levels, new players can either play until they unlock this area or die three times on purpose.

You’ll be greeted by a tentacle creature holding a scroll once the Flask Room is unlocked. The scroll will direct you to an NPC in the Toxic Sewers level/biome to speak with. To continue on your journey, exit the Prisoner’s Quarters through the Toxic Sewers gate.

Step 2: Talk with the Fisherman

The Fisherman NPC is the next thing you’ll need to find. Long-time Dead Cells players will recognize him as a character from the game’s Early Access version. He can be found in a room somewhere in the Toxic Sewers; however, because of the game’s random nature, it’s impossible to say which room he’ll be in. Just make sure you find him before you leave.

When you locate the Fisherman, he will explain that he requires your assistance to leave the island. He explains that another character (named Michel) is in possession of a key/means of gaining access to his boat. The following step is to travel to Stilt Village.

Step 3: Acquire the Crowned Key

You’ll want to head to the Ramparts exit gate from the Toxic Sewers. After that, defeat the boss by exiting through the Black Bridge level. After that, take the Stilt Village exit.

Look for the room where Michel lives, just as you did with the Fisherman; the door leading there is randomized. The doorways, on the other hand, provide a hint. Keys are found in those marked with a key, while loot is found in those marked with loot. You can’t find the door you’re looking for because it’s not marked (no key or loot symbol).

Make sure you’re ready to fight before entering because you’ll be attacked by an Armored Shrimp. Defeat him to obtain the Leghugger – an evolving pet that bites enemies – as well as the Crowned Key from Michel’s corpse. Then proceed to the Clock Tower by completing the Stilt Village level as usual.

Step 4. Unlock the Door to the Infested Shipwreck

You’ll enter the normal hub area between levels after leaving the Clock Tower and dispatching the Clock Room boss. This is crucial: do not visit High Peak Castle or the Derelict Distillery. You’ll have to redo several steps or start a new run if you do so.

Instead, look for a locked door at the bottom of the map. Head to a new outside area with the Crowned Key you received from Stilt Village. Make your way down to the Fisherman’s boat, where he’s been waiting. Take a ride to The Infested Shipwreck, the first level of The Queen and The Sea.

That’s it for how to get The Queen and The Sea DLC for Dead Cells unlocked and started. You can now play the most recent levels in Dead Cells. Don’t worry if you don’t get them all right the first time. This procedure only needs to be completed once; the door to the Fisherman’s boat will remain open from now on.

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