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Map & Routes

High Win-Rate Pathing

Smart pathing is the key to the Spire. Route ideas, node priorities and event trade-offs for every act — so you make the optimal call between risk and reward.

Map Overview & Node Legend
StS2 map node overview
Combat👑EliteShop🔥Rest?EventChestBoss
Alternate acts: Act 1 is randomly Overgrowth or Underdocks, with completely different enemy/event/boss pools — check which act you got before planning your route and picks.
Act 1a · Overgrowth Boss guides ›
Overview One of two random Act 1 variants — overgrown ruins theme.
Elites Bygone Effigy (127), Byrdonis (91), Phrog Parasite (61)
Bosses Vantom / The Kin / Ceremonial Beast
Pathing tips Fight normals early for gold and card rewards; grab 1–2 damage cards before elites; path rest sites before elites.
Act 1b · Underdocks Boss guides ›
Overview The other Act 1 variant — a dank sewer-dock with a completely different enemy/event/boss pool.
Elites Phantasmal Gardener (28×multi), Skulking Colony (79), Terror Eel (140)
Bosses Waterfall Giant / Soul Fysh / Lagavulin Matriarch
Pathing tips Skulking Colony caps per-hit damage — big-single-hit decks need multi-hit or DoT backup.
Act 2 · The Hive Boss guides ›
Overview Insect-themed act where elite HP jumps — the litmus test for your build.
Elites Infested Prism (200), Entomancer (145), Decimillipede (42)
Bosses Knowledge Demon / The Insatiable / Kaiser Crab
Pathing tips Your engine must be online before Act 2; since v0.101, floor 6 no longer spawns elites.
Act 3 · Glory Boss guides ›
Overview The current final act — knights and souls, with a five-elite pool.
Elites Magi Knight (82), Mecha Knight (300), Flail Knight (101), Soul Nexus (234), Spectral Knight (93)
Bosses Aeonglass / Test Subject #C10 / Queen
Pathing tips Act 3 bosses are pure mechanics checks — pre-plan answers (DoT, multi-hit, burst windows). The Architect after Act 3 is a scripted story encounter, not a fight.
Pathing Strategy

Early (Floors 1–6)

◆ Fight normals for gold and card rewards; grab 1–2 damage cards before considering elites.

◆ Since v0.101, floor 6 no longer spawns elites — early pathing is much safer.

Mid (Floors 7–13)

◆ Elites in moderation: engage only with 1–2 answers in deck and a rest site pathed before them.

◆ Removing a starter Strike/Defend at shops is usually the best gold sink — ahead of buying cards.

Late (Floor 14+)

◆ No fixed formulas — alternate acts break them. Keep branches that let you pivot from greedy to safe.

◆ Pre-plan answers for the boss pool (DoT, multi-hit, burst windows); stock potions and key upgrades first.

Elite relics can define your whole run, but skipping every elite leaves you underpowered — and greedy elite deaths are among the most common losses in EA.
Event Advice

Boon Events

Prioritize

Straight deck upgrades (upgrade/transform/free relic) with no downside — always worth a visit.

Rating ★★★★★

Resource Events

Situational

Gold, potions or card removal — take what your current build actually needs.

Rating ★★★★

Trade-off Events

Evaluate carefully

HP or gold for power (Calling Bell-style gambles) — check you can afford the price first.

Rating ★★★★★

Affliction Events

Avoid if possible

Afflictions latch onto your existing cards and cannot be shop-removed — steer clear.

Rating ★★★★★

Event pools vary by act, and alternate acts have their own exclusive events — factor event density into your branch choices.

Key Events

The 15 most impactful events among the 66 in the current build — choices, outcomes and the community pick for each.

Abyssal Baths Act 1b · Underdocks
Choices & Outcomes
Decline: heal 10 HP.
Soak: +2 Max HP and take 3 damage — repeatable.
Community PickSoak repeatedly early on — trading a little HP for permanent Max HP is well worth it.
Amalgamator Act 2 · The Hive
Choices & Outcomes
Remove 2 Defends to gain an Ultimate Defend, or remove 2 Strikes to gain an Ultimate Strike.
Community PickAlmost always take it — two free starter removals plus an upgraded replacement.
Doors of Light and Dark Act 1b · Underdocks
Choices & Outcomes
Door of Light: upgrade 2 random cards.
Door of Dark: remove 1 card.
Community PickUsually the Door of Dark — targeted removal beats random upgrades.
Dense Vegetation Act 1a · Overgrowth
Choices & Outcomes
Push through: lose HP and remove 1 card.
Rest: fight a pack of Wrigglers.
Community PickPush through when healthy; take the fight if your deck is weak.
Byrdonis Nest Act 1a · Overgrowth
Choices & Outcomes
Eat the egg: gain Max HP.
Hide the egg: the egg joins your deck.
Community PickMost guides recommend eating it for the Max HP.
Aroma of Chaos Act 1a · Overgrowth
Choices & Outcomes
Transform 1 card, or upgrade 1 card.
Community PickTransform if you have a dead card; otherwise upgrade.
Wellspring Act 1a · Overgrowth
Choices & Outcomes
Bottle: gain a random potion.
Bathe: remove 1 card but add a temporary curse.
Community PickBathe when you're short on card-removal options.
Sunken Treasury Act 1b · Underdocks
Choices & Outcomes
Small chest: a little gold.
Large chest: a lot of gold plus a permanent curse.
Community PickUsually the small chest — the curse tax is too high.
Self-Help Book All acts
Choices & Outcomes
Study the blood tome to empower an Attack, Skill or Power in your deck.
Community PickAlways take it — pure upside, aimed at your core card.
The Future of Potions? All acts
Choices & Outcomes
Convert one of your potions into a card reward based on its rarity.
Community PickFree value whenever you have a spare potion.
Potion Courier Act 2 / Act 3
Choices & Outcomes
Pick up the Foul Potion.
Community PickAlways take it and hold it until Act 3 — it unlocks the hidden Merchant fight.
The Merchant??? Act 2 / Act 3
Choices & Outcomes
Throw the Foul Potion at the fake merchant to trigger a hidden boss fight.
Community PickThrow it: winning grants 300 gold, all the knock-off relics and the exclusive Merchant's Rug relic (needed for 100% completion). Does not appear in co-op.
Wongo's Act 2 · The Hive
Choices & Outcomes
Buy a random common relic, buy a specific rare relic, buy a ticket (several random relics after a few fights), or refuse — which downgrades 1 card.
Community PickBuy the ticket or the rare relic when rich; never refuse.
Battleworn Dummy Act 3 · Glory
Choices & Outcomes
Pick a difficulty tier; kill the dummy within 3 turns for a scaled reward — fail and get nothing.
Community PickConservatively pick a tier you can reliably kill.
Trash Heap Act 1b · Underdocks
Choices & Outcomes
Dig deep: lose HP for a unique relic from the legacy pool.
Rummage: gold plus a unique card.
Community PickDig deep when healthy — the unique relic is worth the HP.