Slay the Spire 2 - Locations
The acts, biomes, and map locations of Slay the Spire 2. Every run climbs three Acts, and Act 1 randomly rolls one of two biomes (Overgrowth or Underdocks) before the run pushes on to The Hive and finally Glory. Each Act's branching map is dotted with Monster, Elite, Merchant, Event, Treasure, Rest,...
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of 13 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| Overgrowth | Act 1 Biome | One of the two possible opening biomes in Slay the Spire 2, Overgrowth is a lush, plant-suffused ruined region whose enemies and bosses skew toward wild animals and primal beasts. | Act 1 | Overgrowth Boss gauntlet (Ceremonial Beast, Kin Priest) Wild animal and hostile creature encounters Branching forest map pathing |
| Underdocks | Act 1 Biome | The alternate opening biome rolled randomly instead of Overgrowth, Underdocks is a dank, industrialized dock-and-cellar region beneath the surface. | Act 1 | Underdocks Boss (Lagavulin Matriarch) Industrial dockland enemies Alternate Act 1 map layout |
| The Hive | Act 2 Biome | The fixed second Act, The Hive is an oppressive, insect-choked swarm region where enemies operate in coordinated groups. | Act 2 | Hive elites and Boss battles Swarm and coordinated enemy encounters Act 2 branching map |
| Glory | Act 3 Biome | The climactic third Act, Glory is a mechanized, construct-bristling summit that throws the Spire's most punishing enemies and Bosses at the player. | Act 3 | Glory Bosses (Queen & Torch Head Amalgam, Test Subject, Door) Construct and machine enemies (Axebots, Fabricator, Punch Construct) Final Act map pathing |
| Neow's Boon | Encounter | The owl-like being that meets every run at the very start (with rare exceptions), Neow offers the player a choice of opening boons before the first Act begins, such as bonus starting gold, an early relic, a potion, or an upgraded card. | Pre-Run | Opening boon choice Run-defining starting reward |
| The Spire | Hub / Framework | The overarching structure the player climbs across all three Acts. | Meta | Three-Act ascent structure Metaprogression and Ascension unlocks |
| Monster Node | Map Location | A standard combat node on the map where the player fights a normal enemy encounter, earning a card reward on victory. | All Acts | Standard combat nodes Card reward on victory |
| Elite Node | Map Location | A tougher optional combat node fought for a guaranteed relic reward in addition to a card, at the cost of significant health. | All Acts | Guaranteed relic reward High-risk high-reward pathing |
| Rest Node | Map Location | A campfire-style node where the player rests to heal a large chunk of health or upgrades a card. | All Acts | Heal health or upgrade card choice Campfire resource trade-off |
| Merchant Node | Map Location | A shop on the map where the player spends gold on cards, relics and potions, and can also pay to remove a card from the deck. | All Acts | Gold spending: cards, relics and potions Card removal service Pre-Boss shopping routes |
| Event Node | Map Location | The unknown rooms of the map, marked with a question mark and rolled as Mystery nodes in the game's map generation. | All Acts | Unknown outcome choice rooms Risk and reward events Mystery nodes on the branching map |
| Treasure Node | Map Location | A chest room that pays out a relic, with gold as the alternative when the player already holds the offered relic. | All Acts | Guaranteed chest relic Gold payout instead of a held relic Off-path branches worth detouring for |
| Boss Node | Map Location | The final node at the top of each Act's map, holding the Act Boss that has to be defeated to advance. | All Acts | Act Boss encounters that gate progression Card reward plus Boss relic Biome-specific Boss roster |
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