Slay the Spire / Original game
Acts 1–4 Progression and Ascension Unlocks
Attack and defense to prepare in each Act, locations of the 3 keys, Act 4's fixed order, and changes through Ascension 20. Pursue normal clears, key unlocks, and Heart kills under their separate requirements.
Scope: Original game, PC Steam App 646570; includes the V2.2 balance changes. The official announcement with a confirmed version number is V2.3.4 (2022-12-20). Checked: 2026-10-02. Ports, mods, II, and the board game are separate.
Act 1: turn the starting deck into one that wins the next fight
- Read the Act 1 boss icon and paths to elites. Check which combats, Rest Sites, and shops are reachable, and whether you can take a detour.
- Starting Strike deals 6 and Defend grants 5. Compare whether taking a reward Attack reduces the turns needed to kill the current enemies.
- Before an elite, check HP, damage output, and available potions. Do not route through every elite solely for rewards.
- Gremlin Nob gains Strength from Skill plays. Lagavulin sleeps while you can prepare; 3 Sentries disrupt draw with Dazed. Adapt the opening to the enemy.
- Before the boss, compare Rest and Smith. Hexaghost's turn two scales with current HP, but do not leave HP too low to survive the later fight.
- Boss rewards let you choose 1 card and 1 boss relic. Read relic trade-offs and skip if needed.
Act 2: handle multiple enemies and heavy attacks
- Alongside single-target damage, prepare attacks that reduce multiple enemies or group debuffs. Choose cards that fill the role currently missing.
- Elite possibilities are Book of Stabbing, Gremlin Leader, and Taskmaster with Slavers. Do not look for these as Act 3 enemies.
- Match defense to intent: Strength reduction for multi-hits, substantial Block for single hits. Use potions before taking lethal damage.
- Before shop removal, check the attack and defense left afterward. Do not remove useful answers to current enemies merely to shrink the deck.
- Match the boss icon with answers to the Champ's second-half attacks, the Automaton's turn six, or the Collector's minions.
- When selecting the second boss relic, include restrictions from the first. Calculate the combined cost of effects such as hidden intents and no new potions.
Act 3: choose between the final Act and a normal clear
- Act 3 elites are Giant Head, Nemesis, and Reptomancer. The Transient is a regular enemy; distinguish surviving until it disappears from the achievement for killing it.
- For a Heart run, check missing Ruby, Emerald, and Sapphire Keys. Do not forget Ruby at the last Rest Site or take the relic instead of Sapphire at the last chest.
- For the Awakened One, plan when to play Powers; for Time Eater, count card plays; for Donu and Deca, prepare to remove one enemy.
- At A20, another Act 3 boss follows the displayed boss. Do not assume full healing, a shop, or a Rest Site between them.
- With all 3 keys, proceed to Act 4. Distinguish an Act 3 victory without keys from the final victory requirement of a run extended into Act 4.
Plan collection of the 3 keys
Unlocking keys requires Act 3 victories with each of the first 3 characters. Use the steps below for their locations within a run.
Back to contents ↑The 3 keys to the Heart
Act 3 victories with the first 3 characters unlock the key system. Key colors are not character-exclusive: collect all 3 during a single run.
- Defeat the Act 3 boss once each as Ironclad, Silent, and Defect. A Watcher victory does not replace one of those 3 colors.
- Ruby Key: choose Recall at a Rest Site. You cannot Rest or Smith there at the same time, so check your HP and remaining Rest Sites.
- Emerald Key: defeat the buffed elite marked by flames on the map. Defeating an ordinary elite is not enough.
- Sapphire Key: take it instead of a chest's relic. If you take the relic first, you cannot then also take that chest's key.
- Collect all 3 within the same run and defeat the Act 3 boss. At A20, defeat both Act 3 bosses before entering Act 4.
- Act 4 follows Rest Site → shop → Spear and Shield → Heart. There are no regular-combat or event detours within this final Act.
- You do not have to collect all 3 in the same Act. Check which colors are missing when choosing each Act's route.
- With Matryoshka, give up only the relic linked to the key. With Cursed Key, also account for the Curse from opening the chest itself.
- The next Ascension level unlocks upon an Act 3 victory. Losing in Act 4 still unlocks the next level, but does not count as earning an achievement that requires a victory or Ending.
Act 4: Rest Site, shop, elite, Heart
- At the first Rest Site, heal or upgrade a card for the final fights. With restrictions such as Coffee Dripper, read which actions remain available.
- The next shop is your final purchase opportunity. Choose draw, defense, and potions for a poor Spear and Shield opening or the Heart's Status cards.
- Spear and Shield attack from both sides. Prepare your hand for the turn-two barrage and, from A18 onward, Burns on top of the draw pile.
- Against the Heart, defend Beat of Death during card plays and plan several turns of attack and defense around the per-turn damage cap.
- Beating the Heart earns progress toward that character's Ending achievement. Endings for the first 3 characters relate to The End?; all achievements including Watcher's relate to Eternal One.
Cumulative changes at Ascension 1–20
Clearing Act 3 with a character unlocks that character's A1. Each Act 3 victory at the selected level opens the next. The Heart is unnecessary. A20 includes all changes from levels 1–20 cumulatively.
| Ascension level | Added change | Check before advancing |
|---|---|---|
| 1 | More elites | Check route branches and preserve paths that avoid them. |
| 2 | Regular enemies deal more damage | Check attack and defense that reduce damage in regular fights. |
| 3 | Elites deal more damage | Prepare potions and fast damage before entering. |
| 4 | Bosses deal more damage | Read intent rather than reusing base-difficulty attack values. |
| 5 | Less healing after bosses | Heals 75% of missing HP. Do not assume a full heal. |
| 6 | Start the run damaged | Lose 10% of maximum HP at the start. |
| 7 | Regular enemies are tougher | More cards or turns are needed to kill them. |
| 8 | Elites are tougher | Recalculate lethal damage from their HP. |
| 9 | Bosses are tougher | This guide lists A9+ boss HP separately. |
| 10 | Ascender's Bane in the starting deck | An unremovable Curse. Account for clogged draw. |
| 11 | 1 fewer potion slot | Normally drops from 3 slots to 2. Plan use order and which types to keep. |
| 12 | Fewer upgraded card rewards | Choosing upgrades at Rest Sites becomes more important. |
| 13 | Less boss gold | Replan the budget for shops and card removal. |
| 14 | Lower maximum HP | Ironclad 80 → 75, Silent 70 → 66, Defect 75 → 71, Watcher 72 → 68. |
| 15 | Less favorable events | Read HP and other costs even for familiar choices. |
| 16 | Higher shop prices | Goods cost 10% more. Removal service is excluded from this increase. |
| 17 | Stronger regular-enemy actions | Status cards and special actions change, not just damage. |
| 18 | Stronger elite actions | Check hand disruption, such as the Spear placing Burns on top of the draw pile. |
| 19 | Stronger boss actions | The Heart's Beat of Death and Invincible, the Awakened One's Curiosity, and other mechanics become stronger. |
| 20 | 2 consecutive Act 3 bosses | Proceed to the second fight without healing or a boss reward after the first. |
- A20's double boss applies only to Act 3, not to every Act.
- Separate normal victory and achievement checks from unlocking the next Ascension. Losing in Act 4 still unlocks the next level, but does not grant a victory achievement.
No explanations match. Try a short card name or role.
eShop ¥10,000
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