Slay the Spire 2 Event Guide: Every ? Room, Best Choices & Outcomes
Table of Contents
1. How Events Work & Risk Framework 2. Act 1 Events (Floors 1โ16) 3. Act 2 Events (Floors 17โ33) 4. Act 3 Events (Floors 34โ50) 5. Special & Character-Specific Events 6. How Events Change at A15+ 7. Event Priority Tier List 8. 10 Event Decision-Making Tips1. How Events Work & Risk Framework
? rooms appear as grey question marks on the map. Stepping on one triggers a random event from that act's event pool. Events can give you cards, relics, gold, Max HP, card removal, card transforms, or nothing โ sometimes they are actually fights in disguise.
The Event Evaluation Framework
Before making any event choice, evaluate it against these four categories:
- Immediate Power: Does this make my deck stronger for the next fight?
- Long-Term Value: Does this improve my run's ceiling (e.g., relics, Max HP, gold)?
- Risk Assessment: What's the worst outcome? Can my current HP absorb it?
- Opportunity Cost: What would I get from a hallway fight instead?
2. Act 1 Events (Floors 1โ16)
Big Fish / Mushroom Event
A large creature offers a trade. You can fight it for a relic or take a less rewarding safe option.
Usually Take Fight unless low HP. Relic reward outscales HP cost.
Golden Idol
Find a Golden Idol in a wall. You can take it (gain a Curse โ Injury), or leave it.
Always Take Enables the best Act 2 event chain.
Dead Adventurer
Find a dead adventurer. You can search the body โ high chance of Loot (gold + relic), small chance of fighting a Lagavulin.
Usually Take Risk if HP > 35. Skip if low HP and weak deck.
Wing Statue / Sssserpent
A serpent offers gold in exchange for HP loss, or a Curse (Doubt) in exchange for gold.
Situational HP for gold OK if you can recover. Never take the Curse.
Living Wall
A wall offers to transform a card or remove a card for a cost (gold or HP).
Always Take Transform Strikes. Card removal is never bad.
Scrap Ooze
Dig through ooze for a relic. Each dig has a chance to give the relic or deal damage.
Dig Smart Get the relic, but don't die for it.
3. Act 2 Events (Floors 17โ33)
Council of Ghosts / Apparitions
Gain 5 Apparition cards (Ethereal, 1-cost: gain 1 Intangible). Lose 50% Max HP.
Almost Always Take Arguably the best event in the game. Only skip at very low Max HP.
Ancient Writing
Choose: Upgrade all Strikes and Defends, or remove a card from your deck.
Remove a Card Removal > temporary upgrades.
Library
Read a book: Heal 20% HP, or choose 1 of 3 cards to add to your deck.
Situational Card if good, heal if not.
Colosseum
Fight two consecutive elite-level encounters for two relics and large gold reward.
Situational Strong deck = free relics. Weak deck = run over.
Vampires (?) / Blood Vial
Trade all Strikes for Bite cards (1-cost: deal 7 damage, heal 2 HP). Lose 30% Max HP. Requires Blood Vial relic.
Take with 4+ Strikes Excellent sustain event.
Forgotten Altar
Requires Golden Idol. Trade Golden Idol for Bloody Idol (heal 5 HP whenever you gain gold).
Always Take The entire reason you took Golden Idol in Act 1.
The Mausoleum
Open a coffin: gain a random Curse, or gain a random Relic at HP cost.
Take Relic Never take the Curse.
4. Act 3 Events (Floors 34โ50)
Mind Bloom
Three choices: Fight an Act 1 boss for a rare relic, upgrade all cards (no downside), or heal to full HP with a curse.
Fight Boss Best value. Upgrade all if boss fight is risky.
Sensory Stone
Add a colorless card to your deck from a choice of 3.
Usually Take Colorless pool has game-winners.
Winding Halls
Two choices: become Writhing (lose 18 Max HP) and remove 2 cards, or gain Madness curse permanently.
Remove 2 Cards Worth the HP cost in Act 3.
Falling
Lose a random card (forced removal from a choice of Attack, Skill, or Power).
Dangerous Can lose win conditions. Avoid late Act 3 ? rooms on critical decks.
5. Special & Character-Specific Events
Some events only appear under specific conditions or for specific characters:
Character-Specific Events
- Ironclad โ Red Mask: Trade gold for the Red Mask relic (applies 1 Weak to all enemies at combat start). Always take it โ one of the strongest utility relics.
- Silent โ Face Trader: Trade your face for various outcomes. The "Good Face" (gain 50 gold after each combat with no downside) is run-winning. Acceptable risk.
- Defect โ Transmutation Event: Can transform all Strikes and Defends into random cards at HP cost. High variance but usually positive in Act 3.
Shrine Events (No Downside)
- Transmogrifier: Transform a card (your choice). Always use on Strikes.
- Purifier: Remove a card (your choice). Always remove the worst card in your deck.
- Upgrade Shrine: Upgrade a card (your choice). Free upgrade, no downside.
- Duplicator: Duplicate any card in your deck. One of the best events โ copy your best card (Wraith Form, Catalyst+, Limit Break+).
6. How Events Change at A15+
At Ascension 15, the game applies "Unfavorable Events" โ many events gain negative outcomes or have reduced rewards. This fundamentally changes event evaluation:
Most Impacted Events at A15+
- Living Wall: Transform or removal costs increase; sometimes adds a Curse.
- Scrap Ooze: Higher damage per dig, making it deadlier at low HP.
- Golden Idol: Taking it might cost more HP or give a worse Curse.
- Wing Statue: Worse HP-to-gold ratio.
- Forgotten Altar: Bloody Idol may have reduced healing.
Events That Remain Strong at A15+
- Apparitions: Still 5 Intangible. Still the best event in the game.
- Mind Bloom: Unchanged. Boss fight for rare relic remains top-tier.
- Duplicator: Unchanged. Free card duplication is always amazing.
- Ancient Writing: Unchanged. Card removal is always good.
7. Event Priority Tier List
S-Tier (Run-Defining โ Always Take the Best Option)
- Apparitions (Council of Ghosts): 5 Intangible turns. Wins runs by itself.
- Mind Bloom: Rare relic + gold + card. Unmatched value.
- Duplicator: Copy your best card. Instant power spike.
- Forgotten Altar (Bloody Idol): Infinite sustain from gold.
A-Tier (Very Strong โ Almost Always Take)
- Ancient Writing: Free card removal.
- Upgrade Shrine: Free upgrade.
- Purifier: Free card removal.
- Colosseum (both fights): 2 relics + gold.
- Vampires (4+ Strikes): Bites for sustain.
B-Tier (Good Value โ Take Most of the Time)
- Library: Free card selection or heal.
- Sensory Stone: Chance at premium colorless cards.
- Living Wall: Transform/removal at reasonable cost.
- Scrap Ooze: Relic for HP; manage risk.
- Red Mask (Ironclad): Gold for strong relic.
C-Tier (Situational โ Evaluate Carefully)
- Golden Idol: Only as setup for Forgotten Altar.
- Wing Statue: Gold-for-HP only if you can sustain.
- Winding Halls: Card removal for Max HP; situational.
- Dead Adventurer: Gamble on HP threshold.
D-Tier (Avoid Unless Desperate)
- Falling: Can lose key cards. Dangerous.
- Wing Statue (Curse option): Doubt is awful. Never take.
- Mausoleum (Curse option): Curses are never worth it.
8. 10 Event Decision-Making Tips
- Know the act pools. Different acts have different events. Act 2 has the best events โ prioritize ? rooms there.
- HP is a resource, not a score. Spending 20 HP for a relic that saves you 50 HP over the run is a winning trade. Be aggressive with HP spending.
- Curses are almost never worth it. With very few exceptions (Golden Idol as setup), don't take Curses from events. They permanently weaken every future draw.
- Transforms are underrated. Turning a Strike into a random card is almost always positive. The average card in any character's pool is better than a Strike.
- Card removal is the safest choice. When in doubt, pick the option that removes a card. Thinner decks are stronger decks.
- Don't gamble when you're ahead. If your deck is strong and you're at full HP, don't take risky event options. Preserve your advantage.
- Do gamble when you're behind. If your deck is weak, take the riskier option. The safe route leads to a slow death anyway.
- Check your map before choosing. If there's a campfire next, you can afford more HP loss. If there's an elite, be conservative.
- At A15+, events lose value. Adjust your pathing: fewer ? rooms, more hallway fights.
- Apparitions wins runs. If you see Council of Ghosts, take the 5 Apparitions unless you are below 35 Max HP. It's that simple.
? rooms are powerful but mysterious. Learn when to visit them in our Map Pathing Guide.