Slay the Spire 2 solo walkthrough: first clear to Ascension 10

The Defect facing an enemy in official Slay the Spire 2 combat art

To finish a solo run of Slay the Spire 2, defeat the boss at the end of Act 1, cross the Hive in Act 2, and beat a Glory boss in Act 3. That first clear unlocks Ascension 1 for the character you used. To reach Ascension 10, clear Act 3 again at each newly unlocked level with that same character; A10 ends with two Glory bosses in succession. The current main branch uses Inflation at A6 and Aeonglass in the Act 3 boss pool, so older Gloom and Doormaker advice leads to the wrong preparation.

Choose a character, then read Neow’s offer and the Act 1 map

Start with a character whose cards you can read quickly. Ironclad is a forgiving first choice because Burning Blood restores HP after combat, but every character can make the three-act clear. At character select, check the Ascension control before confirming. A new character starts without that ladder unlocked, even if another character has reached A10. Multiplayer has its own Ascension progress, so a co-op clear does not advance the solo ladder you are following here.

Official character select screen showing the Necrobinder and the No Ascension selector
The Ascension selector belongs to the chosen character. This official screen shows Necrobinder at No Ascension. Official Steam screenshot, Mega Crit.

Neow presents a starting choice before the first fight. Read the drawback as carefully as the reward. Starting gold pays off sooner when the map offers an early Merchant; a transformed card may change which fights your opening hand can handle. After choosing, open the Act 1 map and look at the boss icon at the top. Follow a lane that gives the starter deck ordinary fights before its first Elite, plus a way to reach a rest site before the boss. Take a card that helps with those fights. Use Skip when all three offers would delay cards you already depend on.

Official Neow choice screen with three different starting rewards and their descriptions
Neow’s opening offers change the first route. Read the full reward text before selecting a map lane. Official Steam screenshot, Mega Crit.

Overgrowth and the unlockable Underdocks occupy the same Act 1 slot. You do not need to clear both within one run. If your save has not opened the Underdocks through the Timeline, the Overgrowth boss pool is the one to plan for. Once the alternate act is available, identify the biome and boss on the map before buying a card for a fight that may not appear. The Hive and Glory remain Acts 2 and 3 in the current Early Access route.

Act 1: draft an answer to the boss you actually drew

The first fights are where a starter deck acquires real attacks and enough defense to survive its boss. An early expensive payoff can be a poor pick if you have no way to play it before the next Elite. Compare each reward with the boss at the top of your map. A single large strike behaves differently from several small hits against Vantom; one area attack matters more when the boss is The Kin. Potions and the rest site before the boss can cover a missing answer, but neither can rescue a deck that has spent the entire act choosing cards for an imaginary later combo.

Act 1 boss What changes your play
Vantom, Overgrowth Slippery blunts the opening hits. Use smaller hits to wear it down before committing an expensive single strike. Keep Block for Dismember, which also adds Wounds.
Ceremonial Beast, Overgrowth Its Plow sequence builds Strength. When Ringing limits you to one card, the card you choose must either prevent the hit or end the fight. Save a strong attack for the window when its pattern changes.
The Kin, Overgrowth Two Kin Followers fight beside the Priest. The followers abandon combat when their leader falls, so aim damage at the Priest when your hand can survive the followers’ current intents.
Waterfall Giant, Underdocks Pressurize starts a Steam Eruption counter and later attacks add to it. Check the counter and incoming hit before spending Energy on setup; Pressure Gun grows more dangerous when the fight drags on.
Soul Fysh, Underdocks Beckon cards enter the deck and Fade gives the boss Intangible. Use the turns when Intangible blunts your attacks to set up defense and card flow, then spend your strongest attacks when it can take full damage.
Lagavulin Matriarch, Underdocks Soul Siphon cuts your Strength and Dexterity while raising the boss’s Strength. A deck that needs many slow setup turns loses ground here; use its opening to establish damage, then close before repeated siphons.
Conceptual diagram with a generic boss attack symbol, separate status symbols, and a choice between defense and attack cards
Before choosing a card, check the boss intent and any status icons. Original editorial diagram; the icons and boss are illustrative, not game UI or a screenshot.

Take an Elite when the deck can pay the likely health cost and still reach the boss. The Overgrowth’s Phrog Parasite can add Infection; the Underdocks’ Terror Eel presents a different burst threat. Look at your HP, potion slots and the next rest site before entering either. If the first Elite drains more health than expected, follow a branch to a heal or shop. The map’s extra Elite nodes at A1 give you choices, not a quota.

The Hive: preserve a working deck through Act 2

After the Act 1 boss, read the Ancient’s offers against the cards you kept. If the deck already ends turns with unspent Energy, a reward that adds still more Energy will not fix its slow draws. If several cards regularly remain in hand because you cannot pay for them, more draw has the same problem. The Hive route should repair that mismatch before its boss. Keep an attack that can hit several enemies if the deck otherwise spends too many turns removing minor threats, and find repeatable defense for a long boss fight. After a costly Elite, choose the next branch using the HP you have now.

At the Act 2 Merchant, inspect the card, relic, potion and removal prices before paying for anything. Removing a basic card improves later shuffles, but the only area attack or dependable Block card on offer may be what gets you through the next Hive fight. At A3 you earn less gold, and at A6 each removal costs more. Decide which purchase closes the immediate gap, then leave with enough health and supplies for the path you selected.

Official merchant scene showing the player character and the shopkeeper
The Merchant is where you compare a missing combat answer with card removal. Official Steam screenshot, Mega Crit.

The Hive has three possible bosses. The Insatiable begins with four Sandpit and shuffles Frantic Escape cards into your deck. Sandpit counts down each turn; playing an Escape raises it by one. Use one before the countdown reaches zero while keeping enough damage to finish the fight. Hoarding every Escape risks losing before you draw one again. Knowledge Demon offers a choice of two lasting debuffs on each Curse of Knowledge turn. Against a deck that needs many cheap plays, Sloth’s card limit can be worse than the damage option. A hand starved of draw suffers more from Mind Rot, while an expensive deck may be unable to function under Waste Away’s Energy loss. Choose the penalty from the cards in your deck, not from a fixed ranking.

Kaiser Crab puts the Crusher on one side and the Rocket on the other. An enemy attacking you from behind deals 50% more damage, and your latest targeted attack changes which side you face. Check both intents, then aim the last attack of your turn toward the more dangerous incoming hit. The Rocket’s large Laser demands a different Block plan from the Crusher’s Weak and Frail attack. When one component dies, the survivor gains a large Block and Strength burst for a turn; reserve defense for that transition instead of spending every resource on the kill. If you cannot finish a component quickly, carry a potion out of the previous rooms.

Glory: prepare for Queen, Test Subject or Aeonglass

Act 3 ends the current Early Access run. Inspect the boss portrait as soon as Glory opens; at A10, the map shows two different boss portraits, including the second fight. Use the remaining rooms to repair the matchup you can see. Rest if the next forced fight can kill you, or Smith a card whose upgrade makes the boss plan work. At an event, read the offered cost before accepting an enchantment or relic trade. A powerful reward can still make the final fight worse if it takes the HP or card flow that your boss answer needs.

Official Symbiote event screen showing alternative reward choices and costs
The Symbiote event shows why the cost beside a reward matters to the remaining route. Official Steam screenshot, Mega Crit.

Queen begins with Torch Head Amalgam beside her. Chains of Binding marks the first cards drawn each turn, and only one Bound card can be played that turn. Choose the Bound card that prevents the most damage or advances the kill; later draws can give you unbound plays. The Amalgam leaves when defeated and Queen’s behavior changes, so compare both enemy intents before spending all attacks on the smaller target. If your opening hand cannot handle the binding effect, a draw or potion used at the right moment is more useful than saving it for a later turn you may never reach.

Test Subject must be brought down in three phases, with fresh HP and powers after the first two apparent kills. In phase one, each Skill gives it Strength, so avoid a long setup made of low-impact Skills. In phase two, unblocked attack damage adds Wounds and its Multi-Claw attack gains hits as the phase continues. Block the multi-hit turns and stop the deck from filling with Wounds. In phase three, Intangible periodically reduces incoming damage to one; save a burst turn for when the protection is absent. Its status effects clear at phase transitions, so poison or another debuff applied in phase one does not do the work of three phases.

Aeonglass replaces the older Doormaker on the current main branch. Withering Presence adds a Wither to your hand as you play more cards, and later turns strengthen the Withers. A Wither left in hand hurts at the end of your turn. Discard and Exhaust effects can remove these dead cards during combat; if your deck has no such outlet, it must deal damage quickly enough that the status load does not take over the fight. Aeonglass also starts with Artifact, so check whether a debuff will be blocked before committing the card that your damage plan depends on. Do not spend six weak cards merely to produce the damage of two good ones.

Editorial illustration of a chained card, three successive enemy phases, and cards accumulating withered leaves beside an hourglass
Three Glory boss mechanics to recognize: Queen’s Bound cards, Test Subject’s three phases, and Aeonglass’s Withers. Original editorial illustration, not a gameplay screenshot.

After the first clear: unlocks, characters and the climb

Defeating the Act 3 boss brings up the victory and Architect sequence. The Architect screen is a post-boss result, not a fourth combat encounter you need to win to unlock A1. Return to character selection and confirm that Ascension 1 is available on the character who cleared Glory. Check the Timeline for new character and card unlocks before beginning another run. If a different character still shows No Ascension, that is expected: solo levels are tracked separately.

Each of the five characters needs a different way to reach the same three-act finish. Ironclad’s Burning Blood makes small hallway losses less expensive, but a Strength payoff still needs attacks that survive Act 1. Silent can combine cheap attacks, discard and Poison. A Sly card plays for free when actively discarded, so taking several without a reliable discard effect can leave an early Elite fight short of damage. Defect can use Frost Orbs for repeated Block and Lightning for damage; add enough early output that the Orb engine lives through its setup. Necrobinder can use Osty and Doom to spread the burden of combat, but HP spent to power a turn must still leave room for the next enemy intent. Regent stores Stars for later turns and can improve the Sovereign Blade through Forge; spend the saved resources when a boss’s next attack makes more setup unsafe. Recheck the boss icon after every new character or level rather than copying the previous win’s cards.

Ascension New modifier Adjustment for the next clear
A1 Swarming Elites More Elite nodes appear. Use the extra route choices for relics when HP and potions support the fight; take a safer lane after a costly one.
A2 Weary Traveler Ancients, including Neow, restore 80% of missing HP. Arrive at the act boss with enough health to continue after it; the next Ancient cannot refill every missing point.
A3 Poverty Enemies and treasure chests pay 25% less gold. Decide what the Merchant must fix before walking into a shop; speculative purchases can consume the removal or potion budget.
A4 Tight Belt You begin with one fewer potion slot. Use a potion when it secures an Elite or saves a large hit instead of carrying a full belt into a new reward.
A5 Ascender’s Bane The starting Curse is Eternal and cannot be removed from the deck. Let its Ethereal effect exhaust it in combat, and build enough draw or redundancy that one dead draw does not decide a boss turn.
A6 Inflation Merchant removal begins at 100 gold and rises by 50 with each removal. Spend that gold only when the removed card matters more than a missing combat answer.
A7 Scarcity Rare and upgraded cards appear half as often. Take commons and uncommons that solve the next act; do not route around a specific rare you may never see.
A8 Tough Enemies Enemies have more HP. Recheck whether the deck can end Act 1 fights before their scaling or status cards accumulate.
A9 Deadly Enemies Enemy attacks hit harder. Use the actual intent on screen, especially multi-hit turns, when deciding between Smith and Rest.
A10 Double Boss Read both Glory boss portraits on the map. Fight those two different bosses without a rest between them, and leave the first fight with HP and resources for the second.

The A10 finish is two different boss problems

On A10, read the two Glory boss portraits before you commit to a route. The second boss is different from the first and begins immediately after it, without a rest site. Plan for the pair shown on your map instead of trying to cover all three bosses equally. If Queen and Test Subject are shown, keep a way to draw past Bound cards and enough repeatable damage for three phases. Queen and Aeonglass require card flow that can recover from Bound without playing so many weak cards that Withers overwhelm you. Against Test Subject and Aeonglass, a slow Skill-heavy setup can feed the former’s first phase and give the latter time to fill your hand with Withers. Use the remaining shop, upgrades and potions to repair the weaker of your two matchups.

Schematic route leading to one symbolic boss portrait and then a second portrait with no rest stop between them
At A10, inspect both actual Glory boss portraits and prepare for two consecutive fights. This original editorial schematic shows the planning sequence, not the in-game map or a screenshot; its portraits do not predict your pair.

A potion can save the first fight, but it will not be there for the second. Spend it when the current turn would otherwise cost enough HP to lose the next fight; save it when your hand already covers the threat. After the first boss falls, the deck still needs to draw Block and find damage even if the first fight consumed your best opening hand and some of your HP.

If a climb repeatedly ends at the same checkpoint, change the choices that led there. Death to Vantom’s Slippery points to Act 1 damage that depends too heavily on a few large hits. Knowledge Demon can expose a deck that cannot absorb either offered debuff. A long Aeonglass defeat points to slow damage or no way to clear Withers. Read the boss icon on the next map before adapting the draft. Once the second Glory boss falls at A10, that character’s current Early Access Ascension ladder is complete. The other four characters have their own ladders.