
Hive
Map Layout
Additional info
7 columns, 7 paths drawn from the bottom row
16 floors: the Ancient, 14 rooms, the boss · 15 in co-op, one room fewer
The first room is a fight; the first 2 fights come from the weak pool
5 elite rooms (8 with Swarming Elites), never in the first five rooms
A rest site always sits on the row before the boss, never in the first five rooms
Treasure and merchants never follow their own kind; a fork never repeats a room type
A ? room is usually an event: a fight 1 in 10, a merchant 3 in 100, a chest 2 in 100Bosses
In a standard run you get a boss you have not fought yet, until you have met all 3. A boss pays 100 gold (75 with Poverty).
Elites
Never the same elite twice in a row. An elite pays 35 to 45 gold and drops a relic.
Weak pool
Each is 1 in 4. No fight comes twice. A fight pays 10 to 20 gold (7 to 15 with Poverty).
Full rules
The first 2 monster rooms you enter take their fight from these 4. The game deals the fights out before you climb: it takes them from the pool one at a time, each equally likely, and puts none back until the pool is empty.
Some fights never follow each other, in either pool: Bowlbugs, Bowlbug Swarm and Slumber Party; Exoskeletons and Many Exoskeletons. The game skips such a fight while it has another one to deal.
Normal pool




111 HP in total


124 HP in total




104 HP in total

121 HP

135 HP


128 HP in total


127 HP



175 HP in total

118 HP


123 HPEach is 1 in 10. No fight comes again until all 10 have come up. A fight pays 10 to 20 gold (7 to 15 with Poverty).
Full rules
Every monster room after the first 2 takes its fight from these 10. The game deals the fights out before you climb: it takes them from the pool one at a time, each equally likely, and puts none back until the pool is empty.
Some fights never follow each other, in either pool: Bowlbugs, Bowlbug Swarm and Slumber Party; Exoskeletons and Many Exoskeletons. The game skips such a fight while it has another one to deal.
Events
What the map holds
Rooms on the map
One row shorter than the first act and stingier:
Extra rest sites: 6 or 7 (usually 6)
? rooms: 9 to 13
Shops: 3
Elites: 5 (8 with Swarming Elites)
Fixed rows
First row: fights.
Eighth row (seven below the boss): treasure.
Row under the boss: rest sites.
Extra rests: barred from the first five rows and the two rows under the fixed rest row, leaving rows six, seven, nine, ten and eleven.
Elites: anywhere from row six up except the treasure row.
Which fights you meet
Normal fights: twelve normal rooms draw from ten encounters, so a repeat needs an eleventh normal fight, which never happens.
Shared tags: the three Bowlbug fights (Bowlbugs, Bowlbug swarm, Slumber Party) share a Workers tag and never follow one another while another pick remains; the two Exoskeleton fights likewise.
Elites: three are pre-drawn without repeats, so your first three elite fights are one of each.
Decimillipede: three segments of 40 to 46 HP make it the softest.
Infested Prism: at 161 HP, the longest.
Notes
How the map is dealt
- Queue: point types come from a queue (rests, shops, elites, ? rooms) dealt over shuffled points.
- In a line: an elite, rest, treasure or shop never directly follows its own kind.
- At a fork: a rest, fight, ?, elite or shop never shares a parent with its own kind.
- Clean up: leftovers become fights, duplicate segments are pruned, and a repair pass converts fights into anything that fell short.
What a ? room rolls
Fight: 10%
Treasure: 2%
Shop: 3%
Event: otherwise, never an elite
The odds reset on entering the act; misses grow by their base chance.
Boss
- The boss roll is even, but a Standard run overrides it with the first unseen boss: The Insatiable, then Knowledge Demon, then Kaiser Crab.
Double Boss (Ascension 10) only affects the final act.
Ancients
- Shared Ancients are shuffled at run start and split at random among the later acts, so Hive may get none or several besides its own three.


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