Act 1 · alternate

Underdocks

Opens with the Underdocks; a run that has not found it yet goes to Overgrowth

Map Layout

Ancient
NeowMother of Resurrection (Exiled)
Fights
14in the pool, the first 3 from the weak pool
Elites
5
Merchants
3
Rest sites
6-7
Unknown
10-14
Treasure
1
Boss
1 of 3

Additional info

BossRest sites, the row before the bossno rest sites hereTreasure, 7 rows below the bossno elites, no rest sitesA fight, alwaysNeow, the Ancient7 columns
7 columns, 7 paths drawn from the bottom row17 floors: the Ancient, 15 rooms, the boss · 16 in co-op, one room fewerThe first room is a fight; the first 3 fights come from the weak pool5 elite rooms (8 with Swarming Elites), never in the first five roomsA rest site always sits on the row before the boss, never in the first five roomsTreasure and merchants never follow their own kind; a fork never repeats a room typeA ? room is usually an event: a fight 1 in 10, a merchant 3 in 100, a chest 2 in 100

Bosses

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

Phantasmal GardenerPhantasmal GardenerPhantasmal GardenerPhantasmal Gardener
Phantasmal Gardeners
116 HP in total1 in 3
Skulking Colony
Skulking Colony
75 HP1 in 3
Terror Eel
Terror Eel
140 HP1 in 3

Never the same elite twice in a row. An elite pays 35 to 45 gold and drops a relic.

Weak pool

Corpse SlugCorpse Slug
Corpse Slugs
52 HP in total
Seapunk
Seapunk
45 HP
ToadpoleToadpole
Toadpoles
46 HP in total

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 3 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: Corpse Slugs and Many Corpse Slugs; Seapunk and Underdocks Wildlife. The game skips such a fight while it has another one to deal.

Normal pool

Each 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 3 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: Corpse Slugs and Many Corpse Slugs; Seapunk and Underdocks Wildlife. The game skips such a fight while it has another one to deal.

Events

What the map holds

Rooms on the map

The map rules match Overgrowth: seven columns, and:

  • Shops: 3
  • Extra rest sites: 6 or 7
  • ? rooms: 10 to 14
  • Elites: 5 (8 with Swarming Elites)

Fixed rows

  • First row: fights.
  • Ninth row (seven below the boss): treasure.
  • Row under the boss: rest sites.
  • Elites and extra rests stay out of the first five rows, and rests also avoid the two rows under the fixed rest row.

Which fights you meet

  • Normal fights: ten normal encounters serve twelve normal Monster rooms, so a repeat needs an eleventh normal fight, which almost never happens.
  • Shared tags: slug fights share a tag, as do Seapunk and Underdocks Wildlife, so neither pair runs back to back while another pick remains.
  • ? rooms first: the weak list waits for the Monster rooms you enter, so taking ? rooms first pushes the three easy fights past your first shop.
  • Elites: three are pre-drawn without immediate repeats, so your first three elite fights are all different.
  • Phantasmal Gardener: each has only 26 to 31 HP.
  • Terror Eel: at 140 HP, the long one.

Notes

How the map is dealt

  • Queue: map points 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 path segments are pruned, and a repair pass converts fights into whatever fell short.

What a ? room rolls

  • Fight: 10%
  • Treasure: 2%
  • Shop: 3%
  • Event: otherwise, never an elite

Misses grow by their base chance and the odds reset each act.

Boss

A profile's first run

  • This act has no fixed first-run order.
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