
Underdocks
Opens with the Underdocks; a run that has not found it yet goes to OvergrowthMap Layout
Additional info
7 columns, 7 paths drawn from the bottom row
17 floors: the Ancient, 15 rooms, the boss · 16 in co-op, one room fewer
The first room is a fight; the first 3 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 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




78 HP in total


92 HP in total

52 HP

63 HP


80 HP

55 HP


85 HP in total

56 HP



57 HP in totalEach 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
- The boss roll is even, but a Standard run gives you the first unseen boss: Waterfall Giant, then Soul Fysh, then Lagavulin Matriarch.
Double Boss (Ascension 10) adds a second boss only to the final act, never here.
A profile's first run
- This act has no fixed first-run order.


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