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Volpedia/Games/Slay the Spire/Guides/Complete Beginner Walkthrough
SLAY THE SPIRE / FULL WALKTHROUGH

Complete Beginner Walkthrough

A practical original guide to complete beginner walkthrough, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

FIVE-CHAPTER GUIDESlay the Spire 1Reviewed 2026-10-28
Original schematic Volpedia category artwork
OverviewCharacters4Cards80Relics30Potions15Maps10Bosses10Elites10Enemies10Events12Mechanics20Builds12Ascension9Progression10Modes6Guides20Tips20Tools2
OVERVIEW

What is Complete Beginner Walkthrough?

A practical original guide to complete beginner walkthrough, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

This reference covers gameplay decisions in the original Slay the Spire. Character-specific options and relic synergy can change how useful an item is, so consider your current deck, health, upcoming enemy and available resources before applying a strategy.

PRACTICAL STRATEGY

When and how to use it

Start with the first section of this walkthrough, apply its sequence in a real run, then adapt the recommendation to the cards, relics and map you actually received.

COMMON MISTAKES

What to avoid

Do not treat this as a predetermined perfect deck or guaranteed seed; enemy intents, card rewards, potion availability and path options change every run.

VOLPEDIA WALKTHROUGH

Step-by-step guide

01

Choose a character and read intents

Begin with Ironclad if you want forgiving post-combat healing, but every original character works. The opening hand contains basic attacks and Block. Enemy intent icons show whether enemies are attacking, buffing or using a debuff. Spend energy to prevent significant damage, not to defend on turns when no attack occurs. Look at a fight as a sequence of resource trades: health persists across rooms and energy resets each turn.

02

Read the first map and choose fights

Act I gives the deck its foundation. Ordinary fights add cards and gold; elite fights are riskier but award relics. Plan a route that reaches a rest site after major danger. A shop is most valuable if you have gold and a specific weakness to fix. Question marks may contain fights or events, so they are not guaranteed rest. The boss portrait at the top of the map signals a known challenge to prepare for.

03

Prioritize usable cards rather than rarity

Choose early cards that solve immediate damage or defense. A rare Power can be powerful in a long boss fight and nearly useless when a Gremlin Nob rushes you down. Count costly cards and ask whether the next hand can play them. You are allowed to skip card rewards: a weak new card dilutes future draws and may make an important defensive card less likely to appear.

04

Enter each act with a plan

Act II punishes decks that only attack one enemy; prepare for multi-hit attacks, multiple attackers and debuffs. Act III asks for consistent scaling rather than a single large early turn. Boss rewards and relics should support a plan rather than dictate an arbitrary archetype. Save potions for when they prevent major damage or defeat a dangerous encounter sooner.

05

Learn from death and pursue the Heart later

A normal Act III victory is a meaningful goal. After unlocking the special ending, Ruby, Emerald and Sapphire Keys open Act IV; each key has an opportunity cost. Review a defeat by identifying which encounter exposed your weakest area: opening damage, sustained Block, card draw, energy or boss scaling. Improve one of those decisions next run instead of copying a full deck list and hoping to draw the same cards.

CONTINUE ON VOLPEDIA

Related topics and walkthroughs

GUIDESIronclad Complete Character Guide

A practical original guide to ironclad complete character guide, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESSilent Complete Character Guide

A practical original guide to silent complete character guide, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESAct I Pathing and Elite Preparation

A practical original guide to act i pathing and elite preparation, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESAct II Multi-Enemy Survival

A practical original guide to act ii multi-enemy survival, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESAct III and Final Boss Planning

A practical original guide to act iii and final boss planning, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESAct IV and Corrupt Heart Strategy

A practical original guide to act iv and corrupt heart strategy, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

GUIDESAscension 0 to 20 Improvement Roadmap

A practical original guide to ascension 0 to 20 improvement roadmap, organized around actual Slay the Spire 1 decisions and the threats those decisions must solve.

Back to Guides
ON THIS PAGEFull walkthrough · Original titleAll Guides Guides Tips SIMILAR REFERENCESIronclad Complete Character Guide Silent Complete Character Guide Act I Pathing and Elite Preparation Act II Multi-Enemy Survival Act III and Final Boss Planning

Independent Volpedia editorial resource, not affiliated with Mega Crit. Original game (Slay the Spire 1), reviewed 2026-10-28. Slay the Spire 2 has separate rules, cards and characters and is not included here. Category graphics are original conceptual illustrations, not game screenshots or actual card artwork. Detailed numerical card costs, damage, upgrade effects and drop percentages are omitted where not individually checked. Editorial verification records are stored separately from public articles.

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