Expedition Journal
Ascending the Spire: A Full-Run Field Journal
This walkthrough follows a typical successful Spire run from the first campfire to the climb beyond Act 3. Read it as if you have borrowed an adventurer's notebook, complete with margin scrawls and crossed-out mistakes.
From first campfire to Act 1 boss
Our climber starts by tracing a route that touches one early merchant, two campfires, and exactly one elite. The goal is not to high-roll, but to reach the Act 1 boss with a lean, functional deck and healthy HP.
- Card intake rule: skip anything that does not clearly solve damage, defence, or energy issues in the first three hallways.
- Campfire 1: upgrade a core block or damage card instead of resting if you are above ~70% HP. That early upgrade smooths both hallway fights and the elite.
- Elite choice: take the elite you have specific answers for. If your deck lacks multi-hit defence, avoid Gremlin Nob; if you cannot answer wide damage, avoid Lagavulin.
Field journal note
New players often "lock in" a risky path before seeing their first few card rewards. Redrawing the route after each fight is perfectly legal—and very powerful.
Mid-run adjustments through Acts 2 and 3
Once the deck's core loop is online, the journal tracks how the route shifts around campfires and events to protect the deck's strengths:
- Act 2: favour paths that alternate between elites and campfires so you can patch damage with rests or upgrades.
- Events: prioritise removals and scaling opportunities; avoid high-variance gambles when your deck is already working.
- Act 3: choose routes that line up your remaining upgrades with key boss cards such as scaling powers or multi-target answers.
By the time the run pushes beyond Act 3, the "journal" is mostly small corrections: one extra campfire for safety, or a late elite skipped because the relic reward is no longer worth the risk.