Each act map is generated in full when the act starts. The rules below decide how many rooms of each type it has and where they can go.

Map shape

StS1StS2
Width7 columns7 columns
Height15 rowsDepends on the act: see acts and bosses
Paths drawn67
First rowAll fightsAll fights
MiddleOne full row of treasure rooms (row 9)One full row of treasure rooms
Last rowAll rest sitesAll rest sites

How many rooms of each type

StS1 sets room counts as a share of the map's open rooms, the same in every act:

RoomShare
? room22%
Rest site12%
Elite8%, ×1.6 from Ascension 1
Merchant5%
Treasure0% (treasure comes from the fixed row and from ? rooms)
FightEverything else

StS2 uses fixed counts instead:

RoomCount
Elite5, or 8 from Ascension 1
Merchant3
? roomUsually 12 (10 to 14) in act 1, one fewer in acts 2 and 3
Rest siteSet per act: see acts and bosses
FightEverything else

Where rooms can appear

These rules are the same in both games:

  • Rest sites and elites never appear in the first 5 rows.
  • Rest sites never appear in the rows just below the final rest-site row.
  • Rest sites, elites, Merchants and treasure rooms never appear twice in a row along a path.
  • Two rooms that branch from the same room are never both rest sites, fights, ? rooms, elites or Merchants.

What a ? room becomes

ResultStS1 baseStS2 base
Fight10%10%
Merchant3%3%
Treasure2%2%
Eventthe rest (85%)the rest (85%)

After each ? room, the result you got resets to its base chance and every other result grows by its base chance. For example, three ? rooms in a row without a fight raise the fight chance to 40%. The chances reset at the start of each act.

More StS1 rules:

  • A ? room right after a Merchant cannot be a Merchant.
  • Tiny Chest makes every 4th ? room a treasure room.
  • Juzu Bracelet turns ? room fights into events. StS2 has Juzu Bracelet too.
  • A ? room can only be an elite with the Deadly Events custom modifier, and never before floor 6.

For which event a ? room picks, see event requirements and act lists.

StS1 elites

Each act's three elites are equally likely:

ActElites
ExordiumGremlin Nob, Lagavulin, 3 Sentries
The CityGremlin Leader, Slavers, Book of Stabbing
The BeyondGiant Head, Nemesis, Reptomancer

When you can still get the Emerald Key, one elite on the map is marked and gets one random buff: Strength equal to the act number plus 1, 25% more max HP, Metallicize equal to twice the act number plus 2, or Regenerate equal to twice the act number plus 1.

StS1 act 4

The Ending has no generated map: a rest site, a Merchant, the Spire Shield and Spire Spear elite fight, and the Corrupt Heart, in a single column.