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OP Spelunker Opening

The OP Spelunker opening is a resource-first route for runs where prestige gives you enough starting gold to skip early damage. Instead of immediately breaking the mountain, open Spelunker’s Guild, buy Spelunkers, and let expeditions return while the mountain stays mostly intact. This farms mapping, mithril, dens, PP rolls, artifacts, and other expedition rewards before normal damage ramps.

The next step is not to add random damage everywhere. Add Ballistics Workshop and Harpoon Ballistas so most of your new damage pressure goes into dens and den rewards instead of racing the mountain down too early.

StepActionPlayer Reason
1. Start with enough goldUse this only after prestige/start bonuses can afford Spelunker's Guild quickly.If opening Spelunkers takes too long, the normal Miner + Maw start is faster.
2. Delay mountain damageDo not rush Miners, Demolition Shack, Flameworks, or cannon damage at the start.Keeping damage low gives expeditions more time to return before the run advances.
3. Buy SpelunkersOpen Spelunker's Guild and buy Spelunkers.Every return can improve mapping and roll useful resources.
4. Stack mappingPrioritize Underground Mapping and return-speed support.Mapping improves several later Spelunker and demolition payoffs.
5. Add den-focused damageOpen Ballistics Workshop and buy Harpoon Ballista.Harpoons are better than broad mountain damage here because dens, veins, and artifacts are the goal.
6. Resume normal scalingAfter the economy is stocked, branch into Best Builds based on what is blocking the run.At that point you have resources, mapping, and den access to support a stronger main build.
MechanicPlayer Meaning
Expedition timerSpelunkers return after a timer, not after mountain damage. More time before the mountain dies means more chances to collect expedition outcomes.
Underground MappingEach useful Spelunker cycle helps the mapping plan. Mapping directly matters for Underground Mapping and later supports Mapped Destruction.
Mithril routesMithril Divining, mithril expedition outcomes, and revealed Mithril Veins make this route good when mithril is the wall.
Den economySpelunkers can reveal dens, and dens feed artifacts, mithril, and progression. That is why Ballistics Workshop is the clean follow-up.
Low damage controlUnderbuilding damage is useful only while expedition returns are worth more than a faster mountain clear. Once returns slow down, start killing efficiently again.
PageHow Mapping Helps
Underground MappingThe core mapping upgrade; build this early in the strategy.
Mapped DestructionConverts Underground Mapping into Demodwarf damage once the prestige and Powder Hall gates are solved.
Spelunking ReturnsShows why return outcomes matter: gold, mithril, dens, PP, soul, artifacts, injuries, and death all come through this system.
Demolition Build GuideExplains when mapping is high enough that Mapped Destruction becomes a real multiplier instead of a trap purchase.
Den DamageMapping and den reveals matter most when you can actually clear the dens that appear.
BuyStrategic Use
Harpoon BallistaAdds the den-focused projectile line. This is the first damage you want after the AFK Spelunker phase.
Lubed CrankImproves Harpoon cooldown so dens die faster without needing a broad mountain-damage branch.
Dwarven PrecisionHelps Harpoons connect with dens instead of wasting shots.
Monster BaneAdds den damage once Mithril Forging support is available.
Multi-shotScales the projectile package after you have enough Harpoons.
Flaming BoltAdds fire support if Flameworks is open and the run is pivoting toward fire scaling.
Stop TriggerNext Move
Expedition returns are no longer changing the runStart normal damage and clear the mountain.
Dens are visible but not dyingAdd Ballistics upgrades before adding general mountain damage.
Mithril is still the wallMithril Divining, Mithril Forging, and den clears beat more idle time.
Workers are stuck injured/restingBuy return-speed and safety support, or stop the opening and switch to the main build plan.
Ore piles are being reclaimedFix runner throughput before adding more damage.
MistakeFix
Trying this before you have enough starting gold.Use the normal beginner route until prestige/start bonuses make Spelunker's Guild fast.
Adding broad damage too early.The point is to buy time for expeditions. If you kill the mountain too quickly, the strategy loses its edge.
Ignoring Ballistics after the AFK phase.Harpoons let the build cash in dens and veins instead of only progressing the main mountain.
Letting workers sit under injury/rest pressure forever.AFK is useful only while returns are efficient. If the return loop slows down, pivot.
Buying Mapped Destruction before mapping is high.Mapping first, Mapped Destruction later. The demolition guide has the breakpoints.