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.
Quick Answer
Section titled “Quick Answer”| Step | Action | Player Reason |
|---|---|---|
| 1. Start with enough gold | Use 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 damage | Do 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 Spelunkers | Open Spelunker's Guild and buy Spelunkers. | Every return can improve mapping and roll useful resources. |
| 4. Stack mapping | Prioritize Underground Mapping and return-speed support. | Mapping improves several later Spelunker and demolition payoffs. |
| 5. Add den-focused damage | Open 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 scaling | After 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. |
Why It Works
Section titled “Why It Works”| Mechanic | Player Meaning |
|---|---|
| Expedition timer | Spelunkers return after a timer, not after mountain damage. More time before the mountain dies means more chances to collect expedition outcomes. |
| Underground Mapping | Each useful Spelunker cycle helps the mapping plan. Mapping directly matters for Underground Mapping and later supports Mapped Destruction. |
| Mithril routes | Mithril Divining, mithril expedition outcomes, and revealed Mithril Veins make this route good when mithril is the wall. |
| Den economy | Spelunkers can reveal dens, and dens feed artifacts, mithril, and progression. That is why Ballistics Workshop is the clean follow-up. |
| Low damage control | Underbuilding damage is useful only while expedition returns are worth more than a faster mountain clear. Once returns slow down, start killing efficiently again. |
What Scales With Mapping
Section titled “What Scales With Mapping”| Page | How Mapping Helps |
|---|---|
| Underground Mapping | The core mapping upgrade; build this early in the strategy. |
| Mapped Destruction | Converts Underground Mapping into Demodwarf damage once the prestige and Powder Hall gates are solved. |
| Spelunking Returns | Shows why return outcomes matter: gold, mithril, dens, PP, soul, artifacts, injuries, and death all come through this system. |
| Demolition Build Guide | Explains when mapping is high enough that Mapped Destruction becomes a real multiplier instead of a trap purchase. |
| Den Damage | Mapping and den reveals matter most when you can actually clear the dens that appear. |
Ballistics Follow-Up
Section titled “Ballistics Follow-Up”| Buy | Strategic Use |
|---|---|
| Harpoon Ballista | Adds the den-focused projectile line. This is the first damage you want after the AFK Spelunker phase. |
| Lubed Crank | Improves Harpoon cooldown so dens die faster without needing a broad mountain-damage branch. |
| Dwarven Precision | Helps Harpoons connect with dens instead of wasting shots. |
| Monster Bane | Adds den damage once Mithril Forging support is available. |
| Multi-shot | Scales the projectile package after you have enough Harpoons. |
| Flaming Bolt | Adds fire support if Flameworks is open and the run is pivoting toward fire scaling. |
When To Stop AFKing
Section titled “When To Stop AFKing”| Stop Trigger | Next Move |
|---|---|
| Expedition returns are no longer changing the run | Start normal damage and clear the mountain. |
| Dens are visible but not dying | Add Ballistics upgrades before adding general mountain damage. |
| Mithril is still the wall | Mithril Divining, Mithril Forging, and den clears beat more idle time. |
| Workers are stuck injured/resting | Buy return-speed and safety support, or stop the opening and switch to the main build plan. |
| Ore piles are being reclaimed | Fix runner throughput before adding more damage. |
Common Mistakes
Section titled “Common Mistakes”| Mistake | Fix |
|---|---|
| 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. |