Depth Spelunking Walkthrough
How to Use This Walkthrough
This walkthrough complements system guides by applying them across depth phases. Early game teaches fundamentals through Floor 35 including the Floor 20 Envy milestone. Mid game pushes Black Market progression and uncommon-heavy maps through Floor 70. Late game assumes optimized loadouts and rare entity tolerance beyond Floor 70.
Each phase page lists priorities, common failure points, money goals, and recommended side content like video boss guides. Depth Spelunking is procedural—exact map order varies—but phase expectations remain stable across patches.
Universal Rules Across Phases
Always respect sixty-second reboarding. Never freeload tasks in co-op. Track Sloth spawn conditions. Read daily seed modifiers before Daily attempts. Update item tier assumptions after balance patches like v0.6.8.
Money and consumable economy spans all phases: early floors earn slowly but teach mechanics cheaply; mid game drains stock on uncommon-heavy maps; late game assumes you can afford fifteen consumables per push without lobby bankruptcy.
Phase Milestones at a Glance
Early (1–35): first Envy on Floor 20, optional Mall Mannequins from Floor 15, Black Market unlock target at Floor 30. Mid (35–70): Black Market builds, Smile Clan and trap density, Bestiary chase items like Horns of Sloth. Late (70+): rare MDL entities, infinite descent prestige, Daily Mode S+ parallel track capped at Floor 20.
Daily Mode players should use maps/daily-mode-floors and guides/daily-mode-guide instead of late walkthrough pages—competitive seeds never reach Floor 70 in current rules.
Failure Recovery
Wipes are tuition. After early-game deaths, analyze reboarding vs entity mistakes before buying new starters. After mid-game deaths, check consumable bankruptcy and Sloth freeload triggers. After late-game deaths, verify MDL lookup predictions versus actual spawn budgets on large maps.
Custom lobby seeded practice isolates failure modes without progression cost per v0.6.8—use between walkthrough phase attempts when stuck on a specific boss or entity.