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Wanderburg Beginner Guide
Use this Wanderburg beginner guide to choose a starter weapon, collect Gold, prepare for bosses, use rerolls and spend Silver on your next useful unlock.
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Start your first Wanderburg run by consuming safe small targets, collecting Gold for upgrades, and developing one weapon before spreading levels across the loadout. Keep Nitro or a movement ability for leaving a fight. After a boss, collect the tombstone's Silver, then use permanent purchases to prepare the next run.
Before starting: choose one job for your weapon
Select an available vehicle, familiar Captain, Crew, starting module, and an Artifact that works with that attack. Check the module card's slot and its automatic versus active behavior. A weapon you know how to land is a useful starting point for learning the map.
If Ram is your starter, plan a collision and an exit. If Side Cannon is your starter, practise bringing a target beside the firing side. If Top Mortar is your starter, observe where its attack lands before depending on it against a moving target. The build guide gives complete Ram, cannon, and Spiderburg mage configurations when you are ready to expand.
Use this opening routine
- Find an isolated target your castle can safely consume. Keep the ground beyond it clear enough to turn.
- Collect reachable Gold and read the next upgrade. Improve the attack that is currently hitting enemies.
- Test the active ability on a manageable encounter. Notice its direction and cooldown before using it in a crowded fight.
- Take a second module when it fills an open role: escape, another firing angle, or damage during the main weapon's downtime.
- Reassess health, Nitro, and your way out before approaching the next large enemy.
This follows the official consume-and-grow loop while keeping the next action small enough to evaluate. Grassland 1 received health pickups in 0.9.6. Use reachable recovery to prepare the next encounter instead of spending health to reach a distant upgrade.
Choose an upgrade for the failure you can see
| What is going wrong? | Next decision |
|---|---|
| Shots or collisions are missing | Adjust approach and angle, then improve the weapon already connecting. |
| Ordinary enemies survive too many attack cycles | Concentrate damage upgrades on the main attack before adding another unfinished weapon. |
| You get trapped after using an active | Reserve a movement tool or Nitro for leaving; enter with a clear exit. |
| A module's active sits unused | Practise a safe firing opportunity, or choose a weapon whose automatic attack suits your movement. |
| An Artifact offer requires an attack you do not have | Take a compatible option or use an Artifact Reroll. |
For automatic coverage against groups, official 0.9.14 notes raise Electric Mage's base target count to seven. For projectile pressure, 0.9.9 makes Force Mage's active cancel incoming projectiles. Choose according to the encounter and the slot your vehicle offers; Modules maps the options.
Prepare for the boss, then collect the reward
Before engaging, check health, Nitro, active cooldowns, and the route you will use after an attack. Approach from a position where the main weapon can hit, use its active when the target is in its effective area, and leave before the next attack if the exit is threatened. Return with the cooldown rather than staying in contact while your damage tool is unavailable.
After the kill, look for the boss tombstone and collect its Silver when safe. Tombstones became collectible in 0.9.9; every boss drops at least 50 Silver since 0.9.13. The Silver guide turns those pickups and unfinished quests into a budget for the next permanent purchase.
When the Land's normal boss objective is complete, decide whether you are prepared for Overtime. An attack that controls ordinary enemies may behave differently there because 0.9.14 adjusts Overtime stun resistance. For a first attempt, completing the normal objective already gives a useful progression result.
Use the two reroll types correctly
In 0.9.14, every run begins with two Artifact Rerolls, before the separate permanent-unlock bonus. Every six permanently unlocked Artifacts grant another Artifact Reroll; every six unlocked Modules instead grant a New Module Reroll.
Use an Artifact Reroll when the offered effects cannot work with your loadout or cannot address the current danger. Use the module reroll for a module offer that misses the role you need. Count permanent unlocks in the correct category; six offers seen in one run are not six permanent purchases.
Repair Wrench heals a fixed 25 HP after 0.9.14. When considering its discard-for-healing use, compare the missing HP with the upgrade you would give up. Artifacts gives the trigger checks and healing examples.
Make the next purchase solve one problem
At the end of a run, identify the piece that would have made the loadout usable or the exit safer. Reserve Silver for it instead of buying several unrelated options. Read both the unlock task and the purchase price in the permanent menu.
If your next goal is Spiderburg, prepare another permanent Top module alongside the chassis purchase. Crew does not fill its extra Top position. The Spiderburg guide explains the four-boss objective, purchase budget, and module requirement. For reroll thresholds and biome changes, use Progression.
Sources and review date
Reviewed October 10, 2026. The core loop and permanent unlocks come from the official Steam description. Named changes come from official 0.9.9, 0.9.10, 0.9.13, and 0.9.14. The routine and upgrade table are editorial guidance; the linked detailed guides attribute community-specific equipment and unlock reports.
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