The quick answer
Treat each five-floor elevator checkpoint as a complete goal. Carry food, keep the pickaxe and weapon accessible, and separate ore-collection trips from deeper pushes. Floor 120 gives the Skull Key, not automatic desert access.

Start with a checkpoint, not the bottom
The mountain Mines open on Spring 5 of Year 1 and contain 120 floors. Elevator checkpoints occur every five floors. Your first useful objective is therefore the next checkpoint you can reach safely, not floor 120 in one visit.
When you have limited food or an early weapon, a completed five-floor push is better progress than repeatedly losing time partway through a longer attempt. Return to the entrance, bank the items and begin from the saved elevator floor on another day. The deeper region remains available without retracing the whole mine.
Before leaving the farm, decide whether this trip is for depth or materials. A depth run uses a discovered ladder promptly. A material run can stop for relevant ore and return with the bars needed for the next farm project. Trying to clear every rock while also racing to the next checkpoint makes both goals harder.
Prepare a small, reliable inventory
Put the pickaxe, weapon and food where you can select them quickly. Leave unnecessary farm tools at home for an ordinary mine trip, but keep enough free inventory to collect ore and useful drops. A chest near your working route can help separate equipment from daily farm clutter.
Bring food for both health and energy. They are different limits: swinging the pickaxe consumes energy, while enemies can end a trip even when energy remains. Eat before a fight becomes an emergency. Stop at a safe moment rather than trying to recover while surrounded.
Read the current weapon’s damage and handling instead of assuming every newly found weapon is an upgrade for your play style. Check footwear and rings as well. When a region suddenly feels much harder, a better weapon, more food or an upgraded pickaxe may be a more useful next project than another desperate descent.
Pick a floor range for the material you need
| Material or task | Ordinary Mines route | Why stop there |
|---|---|---|
| Copper | Floors 2–39 | Early tool and crafting metal without needing the frozen section |
| Iron | Floors 41–79 | Supply Steel upgrades and the Iron component of sprinklers |
| Gold | Floors 81–119 | Supply Gold upgrades and Quality Sprinklers |
| Coal and combat practice | Frozen section with Dust Sprites | Their Coal drops can supplement ore trips |
| Recover an important lost haul | Marlon’s Item Recovery Service | Buy back one lost item or stack, rather than assuming every lost stack can be restored |
Use the elevator nearest the relevant section and inspect a small group of floors. This is a material-targeting route, not a guarantee of a particular number of nodes per visit. Ore distribution varies, and the dangerous Mines have different enemies and conditions from this ordinary first-descent plan.
If a knockout cost you a valuable stack, inspect Marlon’s recovery option before losing items again. The recovery list persists until the next item-loss event replaces it. Prioritize the stack you actually need; the service does not restore the entire inventory at once.
Match each trip to its stage
| Situation | Main goal | What to avoid |
|---|---|---|
| First visits | Learn combat and save the next elevator checkpoint | Mining every ordinary rock after a ladder appears |
| Preparing a tool upgrade | Return with the relevant ore, coal and enough cash | Handing over the pickaxe before a planned mining day |
| Preparing Quality Sprinklers | Secure Iron Bars, Gold Bars and Refined Quartz | Producing only one ingredient while the other two remain missing |
| Entering a harder section | Check food, weapon and escape timing | Treating a low-health warning as permission for one more room |
| Final push to 120 | Reach the next checkpoint with supplies intact | Assuming the key alone also repairs the bus |
Keep a separate note for bars already committed to tools or sprinklers. Spending the same five bars in two different plans is a common reason a farm feels resource-starved despite frequent mine visits.
Upgrade around the job you will actually do
Clint’s standard tool upgrades each take five bars of the corresponding tier. Copper costs 2,000g, Steel 5,000g, Gold 10,000g and Iridium 25,000g. These are individual upgrade charges, not the total cost of jumping from a starter tool to the final tier.
For mining, schedule the pickaxe upgrade before a fishing, farming or social day. For a farm limited by watering, compare that purchase with the sprinkler route. The same supply of metal can improve mining speed or remove daily farm work; choose the bottleneck that is currently preventing progress.
Do not spend every piece of Stone casually if you need an emergency staircase. Its recipe unlocks at Mining level 2 and uses 99 Stone. A crafted staircase can bypass a difficult floor, but using one on every ordinary floor is expensive for an early farm. Keep it as a deliberate escape or progress tool rather than a substitute for supplies.
Know when to leave
Set a return rule before entering: leave after the target checkpoint, when food is nearly gone, or when health makes the next fight unsafe. Getting knocked out by monsters and passing out late at night are different events with different consequences. Neither is a dependable transport strategy for a beginner carrying an important haul.
If you repeatedly fail on the same section, change one cause at a time. Too much damage calls for equipment, food and combat pacing. Too little energy calls for a shorter goal or more recovery. Running out of time calls for fewer detours, a smaller field to maintain first or a trip dedicated to depth.
What the bottom actually unlocks
Floor 120 awards the Skull Key. It is used for the Skull Cavern entrance and Junimo Kart, but the Skull Cavern is in the desert. You still need access to that region, commonly through the repaired bus.
The standard Community Center Vault requires 42,500g across its four payments to repair the bus. Plan that separately from the mine descent. Reaching the bottom is a major equipment and exploration milestone; it does not replace the Community Center unlock route.
More help with crafting & progression across our game guides.
Sources
- The MinesStardew Valley Wiki · Checked Nov 7, 2026
- BlacksmithStardew Valley Wiki · Checked Nov 7, 2026
- StaircaseStardew Valley Wiki · Checked Nov 7, 2026
- Quality SprinklerStardew Valley Wiki · Checked Nov 7, 2026
- BundlesStardew Valley Wiki · Checked Nov 7, 2026