Mines routes, checklists, and planning notes
Stardew Valley The Mines Guide
Plan Stardew Valley The Mines with Spring 5 access, 120 floors, elevator checkpoints, reward floors, copper, iron, gold, geodes, monster routes, Skull Key, Shrine of Challenge, and dangerous mines.
8
route pages
2
guide sections
1.6
route-ready
Plan Stardew Valley The Mines with Spring 5 access, 120 floors, elevator checkpoints, reward floors, copper, iron, gold, geodes, monster routes, Skull Key, Shrine of Challenge, and dangerous mines.
Open each route card for focused requirements, checklist notes, and source links.
Cross-check the related wiki and database pages before committing a full in-game day.
Mines route modules
8 guidesAccess / Landslide removal, Mountain entrance, and Rusty Sword
Spring 5 Unlock
春季 5 日解锁
The Mines are blocked by debris until Spring 5 Year 1, when the entrance in the Mountains opens. The first visit introduces Marlon and gives the Rusty Sword, turning mining into a combined ore, combat, and elevator route.
Progression / Five-floor checkpoints and daily mine targets
Elevator Progress
电梯推进
The mine elevator saves progress every 5 floors that have been reached. Plan days around 5-floor pushes, then return to the deepest saved elevator stop instead of restarting from floor 1.
Floors / Earth, frozen, and lava sections
Floor Biomes
楼层区域
The 120 mine floors are divided into three 40-floor sections: brown earth, frozen, and lava. Each section changes ore, gems, monsters, visibility, and route pressure.
Rewards / Multiples of 10 and remixed mine reward planning
Reward Floors
奖励层
Most floors that are multiples of 10 are reward floors with a chest and no enemies. Floor 30 has no reward, while key milestones such as 40, 80, 90, 100, 110, and 120 shape combat and progression.
Traversal / Rock ladders, monster ladders, swarms, and Staircase skips
Ladders and Infested Floors
梯子与怪物层
Each floor needs a ladder revealed by breaking rocks or defeating monsters. Infested and overrun floors require all enemies to be cleared unless a Staircase is used to skip the floor.
Resources / Copper, iron, gold, geodes, coal, and dirt patches
Ore and Geode Routing
矿石与晶球路线
Mining routes should target the floor band that matches the resource bottleneck. Dirt patches can add Cave Carrots, clay, artifacts, ore, minerals, and geodes, while Dust Sprite routes help solve coal pressure.
Milestone / Floor 120 unlocks Skull Cavern and permanent world changes
Bottom and Skull Key
底层与骷髅钥匙
Floor 120 grants the Skull Key, opening Skull Cavern in the Desert and Junimo Kart in the Stardrop Saloon. Reaching the bottom also changes monster strength and allows broader gem and rare drop behavior.
Late Game / Danger in the Deep, Shrine of Challenge, and radioactive ore
Dangerous Mines
危险矿井
After Qi's Walnut Room and Danger in the Deep, the Shrine of Challenge on floor 120 can toggle the Mines into dangerous mode. Dangerous Mines add tougher variants and Radioactive Nodes for Radioactive Ore.
Mines Reward Guides
Leather Boots
First defensive gear checkpoint.
Steel Smallsword
Early weapon upgrade before the darker mine section.
No reward
Push through to the next elevator plan.
Slingshot
Section transition into frozen floors.
Tundra Boots
Useful defense and immunity in the frozen section.
Crystal Dagger
Fast dagger option; evaluate against Adventurer's Guild weapons.
Master Slingshot
Second slingshot reward before late frozen floors.
Firewalker Boots
Strong footwear before lava floors.
Obsidian Edge
Major sword checkpoint for finishing the Mines.
Stardrop
Permanent maximum energy increase.
Space Boots
High-value boots before floor 120.
Skull Key
Unlocks Skull Cavern and Junimo Kart.