Unlock, then leave
The elevator adds a floor only after you have been there, and only when the number is a multiple of 5. A run that dies on floor 39 does not save 40. Touch the stop, ride home if you need to, and come back in the morning.
There is no clear time for any of these floors. Infested floors, dungeon floors, and a bad-luck ladder drought all change the hour. A staircase skips one floor and cannot be placed on floor 120.
| Goal | What you came for |
|---|---|
| Floor 5 | The first saved stop. Copper is already on floor 2. |
| Floor 20 | A deeper copper return, with the coal cart on floor 12 along the way. |
| Floor 40 | Iron. Nodes run 40–79, and 41–79 are the rich stretch. The chest on 40 is a slingshot. |
| Floor 80 | Gold nodes. The chest on 80 is Firewalker Boots. Frozen tears and jade are already behind you, from floor 41. |
| Floor 100 | Stardrop in the chest. Mystic stones can appear from here down. |
| Floor 120 | Skull Key. The elevator can come back once you have reached it. Then the desert door opens. |
When the list empties
Danger in the Deep resets the elevator. You walk the bands again. The Skull Key and the stronger-monster changes from floor 120 stay.
Coal piles of six sit on floors 12, 18, 28, 38, 52, 58, 78, and 118. Floors 12, 52, and 92 already have a ladder when you arrive. Use them when you are passing through. They are not a reason to ignore a low health bar.
Empty energy or 2:00 am in the Mines costs up to 1,000g. Empty health costs up to 15,000g and can take gear. The elevator is how you bank a stop before either of those.
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