Welcome to Elderfield Mining Guide
Last updated: 2026-09-26 · 11 min read
The first time a node refuses to break, it looks like a bug. It is not. Elderfield gates ore by pickaxe tier rather than by how deep you have walked, so a Rusty Pickaxe swings uselessly at Iron in the Mall while the same tool has no trouble with Copper two rooms away. This page maps every ore to the pickaxe it demands, the four mines that hold them, and the coal bill waiting on the other side of the furnace. Mining is also the only reliable source of the Copper-to-Platinum metals that weapon and armour upgrades run on, which is why the loop feeds almost every other system in the game.
Take the Rusty Pickaxe from Molly in Town Outskirts — her task "Helping Molly" asks for a single Copper Ore — then buy the Basic Pickaxe for 150g from the Mall Rat standing inside the Mall Mines. Copper, Iron and Gold all break for a Basic Pickaxe; Raw Void Crystal, Verdite and Green Crystal need Sturdy; Platinum needs Quality. There are four mines, not three: Beginner, Mall, Old Woods and the Catacombs. Smelting is where the expense hides — a Platinum Bar drinks 18 Coal, a Blacksteel Bar 24 — so sell the ore unless you actually need the bar. Mines refill on a weekly cycle that starts when you bathe.
Getting a Pickaxe
The pickaxe is not missable and it is not really bought, at least not the first one. Molly in the Town Outskirts hands over the Rusty Pickaxe as the reward for her task "Helping Molly", which asks only that you mine a Copper Ore in the local mine and bring it back. That single errand opens mining, the Workshop and the Furnace at the same time, and it is the reason the Beginner Mine exists.
The Rusty Pickaxe is Mining Lv 1, and in practice it only bites in the Beginner Mine. Iron, Gold and everything rarer simply ignore it. The Basic Pickaxe is the tool that takes over from there, and it is the one pickaxe in the game you buy rather than earn: the Mall Rat, standing just inside the Mall Mines in the food court, sells it for 150g. Mining Lv 2 is the gate, and Iron and Gold are what it unlocks.
Everything above that is forged. The Sturdy, Quality and Superior Pickaxes come out of the Workshop and step up through Mining Lv 3, Lv 4 and Lv 5. The Sturdy recipe alone wants 1 Rusty Pickaxe, 1 Basic Pickaxe, 8 Copper Bars and 6 Iron Bars, so the order matters — buy the Basic Pickaxe before you plan any serious mining, or you will be farming the Beginner Mine for ore you could have walked into the Mall and dug up instead.
The Pickaxe Ladder
Five tiers, and every one of them is tied to a mining level as well as a tool. That second half matters more than it looks: mining levels pay out independently of the pickaxe, adding +1% Double Ore Chance per level, which is one extra piece of ore every hundred swings. The ladder is worth climbing even after your tool stops being the bottleneck.
| Pickaxe | Mining level | How to get it | |
|---|---|---|---|
| Rusty Pickaxe | Lv 1 | Reward for completing Molly's task "Helping Molly" in Town Outskirts | |
| Basic Pickaxe | Lv 2 | Bought for 150g from the Mall Rat inside the Mall Mines | |
| Sturdy Pickaxe | Lv 3 | Forged in the Workshop — 1 Rusty + 1 Basic + 8 Copper Bar + 6 Iron Bar | |
| Quality Pickaxe | Lv 4 | Forged in the Workshop | |
| Superior Pickaxe | Lv 5 | Forged in the Workshop |
The Four Mines
There are four mines, and only two of them sit on the path you walk first. Each one is unlocked by a task rather than by a key or a level, and each has its own ore table. The tables barely overlap, which is why the pickaxe ladder keeps sending you somewhere new instead of letting you farm one tunnel forever.
| Mine | Where | What opens it | What is down there |
|---|---|---|---|
| Beginner Mine | Town Outskirts, beside the Workshop | Available from the start — Molly's task sends you in | Coal, Salt Rock and Copper Ore. The only mine a Rusty Pickaxe can work |
| Mall Mines | The Mall food court | Reach the Mall and buy the Basic Pickaxe from the Mall Rat at the entrance | Iron Ore, Gold Ore, Coal, Salt Rock and Raw Void Crystal |
| Old Woods Mines | The Old Woods | Task "The Local Jogger's Club" — Michelle and Barry at the Campsite | Iron, Gold, Raw Void Crystal, Verdite, Green Crystal and Platinum. The deepest ore table in the game |
| Catacombs Mines | The Catacombs | Task "The Strange Orb" — Adam at The Forsaken Settlement | Dense Gold Ore, Dense Iron Ore and Blackiron Ore, plus Coal in 6–14 chunks per node |

FIG. 01 — The game labels its own floors: this stairwell reads "F2 Stairwell (R)". The pickaxe, not the floor number, is what decides whether a node will break.
The Beginner Mine is a tutorial wearing a mine costume. It holds Coal, Salt Rock and Copper and nothing else, and it is the one place where the tool you were given is also the tool you need. Treat it as the supply room for your first bars — enough ore for a Copper Bar or two — and leave it the moment the Mall opens.
The Old Woods Mines are where the ore table actually ends. Every bar in the game that is not a Catacombs-only metal can be made from ore in those tunnels, including Platinum, which appears in no other mine. Getting in is the part people stall on: the entrance is gated behind "The Local Jogger's Club", the challenge Michelle and Barry set at the Campsite.
The Catacombs Mines are a different shape of problem entirely. Adam at The Forsaken Settlement holds the only key, and hands it over through the task "The Strange Orb" — you have to break the orb in the darkest part of the Old Woods to lure out what is guarding the gate. Down there the Coal node alone can give you 6 to 14 pieces at once, but it asks for a Quality Pickaxe, so do not plan a Catacombs trip on a Basic.
The Pickaxe Every Ore Needs
This is the table the game never shows you. Depth is not the gate — the tool is. Read the second column before you walk anywhere, because a node you cannot break tells you nothing about whether you are under-levelled or simply holding the wrong pickaxe.
| Ore | Minimum pickaxe | Where it is | Becomes | Coal per bar |
|---|---|---|---|---|
| Coal | Rusty (Beginner Mine only) or Basic | All mines | — | — |
| Coal (6–14 per node) | Quality | Catacomb Mines | — | — |
| Salt Rock | Rusty (Beginner Mine only) or Basic | All mines | Salt | ×1 (Grinder only) |
| Copper Ore | Rusty (Beginner Mine only) or Basic | Town Mine, Mall Mines, Old Woods | Copper Bar | ×2 |
| Iron Ore | Basic | Mall Mines, Old Woods | Iron Bar | ×3 |
| Gold Ore | Basic | Mall Mines, Old Woods | Gold Bar | ×5 |
| Raw Void Crystal | Sturdy | Mall Mines, Old Woods | Void Crystal Bar | ×8 |
| Verdite Ore | Sturdy | Old Woods only | Verdite Bar | ×12 |
| Green Crystal | Sturdy | Old Woods only | — | — |
| Platinum Ore | Quality | Old Woods only | Platinum Bar | ×18 |
| Hard Bones | Cannot be mined — monster drop in the Catacombs | Catacombs | Bone Ingot | ×6 + 50 Energy |
| Dense Gold Ore | Catacombs tier | Catacomb Mines | Gold Plate | ×6 + 50 Energy |
| Dense Iron Ore | Catacombs tier | Catacomb Mines | Steel Bar | ×12 + 100 Energy |
| Blackiron Ore | Catacombs tier | Catacomb Mines | Blacksteel Bar | ×24 + 200 Energy |
| Crimson Ore | Not recorded | Not recorded | Crimson Bar | Not recorded |
Hard Bones is the one entry on that list you cannot dig at all. It comes off monsters in the Catacombs and goes into the Blast Kiln alongside Coal and Energy to produce a Bone Ingot, which is why a Catacombs run is really two jobs: ore and drops.
Ore to Bar: the Smelting Table
Every bar is an ore plus fuel. The Furnace handles the metals you meet first and the Blast Kiln handles everything from the Catacombs, and the Blast Kiln recipes also charge Energy on top of the Coal. Salt is the odd one out — it needs a Grinder or a Windmill, and only the Grinder burns a Coal for it.
| Ore in | Bar out | Coal | Station | |
|---|---|---|---|---|
| Copper Ore | Copper Bar | ×2 | Furnace | |
| Iron Ore | Iron Bar | ×3 | Furnace | |
| Gold Ore | Gold Bar | ×5 | Furnace | |
| Raw Void Crystal | Void Crystal Bar | ×8 | Furnace | |
| Verdite Ore | Verdite Bar | ×12 | Furnace | |
| Platinum Ore | Platinum Bar | ×18 | Furnace | |
| Salt Rock | Salt | ×1 | Grinder (Windmill needs no Coal) | |
| Hard Bones | Bone Ingot | ×6 | Blast Kiln + 50 Energy | |
| Dense Gold Ore | Gold Plate | ×6 | Blast Kiln + 50 Energy | |
| Dense Iron Ore | Steel Bar | ×12 | Blast Kiln + 100 Energy | |
| Blackiron Ore | Blacksteel Bar | ×24 | Blast Kiln + 200 Energy | |
| Crimson Ore | Crimson Bar | Not recorded | Not recorded |
Images on this page are from the Welcome to Elderfield Wiki, used under CC BY-SA 4.0.
Sell the Ore or Smelt It?
Coal is the cost that never appears in the recipe icons, and it turns putting an ore in the furnace from a free upgrade into a real decision. The Forge Shop sells Coal at 20g and buys it back at 10g, so every bar carries a second price tag in the fuel you fed it.
| Bar | Coal burned | That Coal is worth |
|---|---|---|
| Copper Bar | 2 | 20g |
| Iron Bar | 3 | 30g |
| Gold Bar | 5 | 50g |
| Void Crystal Bar | 8 | 80g |
| Verdite Bar | 12 | 120g |
| Platinum Bar | 18 | 180g |
| Blacksteel Bar | 24 | 240g |
Copper makes the point cleanly. The Forge Shop pays 23g for a Copper Ore, the Garbage Man pays 30g for a Copper Bar, and the two Coal that bar consumed are worth 20g on their own. The ore plus its fuel is worth more than the bar. Smelt Copper because the Sturdy Pickaxe recipe wants 8 Copper Bars, not because you are trying to get rich.
The arithmetic flips as the metals get rarer, which is the reason the deep trips are worth the walk. What changes is not the ratio — it is that Platinum and Verdite cannot be bought at any counter, so the only way to hold the bar is to mine the ore and pay the Coal.
One more rule that applies to everything you pull out of the ground: do not sell the raw material as a reflex. Ore and bars feed the Workshop, and a bar you sold at a profit is a bar you have to mine twice when a recipe asks for it.
Hazards, Gear and Potions
Mining injures you in three separate ways — falling debris, curses and status effects, and enemies that spawn on top of the work — and each one has its own answer.
| Item | What it does | Where to get it | |
|---|---|---|---|
| Hard Hat | Reduces damage from falling debris by 25% when equipped | Box loot at the Old Woods Campsite | |
| Miner's Potion | +15% mining quantity until midnight | Crafted at the Potion Lab | |
| Hazard Potion | Encounter 50% fewer enemies while mining, until midnight | Crafted at the Potion Lab | |
| Small Mine Key | Opens small mine doors. Consumed on use | 100g from the Mall Rat or the Forge Shop, or foraged in the Mall Mines |
Both potions run on the same clock: they last until midnight rather than for a fixed number of swings. That makes them morning purchases. Drinking a Hazard Potion at 11pm buys you an hour, and the same bottle at 6am buys you most of a day underground.
The Hard Hat answers the debris problem specifically, and debris is the hazard the game warns you about first. It is box loot at the Old Woods Campsite rather than something a shop stocks, so it is easy to walk past on the way to the mines it protects you in.
There is one more piece of mining gear worth chasing: the Ring of Plenty gives +5% chance at 2× mined and foraged resources, and it comes from completing the Purple Room.
How and When Mines Reset
Mines do not reset daily. They refill on a weekly cycle that starts when you bathe, which means a cleared floor stays cleared until you deliberately roll the week over. If you have been waiting for a node to come back while standing next to it, that is why it never did.
The larger mines also rearrange themselves between resets, while the small ones keep the same layout. Learn the Beginner Mine by heart and treat the Old Woods and Catacombs as a fresh walk every week — there is no route to memorise, only a swing pattern.
When to Leave a Mine
The honest answer is: earlier than you want to. Two things decide it for you. Your bag has a hard limit, and the General Store sells the Extra Pouch for 50g to raise it permanently by one slot each — so a full bag is a shopping problem, not a mining one.
The other is the clock. Miner's and Hazard potions both expire at midnight, so the productive window is the day you drank them in. Push past it and you are absorbing debris and enemy encounters at full rate for no extra yield.
And nothing you clear stays cleared past the weekly reset, so there is no reason to linger for a tidy finish. Take the ore you came for and go spend it at the Workshop.
Troubleshooting
| Problem | Cause | Fix |
|---|---|---|
| The node will not break, no matter where I swing | Ore is gated by pickaxe tier, not by depth — Iron needs a Basic Pickaxe and Platinum needs a Quality one | Check the minimum-pickaxe column above, then forge the next tier in the Workshop |
| I cannot get into the Old Woods Mines | The entrance is locked behind a task, not a tool | Finish "The Local Jogger's Club" — Michelle and Barry's challenge at the Campsite |
| I cannot get into the Catacombs Mines | Adam holds the only key and gives it out through a task | Talk to Adam at The Forsaken Settlement and break The Strange Orb in the darkest part of the Old Woods |
| Smelting is eating all my gold | Coal is charged per bar and never shows up in the item icon | Buy Coal at 20g from the Forge Shop, or in stacks of 10 from the Garbage Man, and smelt only bars a recipe has asked for |
| My ore is not coming back after I mine it | Mines run a weekly reset rather than a daily one | Bathe to roll the cycle over. Standing in the mine will not do it |
| A Catacombs node gave me a fistful of Coal | That is the Catacombs Coal node, which drops 6 to 14 at a time | Bring a Quality Pickaxe — the node ignores anything lower |
| I keep getting jumped underground | Enemy encounters are a mining hazard in their own right | Drink a Hazard Potion for 50% fewer encounters until midnight, and equip the Hard Hat for the debris |
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