Welcome to Elderfield Map and Locations Guide
Every zone, every entrance, and how the map connects — navigation for the lost.
Welcome to Elderfield’s map is a single connected town with zones that unlock through progress. The farm is your base. Town is your social hub. The mall is your dungeon. Sewers connect the underground. Mines punctuate the mid-game. The Old Woods and Catacombs belong to 1.0 on September 10, 2026. This page describes every accessible zone, its entrances, and the connections between them so you stop wandering in circles when a task points you somewhere you have never been.
The game is single-player. There are no shared waypoints or fast-travel hub systems. You walk everywhere, which makes knowing the route between zones a real time investment. The demo walkthrough orders these connections into a logical first-week sequence. This page is the reference companion.
The farm — your base and Hans’s domain
The farm sits at the western edge of the playable map. This is where the game begins and where you return after every death, bath, and sleep cycle. The farm has its own plots for crops, a ranch for strange livestock, and a stone tower that is part of the 1.0 final boss structure.
Farmer Hans — a giant skull who outgrew his body — is your landlord and the first NPC you meet. He assigns the introductory task chain and points you west toward the plots. Old Man Crawford’s tools and Chef Elroy’s recipes are also accessible from the farm zone.
Key farm landmarks:
- Crop plots: The primary farming area; grows wheat, teeth, eyeballs, and tentacle-prone vegetables.
- Ranch: Tentacle cattle and other strange livestock; the husbandry system.
- Stone Tower: 1.0 final boss access; locked until the Art Gallery key and dungeon skulls are collected.
- Farmhouse: Your home; contains the save bed, bath, cooking station, and TV for daily news.
Town — the social hub
Town sits east of the farm and is the primary social zone. NPCs live here on their own schedules, shops open at specific hours, and the task board drives most of the demo’s non-farming objectives.
Key town locations:
- General Store: Sells tools, bait packs, seeds, and basic supplies. Open most of the day.
- Molly’s Workshop: Crafting, forging, and the Helping Molly task chain. South of the farm path.
- Dave’s House: Neighbor NPC with a locked door puzzle (code 43681 from Sam’s Cryptic Note). Part of the catacomb access in later builds.
- Greystone Estates: Apartment building with shifting layouts. Sam lives in Apt 1 F1 but the halls rearrange.
- The Saloon: Evening social hub; some food purchases available.
- Park: Contains sewer entrance, task givers (Abby), and daily forage nodes.
The town task board is the hub for most of the demo’s errands: wheat for Hans, copper for Molly, skull chalice for the mall mines, Fast Food Fiend for Burgers Burgers. See the demo walkthrough for the task order.
The mall — dungeon one
The dead mall is Elderfield’s first and only demo dungeon. It sits east of town and is accessed through the main mall entrance. The mall has three distinct areas:
- Mall corridors: Hallways with placed encounters, the Hall Monitor boss, and back rooms with foraging nodes.
- Food court: Mall Mines entrance, the Denizen of the Deep-Fryer in Burgers Burgers, and a rare-fish office worker.
- Mall Mines F1–F3: Shuffled mine floors with ores, the Mall Rat NPC, and the Gem Golem chain.
The mall is the primary difficulty spike in the demo. Combat here is unavoidable, the enemies are mid-tier, and the boss fights (Hall Monitor 150 HP, Denizen of the Deep-Fryer 200 HP, Mall Administrator 250 HP) require a proper food and weapon loadout. See the mall dungeon page for full floor plans and boss strategies.
Sewers — the underground connector
The sewers run under the park and the general store, accessible through sewer grates in those areas. The sewers serve three functions:
- Path to the lakefront: The lakefront exit from the sewers leads to Fisherman Herb and open-water fishing.
- Fishing zone: Dark water pools with Rot Puffer, Slimefish, Ghost Flounder, Fog Eel, and Mud Perch.
- Mystery locations: The flickering altar in the Parks & Recreation Office and the Gatekeeper NPC who wants pizza.
The sewers also contain Slimeweed growing on walls — free foraging while you fish. They connect to the lakefront without a loading screen via the underground path. See fishing and mining for the fishing system and mysteries for the altar puzzle.
Mines — two shafts, one shuffle
Two mine zones exist in the demo:
Beginner Mines (south of farm path, near Molly’s workshop):
- One floor, no shuffle within the session.
- Copper, stone, and coal nodes.
- Weak enemies: Cavemen, Living Rocks, Bag Boy.
- This is where you mine copper for Molly’s Helping Molly task.
Mall Mines (food court entrance):
- Three floors: F1, F2, F3.
- Layouts shuffle between trips.
- Mall Rat NPC on F1 sells Basic Pickaxe and opens the Sealed Passage.
- Skull Chalice ores for Hans’s task.
- Elder Gem chain: lost miner, Peculiar Offering, altar, Gem Golem.
- Floor 3 has a big tree cuttable with a proper axe.
Mine keys open extra doors on both shafts. Both mine zones reset enemies and nodes on the bath cycle. See fishing and mining for the complete mining loop.
The lakefront — Herb and open water
The lakefront is accessed through the sewer exit at the far end of the underground path. Fisherman Herb stands here and starts the Casting Your Line task chain. Open-water fishing for Ghost Flounder, Fog Eel, and Mud Perch happens here.
The lakefront is also a trigger zone for some lake-specific events and the lake apparition boss referenced in wiki item records. It is a quiet zone — no enemies directly on the lakefront, but the sewer path to reach it has encounters.
Greystone Estates — the shifting apartment
Greystone Estates is an apartment building in the town zone. Its defining feature is that the internal layout shifts between visits. Sam lives in Apt 1 on F1, but the hallways around her do not always match yesterday’s memory.
The estate becomes relevant in the Childhood Fear task chain, which parks Sam in various estate locations until the chain resolves. Bring extra food — the estate mixes Living Rocks, Globules, and other enemies if you wander off the apartment path. The library is also in this zone and changes weekly (ritual tomes rotate on a schedule).
Old Woods and Catacombs — 1.0 zones
Both zones are part of the September 10, 2026 1.0 release and are not accessible in the demo.
Old Woods:
- Extended foraging zone with rare mushrooms (Spiritcap, Night-Hood, Corpse-Ear, Golden, and others).
- Old Woods Mines as a third mine shaft.
- Expanded enemy roster.
- Connections to Catacomb entrances.
Catacombs:
- Multi-floor dungeon under the town.
- Later-game enemy density and difficulty.
- Story progression zone for the full game narrative.
Do not search for these zones in the demo build. The stone tower on the farm and the three dungeon skulls (Mall, Old Woods, Catacombs) are designed as the three pillars that meet at the 1.0 final boss door.
Navigation quick reference
| From | To | Route |
|---|---|---|
| Farm | Town | Walk east |
| Farm | Beginner Mines | Walk south from farm path |
| Town | Mall | Walk east from town center |
| Park | Sewers | Enter sewer grate in park |
| General Store | Sewers | Enter sewer grate near store |
| Sewers | Lakefront | Walk to far end of sewer tunnels |
| Mall | Mall Mines | Enter food court, find mines entrance |
| Mall Mines F1 | F2, F3 | Descend ladders within mall mines |
| Town | Greystone Estates | Walk to apartment building in town zone |
The map page has visual reference layouts for the demo zones. The first-week planner orders the navigation sequence into a day-by-day schedule for your first seven days in Elderfield.
Zones in Elderfield are not separate loading screens — they are connected regions you walk between. Learning the routes saves real time and means you stop accidentally triggering encounters on the wrong side of a gate.
Frequently Asked Questions
Quick answers to the most common questions.
How do I reach the lakefront?
Through the sewers. Enter the sewer grate in the park or near the general store, walk the tunnels to the far end, and exit at the lakefront. Fisherman Herb stands there.
Where is the Mall Mines entrance?
In the food court area of the dead mall. Enter the mall, fight or avoid your way to the food court, and find the mines entrance there. Mall Rat on F1 sells the Basic Pickaxe.
Are Old Woods and Catacombs accessible in the demo?
No. Both are 1.0 zones dated September 10, 2026. The demo covers Town, Farm, Mall, Sewers, and two mine shafts. The stone tower and three dungeon skulls are 1.0 content.
Why does Greystone Estates feel different each visit?
The internal layout shifts between visits. Sam lives in Apt 1 F1, but the hallways rearrange. Bring food if you are doing the Childhood Fear task chain there.
Where do I enter the Beginner Mines?
South of the farm path, near Molly's workshop. It is a single-floor mine with copper, stone, and coal — the source of the copper for Molly's Helping Molly task.
Do zones reset when I die?
On Normal difficulty, death returns you home and resets enemies and mysteries in every zone. The bath cycle also resets enemies and mysteries. Both cycles refresh the world state.