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Welcome to Elderfield Elderfield Town and Farm Map

House hub, west ranch, town rooms, sewers, mall, and the 1.0 districts still growing.

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Town and Farm Map

Welcome to Elderfield is easier when you treat the house as a hub and the rest of town as spokes. You save, bathe, sleep, cook, change clothes, watch the news, play the radio, and dump storage in that one building. Everything else is a walk with a clock. The Steam demo, playable since October 2024, contains one town district, the farm and ranch, the local mall dungeon, and several side spaces. The full PC game is dated September 10, 2026 and is expected to more than triple the town. This page is a geography cheat sheet, not a claim that every 1.0 street already sits on the public slice.

Start with Getting Started if you have not left the bedroom. Use the demo walkthrough as a sequence. Use this map when a task names a door you have not opened.

The house is the HUD

Interact with the furniture. The bed is a manual save and, after 6pm, optional sleep. The bathtub restores HP and MP, strips blessings and curses, and respawns monsters and mysteries; a weekly bath also regenerates forage and mines. The kitchen is the real health bar. The wardrobe handles appearance. The television runs local news that flags the day’s mysteries. The radio plays tapes you find. Chests at home and on the farm hold seeds, balm, ore, and jerky. Klaus sells house upgrades when you can pay. There is no stamina meter. Time still moves: a day is about 20 minutes of real time, and midnight rolls the date even if you never sleep. Screenshots of the HUD show a clock for a reason. Watch it on mall nights.

West: farm, ranch, workshop

Tanner at the gate points west. Farmer Hans lets you use the tentacle-choked fields. Old Man Crawford sells tools and seeds in the farmhouse. Chef Elroy sells recipe books after you prove you can grow. Ghost tentacles need Cleansing Balm before a hoe. That loop is farming, not this page’s job, but the dirt is the west spoke of the map.

The ranch sits on that same west side. Klaus builds. Henrietta sells Tentacows, Black Goats, Giant Crows, feed, and blueprints. Read husbandry before you skip wheat for a trough. Four ranch fields, eight animals each, feed before midnight.

South of the farm path is Molly’s workshop and the Beginner Mines: one floor, copper, stone, coal, weak enemies. Copper for Molly’s early task lives here, not in the mall gem shaft. The farm path itself is a visitor lane. The Tax Man strolls it about every two weeks. A travelling merchant can set up on weekends. Grandma appears after a farm boss beats you and will insult you for gold.

Town proper: playground, apartments, Dave

The playground is Abby and Pumpkid’s dare counter, not a daycare. Shopper-Bopper starts there. Visit after the field is watered.

The apartment building stacks neighbors. Adrian and Jeannie share F1. Akira is on F2. The roof and the laundry room hide Pete the laundry ghost, who will not teach rituals until you inspect two God shrines. Sam does not live in this stack. She lives in Greystone Estates, Apt 1 on F1. Keep those two buildings separate in your head or you will knock on the wrong door with a pumpkin muffin.

Dave is the neighbor with a mystery inside and a locked door. Sam’s Cryptic Note reads 43_81. The working code is 43681. Write it down. Old Man Jackson’s house marks the northeast corner and a bus stop. Amelia and Martin occupy a quieter house with Skelekid and Witchkid. The general store sells shovels, pouches, bait packs, and cooking bits. Rachel and Dan shop there like the mall never happened.

The townsfolk roster is the schedule layer on top of these addresses. Rain parks Ellie and often Tanner at home. Evenings collapse many adults into the Saloon in the northeast.

Buses, sewers, lakefront

Bus stops already exist in the slice: one beside your home, one northeast by Old Man Jackson, one on the east side of the mall near the Mall Mines exit. In 1.0 the bus is the travel layer that keeps a tripled town from becoming a hike simulator. Until that date, treat the stops as landmarks and meeting points. Sam loiters at them. Tanner drifts past them. You still walk.

Sewers under the park and store are a second map. Pick Slimeweed off the walls. Fish Rot Puffer and Slimefish with a rod and maggots. Drippers and Pipe Cleaners share the tunnels. The Gatekeeper wants lost keys. The Garbage Man restocks odd bait on Monday and Thursday. Several sewer mouths stay locked until tasks say otherwise. The lakefront is through the park sewer entrance. Fisherman Herb teaches the rod there. That water is why a kitchen without maggots is half a kitchen.

Rooms that refuse to sit still

The library in the northwest changes weekly. Ritual tomes, experience books, and recipe books hide on rotating shelves. Most paths are blocked on any given visit. Bathe or wait for the weekly reshuffle instead of tearing the stacks apart in one afternoon.

Greystone Estates changes layout. Sam’s Apt 1 stays a fact; the halls around her do not. Childhood Fear parks her in various estate spots until that task ends. Living Rocks and Globules punish a tourist who treats the estate like a corridor. Bring food.

Those two shuffles are why a drawn map goes stale. Landmarks matter more than tile memory: Jackson’s bus, the playground fence, the farm path scarecrow, the mall food court.

East: mall dungeon and mall mines

Town east holds the dead mall, the demo’s first dungeon. Floor one is concourse, side stores, locked hallways. The food court sits deeper in, with Burgers Burgers on one side and the Mall Mines entrance nearby. Hall Monitor, Mall Administrator, and the Denizen of the Deep-Fryer are why you cook before you walk east. Full routing lives on the mall dungeon page. This map only needs you to remember: mall east, mines in the food court, bus on the far side of those mines.

Do not ranch-skip the meals. Do not confuse the Beginner Mines by Molly with the gem shaft under the food court.

1.0 spokes: town ×3, Old Woods, Catacombs, church, high school

Store and development updates have been consistent. The finished town should be more than three times the demo footprint. Old Woods open from the northern edge, near Tanner’s cabin. Catacombs are a sprawling skeletal dungeon under the town. The church in the northwest is Sunday Old Gods alignment, the God Forge, and a primary storage chest. Elderfield High unlocks through friendship: townsfolk drag each other onto Scooby-Doo errands in an abandoned school once hearts are high enough. Developer notes for 1.0 also place a final climb at the Stone Tower, unlocked in the full-release build rather than in the public demo. Those spaces show up in later builds and in the development update video on this page. They are not a reason to wander the demo looking for a locked high-school gate.

Isabella’s lab, the Jogger’s Club, and extra northeast houses sit on that larger calendar too. If a YouTuber shows a patron alpha with catacombs, that is a different branch. This wiki’s walking advice targets the public demo plus systems the store already names for September 10, 2026.

How to walk a day without getting lost

Morning: house furniture, clock check, west to water and troughs. Midday: one town errand — playground, apartments, Greystone, or library, not all four. Afternoon: sewers to the lake or east to the mall with food. Evening: Saloon if you missed a person, then home. Use Manga Mode if you want the streets to read as ink while you learn them; the filter does not move the rooms.

The map is a hub with a west farm, an east dungeon, a wet basement, and a 1.0 promise of woods, bones, stained glass, and a high school you earn. Learn the house first. The spokes only make sense after the bathtub does. Fan plates from the closed art contest already treat these rooms as manga pages; the addresses did not move.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Where should I go after leaving the house?

Talk to Tanner, then walk west to Farmer Hans and the ranch. East is the mall. Do not treat the food court as day-one geography. See Getting Started.

Where do Adrian, Akira, and Sam live?

Adrian and Jeannie share apartment F1; Akira is on F2 of that building. Sam lives in Greystone Estates, Apt 1 on F1. Dave's locked door is next door to you, code 43681.

How do I reach the lakefront and sewer fish?

Enter the sewers from the park. Herb is at the lakefront. Pick Slimeweed; fish Rot Puffer and Slimefish with a rod and maggots.

Why does the library or Greystone look different today?

Both shuffle. The library changes weekly. Greystone Estates changes layout around Sam's apartment. Landmarks beat tile memory.

Are Old Woods, the Catacombs, and Elderfield High in the demo?

Not as finished 1.0 dungeons. The demo's crawl is the mall. Woods, Catacombs, church God Forge, and High via friendship are part of the larger town dated September 10, 2026.

Do bus stops fast-travel in the demo?

Treat them as landmarks for now: home, northeast by Jackson, mall east by the mines. 1.0 uses the bus as travel across a town more than three times this size.