Welcome to Elderfield Elderfield Townsfolk Roster
Homes, rain days, and the first conversations that unlock the farm.
Elderfield is a small town with a large number of locked rooms. This roster is the map: who lives where, who hides in rain, and who you should greet before you plant anything ambitious. It sits under the townsfolk hub and pairs with the gift guide so a first conversation is not also a hated-item disaster. New players should still start on Getting Started and the first-week planner.
The full PC game is dated September 10, 2026. The free Steam demo has been playable since October 2024 and already includes a working slice of town, farm, ranch, and the dead mall. Names and houses below match that slice plus characters the store page and demo tasks already surface. Schedules can shift after quests; treat this as a visit order, not a minute-by-minute timetable.
Tanner — cabin by the Old Woods
Tanner is the neighbor most players meet first. His cabin sits beside the entrance to the Old Woods. In fair weather he drifts between the town outskirts, the carpenter, bus stops, Greystone Estates, the flower shop, and the pet shop. Evenings often land him in the Saloon. At night he goes home. Rain or snow keeps him inside, which is the easiest way to gift him without a scavenger hunt.
He loves Aged Rum, Beating Heart, Harvest Stew, and Shadewing Moth. He hates Eyeball, Tooth, and Ice Cream. Do not “help” him with a freshly harvested eyeball from Eyeleaf. If a Lost Game Boy task is active, he camps the town outskirts until you finish it. Talk to him on day one, then walk west.
Sam — Greystone Estates, Apt 1
Sam lives on floor F1 of Greystone Estates, apartment 1. Daytime she loiters around town, the lakefront, the general store, the playground, and the northeast bus stop by Old Man Jackson. Evenings, like many adults, she appears at the Saloon. If she visits your farm she may stay until midnight, which is a gift window you should not waste on pumpkin pie.
Sam loves Soul Fruit, Voidbloom, Void Dinner, and Beating Heart. She hates pumpkin dishes and Ghost Flounder. Her Childhood Fear task parks her around Greystone. More important for progression: her cryptic note (43_81) is the hint for Dave’s door. The working code is 43681. That unlock is a mystery, not a combat drop.
Ellie — rain means home
Ellie lives in a dilapidated house with boarded windows. When it rains or snows she stays there. In clear weather she drifts past the playground, bus stops, the library, the lakefront, and the road near Adrian’s apartment. If you need her, check the sky first. She is a gift-sensitive neighbor (loved items run toward blood, moths, and Soul Fruit; she hates ice cream and holy water). Do not treat her as a day-one unlock; she is a schedule puzzle.
Farmer Hans — skeleton in the fields
Hans is the skeleton farmer who actually lets you use the western fields. Find him at the farmhouse with Old Man Crawford (seeds and tools) and Chef Elroy (recipe books). His first task, The Farmer’s Path, asks for wheat. Hand it over to unlock a grinder and Elroy’s shop. Later Hans tasks gate pumpkin seeds, corn seeds, and mall-adjacent hunts. He is the reason wheat sits in S-tier.
Clear ghost tentacles with cleansing balm before you plant. Water daily. Put a scarecrow down before crows eat the only wheat you have for Hans. Details live in the farming guide.
Molly — workshop and mines
Molly’s home is the workshop on the path to the farm. Mornings and afternoons she is there, at the library, near the town task board, or outside the general store. Nights she is back at the workshop. Helping Molly is simple on paper: take the rusty pickaxe, mine copper in the beginner mine, and bring it back. That furnace and smithing loop feeds every later combat upgrade. Loved gifts lean toward bars, moths, Soul Fruit, and Beating Heart. Do not gift her teeth.
Playground: Abby, Witchkid, Pumpkid, Billy
The playground is not a daycare. Abby (Witchkid), Pumpkid, and Billy hang there with the kind of quests that sound like dares. Talk to them after the farm is watered, not before. Their tasks can point at artwork, mall backrooms, or crops you have not unlocked. Treat them as optional mystery hooks, then return when you have food and a real weapon.
Apartments and quieter houses
Greystone is stacked. Sam is Apt 1 on F1. Adrian and Jeannie share an F1 apartment. Akira is on F2. Knock, gift, and leave; you do not need their full stories on day one. Amelia and Martin occupy quieter houses you will pass while running errands. Old Man Jackson sits near the northeast bus stop — a useful landmark when Sam or Ellie wander that corner.
Dave is your neighbor with a mystery inside and a locked door. Do not brute-force forever: Sam’s note is the intended path. Klaus, brother to Hans, handles house upgrades and construction goods; visit him when gold from early crops is no longer a crisis. Chef Elroy stays at the farm and sells recipe books after Hans’s wheat test. The Mall Rat lives in the mall ecosystem and sells the pickaxe that makes the food-court mine real. The Tax Man strolls the farm path on a roughly two-week cadence and will name a crop tithe; budget wheat and radish for him. Sven wants void offerings — late-game flavor, not a first-week friend.
Evening Saloon
After work, many adults collapse into the Saloon. If you missed someone on the street, check there after 6pm before you sleep. Sleep itself is a mechanic with luck rolls and curses; read sleep and curses before you skip nights to chase friendship. Bathing still matters: show up filthy to a romance scene and the game will remember.
Visit order that does not wreck the farm
Day one: house, Tanner, Hans, wheat plots. Cook whatever leftovers you have; do not enter the mall hungry. Days two and three: expand plots, place a scarecrow, mine copper for Molly. Days four and five: watch the news, chase a mystery, find Sam’s note, start gifts. Days six and seven: mall with food, then Hall Monitor only when combat says you are ready.
Romance, if you want it, waits until these loops are stable. The romance guide is a later tab, not a day-one checklist. Come back to this roster whenever a task text names a house you have not entered. Elderfield hides keys in people, not in glowing markers.
Frequently Asked Questions
Quick answers to the most common questions.
Where does Tanner live in Welcome to Elderfield?
In a cabin beside the Old Woods entrance. Rain keeps him home. Gift preferences and hated items are listed on the gift guide.
Where does Sam live, and why does she matter?
Greystone Estates, Apt 1 on F1. She holds the cryptic note that opens Dave's door (`43681`) and she hates pumpkin dishes. See mysteries.
Who is Farmer Hans?
The skeleton farmer who lets you use the western fields. Bring him wheat to unlock the grinder and Chef Elroy. Crop priorities are on the crop ranks page.
What does Molly need?
Copper from the beginner mine near her workshop. Completing Helping Molly feeds furnaces, bars, and later weapons. Mining context sits in fishing and mining.
Can I romance townsfolk?
Yes, the design includes romance, but it is not a first-week goal. Stabilize the farm and gifts first, then read the romance guide.
When should I visit the Saloon?
Evening, after 6pm, if you missed someone outdoors. Do not skip sleep planning; sleep and curses explains why staying up is a trade, not a free extra day.