Welcome to Elderfield Mystery Locations & Solutions

Mysteries are the odd things scattered around Elderfield that you can investigate for a dice roll and a reward. They are also the source of a lot of confusion, because the game never explains which ones count toward tasks and the wiki's own tables still have blank results.

Quick answer

Investigating a mystery starts a dice roll influenced by your Luck. Mysteries are among the few roll events that can land on hidden 0 and 7 results, which is why some outcomes seem impossible to reproduce. Every mystery in the world resets when you take a bath, so they are repeatable rather than one-time — which makes them a renewable source of unique rewards.

Official Welcome to Elderfield screenshot of an investigation site in a passage

FIG. 01 — Investigation sites are often odd landscape details rather than marked objectives. Official store screenshot.

How Investigation Works

Mysteries appear as unusual elements in the landscape — something that looks slightly wrong, or slightly deliberate. Interact with one and the game offers you the option to investigate, which initiates the roll.

The design detail that matters: some mysteries are obvious and some are easy to walk past entirely. There is no marker system identifying them, so the practical skill is learning to notice things that do not belong. That is also why so many players finish the game having triggered only a handful of the available rolls.

☾ Local tip

If you are hunting mysteries for a task, work through settlements methodically rather than wandering. Most of the ones that count are indoors or in town spaces, not out in the wilds.

Official Welcome to Elderfield screenshot of a TV news broadcast inside a house

FIG. 02 — News Channel events look like mysteries but do not count for the investigation task. Official store screenshot.

Official Welcome to Elderfield screenshot of the Old Woods, home to the most mystery sites

FIG. 03 — The Old Woods has the highest density of mysteries and none of them count for Akira. Official store screenshot.

Dice Rolls and Luck

The roll is the core of the system. Your Luck stat shifts the odds, and the distribution is not the simple 1-to-6 you would assume from a die. Mysteries are one of the few roll events in the game that can produce hidden 0 and 7 results — outcomes outside the normal range that players often never see and consequently report as bugs when they do.

Because the underlying roll can go outside 1–6, the results tables in this game are not symmetrical. A mystery might have separate payouts at 1, 2–3, 4, 5, 6, 7 and 0, with each band giving different rewards. That structure is worth understanding before you spend time farming a single mystery for one specific item.

Luck is worth investing in

Because Luck influences mystery rolls and mysteries are the only route to a number of unique rewards, Luck functions as a content-access stat rather than a minor combat modifier. If you are chasing the rarer rewards, raising Luck is the lever.

Why Mysteries Reset (and Why That Is Good News)

All of the world's mysteries reset each time the player takes a bath. They can therefore be interacted with repeatedly, and the same site will keep producing rolls as you return to the area.

This changes how you should treat them. They are not one-shot collectibles to be saved for the right moment; they are renewable resources. If you want a specific unique reward from a mystery and did not get it, the answer is to bathe and try again rather than to reload a save.

The reset is not limited to bathing either. Blood Moon and Soul Moon events also reset mysteries, and the "Dark beings stir" sleep event does the same. Between those triggers, a patient player can farm a favoured mystery fairly aggressively.

☾ The efficient loop

Set up near a mystery you want a specific reward from, bathe, investigate, and repeat. Because bathing also heals, this loop costs you nothing but in-game time — and the day rolls over at midnight regardless of whether you sleep, so it does cost you days.

Mysteries by Area

Here is where the documented mysteries live. Note the shape of this list: the settlements are well covered and the Catacombs are not, which tells you where discoverable content still exists without documentation.

AreaDocumented mysteries
TownDave's House
SewersParks & Recreation Office
MallHallway (two separate sites), Sports Planet, Empty Store, Jon's Smoothies
Old WoodsEight or more distinct sites, including the Well Man, Corpse Tree, Blood Trees, the Hole and a Strange Plant
CatacombsSection exists but is empty — nothing documented

The Old Woods concentration is the interesting one. It has by far the highest density of mysteries, which is why one of the game's tasks is specifically about finding them there — see below.

Which Mysteries Count Toward Tasks

This is the part that trips people up, and the game does not explain it anywhere in the UI. There are three separate tasks that involve investigating mysteries, and each one counts a different set of them.

TaskGiven byWhat counts
Time to InvestigateAkira, Town South — Apartment 2FOnly the first seven mysteries obtainable in the game. Those are the Town, Mall and Sewers mysteries. Mysteries in the Old Woods and News Channel events do not count.
An Adventurous SpiritAnsel, Old Woods CampsiteOnly mysteries located inside the Old Woods — five of them.
Secrets of the CatacombsBillThree, then six mysteries. One is unlocked with the Small Hammer below Dave's House on Catacombs 1F; the rest are on 3F.

Akira's task asks you to investigate one, then three, then five, then seven mysteries in total. The restriction is the important bit: Old Woods mysteries feel like the most obvious ones to count, and they do not. If you have investigated a pile of Old Woods sites and Akira's counter has not moved, that is why, and it is working as intended.

! Do not farm the Old Woods for Akira

The Old Woods has the highest density of mysteries in the game and none of them satisfy Akira's task. Head to the Town, Mall and Sewers — that is where the count comes from, and it takes a maximum of seven investigations across three compact areas.

Dice Items That Shift Your Rolls

Luck is not the only lever on a roll. There are items that modify the die itself, which is a meaningful distinction: Luck changes your odds of a good band, while these change the number directly.

ItemEffectSource
Lucky Die+1 to the rollGarbage Man (Mondays and Thursdays), buried treasure
Crimson Die+1 to the roll, stacksBuried treasure
Cursed DieRandomly ±1, cannot take the result below 0Various

The Crimson Die is the notable one because it stacks, unlike the others. If you are deliberately farming a mystery for a high-band result, stacked Crimson Dice are the most direct tool available. The Cursed Die is the counter-example: it moves your result in a random direction, so it is a gamble rather than a boost.

★ Note the floor on Cursed Dice

The Cursed Die "cannot take the result below 0". Given that 0 is itself a hidden outcome for mystery rolls, this wording is worth noticing — it suggests the 0 band is reachable and deliberately bounded rather than an error state.

Results That Are Still Unknown

The official wiki's mystery tables contain genuinely blank entries, and we are not going to fill them with plausible-sounding rewards. Here is what is documented as missing:

  • Sewers, Parks & Recreation Office — the roll 4 result.
  • Old Woods, Well Man — both the 3–4 and 1–2 results.
  • Old Woods, Corpse Tree — the incorrect-answer result.
  • Old Woods, Blood Trees — the 1–2 result.
  • Old Woods, the Hole — the 1–2 result.
  • Old Woods, Strange Plant — the 1–2 result.
  • The entire Catacombs mystery section — no mysteries documented at all.

If you roll one of these and note what happened, that is genuinely useful information for the community — the about page explains how to send it in.

A Note on Mystery Rewards

A large share of the game's unique items come from mysteries and nowhere else. Several are explicitly first-time-only or tied to a particularly lucky roll — the rolls that produce things like the Extra Pouch, the Eye of Gatis, the Emerald Bone Ring, the Emerald Necklace and Dreampearl Seeds are recorded as one-time rewards.

That combination — mystery-exclusive rewards, plus a reset on bathing, plus Luck and dice items as modifiers — is what makes this system worth engaging with properly rather than walking past. The best items in the game are effectively locked behind a repeatable dice game, and the more Luck and dice modifiers you bring, the faster you clear it.

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