Welcome to Elderfield Key Locations & Passcodes

Elderfield does not give you a tidy keyring. Keys come from quests, NPCs and one-off events, some are consumed when used, and at least one can be missed permanently. This page puts them all in one table so you can tell which locked door you are standing in front of.

Quick answer

The most common stuck point is the three Gate Keys, which open the three doors in the Sewers as part of the Gatekeeper quest chain: the first is on the counter in the Mall food court (look at Burgers Burgers), the second is bought from the General Store, and the third is in the Mall's F1 back offices after you deal with the Mall Administrator. If a door is not opening and you are sure you have the key, check the consumption column below — several keys are used up on first use.

Official Welcome to Elderfield screenshot of a locked dungeon area reached with keys

FIG. 01 — Locked areas are the game's main gating mechanism. Official store screenshot.

The Full Key Table

Built from the official wiki's key items data. Where a field is not documented we say so rather than filling it in with a plausible guess — you can see the whole set that way, including the gaps.

KeyWhere to get itWhat it opensConsumed?Missable?
Gate Key 1On the counter inside Burgers Burgers, Mall food courtSewers west doorNot recordedNo — quest chain
Gate Key 2Bought from Rachel at the General StoreSewers south-east doorNot recordedNo — quest chain
Gate Key 3Mall F1 hallways, south office, after defeating the Mall AdministratorSewers north-east doorNot recordedNo — quest chain
Mall F1 Hallway KeyFrom Adrian, when the Tentacle Cleanup quest beginsDoor from the Mall food court into the back hallwaysNot recordedNo
Small Mine KeyForaging in the Mall Mines, dropped by the Mall Rat (also sold for 100g), or from the Forge ShopSmall mine door; F3 Mall Mine doorYesNo
Basic Skeleton KeyEdwin's "knowledge" event, Old Man Jackson's wardrobe, or a chest in the Mall Mines. Also craftable at the God Forge once Valtris's blessing is unlockedVarious basic locksYesYes — some sources are event-locked
Fancy KeySewers, after Josh mentions losing his keyWardrobe in the Fancy HouseNot recordedNot recorded
Room 4 KeyFrom the woman in the Greystone Estates laundry roomGreystone Room #4Not recordedNot recorded
Mill KeyOld Woods, special map at the giant statueUsed in the "Local Jogger's Club" taskNot recordedNot recorded
Steel KeyReward for completing the "An Eldritch Prank" task (the Eldritch Slime and Pumpkid chain in the Mall)Not recordedNot recordedNo
Official Welcome to Elderfield screenshot of the Mall plaza where the first Gate Key is found

FIG. 02 — The Mall food court hides the first Gate Key. Official store screenshot.

Official Welcome to Elderfield screenshot of the crafting workshop where keys can be made

FIG. 03 — The God Forge lets you craft replacement keys instead of hunting event pickups. Official store screenshot.

The Three Gate Keys

These three are the ones that generate the most forum questions, because they are collected across three different parts of town and each opens one specific door.

Gate Key 1 — Mall food court

Look on the counter inside Burgers Burgers. This is the easiest of the three and the natural first step once the Gatekeeper task is active. If you have walked through the food court without noticing it, the counter is the thing to inspect rather than the seating area.

Gate Key 2 — General Store, bought from Rachel

The second key is a purchase rather than a find, which is why people miss it: you need to talk to Rachel at the General Store rather than search a location. Bring gold with you.

Gate Key 3 — Mall F1 back offices

The third is behind combat. It sits in the south office of the Mall's F1 hallways, and you need to have defeated the Mall Administrator before you can take it. That fight is also the source of an achievement, so there is no downside to doing it properly.

☾ If a sewers door still will not open

The three keys map to three specific doors: west, south-east and north-east. If you have all three and one door is still sealed, you are probably at the fourth opening that belongs to a different part of the chain rather than to a Gate Key.

Basic Skeleton Key

The Basic Skeleton Key is the awkward one. It is not a quest reward with a fixed location — it comes from one of several sources, and the ones you can reach depend on what you have already done.

  • Edwin's knowledge event — an NPC interaction rather than a pickup.
  • Old Man Jackson's wardrobe — searchable, and easy to walk past.
  • A chest in the Mall Mines.
  • Craftable at the God Forge once you have unlocked Valtris's blessing. This is the reliable route if you have progressed far enough, because it does not depend on catching an event.

Two things make this key worth treating carefully. It is consumed when used, so you may need more than one. And some of the sources are event-locked, which means a run can in principle arrive at a locked door without the means to make another key.

! Crafting is the safe route

If you already have the God Forge available, make your Skeleton Keys rather than relying on finding them. Event-gated pickups are the kind of thing that becomes permanently unavailable without any warning that you passed it.

Dave's Door: The Passcode You Actually Type

Not every lock in Elderfield wants a key. At least one wants a code, and it is the kind of thing that is impossible to guess and annoying to re-find.

? Dave's door passcode

The code for Dave's locked door is 43_81. You get it from the Cryptic Note obtained from Sam. Keep the note — the code is not something the game will remind you about later.

This is one of the few places in the guide where an exact string matters, so here it is plainly: 43_81, including the underscore.

Which Keys Get Used Up

This is the distinction that wastes the most player time, so it is worth stating on its own. Only two keys in the documented set are explicitly marked as consumed:

  • Small Mine Key — consumed on use.
  • Basic Skeleton Key — consumed on use, and craftable, which is the combination that tells you the game expects you to make more than one.

For the Gate Keys and the various location keys, consumption is not recorded in the source data. That is a genuine gap rather than a confirmation that they are permanent, so do not treat "not recorded" as "safe forever".

What Can Actually Be Missed

One key carries a documented missable risk: the Basic Skeleton Key, because some of its sources are tied to events. If you pass the Edwin knowledge event or neglect Jackson's wardrobe and cannot reach the God Forge yet, you have narrowed your options.

The Gate Keys are explicitly not missable — they are a quest chain, which means the game keeps them available. The Steel Key is not missable either; it is a task reward rather than a timed pickup.

★ The habit that solves this

Search wardrobes and interact with NPCs that offer "knowledge" style events even when you do not need anything from them yet. In this game those interactions are frequently the source of key items, and there is no quest log entry warning you that a door will need one later.

Keys We Could Not Document

Several keys that circulate in community discussion do not appear in the official wiki's key data at all. Rather than describe them from hearsay, here is the list of what has no verifiable entry:

ItemStatus
Ancient Iron KeyReferenced in task chains, no documented pickup location
Slimy Key / Squiggly KeyNot in the wiki's key data
Storeroom KeyNot in the wiki's key data
Classroom keys (103 / 104 / 106 / 107)Not in the wiki's key data
Room 7 KeyNot in the wiki's key data
Mall Elevator KeyNot in the wiki's key data
Police Vouchers (Sewers / Mall / Old Woods / Catacombs)Pages exist, locations blank

If you know a confirmed location for any of these, the contact link on the about page is the fastest way to get it corrected here.

Related Guides