Welcome to Elderfield Key Locations & Passcodes
Last updated: 2026-09-14 · 8 min read
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.
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.
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.
| Key | Where to get it | What it opens | Consumed? | Missable? |
|---|---|---|---|---|
| Gate Key 1 | On the counter inside Burgers Burgers, Mall food court | Sewers west door | Not recorded | No — quest chain |
| Gate Key 2 | Bought from Rachel at the General Store | Sewers south-east door | Not recorded | No — quest chain |
| Gate Key 3 | Mall F1 hallways, south office, after defeating the Mall Administrator | Sewers north-east door | Not recorded | No — quest chain |
| Mall F1 Hallway Key | From Adrian, when the Tentacle Cleanup quest begins | Door from the Mall food court into the back hallways | Not recorded | No |
| Small Mine Key | Foraging in the Mall Mines, dropped by the Mall Rat (also sold for 100g), or from the Forge Shop | Small mine door; F3 Mall Mine door | Yes | No |
| Basic Skeleton Key | Edwin'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 unlocked | Various basic locks | Yes | Yes — some sources are event-locked |
| Fancy Key | Sewers, after Josh mentions losing his key | Wardrobe in the Fancy House | Not recorded | Not recorded |
| Room 4 Key | From the woman in the Greystone Estates laundry room | Greystone Room #4 | Not recorded | Not recorded |
| Mill Key | Old Woods, special map at the giant statue | Used in the "Local Jogger's Club" task | Not recorded | Not recorded |
| Steel Key | Reward for completing the "An Eldritch Prank" task (the Eldritch Slime and Pumpkid chain in the Mall) | Not recorded | Not recorded | No |

FIG. 01 — The first Gate Key sits on a counter in the Mall food court.
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.
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.

FIG. 02 — The God Forge lets you craft replacement Skeleton Keys instead of hunting event pickups.
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.
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.
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".

FIG. 03 — Event-locked pickups are the ones that quietly become unavailable.
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.
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:
| Item | Status |
|---|---|
| Ancient Iron Key | Referenced in task chains, no documented pickup location |
| Slimy Key / Squiggly Key | Not in the wiki's key data |
| Storeroom Key | Not in the wiki's key data |
| Classroom keys (103 / 104 / 106 / 107) | Not in the wiki's key data |
| Room 7 Key | Not in the wiki's key data |
| Mall Elevator Key | Not 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.