Mysteries

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Mysteries are unusual objects that can be investigated throughout Elderfield. Investigating them starts a die roll influenced by Luck. Many unique rewards can only be obtained from mysteries.

Directions, roll outcomes, and rewards are shown below. Select a mystery name to open its individual article.

Town

Mystery Roll Outcome

Dave's House.

≤ 2 Take 5 HP damage.
3–5 Restore 10 HP; the first result in this roll range also gives 25g. Always applies 1 random curse and 1 random blessing.
6+ Restore 15 HP; the first result in this roll range also gives 50g.

Sewers

Mystery Roll Outcome

Parks & Recreation Office.

≤ 0 3 random curses.
1 1 mixed draw, 2 random curses, plus a 50% chance of another random curse.
2–3 1 random blessing, 1 mixed draw, 1 random curse, plus a 50% chance of another random curse.
4–5 First result in this roll range: Leather Chaps +2 plus 3 mixed draws. Later results in this roll range: 3 mixed draws.
6 First result in this roll range: Treasure Map 4. Later results in this roll range: 2 random blessings.
7+ First result in this roll range: Bloody Cleaver +3. Later results in this roll range: 3 random blessings.

Mall

Mystery Roll Outcome

Hallway.

≤ 2 1 random curse.
3–4 1 random blessing. The first 3–4 result at this ATM also gives 35g; later 3–4 results give only the blessing.
5+ Every 5+ result adds 1 Greed (+Luck) stack. The first 5+ result at this ATM also gives 50g. Later 5+ results also give 25g until the first 3–4 result has been received here; after that, they give Greed without gold.

Hallway.

≤ 1 The first result in this roll range permanently reduces Max Defense by 1. Later results in this roll range apply 1 random curse.
2–3 1 random blessing and 1 random curse.
4–5 First result in this roll range: Tattered Hood. Later results in this roll range: 1 random blessing.
6 First result in this roll range: Flask of the Gods (MP). Later results in this roll range: 2 random blessings.
7+ First result in this roll range: Ring of the One Point +2. Later results in this roll range: 3 random blessings.

Sports Planet.

≤ 2 Adds 1 Dread (-Agility) stack and 1 Fear (-Hit Rate) stack, then starts a battle against Globule and a Shopper. Victory also gives Star Necklace +1 if that necklace has not yet been claimed from this counter. Escaping gives no necklace.
3–4 Before claiming this counter’s Star Necklace +1: battle Globule and a Shopper; victory awards the necklace once, while escaping leaves it unclaimed. After claiming the necklace: battle a Shopper, then receive 5g, even if the player successfully escapes.
5+ First result in this roll range: Block of Rock +1. Later results in this roll range: 1 Stubbornness (+Defense) stack and 1 Skepticism (+Magic Defense) stack.

Empty Store.

≤ 0 6 random curses.
1 3 random curses.
2–3 1 random blessing and 1 random curse.
4–5 First result in this roll range: Used Work Boots +1. Later results in this roll range: 2 random blessings.
6 First result in this roll range: Sturdy Boots +2. Later results in this roll range: 3 random blessings.
7+ First result in this roll range: Ancient Effigy +2. Later results in this roll range: 3 random blessings.

Jon's Smoothies (Food Court).

≤ 2 Take 5 HP damage. The first bite also permanently reduces Max HP by 2. Later bites still deal 5 HP damage but do not reduce Max HP again.
3–4 The first 3–4 result from this fleshy mass gives Ornate Dagger. After claiming the dagger here, later 3–4 results give 1 random blessing and 1 random curse instead.
5+ The first 5+ result from this fleshy mass gives Emerald Ring +2. After claiming the ring here, later 5+ results give 5g instead.

Old Woods

Every day, the Old Woods shuffles which clearing doors are open.

Mystery Roll Outcome

Old Woods, near the Abandoned Mill.

≤ 1 No additional effect after the roll.
2 4 random curses; the first result in this roll range also permanently reduces Max Defense by 1.
3–4 2 random blessings; the first result in this roll range also permanently reduces Max Agility by 1.
5+ For the first three results of 5+ at this well: Large Coin Box; the first also gives Extra Pouch. Later results of 5+: 3 random blessings.

Clearing south of the bus stop.
Availability depends on which Old Woods clearings are open today.

≤ −1 No riddle branch runs.
Only possible at the Very Unlucky tier.
0–2 The corpse asks: "A fool wanders into an ancient forest... On a scale of one to nine... how likely are they to leave the woods alive?"
  • Answer 0: Take 9,999 HP damage.
  • Answer 1–4: 4 random curses, then battle Wild Deer; victory yields 50 EXP.
  • Answer 5–8: Battle Wild Deer; victory yields 50 EXP.
  • Answer 9: No reward or penalty.
3–4 The corpse asks which of three corpses will be resurrected.
  • Choose 1 or 3: 3 random curses. The first result in this roll range also permanently reduces Max Agility by 1.
  • Choose 2: 3 random blessings. The first result in this roll range also permanently reduces Max Agility by 1.
5+ The corpse asks: "Three friends walk into the woods... How many friends survive?"
  • Any answer other than 0: On the first three results of 5+ at this corpse, receive 1 Cleansing Balm; afterward, receive 3 Bones.
  • Answer 0: Always receive 3 Bones. On the first three results of 5+ at this corpse, also receive 2 Cleansing Balm and Emerald Bone Ring +5 if not already claimed.
    The three early rewards are shared between both answer choices.

Campsite clearing.
Availability depends on which Old Woods clearings are open today.

≤ 2 Battle Pretty Flower; victory yields 40 EXP and no additional fixed item reward.
3–4 Battle Pretty Flower. On the first three victories with a roll of 3–4 at this campsite: 2 Iron Ore. Later victories with a roll of 3–4: 2 Scrap Metal. Victory yields 40 EXP. Other roll results and escaping do not use these three rewards.
5+ First result of 5+ at this campsite: Cursed Emerald Ring +3. Next three results of 5+: 2 Gold Ore. Later results of 5+: 2 Scrap Metal. This sequence is separate from the rewards for rolls of 3–4.

Campsite.

≤ 3 2 random curses, then battle Giant Fish; victory yields 100 EXP and no gold or item drops.
4+ For the first three results of 4+ at this campsite: 1 Crystal Flask; the first also gives Lost Mariner's Bauble +3. Later results of 4+: 3 random blessings.

Old Woods, south of the bus stop.

≤ 1 3 random curses.
2 2 random curses.
3–4 2 random blessings.
5+ First result of 5+ at this tree: 2 Cleansing Balm plus 1 Lesser Offering of Rain. Next two results of 5+: 1 Lesser Offering of Rain. Later results of 5+: 3 Crushed Bones.

Clearing in the Tall Tree Maze area.
Go left past Deep Hole, then up and right into the corner.
Availability depends on which Old Woods clearings are open today.

≤ 3 2 random curses and 2 random blessings.
4–5 1 Cleansing Balm for the first three balm rewards at these trees, then 1 Soda Pop. Rolls of 4–5 and repeat rolls of 6+ share those three balm rewards; receiving the unique ring does not use one.
6+ First result of 6+: Eye of Gatis +5. Later results of 6+: 1 Cleansing Balm until three balm rewards have been received at these trees, counting rolls of 4–5 as well; afterward, 1 Soda Pop.

Old Woods (Tall Tree Maze area).

≤ 2 Battle 3 Fingermen Lv2; victory yields 90 EXP and no gold or item drops.
3–4 2 random blessings.
5+ 3 Honey.

Old Woods (Tall Tree Maze area).
Go up from Deep Hole, then right.

≤ 2 Battle Strange Plant; victory yields 0 EXP, 0g, and no item drops.
3 2 random curses and 2 random blessings.
4–5 First result in this roll range: Dreamleaf Seed plus 2 random blessings. Later results in this roll range: 4 random blessings.
6+ Every 6+ result gives 10 Slimeweed. The first such result at this plant also gives Dreampearl Seed; the next such result gives Emerald Necklace +2 instead. After both have been claimed here, later 6+ results give only the Slimeweed. The seed and necklace are separate rewards, not granted together.

Catacombs

Mystery Roll Outcome

Found at several locations in Catacombs 3F.

≤ 1 1 Wax.
2 1 Small Coin Pouch.
3–4 Special Donut while fewer than three Donut or Balm rewards have been received from this skeleton; afterward, Medium Coin Pouch. Rolls of 3–4 and 5–6 share this allowance; the unique shoes do not use one.
5–6 While fewer than three Donut or Balm rewards have been received from this skeleton: Shoes of Swiftness +7 if no pair has been claimed from any hiding skeleton; otherwise, Cleansing Balm. Once three Donut or Balm rewards have been received, counting rolls of 3–4 as well: Large Coin Box. Receiving the unique shoes does not use one of those three rewards.
7+ Chestplate of Stone +7 if this reward has not been claimed from any hiding skeleton; otherwise no additional reward.

Catacombs 3F. Break the door immediately after the first bone wall, to the right of the floor entrance.

≤ 1 No additional effect after the roll.
2 3 random curses.
3–4 1 random curse and 2 random blessings.
5–6 For the first three results of 5–6 at this altar: 1 Death Crystal; the first also gives Extra Pouch. Later: 4–6 Worm (each quantity is equally likely).
7+ For the first three results of 7+ at this altar: 3 Crushed Bones. Later: 1–3 Hard Bones (each quantity is equally likely).

Catacombs 3F. Break the door behind the second bone wall.

≤ 1 No additional effect after the roll.
2 2 random blessings.
3–4 3 random blessings.
5–6 First result of 5–6 at this tree: Dreamleaf Seed. Second result of 5–6: Polished Spyglass +5. Third result of 5–6: Extra Pouch. Later results of 5–6: Medium Coin Pouch.
7+ First result of 7+ at this tree: Dreampearl Seed. Second result of 7+: Symbol of Privilege +5. Next three results of 7+: Cleansing Balm. Later results of 7+: Medium Coin Pouch. This sequence is separate from the rewards for rolls of 5–6.

Catacombs 3F, behind the third bone wall.

≤ 1 No additional effect after the roll.
2 Battle 5 Skullcrawlers; victory yields 250 EXP and no gold or item drops.
3–4 Take 30 HP damage; gain 1 Bone Honey.
5–6 Take 30 HP damage; gain 1–3 Bone Honey (each quantity is equally likely).
7+ 2–4 Bone Honey (each quantity is equally likely).

Catacombs 3F, to the left of Bone Honey. Use Wire Cutters and then Small Hammer on the first door.

Requires: Wire Cutters; Small Hammer

≤ 1 No additional effect after the roll.
2 3 random curses.
3–4 2–4 Gravemoss (each quantity is equally likely).
5–6 For the first three results of 5–6 at this scarecrow: 2 Cleansing Balm. Later results of 5–6: 1 Fancy Fertilizer (Lv1).
7+ First result in this roll range: Blueprint: Skeletal Scarecrow. Later results in this roll range: 1 Bone Ingot and 1 Large Coin Box.

Catacombs 1F, in the bottom-left corner.

≤ 3 5 random curses.
4+ Choose one unused permanent sacrifice:
  • Max HP -5
  • Max HP -10
  • Defense -2
  • Magic Defense -2
  • Defense -4
  • Magic Defense -4

Each sacrifice option can only be accepted once. After a valid sacrifice, an unmodified d6 selects from the reward pool below; already-owned altar rewards are skipped cyclically to the next unowned reward:

Use Small Hammer behind the first door to the left of the shrine entrance, directly below the laundry ghost.

Requires: Small Hammer

≤ 1 No additional effect after the roll.
2 2 random curses.
3–4 2 random blessings.
5–6 If not yet claimed at these statues: Cat Stuffy +5. Otherwise, Cleansing Balm for the first three balm rewards at these statues; afterward, Tiny Coin Pouch. Rolls of 5–6 and 7+ share those three balm rewards; the unique statue and stuffy do not use one.
7+ If not yet claimed at these statues: Lucky Cat Statue +5. Otherwise, Cat Stuffy +5 if it has not been claimed here; after both have been claimed, Cleansing Balm for the first three balm rewards at these statues; afterward, Tiny Coin Pouch. Rolls of 5–6 and 7+ share those three balm rewards; the unique statue and stuffy do not use one.

Deep Woods

Mystery Roll Outcome

East of the bus stop. Use Golden Hatchet to clear the Oldwood Branches.

Requires: Golden Hatchet

≤ 2 3 random curses.
3–4 1 random blessing and 2 random curses.
5–6 Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 2 random blessings and 1 random curse.
7+ Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 3 random blessings.

South of the bus stop.
The first investigation requires defeating Mr. Wiggles (300 EXP). Later investigations skip this battle.

Requires: First investigation: defeat Mr. Wiggles.

≤ 2 3 random curses.
3–4 1 random blessing and 2 random curses.
5–6 If fewer than five relics have been received at this mystery, counting rolls of 5–6 and 7+: Vile Relic. The first such result of 5–6 also gives Ring of Leaves +5. Once five relics have been received: 2 random blessings and 1 random curse.
7+ First result of 7+ at this mystery: Ring of the Lost +5, with no relic. Later results of 7+: Vile Relic until five relics have been received here, counting rolls of 5–6 as well; after five relics, 3 random blessings. The unique ring does not use one of those five relic rewards.

Northeast of the bus stop, past a log that requires Golden Hatchet.
When the relevant stage of Helping Grandma is active, investigating Pale Tree also gives Palewood Branch once, regardless of the roll.

Requires: Golden Hatchet

≤ 2 3 random curses.
3–4 1 random blessing and 2 random curses.
5–6 Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 2 random blessings and 1 random curse.
7+ Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 3 random blessings.

Inside a building in the abandoned village.

≤ 2 3 random curses.
3–4 1 random blessing and 2 random curses.
5–6 Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 2 random blessings and 1 random curse.
7+ Vile Relic until five relics have been received at this mystery, counting both rolls of 5–6 and 7+; later 3 random blessings.

How investigations work

Mystery outcomes use the final modified die roll, which can fall below 1 or above 6. The animation still shows only an ordinary die face: totals of 1 or less display as 1, and totals of 6 or more display as 6. Use the final total to read the outcome ranges below.

All of the world's mysteries will reset each time the player takes a bath. After bathing, they can be investigated again when the player returns to the area.

Unless a reward is marked as shared across locations, repeat limits apply separately to each mystery. Only the roll results or victories specified in its reward row count toward that limit; other results do not. Bathing makes mysteries available again but does not replenish their limited rewards.

In these tables, a mixed draw grants one random blessing or one random curse, with a 50% chance of either.