All 51 Achievements and How I Plan the 100% Run
I let the huge farming, gold and death counters build naturally, then plan the achievements that need specific bosses, alignments, social choices and endgame clears.
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Quick Answer
There are 51 achievements in Welcome to Elderfield 1.0. I do not grind the huge crop, gold, animal-product or death totals early; normal progression keeps feeding those counters. The achievements I actively plan around are the five-stack blessings and curses, all seven Old God alignments, relationship choices, three Elderfield High scenarios, Art Gallery completion, Fishing Contest, specific one-off interactions, late bosses and six Stone Tower clears.
I Split the 51 Achievements Into Three Kinds of Work
The achievement list looks much more intimidating when I read it as 51 separate jobs.
In practice, I treat it as three different kinds of progress.
The first group is almost free: harvesting crops, earning money, collecting animal products, dying and reaching early progression milestones all happen while I am playing normally.
The second group needs awareness rather than grinding. Old God alignment, relationships, Art Gallery items, Fishing Contest preparation and Elderfield High can all become annoying if I ignore them until the very end.
The final group is deliberate cleanup: unusual one-off conditions, five-stack blessing and curse setups, high death totals and Stone Tower difficulty clears.
That division decides what I pay attention to during the first weeks. I would rather arrive at endgame with most cumulative counters already moving than spend early days farming numbers that ordinary play was going to supply anyway.
Let the Big Counters Grow While You Do Something Else
The earliest achievements establish the pattern.
A New Beginning unlocks just for stepping outside the house. Farming Sim arrives with the first harvested crop, and the first death gives the achievement named Welcome to Elderfield.
Those first unlocks eventually scale into some very large totals.
The crop chain ends at 10,000 harvested crops. Gold reaches 1,000,000 earned, animal products reach 5,000 harvested, and the death chain eventually asks for 100 deaths.
None of those numbers gives me a reason to abandon useful progression in the opening hours.
Instead, I make sure the systems are active:
- keep crops planted rather than leaving farm tiles unused for long stretches;
- collect animal products whenever the ranch is already part of my route;
- sell and earn gold through normal play instead of hoarding everything purely to preserve a balance;
- let deaths count when they happen rather than intentionally throwing away early days.
The largest totals are still long grinds, but every normal week can reduce what remains.
That is much better than starting the 10,000-crop achievement from almost zero after the rest of the game is finished.
Boss Achievements Are Progression Markers, Not Ten Separate Detours
Ten achievements are attached directly to major enemies:
- Snooping Around — Hall Monitor
- Ultimate Shopper — Mall Administrator
- Mycelicide — Ancient Mushroom
- All Bark, but No Bite — Ancient Tree
- As Above — Gravemoss Colony
- Deep and Damp — Emissary of Daeus
- Deep and Dark — Emissary of Delvek
- Deep and Dead — Emissary Kaal
- So Below — Soul of the Catacombs
- Savior of Elderfield — Emissary of Xxarteck
I do not build a separate achievement route around these fights. Most of them appear while I am already pushing through the regions that contain them.
Hall Monitor and Mall Administrator both arrive during the normal Mall route, so I prepare for those fights when the building naturally reaches them rather than making a separate achievement trip.
The same pattern continues later. All Bark, but No Bite comes from the Ancient Tree at the end of the Old Woods route, while the Soul of the Catacombs belongs to the later Catacombs progression.
The three Deep achievements are even more tightly connected. Daeus, Delvek and Kaal appear along the same chain through Deep Mall, Deep Woods and Deep Catacombs, so I handle those three together through Deeper Research.
For achievement planning, the useful rule is simple: when the boss is already on the route I need to clear, I prepare for that fight instead of looking for an achievement-specific shortcut.
Blessings and Curses Have a Wording Trap
Four achievements look very similar:
Sickly — Have 5 different curses at once.
Jacked — Have 5 different blessings at once.
Haggard — Have 5 stacks of 5 different curses at once.
God Mode — Have 5 stacks of 5 different blessings at once.
The first pair only cares about different effects.
The second pair cares about both variety and stacking.
For Haggard or God Mode, I need five different effects and each one must reach five stacks. That means I am effectively building 25 curse stacks or 25 blessing stacks across five categories.
I leave those versions for later.
By then I have seen more reliable blessing and curse sources, have better control over my survival, and can build the setup deliberately instead of hoping random events happen to line up.
This is also where I pay attention to how the effects were applied. Blessings and curses gained outside battle can stack repeatedly, while a temporary combat effect is not something I want to base a five-stack cleanup plan around.
The fifth achievement in this general survival group is Borrowed Time:
Survive 5 deaths by using Rings of Immortality.
That condition is fundamentally different from the normal death counter. Simply dying another five times does nothing for it; the Ring has to save me.
Kaal matters here because the Ring of Immortality is tied to its God Forge. I cover the alignment and Forge decision in the Old Gods guide, while this page keeps the achievement condition itself.
Start the Seven-God Rotation Before Final Cleanup
The Old God achievements are:
Curious — Align yourself to an Old God.
Zealot — Align yourself to each Old God at least once.
Curious is easy. The first Sunday pledge handles it.
Zealot is where timing matters.
There are seven normal Sunday alignments:
Gatis, Delvek, Kaal, Daeus, Hagroth, Valtris and Nezroth.
I would not wait until every other achievement is finished and then spend seven Sundays cycling through them with nothing else to accomplish.
Each god has different stat tradeoffs, Forge recipes and follower rooms, so useful progression can create the rotation naturally. A defensive week can cover Kaal; a farming period can cover Hagroth; Valtris may be worth using when one of its keys or magic bonuses solves a current problem.
That turns Zealot from calendar waiting into progress I was already going to make.
Xxarteck is not part of this seven-god Sunday rotation. It belongs to a different endgame thread, so I do not include it when tracking Zealot.
Relationship Achievements Are Easier If I Do the Positive Track First
The social achievements pull in two directions.
The positive side is:
- Friendly — Reach 10 hearts with one character.
- Socialite — Reach 10 hearts with all characters.
- In This Together — Get married.
The negative side is:
- Bad Friend — Decrease the friendship of the same character 10 times.
- Oblivious — Decrease friendship 50 times in total.
That creates an obvious conflict if I begin deliberately lowering friendship before I have finished the relationships I actually care about.
I build the positive track first.
Anyone I may want to marry stays out of my negative-achievement experimentation, and I keep pushing useful friendships toward 10 hearts while normal social progression is still active.
Once the relationship goals I care about are secure, losing friendship becomes a cleanup problem rather than something working against another achievement.
There is also a smaller social one-off:
Re-Gifter — Give a Farm Visitor item right back to them.
That is exactly the sort of condition I write down, because it is easy to receive something, put it into storage and forget who originally handed it to me.
When a visitor gives me an expendable item and I still need Re-Gifter, I return it immediately rather than trusting myself to remember later.
Treat the Art Gallery as a Collection You Build Over Time
Two achievements belong to the Gallery:
Art Restoration — Complete one full room of the Art Gallery.
Supporting Arts & Culture — Complete the Art Gallery.
The useful moment for me is the Gallery’s grand-opening message.
From that point on, I become more cautious with strange one-off items.
A little gold from selling something unusual is not worth much if I later discover that the same object belonged in a Gallery collection and now needs to be reacquired.
I use Art Restoration as the first checkpoint. Completing one room proves the system is moving.
Supporting Arts & Culture is the long-term version and belongs much later.
Trying to finish the whole Gallery as soon as it opens would pull me away from several systems that naturally produce the things the Gallery eventually wants.
Expert Angler Is a Contest Achievement, Not a Fishing Tutorial
The fishing achievement is:
Expert Angler — Win the Fishing Contest.
That is different from learning the system, catching Herb’s early request fish or simply fishing a lot.
The rod, bait setup, timing minigame and early fish progression are already handled in the fishing guide.
For achievement planning, I care about preparation.
Once my normal fishing needs are under control, I stop burning every useful bait stack on random catches. A contest is a much worse time to discover I used the bait I wanted on ordinary Lakefront fish several days earlier.
I also keep fishing as an active system rather than ignoring it until Expert Angler becomes one of the last unchecked achievements. Familiarity with the minigame is much cheaper to build gradually.
Elderfield High Requires Three Scenarios, Not One Visit
The school has two achievement stages:
Hooligan — Enter Elderfield High.
Ghost Hunter — Complete all 3 school scenarios in Elderfield High.
Hooligan is the simple access milestone.
Ghost Hunter is the real completion objective.
The wording is useful because it tells me that entering the school and finishing one event cannot be the end of the achievement route. There are three separate school scenarios to clear.
I keep that number in my cleanup notes.
If I have only finished one or two, there is no point searching for a hidden trigger elsewhere in town; the missing work is still inside the Elderfield High scenario chain.
The Strange One-Off Achievements Deserve a Written Checklist
Large cumulative achievements are difficult because the numbers are high.
One-off achievements are difficult because I can forget they exist.
The four I pay special attention to are:
Why, That Little… — Get a bad result from drinking Abby’s lemonade.
Good Source of Iron — Eat a sandwich filled with nails.
Re-Gifter — Give a Farm Visitor item right back to them.
Borrowed Time — Survive 5 deaths by using Rings of Immortality.
None of these is solved by simply playing another 20 hours in the usual way.
The Abby condition needs the specific bad lemonade result. Re-Gifter needs the item returned to the same visitor. Borrowed Time needs the Ring interaction rather than an ordinary death.
And Good Source of Iron is as literal as it sounds.
The condition is not “eat food containing iron.”
It wants a sandwich filled with nails.
These are the achievements I check before assuming my final cleanup is only about bigger numbers.
Stone Tower Accounts for Six of the Final Achievements
The largest single block belongs to The Stone Tower:
- Cozy Tower — Complete The Stone Tower on Cozy Game difficulty or higher.
- Easy Tower — Complete it on Easy difficulty or higher.
- Normal Tower — Complete it on Normal difficulty or higher.
- Hard Tower — Complete it on Hard difficulty or higher.
- Nightmare Tower — Complete it on Nightmare difficulty.
- Custom Tower — Complete it on Custom difficulty.
I keep these out of my early achievement routing.
Stone Tower belongs to endgame progression, so the six difficulty clears become meaningful after my equipment, permanent upgrades and major area progression are in much better shape.
The important wording detail is Custom Tower.
Cozy, Easy, Normal and Hard use “or higher” conditions. Nightmare specifically asks for Nightmare, while Custom explicitly asks me to complete the Tower on Custom difficulty.
I therefore track Custom separately rather than assuming one normal difficulty clear will automatically cover every Tower achievement.
I leave the six Tower clears until the rest of my build, equipment and permanent progression are ready for repeated endgame attempts.
My Cleanup Order After the Main Progression
Once the main regions and normal systems are well underway, I check what remains in roughly this order.
First I look for achievements that are already close to completion: crop, gold, animal-product, death and relationship counters. If a normal system only needs a little more use, finishing it now is efficient.
Next come progression systems with calendar or access dependencies: missing Old God alignments, unfinished school scenarios, Gallery rooms and Fishing Contest preparation.
After those I handle the strange one-offs, because each needs a specific action rather than more general play.
The very long cumulative totals and Stone Tower clears can sit at the end if they have not already finished naturally.
This prevents the 100% run from becoming a sequence of avoidable waiting periods.
A Sunday alignment can happen while crops keep growing. Relationship work can continue while gold accumulates. Gallery items can be collected while I push other regions.
The best achievement progress in Elderfield is usually overlapping progress.
Complete 51-Achievement Checklist
The checklist below is the part I use for exact conditions. The sections above are for planning when to work on them, so I do not repeat another explanation beside every entry.
| Achievement | Requirement | How I Treat It |
|---|---|---|
| A New Beginning | Step outside your home | Natural |
| Welcome to Elderfield | Die | Natural |
| Farming Sim | Harvest your first crop | Natural |
| Sickly | Have 5 different curses at once | Mid-game setup |
| Jacked | Have 5 different blessings at once | Mid-game setup |
| Pocket Money | Earn 1,000 total gold | Natural counter |
| Snooping Around | Slay the Hall Monitor | Main progression |
| Curious | Align yourself to an Old God | First Sunday alignment |
| Ultimate Shopper | Slay the Mall Administrator | Main progression |
| Green Thumb | Harvest 100 crops | Natural counter |
| Friendly | Reach 10 hearts with one character | Relationship progression |
| Groundhog Day | Die 10 times | Natural counter |
| Doing Well | Earn 10,000 total gold | Natural counter |
| Animal Tamer | Harvest 50 animal products | Natural counter |
| Art Restoration | Complete one full room of the Art Gallery | Collection progression |
| Mycelicide | Slay the Ancient Mushroom | Main progression |
| All Bark, but No Bite | Slay the Ancient Tree | Main progression |
| As Above | Slay the Gravemoss Colony | Main progression |
| Deep and Damp | Slay the Emissary of Daeus | Late progression |
| Deep and Dark | Slay the Emissary of Delvek | Late progression |
| Deep and Dead | Slay Emissary Kaal | Late progression |
| So Below | Slay the Soul of the Catacombs | Late progression |
| Savior of Elderfield | Slay the Emissary of Xxarteck | Late progression |
| God Mode | Have 5 stacks of 5 different blessings at once | Deliberate cleanup |
| Haggard | Have 5 stacks of 5 different curses at once | Deliberate cleanup |
| Business Person | Earn 100,000 total gold | Long counter |
| Animal Herder | Harvest 500 animal products | Long counter |
| Green Hand | Harvest 1,000 crops | Long counter |
| Tis But a Flesh Wound | Die 100 times | Long counter |
| Socialite | Reach 10 hearts with all characters | Long social goal |
| Bad Friend | Decrease the friendship of the same character 10 times | Cleanup after useful relationships |
| Oblivious | Decrease friendship 50 times in total | Cleanup |
| Re-Gifter | Give a Farm Visitor item right back to them | One-off |
| Why, That Little… | Get a bad result from drinking Abby’s lemonade | One-off |
| In This Together | Get married | Relationship progression |
| Supporting Arts & Culture | Complete the Art Gallery | Long collection goal |
| Expert Angler | Win the Fishing Contest | Activity goal |
| Hooligan | Enter Elderfield High | School progression |
| Ghost Hunter | Complete all 3 school scenarios in Elderfield High | School completion |
| Good Source of Iron | Eat a sandwich filled with nails | One-off |
| Borrowed Time | Survive 5 deaths by using Rings of Immortality | Kaal / cleanup setup |
| Zealot | Align yourself to each Old God at least once | Seven-Sunday progression |
| Filthy Rich | Earn 1,000,000 total gold | Endgame counter |
| Animal Fanatic | Harvest 5,000 animal products | Endgame counter |
| Green Soul | Harvest 10,000 crops | Endgame counter |
| Cozy Tower | Complete The Stone Tower on Cozy Game difficulty or higher | Endgame |
| Easy Tower | Complete The Stone Tower on Easy difficulty or higher | Endgame |
| Normal Tower | Complete The Stone Tower on Normal difficulty or higher | Endgame |
| Hard Tower | Complete The Stone Tower on Hard difficulty or higher | Endgame |
| Nightmare Tower | Complete The Stone Tower on Nightmare difficulty | Endgame |
| Custom Tower | Complete The Stone Tower on Custom difficulty | Endgame |
The checklist looks long, but I only treat a minority of it as dedicated achievement grinding. Most of the 51 entries become much easier once farming, combat, relationships, Old Gods, fishing and regional progression are already doing their normal jobs at the same time.