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Mutant Bug Lair


Mutant Bug Lair
Mutant Bug Lair
Type Location

The Mutant Bug Lair is a swamp hidden off the north-west corner of The Sewers, and nothing opens it except asking Krobus for help. It exists because of the Dark Talisman quest: the Wizard wants his Magic Ink recovered from his ex-wife's house, the way there is blocked, and the talisman that clears the block is sitting in a chest at the far end of this cave. Getting to it means walking through a room full of Mutant Grubs and Mutant Flies that keep spawning for as long as anyone is inside. The lair stays open afterwards, which matters for one reason above all others: its green water is the only place in the valley where a Slimejack will bite.


Area


The entrance is a passage in the north-west of The Sewers that stays sealed until Krobus is asked about the Dark Talisman during the quest. Reaching the Sewers at all takes the Rusty Key, which Gunther posts out once sixty items are sitting in the Museum, so the lair is firmly late-game territory.

Inside it looks like a swamp. Weeds and plants grow thickly, there is standing green water to fish in, and the whole place has the overgrown look of somewhere nothing has cleaned in years. The game treats it as underground despite the greenery, so forage and artifact spots never appear and a hoe can stay at home.

The chest holding the talisman is at the far end. The cave is short, so walking north until the room runs out is all the navigation it needs. Taking the talisman back to the Railroad and placing it on the obstruction there opens the path onward, and that in turn starts the business with the goblin outside the Witch's Hut.

Fishing


This is the only water that holds Slimejack, which puts the lair on the list for anyone finishing the fish collection or filling the last slots in a bundle. Carp also bite here, along with Green Algae and White Algae, and the list does not change with the season, so there is no right time of year to come.

What does change things is the bugs. Mutant Flies keep appearing for as long as a farmer is standing in the cave, and they will interrupt a cast as readily as a fight. The usual answer is to fish from the tiles immediately inside the entrance, before anything has been woken up, which keeps the water in reach and the swarm at a distance. Clearing the room first works too, but the spawning does not stop, so it buys minutes rather than peace.

Notes


The monsters are worth taking seriously on a first visit. Mutant Grubs and Mutant Flies are tougher versions of the cave insects from the Mines, they come in numbers, and there is no elevator or shortcut back out, so a weapon and some food belong in the bag before the passage is opened.

The lair can be revisited as often as a farmer likes once the talisman has been collected, and the weeds are the reason to bother. They grow thickly and spread again while nobody is there, so a scythe swung through the cave is one of the better ways to bring home Fiber in quantity. For anyone short of Fiber for a crafting recipe or a bundle, a single pass through the lair beats hunting weeds across the open map.

All Locations


Every entry in this group, with its key details.

Name Image Open Hours
1 River Road 1 River Road 8am to 8pm
1 Willow Lane 1 Willow Lane 9:00am - 8:00pm
2 Willow Lane 2 Willow Lane 9:00am - 8:00pm
Abandoned House Abandoned House All Day
Adventurer's Guild Adventurer's Guild 2:00pm to 2:00am
Backwoods - -
Blacksmith Blacksmith 9:00am to 4:00pm
Bookseller Bookseller -
Bus Stop Bus Stop 10am to 5pm
Carpenter's Shop Carpenter's Shop 9:00am to 5:00pm
Casino Casino 9:00am to 11:50pm
Cindersap Forest - -
Community Center Community Center Always
Dark Shrine of Memory Dark Shrine of Memory -
Dark Shrine of Night Terrors Dark Shrine of Night Terrors -
Dark Shrine of Selfishness Dark Shrine of Selfishness -
Desert Trader Desert Trader Always
Dog Pen Dog Pen Always
Elliott's Cabin Elliott's Cabin 10am to 6pm
Farm Pond - -
Fish Shop Fish Shop 9am to 5pm
Giant Stump Giant Stump -
Ginger Island Ginger Island -
Graveyard Graveyard Always
Harvey's Clinic Harvey's Clinic 9:00am to 3:00pm
Ice Cream Stand Ice Cream Stand 1pm to 5pm during Summer
Island Farmhouse Island Farmhouse -
Island Field Office Island Field Office Always
Island Trader Island Trader Always
Joja Warehouse Joja Warehouse Always
JojaMart JojaMart 9:00am to 11:00pm
Leah's Cottage Leah's Cottage 10am to 6pm
Marnie's Ranch Marnie's Ranch 9:00am to 4:00pm; (Building open 9am to 6pm)
Mastery Cave Mastery Cave -
Mayor's Manor Mayor's Manor 8:30am - 10pm
Minecart - -
Movie Theater Movie Theater 9:00am to 9:00pm
Museum Museum 8:00am to 6:00pm
Mutant Bug Lair Mutant Bug Lair -
Oasis Oasis 9:00am to 11:50pm
Pelican Town Pelican Town -
Pierre's General Store Pierre's General Store Shop: 9am to 5pm; Building: 9am to 9pm
Qi's Walnut Room Qi's Walnut Room Always
Quarry Quarry -
Quarry Mine - -
Railroad - -
Secret Woods Secret Woods -
Skull Cavern - -
Spa Spa All Day
Tent Tent 6am to 2am
The Beach - -
The Cave - -
The Desert - -
The Farm The Farm -
The Mines The Mines -
The Mountain The Mountain -
The Sewers The Sewers Always
The Shrine of Illusions - -
The Stardrop Saloon The Stardrop Saloon 12:00pm to 12:00am
The Summit The Summit -
The Tunnel - -
Trailer Trailer 9:00am - 8:00pm
Traveling Cart Traveling Cart 6:00am to 8:00pm Friday and Sunday; 5:00pm to 2:00am during Night Market; 12:00pm to 2:00am during Desert Festival
Treehouse Treehouse -
Volcano Dungeon - -
Witch's Swamp - -
Wizard's Tower Wizard's Tower 6:00am to 11:00pm