Witch's Hut
| Witch's Hut | |
|---|---|
| Type | Building |
The Witch's Hut is the small house at the back of the Witch's Swamp, and it is the strangest place a farmer can walk into. Inside are three dark shrines that undo things no other part of the game will touch, the bottle of Magic Ink the Wizard has been missing, and a red rune on the floor that teleports straight to his basement. Returning that ink is what unlocks the Wizard's own line of farm buildings, so the hut is the gate between an ordinary farm and one with obelisks, a Junimo Hut and a Gold Clock. Getting in takes two quests, a trip through the Sewers and a jar of Void Mayonnaise handed to a goblin.
Area
The hut stands in the Witch's Swamp, which is reached through a cave at the Railroad rather than on foot from anywhere in the valley. It has no opening hours and never closes. The Witch's Henchman stands outside, and the Witch herself is only ever glimpsed flying over the farm at night.
The room itself is cramped and lit in purple. The Magic Ink sits in a bottle on a table, the three shrines line the walls, and the teleportation rune is marked on the floorboards. Stepping onto the rune drops the farmer into the basement room of the Wizard's Tower, which is a one-way trip at first. Once the Wizard is a friend of four hearts, the runes at both ends work in either direction and become a genuine shortcut between the swamp and the tower, usable even when the tower is otherwise shut to visitors.
Notes
The Void Mayonnaise is the step that catches people out, because a farm with no Void Chicken has to fish for it, and a Void Egg has to be incubated in a Big Coop or better to get the chicken in the first place. Planning that one ingredient ahead saves a wasted trip across the swamp.
The shrines are worth treating with respect. The Memory and Night Terrors shrines can be undone or paid for again, but Selfishness cannot, and the game gives its warning in the shrine's own description rather than in a confirmation box.
Shrines
The three shrines are the reason most farmers come back. Each takes an offering and each does something permanent.
The Dark Shrine of Memory takes 30,000g and wipes the relationship with every ex-spouse, so that it is as though they had never met. It reaches Krobus too, as an ex-roommate, which makes it the only way to reset a divorce and start courting the same person again from nothing.
The Dark Shrine of Selfishness takes a Prismatic Shard and turns the farmer's children into doves, which fly away. They are removed from the game for good, which makes this by a wide margin the bleakest thing the valley allows.
The Dark Shrine of Night Terrors takes a Strange Bun and lifts the ancient seal that keeps monsters off the farm at night. It is a switch rather than a one-way door: another Strange Bun puts the seal back. It works on every farm map, the Wilderness Farm included, which means a farmer who wants monsters for combat levels or for the drops can have them anywhere, and a Wilderness farmer who is tired of them can turn them off.
Quests
Two linked quests open the hut, and neither becomes available until the Community Center bundles or the Joja Community Development Form are finished.
The Dark Talisman begins with a cut scene at the Railroad, where the Wizard explains that he needs the Magic Ink from his ex-wife's house and cannot get in. The talisman that opens the way is in a chest inside the Mutant Bug Lair, and the Lair is behind a door in the Sewers that Krobus will reveal if asked about the talisman. With the talisman in hand, going back to the Railroad and placing it on the artifact blocking the cave opens the route to the swamp.
Goblin Problem follows straight on. The Witch's Henchman blocks the path to the hut and will only stand aside for a jar of Void Mayonnaise, which comes from a Void Chicken or from fishing in the swamp water. Handing it over lets the farmer through to collect the Magic Ink, and taking the ink back to the Wizard completes the quest and switches on his building menu for good.
All Buildings
Every entry in this group, with its key details.
| Name | Image | Cost |
|---|---|---|
| Barn | - | |
| Cabin | 100g | |
| Coop | - | |
| Farmhouse | - | |
| Fish Pond | 5,000g | |
| Gold Clock | 10,000,000g | |
| Greenhouse | 35,000g | |
| Junimo Hut | 20,000g | |
| Mill | 2,500g | |
| Pet Bowl | 5,000g | |
| Shed | - | |
| Silo | 100g | |
| Slime Hutch | 10,000g | |
| Stable | 10,000g | |
| Well | 1,000g | |
| Witch's Hut | - |