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Wizard's Tower


Wizard's Tower
Wizard's Tower
Type Location
Open Hours 6:00am to 11:00pm
Residents Wizard

The Wizard's Tower stands alone at the western edge of Cindersap Forest, and its door stays locked until the Wizard writes to invite the farmer in. That first visit is the one that makes the Community Center usable, because he grants the ability to read the Junimo language and turn their scribbles into bundles. Later he becomes the most expensive shopkeeper in the valley: once his Magic Ink is recovered from his ex-wife's hut, the magic book on his table sells obelisks that warp the farmer across the map, a Junimo Hut that harvests crops on its own and a Gold Clock that stops the farm ever getting untidy again. A basement under the tower holds the Shrine of Illusions and a rune to the Witch's Swamp. For a building with one room and one resident, a remarkable amount of the game runs through it.


Area


The tower sits at the far western end of Cindersap Forest, past the river and the Leah's cottage path, with nothing around it but trees. It is the only building in the valley that looks as though it belongs in a different game.

Inside is a single round room, lit by candles and stacked with bottles, books and arcane clutter. The magic book that opens the building menu sits on the table, and the trapdoor to the basement is set in the floor beside it.

The basement is a cramped stone room. The Shrine of Illusions stands there, a teleportation rune glows once the Witch's Hut has been reached, and a pedestal in the right corner takes the Far Away Stone and gives back the Meowmere in exchange.

Shops


The magic book is a construction menu rather than a counter, and it works the way Robin's does: buildings can be placed, moved, painted or demolished from it. What it sells is not on sale anywhere else, and none of it takes any time to build. The purchase appears on the farm the moment it is paid for.

The Earth Obelisk sends the farmer to the Mountain and the Water Obelisk to the Beach, each for half a million gold and a pile of iridium with crystals, clams and coral to go with it. The Desert Obelisk and the Island Obelisk each cost a million, and the island one needs the Dragon Teeth and Bananas that only the island itself provides, so it can only be bought after the boat has sailed once. The Junimo Hut is the cheap one, and the nine Starfruit in its cost are the real hurdle rather than the gold. The Gold Clock is the last thing most saves ever buy at ten million gold, and it keeps debris off the farm and fences from rotting, which matters most on a sprawling late-game layout.

Residents


The Wizard, whose name is M. Rasmodius, lives here alone and studies the spirit world. He does not leave the tower except on certain festival days, when he prefers to watch from the edge of the crowd, and he is the one villager who never goes to the island resort.

He talks in riddles, and the few plain things he says are the interesting ones. The Witch who lives in the swamp is his ex-wife. He says one of the people in town is his daughter without ever naming her. Linus, Krobus and the Dwarf are the company he keeps, which is to say the valley's other outsiders.

A Purple Mushroom, a Super Cucumber, a Solar Essence, a Void Essence or the Book of Mysteries will delight him, so friendship with him is built out of mine and sewer finds rather than farm produce. His birthday falls in Winter.

Notes


The invitation arrives the first day that is not a holiday after the golden scroll in the Crafts Room has been read, or after a JojaMart membership has been bought. Reading the scroll is what starts the whole chain, so a save that walks past the Community Center for a season also leaves the tower shut for a season.

Four hearts of friendship open the trapdoor, which is the only lock in the building that gifts rather than progress can pick.

He hands out the errands that open the strangest corners of the map. A cutscene at the Railroad has him ask for the Dark Talisman, which sends the farmer through Krobus and the Mutant Bug Lair, and recovering the Magic Ink from the Witch's Hut afterwards is what unlocks his buildings. Letters in Winter ask for a Void Essence and later for an Iridium Bar, both paid for in gold and friendship, and he posts requests to the help wanted board like anyone else.

Once the Witch's Hut is open the tower is never truly closed, because the rune in her hut drops into the basement at any hour and the Wizard can be found upstairs long after the front door has been bolted.

All Shops


Every entry in this group, with its key details.

Name Image Open Hours
Abandoned House Abandoned House All Day
Adventurer's Guild Adventurer's Guild 2:00pm to 2:00am
Blacksmith Blacksmith 9:00am to 4:00pm
Bookseller Bookseller -
Carpenter's Shop Carpenter's Shop 9:00am to 5:00pm
Casino Casino 9:00am to 11:50pm
Desert Trader Desert Trader Always
Fish Shop Fish Shop 9am to 5pm
Giant Stump Giant Stump -
Harvey's Clinic Harvey's Clinic 9:00am to 3:00pm
Ice Cream Stand Ice Cream Stand 1pm to 5pm during Summer
Island Trader Island Trader Always
JojaMart JojaMart 9:00am to 11:00pm
Marnie's Ranch Marnie's Ranch 9:00am to 4:00pm; (Building open 9am to 6pm)
Oasis Oasis 9:00am to 11:50pm
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
The Stardrop Saloon The Stardrop Saloon 12:00pm to 12:00am
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
Volcano Dungeon - -
Wizard's Tower Wizard's Tower 6:00am to 11:00pm