Little Witch in the Woods Quest Guide 2026 February –

This Little Witch in the Woods Quest Guide turns the scattered notes and patch-era tips you shared into a clean, readable walkthrough you can publish. It explains how time works, what to do in each main Act, how side quests chain together, where new systems unlock, and which little “gotchas” will save you hours. I keep it conversational and in full sentences so players can read it like a story rather than a checklist.

The game is generous about time during key story moments. On the first night off the train, the first morning back to the train, while carrying Rubrum, while cleaning the witch’s house, and during certain plot‑specific errands, the clock effectively stops. Treat these windows as free farming sessions and gather everything you can without worrying about missing bedtime.

If you receive a quest item with a full bag, check your home storage. Earlier builds quietly pushed overflows there; newer updates place dropped items at your character’s feet, so scan the ground before you panic. Some food with a heart icon restores stamina, and in older patches Enite could hand you a free cake for chatting; if that no longer triggers, assume it was patched and bring your own snacks.

Equip brooms, nets, and recipes from your inventory once to register them as usable tools. The map on M is more than a minimap—it shows villager routes, which makes timed errands saner. Many plants and critters have “shiny” variants that yield bonus materials, and the right potion on the right target doubles or speeds gathering. Daily quests for Diana and Aurea actually behave like fixed weekday requests now; unlock them by giving Diana healing and curse‑lifting candies at least once.

When you renovate the house, anything you left in the old boxes is mailed back along with furniture you just unlocked. Diana and the catalog both sell workbench expansions; each purchase adds five grid tiles in the indicated direction. Finish the second floor and you’ll earn two new rooms to decorate. Completing encyclopedia sections has real benefits: cupcakes that boost sprint, Magdalene pastries that add 100 maximum stamina, and an extra daily order slot. You can fish in town, at the waterfall, and in Cloud Valley’s underground, and you can hook shiny resources as well as fish. Cats use two bowls in town, and each friendship heart unlocks new behavior, from allowing pets to dropping by your home. They will happily eat fish or stamina fruit. Gifts start arriving in your mailbox once a villager hits friendship level two, and you can discover gift preferences simply by talking to them.

Act 0 – Prologue: from the train to the tree

Your opening loop is simple: follow the story markers from the tavern to Roy and back, climb to the shining tree, and trail the mysterious cat to the abandoned witch’s house. Pick up witch chalk, open your first seal, and sleep. The game then teaches you to craft candies, clear the honey pumpkins, and prepare the first real potion that breaks the vine barrier. When you find the trapped fox, carry him home, brew the cure, and collect your first bombs to blow open blocked paths. The bookshelf at home pushes the vine‑mystery forward; brew, throw, and gather the required flowers to finish the first removal sequence. From here the loop of “observe, buy recipe from Diana, craft, throw, advance” becomes second nature.

Act 1 – Green Forest: apprenticeships, carpentry, and the first core

The fox points you toward Enite, and after a night’s rest you’ll begin the proper apprenticeship rhythm. Investigate the ruin of Kyla’s house, check back with Enite and Rubrum, and then return to the shelves for clues. To reveal the prickly vine core, you’ll brew a small suite of potions—buy missing recipes from Diana—and use them in the field: analyze rotten plants, cross the lakeshore into dense forest, scare the territorial bird with a noise potion, and open the gate with blue chalk. The puzzle rooms teach you how the colored chalks and lever toggles work. Grab red chalk, loop back, and disable the core with the right effects.

A short alchemy detour with Diana introduces Moon Tears; bring her note, buy the formula, and prepare the water she requests so you can brew and drink the vision potion. Mail Kyla to return, dye a chair to prove you understand furniture crafting, and watch the village rebuild itself in the following days. The “Restoring the Village” questline has you collect bulk resources, buy a pricey scroll from Aurea, and hand everything to Kyla to unlock Roy’s situation and move the settlement forward.

A dream quest sends you back to Diana for a sleep draught; drink it, meet the cat, and then repair the fountain by farming thirty each of wood, stone, and mud. A temple restoration follows, with candy offerings, a tea‑tree brew, and a charming planetary riddle that uses your freshly learned potion timing. Once the temple is back, you can finally renovate your creaky witch house in three batches of resources. Clear your storage before construction, accept the incubator tutorial, and start hatching.

Act 2 – Cloud Valley: gears, fog, and the second core

Kyla’s bridge work opens Cloud Valley. While riding elevators, grab the scattered gears and unlock mushroom machinery as you pass. A skittish creature leads you through the area. Learn the red‑and‑blue mushroom weight puzzles, find and clean a doll with a cleansing potion, and ferry long planks and springs by floating log to repair paths. To pierce fog, collect blue chalk and solve two linked puzzles—one with weights and levers, one with rain and rope catches—then open the core seal and apply the correct potion.

Diana asks for a Mixer and then three “New Location, New Candies” collections. Treat these like scavenger bounties: bring the listed animals, plants, and liquids to unlock complete candy sets. Return the doll to its owner, pick cotton to mend it, and keep following the creature deeper. The Moon Tears reprise sends you to the Black and White Cat Gods in the proper day‑night order, to Enite for forget‑me‑nots, and back to Diana for two linked potions that extract and reshape that grief into a flower. Brew both, throw one, pick the bloom, then craft the second and continue the story.

“Who will come back?” is the village repopulation arc. Talk to Enite, choose a returning resident, buy the blueprint, gather thirty of each new resource, and hand everything to Kyla. Do this three times and the town feels alive again. “Everyone’s Stage” is a celebration quest: mine minerals for Kyla, wait for construction, talk to each villager in turn, and brew two special items to complete the event.

Act 3 – Starlit Cave: bells, blocks, and the third core

The White Cat God’s nighttime summons starts the arc. Help Kyla “catch” stones in small‑to‑large order, buy new recipes from Diana, and brew what Vinch needs. After a two‑day wait—use the time to stock potions—you’ll cross the bridge and enter the Starlit Cave. The early doors teach you pressure‑plate logic: lit circles need a weight or your body; unlit circles need flame. Later rooms add movable blocks tied to yellow glyphs. The meta‑goal is always the same: trace every dead end, collect every hanging bell, and open each new ring of passages.

About halfway down you’ll reach a laboratory. Read both sides of the desk, light the lamp, unlock the door with red chalk, and examine the whale carving and thorn core above the temple. When you find gloves and a campsite, mark the original blue seal location on your map and return there to complete the block‑throw puzzle. At the whale temple, free the core with red chalk and the specified brew, loot the backpack, and open the lab’s final room. The glowing trail sequence ends at chests that quietly confirm what the cats have been hinting at all along.

“Study the Starlit Cave” is another ingredient delivery to Diana that unlocks fresh candy recipes. “The Third Moon Tears Potion” asks you to visit the White Cat God at night, the Black Cat God by day, and the White Cat God again at night before buying the ultimate recipe. Brew it once for the Tea Tree and again for the core to reach the arc’s resolution. The “Lisa Whitegarden” step sends you to Diana and then straight back to the lab for the denouement.

Side quests that matter and how to thread them

Arden’s chain begins with lamp errands and moves into curse study. Accept “Who cursed the dragon?” only when you can afford the recipe and ingredients; he will ask you to brew the same candy twice. The “Cursed Promise” sub‑arc unlocks a vine‑planting interaction; bring the listed potions so you can restore a dried plant and obtain a hairpin. “A Thousand Years Without You” culminates in a graveside scene that you should play through in one sitting; once it starts, follow Arden’s steps exactly, then repeat his lines to finish cleanly.

Roy’s “Moon‑loving Rosemary” is a nighttime fetch that lives behind chalk locks; read the book at the flower shop, talk to the usual trio, and then wait until dark to pick the blossom. Kyla’s quests teach you materials, dyes, and taste checks; when she asks food questions, think salad, chocolate, and fries. Vinch needs bulk art supplies before rewarding you with one of three paintings; choose carefully because you only get one. Alvin’s “Performer off the Stage” is a stealth‑ish house search—visit very late when he’s out, slide the crates onto the carpet, and read everything you can before he returns. Arin’s bookmarks arc teaches you how the two gods schedule their appearances; bring a wishing flower seed to the Black Cat and return after sunset to speak with the White Cat.

Board requests like streetlamp repairs, missing tools, legendary fruit, and extra bridges are lightweight but worthwhile. Most teach a new candy or hand out food that saves stamina during long mining days. The “Examine Curses on Books” request from Aurea is one of the most efficient gold injections once you have the two required candies unlocked.

Gifts, cats, and the real rewards for completionists

Talking is research in this game. Villager gift preferences reveal themselves through conversation, and once you log all gifts for a resident you receive a framed portrait of that person to hang at home. Mailbox gifts unlock at friendship level two, and each new heart tier upgrades the quantity or quality of what they send. Cats progress the same way. With one heart, they stop bolting and allow pets. With two, they interact with toys after Kyla’s task adds them to town. With three, they wander into your house. Cat bowls live beside the temple entrance and on the bench past the bridge; feed them fish or stamina fruit and follow clues like bones or pawprints to discover new strays.

Finishing encyclopedia sections pays off. Animals grant a mascot, plants unlock a painting, fish award an aquarium, and while the exact S‑rank rewards for candies and elixirs vary by patch, you can expect display items that show off your progress. S‑ranking the villager gift list grants that villager’s painting as well.

Witch Chalk, Ritoring’s Gift, and the treasure trails

Colored chalks opened extra doors in older builds and still gate some puzzle layers today. If a path looks like a dead end, check for a chalk seal before you give up. Ritoring’s Gifts now spawn more dynamically across the map; listen for their distinct chatter when the area is quiet and follow it to a small pickup. Rex appreciates those deliveries, and opening his clover shop remains tied to that early tutorial thread.

Treasure chests are sprinkled through caves, bridges, and off the beaten trail. Every time you complete a major construction step—fountain, temple, house wings—loop the same spaces again. New ladders and lifts subtly rewire the routes and usually hide at least one fresh chest in plain sight.

Practical routing tips that make the whole run smoother

Treat early “frozen time” scenes like free workdays and clear whole screens of plants and ore. Keep a tiny cache of the universal utility potions—noise, rain, cleanse, lightness—so puzzles never bounce you back home. When you pick up a new recipe from Diana, craft it once even if you don’t need it immediately; getting it into your muscle memory saves minutes every time. When Kyla or the board asks for materials in thirties, spend the previous evening clearing stamina with fish, then sprint directly to your target nodes at dawn. Finally, whenever you unlock a new elevator, bowl, or stage, check your mailbox the next morning; the game loves to reward progress through the post.