Garden of Witches Epilogues 1–3
Maydel's swamp is not the ending. 1.0 finishes the tea-party arc and then opens Challenge Mode.
Early Access sold a complete five-chapter spine and then added Epilogue 1: The Swamp Witch. A lot of players treated that swamp as the credits. Version 1.0, which launched on 28 August 2026, continues the arc through Epilogue 2 and closes it in Epilogue 3. Challenge Mode on the live build unlocks after Epilogue 3, not after chapter four. If your bookmarks still say otherwise, update them.
This page is structure, not a script dump. Pair it with the walkthrough for the main chapters, the boss guide for tells, and the witch roster for names. Maydel has her own page because the swamp is a different verb set from Fiena’s greenhouse.
The video in the middle is a real Epilogue 1 run on the 0.9.2 combat. Room cadence, wave pressure, and the single-map layout still match 1.0. Tag-synergy talk in the chat does not. After you watch it, build the swamp with Singing Scissors and best builds, not a six-tag spreadsheet.
Before you open an epilogue
You need chapter five cleared so the Book in Sil’s house offers chapter select. Interact with the book after a 1.0 update if an old save is sitting on chapter five and the swamp door will not appear. Set the Armory before you leave. Epilogue 1 does not give you two rooms of Dice rerolls to invent a kit.
Bring a kit that can hit a crowd. The swamp is waves plus mid-bosses on one map, with a timer that pays for kills. A slow Charge sniper can work, but a kit that never AoEs will watch the clock eat the bonus. Default or Giant Scissors plus one dump Spell is enough to enter. Singing Scissors are the reward, not the entrance fee.
Epilogue 1 — Maydel’s swamp
Nahatra’s growth leaked side effects into the Garden. Maydel, the Swamp Witch, is drowning in them. Your job is the usual contract: beat sense into her, invite her to the tea party, and take the gift she actually means.
Unlike chapters 1–5, this is one map. Waves, then a mid-boss, then more waves. Kill inside the timer for better rewards. Complete the build before the main boss, because the last HP bar assumes you already have an identity. Maydel is not Fiena. She is not a greenhouse picnic. Treat the swamp as a horde chapter with a named witch at the end.
Singing Scissors arrive after you help her. When activated they fire ranged shots for a set duration. They are a different weapon identity: less “plant your feet and combo,” more “hold a cone while the map fills.” Imprints and Relics that talk to projectile count or duration matter here. The swamp also grants a special ability unique to Maydel’s domain — a gauge skill on a new action button that enhances Sil while you are in that map. Do not expect that button to follow you into chapter two.
Epilogue 2 — dungeon crawl
Team Tapas billed Epilogue 2 as a new region whose theme is dungeon crawling. The 2025 roadmap attached Relic shop / fusion talk and Charge as a hold-to-cast verb; 1.0 folded a lot of that language into the global combat overhaul instead of leaving it as swamp-only toys. What you should expect on the live build:
- A new gathering target for the tea party (do not invent her portrait if you have not met her)
- New Scissors and Spells unlocking along the route
- Room flow that feels more like a crawl than a greenhouse corridor
- Special techniques in the same family as Maydel’s Gift — domain tools, not a third spam button
If a 2025 clip still talks about fifty new relics as a separate shop layer, check the 1.0 notes. Some of those systems were absorbed into Armory + Imprints + the smaller Relic pool. Play the map in front of you.
Epilogue 3 — the ending, then Challenge
Epilogue 3 is the narrative close Team Tapas promised people who stopped at Maydel. New witches, new tools, then the tea party actually finishes. After a clear, Challenge Mode becomes the reason to walk out the door again. 1.0 is explicit: keep the save, and Sil’s house turns into a Challenge Mode cottage. You pick the Challenge as you leave. Details live on the Challenge Mode page.
Do not skip Epilogue 3 if you care about the ending. Do skip it on a first Fiena night. The how to beat Fiena guide exists so the swamp is not your tutorial.
Loadouts that survive the extra maps
- Wave maps (Epilogue 1): AoE, cooldown, a dump Spell. Singing Scissors once you own them.
- Crawl maps (Epilogue 2): one identity that can both poke a hallway and burst a room. Magic Scissors plus a panic Counter is legal. Giant plus Ambush is legal. Mixed kits with no imprint stall.
- Finale (Epilogue 3): assume the last bar has a phase. Fountain heals are still a mechanic. Read the boss guide.
Meta level still matters. 0.9.x replaced gold-from-achievements with combat EXP (cap 70). You do not need 70 to enter the swamp. You need a dash you trust and a kit you can explain in one clause. Then open the Armory planner and pick that clause on purpose.
Official patch XML still lives on Steam news. This page will not invent Epilogue 2’s witch name ahead of a portrait you can screenshot. When a hotfix retunes a timer, the in-game clock wins. The swamp will still be waves. The tea party will still be the point.
Frequently Asked Questions
Quick answers about Garden of Witches 1.0.
Is Epilogue 1 the end of Garden of Witches?
No. 1.0 adds Epilogues 2 and 3. Challenge Mode then unlocks after Epilogue 3.
When do I get Singing Scissors?
After helping Maydel in Epilogue 1. They are a reward, not a starter weapon.
Does Challenge Mode unlock after chapter 4 in 1.0?
That was the Early Access rule. Live 1.0 unlocks it after Epilogue 3. See Challenge Mode.
Do I need a new save for the epilogues?
No. Clear chapter 5, update to 1.0, and use the Book in Sil's house for chapter select.