Guides

Garden of Witches Walkthrough

A chapter-by-chapter route through the Garden without spoiling every line of tea-party dialogue.

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Walkthrough

Garden of Witches is a chapter roguelite, not an open garden you wander. You leave Sil’s cottage, fight a domain, beat a witch until she agrees to the tea party, and come home. The main campaign is five chapters. Early Access already shipped that spine. Version 1.0 adds Epilogues 2 and 3 so the story that started with Maydel’s swamp actually ends.

This walkthrough is a route, not a script. Use the skip prompt on repeat visits — the game tells you it will only skip lines you have already seen. Portraits and jazz are half the reason to play; do not skip on a first clear.

Before chapter one

Set the Armory. Read getting started if the bench is still a mystery. Default Scissors plus one mobility Spell (Ambush or a dash-adjacent tool) plus one damage Spell will carry the greenhouse. Bind dash on a key you trust via controls. Then walk out.

Chapter 1 — Fiena’s garden

The first named witch most players remember is Fiena. She is drunk, warm, and surrounded by mushrooms, a hookah, and little purple beetle-creatures who think this is a picnic. Sil’s line is the thesis of the game: “Fiena! Wake up! We need to do a tea party! It’s already too late!”

The domain is a greenhouse: stone paths, flower beds, glass walls. Trash packs teach dash-through, not dash-away. Fiena herself is slower than later bosses, but her satellites — butterflies, thorns, delayed explosions — punish people who stare at her portrait. Beat her, watch her agree (more or less), and go home. Meta EXP starts here. Do not expect the diary-of-gold shop from 2025 videos; 1.0 is a level track.

Chapter 2 — Abigail’s farm

Abigail is the Pumpkin Witch. She wanted to be left alone on a farm. Nightmares do not care. The fight uses a scarecrow body language: wide sickle cones, extra fireballs, and a gift-box gimmick in some phases that you must kill before it finishes a cast. Team Tapas has said Abigail’s crow motif is a personality tell. She hides. Your job is to make hiding expensive.

Chapter two is where Relic and Imprint rooms start to feel like the real game. If your kit is still “two random spells,” visit the Armory planner before the retry. The relics list matters from here on.

Chapter 3 — Rims & Berry

Rims & Berry are the pink-letter, RIP-headband energy of the coven. A story beat hands you a note that simply reads “With love, Rims & Berry.” Combat-wise, treat them as a tempo check. Twin-style fights punish single-target tunnel vision. If your Fireball only looks at the nearest HP bar, you will eat a second cast from off-screen. Bring a piercing tool (Magic Scissors, a slash, a ground spell) or accept that you must dash more than you attack.

This is also where people start cursing the dash cooldown. That feeling is documented. Buy cooldown, or imprint a Spell that creates i-frames (Counter is the obvious one). The combat guide explains why standing still on a Scissors string is a choice, not a requirement.

Chapter 4 — The later domain

Namuwiki and player notes put Chloe in the later roster. The Steam screenshots everyone shares of a many-eyed spider-body witch reading a book over a fire floor are the difficulty spike reviewers warned about. Floor fire, book lasers, and a HP bar that does not care about your chapter-one Fireball are the language of this fight.

Practice rules:

  • Dash toward safe tiles, not toward the portrait.
  • Spend Special Skill on the phase change.
  • If the Book offered a curse that slows dash recovery, pay a well to remove it before this chapter.
  • Read the boss guide for tells, then retry with one kit change at a time.

Chapter 5 — Nahatra and the tea party

Nahatra is the Dream Witch. The Garden is her dream. The annual tea party is a lullaby with a legal contract attached. Chapter five is where the story stops being “collect the girls” and starts being “do not let her wake up angry.” Some sequences use a two-phase structure; player reports from the Early Access ending describe a skull-like second form and a pattern set that does not resemble the greenhouse at all.

Do not walk in with a joke Relic. Use a best builds page kit or a fully imprinted Scissors identity. After the clear, the cottage Book lets you pick chapters. That is how you farm Armory unlocks without replaying dialogue.

Epilogue 1 — Maydel’s swamp

Epilogue 1 is not another three-room corridor. Maydel, the Swamp Witch, lives on a single map. Waves, mid-bosses, and a clock that pays extra for fast clears. Help her, and she gifts Singing Scissors. This is the first time the walkthrough tells you to change weapons on purpose. Singing Scissors are a new identity, not a reskin. Rank them on the scissors tier list before you take them into Challenge Mode.

Epilogues 2 and 3 — 1.0’s ending

These two chapters are the reason 1.0 exists. Epilogue 2 was described during development as a dungeon-crawling region with a new upgrade loop. Epilogue 3 closes the narrative arc that started in Epilogue 1. If you stopped in Early Access after Maydel, this is new. Expect more witches to gather, more Scissors and Spells to unlock, and a final tea party that is actually a finale.

Details will shift with hotfixes. When Steam news names a room type or a new scissors, it will land on the 1.0 notes and updates hub first. This walkthrough stays at chapter scale so we do not spoiler-dump the ending.

Fountain, map, and retry discipline

Every chapter still uses the same three decisions:

  1. Which room. Elite if you need an Imprint. Shop if you need a Die. Combat if you need EXP and a simple upgrade.
  2. Fountain. Heal versus upgrade. Heal before a named witch if you are under half. Upgrade if your imprint is one pick from coming online.
  3. After death. Change one thing. A new Spell or a new Scissors or a stat buy. Changing all three is how you learn nothing.

The video on this page is a story-focused Early Access capture. Use it to hear the tone and see room flow. For current systems, stay on this wiki’s 1.0 pages. When the last witch sits down, you are not done if you care about score — Challenge Mode is the post-credits exam.

FAQ

Frequently Asked Questions

Quick answers about Garden of Witches 1.0.

How many chapters are in Garden of Witches 1.0?

Five main chapters plus three epilogues. Epilogues 2 and 3 shipped with the 28 August 2026 full release.

Do I have to replay story dialogue on every run?

No. The game offers a skip that only jumps lines you have already seen. Use it on retries, not on a first meeting with Fiena or Abigail.

When do I get Singing Scissors?

After helping Maydel in Epilogue 1. They are a new weapon identity — see the scissors tier list.

Is the walkthrough spoiler-free?

It names witches, domains, and structure. It does not reprint ending dialogue. For cast bios see the witch roster.