Can you relieve the village ?

The free - to - play website Crazy Games has a fine tradition of breaking point - and - click adventure games andescape rooms , with The Witchling being a dandy illustration . If you ’re struggling with it , here ’s a full walkthrough of the secret plan !

The Witchling Complete Walkthrough - All Puzzle Solutions

The game begins in a village in which a priest has begin to preach against pagan rites despite clear star sign this could conduct to trouble . soldier ramp the island where a witch is believed to live , but many do n’t return , and the Greenwich Village is imprecate . You are now tasked with traveling to the island to break the curse word .

In ecumenical , move the pointer around the screen and watch for it to change shape . Animeans you ’ll pick up a verbal description by hovering over an item , amagnifying glassmeans you may click to inspect something ( in your stocktaking ) , while ahandindicates an item you may sink in to interact with it ( pick it up , talk to a someone , etc . ) . Thehcan give you a hint while thestar(bottom allow for ) points out exit ( also marked with anarrowwhen you hover over them ) .

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Head to the island

In the opening scene , you could blab to the soldier and the priest for a bite of chat , but it proves fruitless . Click theOarson the harbour to add them to your inventory , then take them and dawn the boat to sail to the island . When you come , there is nothing to do on the initial screen . Click the right of the screen to move on .

The herbalist’s hut

You have a choice of three path : up into the trees , down the way you came , or left towards the home of Herbalist Cornelius . Head left . When you get at his shack , it ’s unclouded things did n’t work out so well for Cornelius . pick out the bounder dog house ( a1 ) and click the entrance in the close - up to find aKey . Pick up thePlank(a2 ) , then pick out the door of the sign of the zodiac ( a3 ) for a closing - up . apply the plank here to scale the yap , then clack the small cupboard door ( see below ) and utilise the key to give it , taking thePlague Maskand aKnife .

Back outside , use the tongue in the doghouse close - up ( a1 ) to take theDog Leash . audit your dolly in your stock list , then apply the knife on it to get inside and take theKey . Also , use the knife to collect someLavender(a4 ) .

channelize back to the boat and go left , and then use the knife to get another ( unnamed)Herb(b1 ) .

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Clearing the green smoke

Move back to the three - path crossing and head up into the woods , and then up again to the blocked cave entranceway . Go up once more , out of the Wood , and move towards the green smoke on the scene where you see the stone circle . Select the mask in your inventoryand inspect it ( magnifying glass).Add the lavender , then fall into place the mask in the conclusion - up and put it on . You ’ll now see a new icon on the mask in your inventory , showing you ’re wearing it ( c1 ) . you may now snap the roll of tobacco ( c2 ) and enter the cave .

sink in the pile of stones at the bottom of the cave screen ( d1 ) to move them , then penetrate again for a finish - up . Use your key on the grey bike , then click it again to change state it . The gas disappears and you get rid of the masquerade party . Take the key back , then click the right of the screen for another close - up . Click the crank ( d2 ) to start the portcullis , then click the threshold ( d3 ) to participate .

The study and library

Now at the chasm , select the cave exit ( e1 ) , then the door on the unexpended ( f1 ) when you get to the hamlet . Use your key to go inside the study ( you ’ll get the keystone back automatically ) .

Take theFeather(g1 ) and then afford the draftsman ( g2 ) and take anOrnate Keyand aParchment . Note you’re able to shift the color ordination of the rope on the flowery Francis Scott Key if you visit it , while the parchment seems to have two codes : mine were MDII ( deal control ) and CLIV ( apothecary shop ) .

Select the book ( g3 ) and click the pages to move through a longdiary full of clues , which also gives you a sight of background information about your mother . Leave by the door ( g4 ) , and go down the tunnel on the right ( f2 ) toenter the library .

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Click the book ( h1 ) to interpret it , clicking the right side of the book in the close - up to flip through the page until you see a subject matter saying a plant in it looks intimate . take the unknown herbaceous plant in your inventory , and click the book page you ’re on to find that it isBelladonna .

The ornate key door puzzle

Move to the chasm room and select the door with a sun image in its center ( e2 ) . You need theright compounding of colour to be set on the ornate keyfor it to start the lock . you may do this by test and erroneousness , as each metre you endeavor to unlock the door with the key , it gives you clew as to how many colors you have right ( yellow is the right vividness and right shoes , lily-white is the right color but in the incorrect position . The yellow and white dots DO NOT match the succession . They just tell you how many you have right / partly correct ) .

Get a closing - up of the flowery paint in your inventory ( see above ) and click the colored dots to change them . When you put the key in , it ’ll show your color combination ( i1 below ) . tick the key again to see the friction match ( i2 ) , then again to absent the winder if it is n’t correct . The combination seems to be different in each period of play , so I ca n’t give you the combination .

In my representative , I have it off I have either an peacock blue or a red in my resolution , but in the wrong topographic point . In the 2nd line around , I now know the peacock blue on the exterior must be in the ripe stain , so I also lie with there are no more aquamarine , yellow , or scarlet back breaker in my combination .

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Once all dot are yellow in the lock , snap the winder once more and the room access slides up . steer into the way behind it andtake the glowing Orb . Leave the elbow room and the door will mesh behind you once more .

The normal key door puzzle

Back outside , put the normal - reckon samara in the door ( e2 ) , and note the color sequence . Take the Francis Scott Key back and then point back to the library and come home the book ( h1 ) once more to read it . Note the corners of each page have a color and a matching alphabetic character ( see above ) . Again , I ca n’t give you the answer as thesequence is randomized for each gambol .

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mark the letter sequence matching your color successiveness , then arrive out of that last - up and take the unexpended bookshelf ( h2 ) to get a close - up of the book . get through the learned books in this sequence and a draftsman below should open ( if it does n’t work , essay the sequence rearwards ) . TakeThe Toothfrom the drawer that opens .

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Opening the other doors

While in the depository library , also note and remember the color of the book pages that check the two sequences you receive on the parchment . For good example , mine was :

Set the ornate key to the mountain control combination , and use it to open up the leftover - side threshold by the chasm ( e3 ) and channelise inside .

Pick up thePliers(k1 ) and theLamp(k2 ) , then mark that two of the dials ( k3 and k4 ) and spinning . Turn the central valve ( k5 ) until the dials discontinue spinning , then use the plyer on the valves on the right ( k6 ) and left ( k7 ) totake both Valves .

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Return to the crossroads and click the top door ( f3 ) . flick the diminished opening move ( l1 ) for a close - up and take theHandle . Use the grip on the room access ( l2 ) , turn it , then start the doorway ( l3 ) . Walk through the room access .

The vicious plants

Take theAxe(m1 ) from the soldier on the rightfulness , then use it on the look ( m2 ) in stuffy - up toclear the mudfrom its mouth . After a cut of meat scene , you ’ll obtain yourself outside the door again . Take the handle back out of the threshold . If you count through the little window in the threshold ( l4 ) , you ’ll see the industrial plant on the other side , so you ’ll need to divvy up with it now .

refund to the mickle control way and add up the two valves back to the machine , this clock time in the reverse rescript ( so the low one is at k7 ) . Turn the right valve ( k6 ) to its left - right facing place , then turn the primal valve ( k5 ) until the telephone dial on the rightfulness is turning . Return to the tunnel ( l1 ) , add the handle to the valve here and the telephone dial on the left should be turning while the upward one plosive speech sound . This means the gas should be going into the cave .

Look back through the threshold ’s windowpane ( l4 ) and the plant should be gone . Go back to the burrow ( l1 ) , plow the handle and remove it , then utilize it on the door ( l2 then l3 ) once more and go back into the room . You ’ll now find a dead flora with the dead soldiers , so ( using the pliers ) plunk up someThorns .

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The bear in the woods

Head out of the caves and back along the path towards the boat . When you get to the wood , you’ll see a bear(above ) that was n’t there before . Make steps towards it when actuate , then follow the bear to a glade . Take theTiny Key(n1 ) .

There ’s also an issue to the right , which takes you to astrange boulder . Talk to it , and it will demand you to make it laugh . Have as much of a conversation as you like with it , only to find out it urgently demand to laugh . Once you ’re done , come out of the conversation nigh - up and use your plumage on the boulder . After a excision view , approach the goat for another close - up and take theBraid .

Charming the bear

Back inside the caves , return to the study ( through e3 ) and use the tiny key to launch the box ( g5 ) , take theClay Flutefrom inside . render to the bear in the Sir Henry Wood , pick out the flute in your inventory , and click the flute to make for a strain . When the charm bear approaches you , apply the cad leash on the bear , which will be add to your inventory .

Head right back to the herbalist ’s field hut , get a close - up of the herb doctor ’s remains ( a5 ) , and attach the bear to the plant . wreak the flute glass as you did before and the bear will pull the plant from the ground . You ’ll lose the bear but get aRootin interchange .

The Powder of Sorrow

give back to the cave and set your ornate paint to the setting for the apothecary shop ( for me , this was glum aristocratic , greenish , purple , cobalt blue ) . Once set , infix the apothecary(e4 ) . Take theBowl(o1),Urn(o2 ) , and theTears of Oizys(o3 ) , then start the drawer ( o4 ) and read the instructions . You require :

Head back to the herbalist ’s hut , get a finis - up of the inside , and use the urn on the cauldron ( on the other side of the plank ) to get theAsh . Return to the apothecary , tot up the bowl ( which weighs two ounce ) to the scales ( o5 ) , addfive ounce of weights(o6 ) , then employ the urn on the bowl on the scales to get youThree Ounces of Ash .

Take the bowling ball of ash tree , examine it in your inventory , and then select the Tears of Oizys in your inventory . practice it on the ash three times . You should get a message saying , This looks promising . You now have thePowder of Sorrow . Take theAmphora(o7 ) and head out of the apothecary and down the steps outside ( e5 ) .

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The giant cauldron

choose the top turning chemical mechanism ( p1 ) for a finale - up and clack the ( see below ) to take theKey . Now pick out the huge caldron ( p2 ) for a closing curtain - up of an very machine , add the key you just picked up to it , and deform the handle to eject the weewee from the caldron . change by reversal the handgrip back later on andtake back the Florida key . Now , apply the key on the front identical automobile ( p3 ) to fill the caldron with unfermented water . Take the key back once more .

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Now add the amphora , mandrake radical , nymph ’s hair ( the braid ) , and belladonna plant root to the caldron . Put the key back in the original simple machine ( p1 ) , ferment the grip , and you’llboil the water . Now summate the Powder of Sorrow and a purple plume of green goddess will prove from the cauldron .

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The stone circle

depart the cave , then head up the mound ( c3 ) to the Harlan Fiske Stone circle . Get a close - up of the central mechanism ( r1),add the tooth to the small holeand thethorns to the big hollow , then sink in the tooth to turn the mechanism . Steps should rise up to the front - left tower ( r2 ) . chatter it to talk to the pillar , add the eye ( the globe ) from your inventory , andlight will show a passageon the back - right stone door ( r3 ) . Click it to go inside .

cluck the robbed woman , then drink from the goblet . You ’ll be transported to the scene where you got the unnamed herb at the beginning . Take thePouchthat has appeared on the statue here ( b2 ) , open it to get aPendant , render to the boat , and manoeuvre back to the village to end the game .

For more point - and - click walkthrough guidebook , match outHow to tucker out Riddle School 2 – Full WalkthroughandHow to ticktack Trace Escape Room – Full Walkthroughhere at Pro Game Guides !

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