Schedules

Shops & schedules

Who is where and when, every shop and what it sells, and the events that move people around.

    Everyone on the island follows a routine, and knowing it lets you walk straight to the person you need. Here are the routines, shop hours and the story events that move people around for good. For topics, quests and the Harp of Six, see Villagers & quests.

    How routines work

    1. Reading the tables:
      1. Each time is when the character sets off for the next place. They walk, so give them a few minutes to arrive — longer if they’re crossing the island. Before the first time listed they’re still in bed.
      2. Goes to bed or goes home means you can’t talk to them again until morning. Students sleep in the Dorm Hall and most townsfolk go indoors, so get your errands done before then.
      3. Amka alternates two routines: day A on odd dates (1, 3, 5…) and day B on even ones.
      4. The clock stops at 22:00 until you go to bed, and anyone still out stays where they are for the rest of the night.
      5. From Winter 1, Acorn, Antoine, Azat, Celia, Codrin, Mary and Zale switch to winter routines, mostly indoors.
    2. Classes, festivals and story events override everything. During classes (8:00–11:00) students are in the classroom; on festival days nearly everyone goes to the festival; and from Summer 1, on show nights many people head to the Cup and Kettle from 17:00. A quest that needs someone in a particular place also overrides their routine until it’s done.

    Shops

    The Wisk map in your Maps book numbers every shop.CozyGameSpace · 24:35 · CC BY 3.0
    The Wisk market, with Pieter’s and Kavita’s stalls.Nookrium · 53:05 · CC BY 3.0
    1. Shops charge each item’s normal price, and outfits and hats can only be bought once. Selling boxes pay normal value. The exception is the Waterfall Grotto: out-of-season seeds cost double and Instagrow triple.
    ShopWhere and whenWhat it sells
    KavitaMarket stall in Wisk, from 6:28 until you go to bed. Opens on Spring 2.Seasonal seeds, Wheat Seeds, Scythe, Bug Catcher and Sprinkler Plant. Spring only: Waterskin and Spundlewood Sapling. See Crops & seeds.
    PieterMarket stall in Wisk, from 6:00 until you go to bed.Bread and Salt Pile. See Recipes.
    Hyla — Newt’s EyeEast of Wisk, all day.Potion ingredients, Iron Bar, Candle, Cozy Cooking Basics and the Portable Cauldron. Adds Secret Lives of Moles (350) once “Mole Adventures” starts. See Potions.
    Aya — Swish and StitchWisk, all day.Outfits (see below).
    Aya’s Dad — Swish and StitchWisk, all day.Four hats, 150 each.
    Nalin — Practical PracticeWisk, all day.Schematics, and shed upgrades in the Upgrades and Decorating brochure. See Crafting.
    Sera — Cup and KettleWisk, from Summer 1.Apple Chips, Coffee, Gingerbread and the Potion of Speed (400). See Recipes.
    Waterfall GrottoBehind the waterfall at Wisk Pool. Empty in Spring.Out-of-season seeds, Instagrow, Logs, Stone and Twigs. See Crops & seeds.
    The MillerThe mill in the Rosewheat Fields, only until Spring 8.Flour and Wheat Seeds. See Cooking.
    Mel and Lusina’s ShellThe beach south of Wisk, all day. Mel runs it; Lusina while Mel is away; a merfolk couple after “Mel’s Journey”.Fishing Rod (200), Sprinkler Plant, Seaweed, Cranberry Seeds and Salt Pile (3). Lusina doesn’t sell Salt Piles. See Fishing.
    GwenNocturne Forest.Nocturne Squash Seeds, Nocturne Forage Cake and three stone schematics. Lakedew Lily Seed (500) only during “The Briny Bathhouse”.
    Seaflower Festival stallsSpring 14 only, 8:00–16:00.Food from the Snack Vendor, sea schematics from the Goods Shopkeeper and hats from the Merfolk Hatter.
    The LuthierSummer Music Festival only (Summer 13).A Lyre for 200.
    Sera and NalinPumpkin Moon Festival, Autumn 13, 16:00–19:55.Sera’s festival food and Nalin’s Fall Festival Candy.
    The ToymakerWisk market, from Winter 5 until the Starry Night Celebration begins.Toys for Theo, for 2 Amber Dragon and 2 Basil instead of money. See Crafting.

    Outfits and hats

    Swish and Stitch, Aya’s shop by the waterwheel.CozyGameSpace · 31:05 · CC BY 3.0
    The outfit menu — your first uniform is free.CozyGameSpace · 32:35 · CC BY 3.0
    1. Aya gives you a school uniform for free the first time you visit Swish and Stitch — pick either style. The What’s for sale? option appears once you’ve asked both introduction questions. New outfits are added each season and old ones stay on sale.
    OutfitPriceFrom
    Uni Outfit120Spring
    Uni Skirt Outfit120Spring
    Summer Dress Outfit280Spring
    Vest Outfit 2280Spring
    Tunic Outfit 1280Spring
    Shepherd Dress Outfit300Spring
    Overall Dress Outfit300Spring
    Blue Gold Vest300Spring
    Tunic Outfit 2360Spring
    Green Dress Outfit480Spring
    Mint Overall Dress500Spring
    Tunic Outfit 3510Spring
    Tunic Outfit 4950Spring
    Tunic Outfit 5950Spring
    Tunic Outfit 6950Spring
    Summery Tunic300Summer
    Poncho Outfit950Summer
    Fall Fest Outfit480Autumn
    Winter Fest Outfit300Winter
    1. Every hat costs 150. Aya’s Dad sells four every day at Swish and Stitch (green, grey, yellow and one more). The Merfolk Hatter sells the Sea Hat, Seaweed Crown and Sea Hairpiece on Spring 14 only. Shops show pictures rather than names, so pick by how they look.

    Etchery students

    The Etchery map names every hall used in the routines below.CozyGameSpace · 76:35 · CC BY 3.0
    1. The Etchery is north-west of Wisk. Its grounds are the Etchery Courtyard, and most rooms are reached through the Great Hall. Dean Clary’s office is at the top of the Dorm Hall stairs.
    StudentRoutine
    CloverFrom 4:48 until you go to bed: your dorm room.
    AcornSpring–Autumn: 6:07 Common Room · 11:45 outside Swish and Stitch, watching the hedgehog · 15:50 Linden’s farm, south of Wisk · 18:00 sheep pasture by the farm · 19:12 bed. Winter: 6:07 Common Room · 19:12 bed.
    AmkaDay A: 6:28 Bathhouse · 9:07 Music Hall · 10:33 Bathhouse · 19:12 bed. Day B: 5:16 Bathhouse · 9:21 Music Hall · 19:12 bed. While the Bathhouse is closed: 6:28 Great Hall · 19:12 bed.
    AntoineSpring–Autumn: 6:00 Great Hall · 19:12 bed. Winter: 7:55 library · 19:12 bed.
    Arthur4:48 Cup and Kettle · 7:26 swimming off Freshman Pier · 10:04 the beach by Freshman Pier · 14:24 Bristlecone’s House · 19:12 bed.
    AzatSpring–Autumn: 6:00 Yellow Hall · 7:40 Common Room · 9:36 Herbotany Greenhouse · 13:12 Great Hall · 21:50 bed. Winter: 7:26 Common Room · 9:36 Herbotany Greenhouse · 13:12 Great Hall · 21:50 bed.
    CeliaSpring–Autumn: 5:16 Bathhouse · 10:04 the beach by Freshman Pier · 14:25 Music Hall · 19:12 bed. While the Bathhouse is closed: the Great Hall instead of the Bathhouse. Winter: 6:57 Bathhouse · 14:25 Music Hall · 19:12 bed.
    Chrys6:28 garden plot in Brick Alley, Wisk · 19:12 home.
    CodrinSpring–Autumn: 6:28 Etchery Courtyard · 7:40 Wisk market · 8:52 the Ochre Woods lake · 12:28 reading on the lakeshore · 15:36 bed. After “Fairy Ring”: 6:28 Etchery Courtyard · 7:40 Wisk market · 15:36 bed. Winter: 6:28 Common Room · 19:12 bed.
    DavinAll year: 6:00 library · 11:31 Great Hall · 14:09 library · 21:50 bed.
    FernUntil “Strange Pamphlets”: 4:48 Common Room · 18:59 bed. After: 4:48 Common Room · 10:04 library · 12:43 Kaloula’s outdoor class in the Ochre Woods, across the river east of Wisk · 18:00 bed.
    Heather8:23 library · 11:31 Great Hall · 14:09 Etchery Courtyard · 20:09 bed.
    MarySpring–Autumn: 6:07 Yellow Hall · 7:26 under a tree in the Etchery Courtyard · 11:45 reading on the beach south of Wisk · 16:47 bed. Winter: 6:07 Common Room · 19:12 bed.
    NessaUntil the curse is lifted: all day in the Potions Lab, except 9:21–12:00 at Newt’s Eye. After: 6:00 tending the topiaries in the Etchery Courtyard (some days in the Yellow Hall) · 18:57 bed.
    ZaleSpring–Autumn: 6:00 Common Room · 7:40 the tide-pool rocks south of Wisk, watching Dean Clary’s sea turtle · 11:45 outside Swish and Stitch, watching the hedgehog · 15:50 the Herbotany Greenhouse pond · 19:12 bed. Winter: 6:28 Great Hall · 19:12 bed.

    Etchery staff

    Dean Clary’s office.CozyGameSpace · 50:05 · CC BY 3.0
    The library, home of the Librarian.CozyGameSpace · 94:05 · CC BY 3.0
    The Herbotany Greenhouse, Professor Rohesia’s classroom.Nookrium · 36:05 · CC BY 3.0
    StaffWhere
    Dean ClaryAll day in the Dean’s Office, at the top of the Dorm Hall stairs.
    Professor RohesiaAll day in the Herbotany Greenhouse.
    Professor SylvineFrom the first Potions class on Spring 4: 6:00 Potions Lab · 19:12 bed.
    ChicoryUntil “The Briny Bathhouse” is done: all day in the Northern Grounds, through the middle door of the Great Hall, which opens on Summer 1. After: 6:28 Wisk market · 19:12 home. From Winter 1: back in the Northern Grounds with the baby.
    The LibrarianAll day in the library.
    Professor LinneaThe Music Hall during music classes, and at festivals.
    Headmistress AbigailiaIn the Headmistress’s office once “Strange Pamphlets” begins.
    Professor HemlockOnly for the History Final on Winter 4.
    RowanThe Etchery caretaker, usually in the Grey Hall.

    Wisk and the countryside

    1. Wisk sits in the middle of the island. The market is its main square, with Brick Alley leading off it, and Swish and Stitch and the Cup and Kettle are a short walk away. South of town are Linden’s farm and the Rosewheat Fields, then the beach and the Shell. The Ochre Woods stretch east across the river.
    VillagerRoutine
    Kavita · seeds and flowersFrom 6:28 until you go to bed: market stall in Wisk.
    Pieter · bakerFrom 6:00 until you go to bed: market stall in Wisk.
    Nora · Pieter’s child6:00 marching around the Wisk market · 21:07 home.
    Matthew · aspiring singer6:28 practising by the statue at the west end of the market · 20:24 home.
    Itchy · road guard4:48 laying bricks by Wisk’s south wall, next to Martha · 20:24 home.
    Aya · tailorAll day at Swish and Stitch.
    Hyla · merchantAll day at Newt’s Eye.
    Carter · supply carrier6:00 with the cart in the Etchery Courtyard · 18:43 home.
    ReedAll day by the wagon blocking the road east of Wisk, until “The Derelict Wagon” is done.
    Linden · farmer4:48 the farm south of Wisk · 18:43 home.
    Gilio · shepherd6:28 with the sheep in the Rosewheat Fields · 20:24 home.
    MelAll day outside the Shell, on the beach south of Wisk, until “Mel’s Journey” is over.
    Bristlecone · flute makerAll day at Bristlecone’s House, in the woods west of the Etchery.
    The ToadAll day at the frog pond in the Ochre Woods.
    The PotionmasterAfter “Forbidden Potions”: 9:36 strolling the market · 11:45 Cup and Kettle · 13:26 Newt’s Eye · 16:04 Potions Lab · 21:21 home. After “The Potionmaster’s Ingredients”: all day in your garden.

    Characters who stay put

    1. These characters don’t walk a route — when they’re around, they’re always in the same spot.
    VillagerWhere
    SeraBehind the counter at the Cup and Kettle, from Summer 1.
    NalinPractical Practice, Wisk.
    LusinaMinding the Shell while Mel is away in “Mel’s Journey”.
    ZinniaSitting outside the Cup and Kettle. Moves to the Green Sprites Headquarters when “Strange Pamphlets” begins.
    Agatha and MarionWisk, 5:31–18:29. They move every two days: outside the Cup and Kettle, outside Swish and Stitch, then the south-east corner of the market.
    MadelineBrick Alley, 5:31–18:29.
    RoseThe guardhouse at the entrance to Wisk.
    MarthaThe sentinel shrub blocking the path along Wisk’s south wall.
    DeeSitting by the lake in Wisk. Runs the river ferry after “Ferry Girl”.
    Kaloula and the childrenKaloula teaches Theo, Ivy, Thistle, Vinny and Vivian outdoors in the Ochre Woods, across the river east of Wisk, 5:31–18:00 all year.
    ChloeWisk park, 5:31–18:00.
    Gloria MarywildMarywild’s Manor.
    AzaraInside the lighthouse.
    GwenNocturne Forest.
    The BeekeeperBy the Gondola line.
    IvariceIn the garden shed. After “Garden Shed Ghosts”, relaxing in a hammock in your garden.
    DendronA Leafkin in the woods south of your garden. You need Song of Awakening to talk to Dendron.

    Routine changes

    1. These events move people for good. If someone isn’t where the tables say, check this list:
    2. In order:
      1. Spring 2: Clover moves in and most students start their routines (before that they’re at the Meet and Greet).
      2. Spring 4: Professor Sylvine starts the Potions Lab routine after the first class.
      3. Autumn 4: the Bathhouse closes; Amka and Celia use their “closed” routines until “The Briny Bathhouse” is finished.
      4. After “The Briny Bathhouse”: Chicory moves to the Wisk market.
      5. After “Fairy Ring”: Codrin stops going to the Ochre Woods lake.
      6. After “Nessa’s Curse”: Nessa leaves the Potions Lab and looks after the topiaries.
      7. “Strange Pamphlets”: the Headmistress moves into the office, Zinnia moves to the Green Sprites Headquarters and Fern spends afternoons at Kaloula’s class.
      8. After “Forbidden Potions”: the Potionmaster arrives and starts a routine; after “The Potionmaster’s Ingredients” the Potionmaster stays in your garden.
      9. “Mel’s Journey”: Lusina minds the Shell while Mel is away. When it’s over both sisters leave and a merfolk couple runs the shop.
      10. After “The Derelict Wagon”: Reed packs up and leaves.
      11. Winter 1: winter routines begin and Chicory returns to the Northern Grounds.

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