Villagers

Villagers & quests

Topics to ask about, every villager’s story, the Harp of Six allies and social events.

  • 34 items to collect
Your progress here0 / 34

Tick the coloured tags as you pick things up. Progress is saved in this browser.

The people of Glimmerwick give you most of your quests. There’s no friendship meter and no gifting: instead you help with their stories, ask about things you’ve heard around the island, and gather your closest friends for the Harp of Six at the end of the year. To find someone at a particular time or see what they sell, use Shops & schedules.

Talking to villagers

The Common Room is where students gather in the evenings.CozyGameSpace · 45:35 · CC BY 3.0
  1. No gifts, no friendship points. You can’t hand out presents freely, and nobody keeps score of how much they like you. You only hand over what a quest asks for — like the 10 Tulips for Clover or a toy for Theo. Helping is what brings you closer, and several villagers only agree to join the Harp of Six once you’ve finished their story.
  2. Talk to people often. Each villager has a line for the day and repeats it until tomorrow, and the lines change with the season, the weather and the story — the same faces have new things to say all year. A villager only moves on to the next line once you’ve heard the current one, so skipping a day never makes you miss a conversation.
  3. Look out for the highlighted [Pick Topic] option. It shows up when you have a topic that villager knows something about.

Conversation topics

  1. A topic is something you’ve heard about and can ask around about. A notice with its name pops up when you get one, and from then on anyone with something to say about it shows [Pick Topic] highlighted: choose it and pick the topic from the list.
  2. How topics behave:
    1. Topics aren’t listed in the journal — the [Pick Topic] menu is the only place to see the ones you have.
    2. Asking is free and repeatable. Most answers are opinions or hints you can hear again.
    3. A topic disappears for good once it has done its job — when you get the item or answer you needed, it’s used up.
  3. Several quests hinge on asking the right person, so it helps to know who to go to:
TopicHow you get itWho to ask
EtcheryDay one, from the Headmistress or the dragon statue.Clover, Fern or Codrin. Any of them gives you The Silence.
The SilenceYour first music class, meeting Aya, or asking about the Etchery.Nearly everyone has a story about it. No reward.
The Derelict WagonReed, east of Wisk, from Spring 2.Aya, Florian, Kavita, Matthew and Hyla (see below).
River FerryReading the “gone fishing” sign at the river ferry, in “Ferry Girl”.Aya and Zinnia know where Dee usually is; Kavita and the Miller send you to Aya. Gone once you find Dee.
PamphletsClover, Spring 9, in “Strange Pamphlets”.Students and staff have opinions. No reward.
ToadsAgreeing to help the cursed toad in “The Cursed Toad”.No reward, but several students hint that you need Tongue of Frog on your Skill Trinket.
Gobbling BluebellsLinden, during “The Tool Thief”.Professor Rohesia or the Librarian give you Plants of the Western Isles — read it to learn the Munchitis Treatment.
SorrowsporesPick up a third Sorrowspore. The next morning you wake up blue with half your maximum mana.Chrys sells Debluing Tea for 50, which cures you.
Fairy RingTalking to Codrin while trapped in a fairy ring in the Ochre Woods.The Librarian, Chicory, Chrys or Nora give you Eseld’s Folly — read it to learn the Potion of Befuddlement.
Driftwood SerpentAcorn shows you the egg in “The Briny Bathhouse”.Chicory sends you to Gwen for Lakedew Lily seeds. The Librarian also gives you Tale of the River Dragon.
Bonesand CherryPicking up the Unauthorised Flyer in “The Briny Bathhouse”.Nessa or Hyla give you 2 Bonesand Cherries.
Arcane IngredientsThe Potionmaster’s ingredient request.Professor Rohesia, the Librarian or Professor Sylvine give you the Arcane Botany Book.
Gift for TheoThe Starry Night letter on Winter 5.Dee, Nora, Aya and Vivian tell you Theo loves marbles.
Harp of SixMeeting Nettleine at the heart of Nocturne Forest.Whoever you want to bring to the Harp of Six (see below).
  1. The Derelict Wagon. Reed is furious about a wagon dumped on the road east of Wisk and asks you to find the owner. Ask Aya, Florian, Kavita, Matthew and Hyla: each one swears it isn’t theirs and points you to the next, and the fifth reveals it’s Reed’s own. Go back with the answer. Reed denies it, decides the wagon must be yours and offers to buy it. Either name a price and haggle up to 300 Gold Petals, or refuse to sell something that isn’t yours — Reed tries to sell you the wagon instead and ends up giving it away: a pull cart with 8 storage slots. Both finish the quest, and Reed leaves the road afterwards.

Villager stories

  1. Several villagers have stories made of quests and scenes spread through the year. Most start on their own on a date or when you meet someone, so you don’t have to hunt for them. The dates below are the earliest each can begin.

Clover

  1. Your roommate, and the villager with the most stories.
  2. Clover’s Calamity — Spring 4:
    1. Clover’s chimney blows up when you get home that day. The next day Clover asks you to grow 10 Tulips to sell at the market and raise money; Kavita sells Red Tulip Bulbs in Spring.
    2. Meet Clover at the Wisk market at 12:00 on Spring 13. If you didn’t grow the tulips, Clover finds some another way — the quest can’t fail.
    3. Reward: a Random Gem, which opens the secret passage between the Common Room and the garden shed, and the Business Buds achievement.
  3. Mole Adventures — Summer 2. Clover wants to explore the mole tunnels and needs a potion to turn you both into moles:
    1. Buy Secret Lives of Moles from Hyla at Newt’s Eye (350) and read it to learn the Potion of the Mole.
    2. Brew 2 Potions of the Mole and give them to Clover. Each takes 2 Snap Tater, 1 Amber Dragon and 1 Ghost Shroom.
    3. Meet Clover at Wisk Pool at 20:00 on the day you’re told. You dig all the way to the cellar of Newt’s Eye, and Clover comes back with Peony, Hyla’s talking plant.
  4. Peony’s Spiders. Peony now lives in Clover’s room. Talk to Peony on four different days and the plant admits to eating spiders. Catch 5 Spiders with the Bug Catcher and hand them over for Spiders for Peony.
  5. Clover’s Cozy Scarves — Autumn 4. Clover takes up knitting and needs 12 Wool. Shear sheep and hand it over for Scarf Season. A couple of days later Clover knits you a scarf, and soon the whole town is wearing them until the end of Winter.
  6. At the Summer Music Festival (Summer 13) Clover runs a stall and gives out a free Frog Donut (see Cooking).

Acorn — The Briny Bathhouse

  1. A letter announces that the Bathhouse closes on Autumn 4. The next day Heather drops a flyer in the Common Room: pick up the Unauthorised Flyer to start The Briny Bathhouse.
  2. Steps:
    1. Gather 3 Cranberry, 10 Porcino and 2 Bonesand Cherry. Ask Nessa or Hyla about the Bonesand Cherry topic to get the cherries.
    2. Put everything in the Bathhouse cauldron. Acorn climbs out of a hidden passage and shows you a sickly Driftwood Serpent egg.
    3. Ask Chicory about the Driftwood Serpent. Chicory is in the Northern Grounds and is the only one who can send you to Gwen — do it before Winter 1, when Chicory starts looking after a baby.
    4. Buy a Lakedew Lily Seed from Gwen in Nocturne Forest (500). Gwen explains that birds on an island to the south know the song that makes it grow. You need a boat (Dee sells one — see Other villager quests). Listen to the birds to learn the Lakedew Lily Song.
    5. Plant the seed by the egg and play the song. The creature hatches the next day and Acorn gives you a Pickling Machine.
    6. A letter invites you to Dragon Watch at 21:00 on the Ochre Woods lake. Play the Lakedew Lily Song in the middle for Saving the Serpents. You keep the boat Acorn uses.

Mel — Mel’s Journey

  1. Mel runs the Shell on the beach south of Wisk. Three days after you meet, and never before Summer 4, Clover fishes out a bottle with a letter from Mel: Mel’s Journey.
  2. Steps:
    1. Visit the Shell. Mel swims out to the reef, gets stung by a jellyfish and teaches you the Potion of Healing.
    2. Brew one and bring it over. Mel teaches you the Fish Trap Refrain (see Fishing), then argues with Lusina, Mel’s sister, and leaves.
    3. A few days later a gull drops Mel’s Letter by the shed: Mel is stranded on an island to the south, surrounded by sharks. Sail there and bring Mel home.
    4. Reward: Lusina gives you the Amulet of Boat Summoning, and you get Mending Sisters. The sisters then leave for a merfolk town.

Nessa — Nessa’s Curse

  1. From Autumn 1, Clover pulls you into Mary and Davin’s gossip about Nessa in the Common Room: Nessa’s Curse.
  2. Steps:
    1. Ask Nessa about the tutoring sessions in the Potions Lab and report back to Mary and Davin.
    2. A few days later Clover, Mary and Davin fall ill and blame Nessa. They wake you at 2:30 and Clover asks you to hand in some potion homework.
    3. Take it to the Potions Lab that night. A demon is summoned and Dean Clary is furious — what you say only changes one line.
    4. Serve the detention the next morning. Then find Nessa weeding in the Yellow Hall and hand over Clover’s essay. Nessa tells you about a twin sister and the accident that took Nessa’s powers away.
    5. Reward: the Potion of Speed recipe and the Nessa’s Curse achievement.

Mary and Davin — Forbidden Potions

  1. The day after you finish Nessa’s Curse, Mary stops you in the Dorm Hall: Mary is failing Potions and wants to summon a master from the past — Forbidden Potions.
  2. Steps:
    1. Put 1 Mermaid’s Thread, 1 Water of the Deep and 3 Dawdling Hellebore in Mary’s backpack in the Common Room. Dive in the sea for the first two and grow the hellebores.
    2. Meet Mary in the Common Room after 21:00 on the night you’re given.
    3. Reward: An Ancient Master. The summoned Potionmaster stays in Glimmerwick and starts “The Potionmaster’s Ingredients”.

Antoine — Antoine and the Band

  1. On Summer 10 Antoine invites you to join a band with Mary and Zale: Antoine and the Band.
  2. The three dates:
    1. Band Practice — Summer 11, 18:00, in Mary’s dorm room (meet them in the Dorm Hall). You learn the Band Practice song (see Songs & spells).
    2. Toad Show — Autumn 6, 20:00, at the Old Amphitheatre near Marywild’s Manor.
    3. Big Show — Winter 3, 14:00, at the Cup and Kettle. Antoine invites you on Autumn 14.
  3. It doesn’t matter how well you play — every concert counts.

Fern

  1. Fern runs the Forests and Fairies game nights all year (see Social events below).
  2. Fern’s story is part of the main plot. Silencing the printing press in “Strange Pamphlets” gets you a Cacophony Shard. Give it to Fern for 100 Gold Petals, or to Headmistress Abigailia for 300 and then talk to Fern. Either way starts Fern’s Confrontation: find Fern at the entrance to the Northern Grounds and follow along to the Green Sprites Headquarters, where Zinnia is shown to be innocent.

Amka

  1. Amka has no journal quest but shows up in several scenes and gives you more than most.
  2. Amka’s moments:
    1. From Spring 7: walk into the Common Room while Amka and Arthur are there.
    2. The walkway, after the Summer class trip: Amka, Davin and Mary wait on the new walkway by the Dorm Hall. Go to the end, behind the waterfall, and pick up the Garden Lantern (Snail) schematic.
    3. The stand: after you’ve made three homemade goods, Amka visits your garden and offers to build you a selling stand (see Cooking).
    4. The chimney: on Autumn 13, Amka fixes Clover’s chimney for free.
    5. The treehouse: on Winter 6, Amka starts building one for the children. It’s finished the day after the Starry Night Celebration.

Other villager quests

QuestVillagerWhat happensReward
Ferry GirlDeeRead the “gone fishing” sign at the ferry, find Dee and bake a Blueberry Bun.The river ferry opens and “Fairy Ring” begins. From Summer 8 Dee sells an old boat for 2,500.
Fairy RingCodrinRescue Codrin from a fairy ring in the Ochre Woods.Song of Earth.
The Tool ThiefLindenCatch the thief stealing Linden’s tools and cure the Gobbling Bluebells.Rain Dance.
A Study in FishFlorianFill Florian’s chest with fish for a book.Book of Fishes and Published Author (Fishing).
Ghost TreasureIvariceMeet the ghost in the shed and solve the riddle with Alchemical Resonance.Treasure Untold, the chimney repaired for 1,000, and Ghost of Ivarice once the repair is done and you talk to Ivarice.
Lighthouse KeeperAzaraBring Azara 4 Spring Tuber and 4 Rhubarb, then come back with a boat.Hymn of Sea’s Abyss. Raise the sea temple and pick up Azara’s hat for Gross Garment.
Gary’s HomeGaryThe day after you finish “Ancient Shrines”, take Gary’s note to Azara at the lighthouse.Gary and Azara make up.
The Cursed ToadThe toadFind out who cursed the toad and take the Frog Prince to see it. You need Tongue of Frog to talk to the prince.Gilded Toadstool.
Worms for MolesThe molesThe Giant Mole gives you Apology Worms. Drink a Potion of the Mole and look for the little mole in the molehills.Apology Worms, and Mole Strength is revealed on the tree.
Starry Night GiftingTheoBring Theo a toy at the Starry Night Celebration.Marbles earn you Theo’s hat and Theo’s Gift (Crafting).
The Derelict WagonReedFind the wagon’s owner.300 Gold Petals or a pull cart.

The Harp of Six

  1. The Harp of Six is the finale of the main story and the moment your friendships matter: you need six witches to play alongside you.
  2. Getting there. The story reaches the harp in Winter. After the History Final on Winter 4, “The Secret Key” leads to Nettleine’s secret room, where you learn the Tangleknot Remover. Play it at the Tangleknot wall in Nocturne Forest and meet Nettleine at the heart of the forest, who gives you the Harp of Six topic.
  3. Recruiting your six. Ask about the Harp of Six; when someone agrees, Harp of Six Ally Acquired pops up.
Always say yesSay yes after their story
Clover, Codrin, Zale, Celia, Azat, Amka and ArthurAcorn, once the creature hatches in “The Briny Bathhouse”; Fern, after “Fern’s Confrontation”; Nessa, after “Nessa’s Curse” (answer “Absolutely.”); Mary and Davin, after “Forbidden Potions”; Antoine, after “Antoine and the Band”.
  1. Good to know:
    1. Seven villagers always agree, so you don’t need any optional story to finish the main one.
    2. Fern is always ready — “Fern’s Confrontation” is part of the plot and will be done before you get the topic.
    3. Asking too early has no downside. People in the right-hand column turn you down, and you can ask again once their story is over.
    4. Zinnia, Chrys and Gary have opinions about the harp but don’t take part.
  2. Finding the harp. Zinnia is looking for it. Talk to Zinnia in Nocturne Forest and a heist gets planned for the first day with nothing on your calendar, at least two days later. Zinnia wakes you around 2:30; follow along and pick up the harp for Finding the Harp.
  3. Playing the harp. With the harp and six allies, go to the Green Sprites Headquarters and talk to Lucas on a day with nothing on the calendar (if something is scheduled, you’re asked to come back later). Your allies gather, the forest burns and the group heads to the heart. The Harp of Six song is added to your spellbook and you play it together to heal the Tree of Six and Nocturne Forest. After three failed attempts you can skip the performance. Finishing it completes the quest (see Songs & spells).

The Cup and Kettle

  1. The Cup and Kettle tea house in Wisk is closed all Spring — Sera’s note mentions a family matter — and reopens on Summer 1. For the rest of the year it puts on four evening shows: a storyteller, then The Wandering Wyrds, Galanthus and his Organ Ghouls and Rose and Raven. Posters go up around town on show day.
  2. How to watch:
    1. Go in the evening. Villagers arrive from 17:00, and who comes depends on the day of the week.
    2. Sit down between 18:30 and 22:00. When you’re asked if you want to stay for the show, say yes and it begins.
    3. Enjoy it — you can’t save during the show. Afterwards the audience applauds and heads home.
  3. You can’t miss a show: if you don’t watch it, it moves to the next evening, and once you’ve seen one the next is booked ten days later. If you never put one off, they fall on Summer 1, Summer 11, Autumn 7 and Winter 3. They give no items, money or experience — they’re a nice way to spend an evening with a crowd of villagers.

Mail

  1. Letters arrive overnight. If there’s new mail when you wake up, the mailbox opens on its own and you have to read everything before closing it. Their events go on your calendar and some add journal entries too. Letters never contain items or money.
  2. Most arrive on fixed dates: Etchery class timetables, Fern’s four Forests and Fairies invitations, the Glimmerwick Monthly newsletter in Spring, Summer and Autumn, festival reminders and the Starry Night invitation on Winter 5. Quests add others, such as Acorn’s Dragon Watch, Nessa’s detention and news about Florian’s book.

Social events

  1. The get-togethers on your calendar. Festival contests and prizes are on the Crops & seeds page and Theo’s toy is on Crafting.
EventWhen and whereWhat happens
Meet and GreetSpring 2, 20:00, Common Room.Heather invites you. Most students come, so it’s the easiest way to meet everyone. Acorn hands out Apple Chips.
Forests and FairiesSpring 12, 19:00, library · Summer 14, 16:00, Cup and Kettle · Autumn 12, 19:00, entrance to Nocturne Forest · Winter 11, 19:00, library.Fern’s board-game nights with Antoine, Arthur and later Celia. Fern sends an invitation before each one.
Market with CloverSpring 13, 12:00, Wisk market.Part of “Clover’s Calamity”. Bring the tulips.
Seaflower FestivalSpring 14, 8:00–16:00, the beach.Flower float contest and tide-pool diving. The merfolk stalls are only there this day.
Band datesSummer 11, 18:00, Mary’s room · Autumn 6, 20:00, Old Amphitheatre · Winter 3, 14:00, Cup and Kettle.“Antoine and the Band”.
Summer Music FestivalSummer 13, all day, Wisk.Your class plays the Festival Song. Taking part earns you the Fall Fest Outfit.
Pumpkin Moon FestivalAutumn 13, 16:00–19:55.Pumpkin contest and Azat’s apple toss.
Starry Night CelebrationWinter 14, 21:00–23:00. The sleigh leaves the Etchery Courtyard at 17:00.Gifts for Theo and the Red Ribbon Hunt.

Villager achievements

AchievementHow to get it
Business BudsHelp Clover at the market in “Clover’s Calamity”.
Spiders for PeonyBring Peony 5 spiders in “Peony’s Spiders”.
Scarf SeasonGive Clover 12 Wool in “Clover’s Cozy Scarves”.
Saving the SerpentsFinish “The Briny Bathhouse” for Acorn.
Mending SistersFinish “Mel’s Journey”.
Nessa’s CurseFinish “Nessa’s Curse”.
An Ancient MasterSummon the Potionmaster with Mary and Davin in “Forbidden Potions”.
Published AuthorHelp Florian publish the book.
Ghost of IvariceHelp Ivarice’s ghost.
Gross GarmentFind Azara’s hat.
Apology WormsBring the moles back together.
Theo’s GiftGive Theo the Marbles at the Starry Night Celebration.
Finding the HarpFind the Harp of Six.

Tip: try , or