In this complete walkthrough for Artifact Seekers: Witch Wood chapter you’ll find all the steps and answers you need to finish it.
Look beyond the dark fairy tale and help those poisoned by its magic.
Fairy tales were always darker than we learned them as children, but that doesn’t mean you can’t find a happy end for this story if you follow my lead. Let me help you with all the puzzle and mini-games as we experience this adventure together.
Witch Wood Walkthrough

Note for collectibles: There’s a morphing object here that I’ve circled for you and a sword collectible. The boot is at the top of the stairs to the tavern, in the man’s foot. Next to the chest on the left there’s a wheat* in the grass on the left.
Look at the table where the little girl is and take the note (1/2). Now you can enter the house on your left to explore for more clues, you’ll find Red Ridding Hood’s dad.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a boot collectible. There’s also a swan* under the painting with the tree.
Go to the fireplace, use the poker on the side to look through the coals and get the fire symbol (1/2). Now go up the stairs to explore the child’s bedroom. Take the ball of thread on the floor next to the bed.
Look at the toy house and take the toy soldier and go back outside. Next go up the stairs at the tavern, talk to the bartender and then go back outside to find some coins.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a sword drawn on the table with the beers, after you pay off the bartender. And a treble chef* on the chair under the hat.
Take the path leading to the trees and explore the surroundings and the forest.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a sword under the cart. Behind the stone sign, in the weed stack there’s a wheat ear*.
Take the pitchfork from the broken cart, then move along the path even further into the forest to reach the mill.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a swan* in the hay next to the haystack. Another swan* is in the hay inside the mill.
Take the bird (1/4) from the well and read the message. Go to the haystack and use the pitchfork to get some hay. You’ll also find a needle and can go back to the goats and give them the hay.
You’ll find slab pieces (1/3) on the ground and a mill relief (1/2). Now go back to the house and up the stairs to the bedroom. Put the needle in the needle cushion in front of the doll house and solve the puzzle.
Light up the lights in the correct windows, you have already seen the hint earlier in the game. The lights around the townhouse will show you the way.

Take the crescent moon (1/3) and mill relief (2/2). Go back to the mill and use the two mill reliefs to open the door after you solve the puzzle.
Move the colored blocks onto the stones of the corresponding color.
Inside you’ll find on the floor a crescent moon (2/3) and a scythe figurine. Give the cat the ball of thread to look at the box under her. Take the coin from the bag and go outside to the well.
Throw the coin in the well and you’ll be given 3 coins back and a request for water. Go back to the broken cart and use the scythe to unlock the chest, take the candy button (1/4).
Go back to the tavern and give the coins to the bartender to get the information you need to reach the dark forest. Look behind him at the cupboard and solve the puzzle:
- 4th head – 1st – 6th
You’ll find an envelope and can go explore the tavern. Look at the notice board on the left and you’ll find a sun (1/4) behind one of the notes. Another sun (2/4) is on the table next to the other beers.
Look at the wooden beams on top of the bar and use the pitchfork to get the bird (2/4). Check out the clock on the right and put the toy soldier here then solve the puzzle.
Leave only the necessary medallions open. You have already seen the hint on the notice board, the red notes pinned there.

Take the hammer figurine and go outside. Use the envelope on the mail box in front of the tavern to find a sun (3/4). Go inside the mill and use the hammer on the box.
Inside you’ll find a saw and some wire. Go to the town center and use the wire at the sewer grates on the ground to get the signet ring. Go give it to the bartender and get the tree figurine.
Go to the gates in the forest and use the tree to open them after you solve the mini-game. Rearrange the planks so that no gaps remain when they are overlaid. Click on the tree to overlap them.

Solving it will give you a star if you do it in under 7 moves. I only needed 1 move and the gate was open to go into the dark forest.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a wheat* you can find next to the blue flower.
Look inside the tree hollow on the left to find another bird (3/4). Take the right path and forward again till you reach the sign post. Then take the bucket and go back to the tree face at the beginning. Walk up the stairs to reach the gingerbread house.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a sword.
You’ll find the last moon (3/3) on the sign to your left. You can go back and take the left path to reach the swamp.

Note for collectibles: There’s a morphing object here that I’ve circled for you and a boot.
Nothing to do here for now so you can go back to the house, get inside, go to the desk in the back and put the crescent moons to open the drawer and take the whistle and the iron flower.
Use the iron flower on the door next to the desk. Click the arrows to move the wolves into their correct positions.
Take the oar and the gloves, then go to the swamp. Use the oar with the wooden raft on the water to reach the stick with the red cloth and get a bell from the bushes.
Go to the gingerbread house and use the whistle to make the dog go away. Go to the flower bed and take the cauldron figurine on the little fence. Look at the door and put the bell here.
Highlight the cells with symbols. The patterns bellow show which cells should be selected. Empty cells must not remain highlighted.
Count the tiles under from 1 to 15th, I’ll show you what tiles you need for each pattern to be able to enter the gingerbread house and talk to Lady Caramelissa:
- 1st: 1 + 4 + 9
- 2nd: 2 + 3 +12
- 3rd: 3 + 4 + 14

Note for collectibles: There’s a morphing object here that I’ve circled for you and a sword. There’s a treble clef* on the wall.
Go to the sick man and get the pendant then come and give it to Lady Caramelissa. Look on the table to the right, read the recipe for Water of Life, take the moon dew and candy button (2/4).
Look at the window on the right, take the fire symbol (2/2). Go up the stairs and use the cauldron emblem on the lock of the storage room. Click the arrows on the central mechanism to move the chips and match the animal images.
To be continued…

Aylin is a content creator and co-founder of App Amped. She was a huge Tomb Raider fan before moving on to more casual titles. She spent way too much time tending for her FarmVille farm as well as playing text-based browser games. Now she plays and writes about mobile games, creating in-depth walkthroughs and useful guides.