Start Songs of Glimmerwick by collecting Abigailia’s five school supplies, picking up your flute, and moving into the Etchery dormitory. Then meet Dean Clary to unlock the garden and learn your first two tool spells. This walkthrough follows the opening days through the first music, Potions 101 and Herbotany lessons, ending when you have their songs and homework assignments.
Saltwind Coast and Bristlecone’s workshop
After the opening story, walk left along the beach and speak to the Dragon Statue. Continue left until the path turns uphill. Headmistress Abigailia is waiting on the approach to the Etchery. Speak through her introduction to receive the enrollment letter and the Back to School quest. The letter pays for the required school supplies, so you can begin without earning money first.
Abigailia directs you south to the flutemaker and clears the trees blocking the route. Follow the newly opened trail to the workshop inside a tree. Speak to Bristlecone and answer his questions about resonance, flavors, water sounds, and time. After the last answer, he begins making the instrument and asks you to visit town while he works. Leaving with the flute still unfinished is part of this quest.
Leave for town while Bristlecone works. On keyboard, press Tab to open the player menu and read Back to School in the quest journal. After you collect the town supplies, its objective changes to tell you to pick up the flute.
Collect the free school supplies in Wisk
Head east from the workshop route toward Wisk. Speak to Rose at the entrance for the map, then use its shop numbers to find the three businesses below. The acceptance letter lists five required items in total: Flute, Robe, Cauldron, Potion Starter Set, and Skill Trinket. You are collecting the four town items while Bristlecone makes the fifth.
| Shop on the Wisk map | Required supplies | What to check before leaving |
|---|---|---|
| Practical Practice, 3 | Skill Trinket | Speak to Nalin about the licensed trinket. Its Abilities page becomes available in the player menu. |
| Newt’s Eye Potion Supply, 4 | Cauldron and Potion Starter Set | Collect both supplies. The cauldron alone leaves an item on the enrollment list. |
| Swish & Stitch Clothier, 5 | Robe | Finish the school-supply conversation and collect your uniform. |


Abigailia’s letter covers the enrollment items; you only pay for extra stock. If Back to School still asks you to buy supplies, revisit the named shops and finish their enrollment dialogue. At Newt’s Eye, check that you collected the Potion Starter Set as well as the Cauldron.
Nalin also gives you a schematic booklet and access to his crafting table. Open Abilities to see the skill nodes and your available points. The initial screen can show Points Available: 0, so leave new abilities for later and continue enrollment. Potionwork Proficiency, for example, increases potion practice scores by five once you acquire it.
Once the shopping objective changes, return west to Bristlecone’s workshop and collect the flute. His tutorial explains how to play individual notes. With the standard English keyboard layout shown in the opening, the note keys are A, S, D, F, J, K, L, and semicolon. Hold Space for the higher notes. If you have changed the bindings, the labels beneath the notes show which keys to use.
The welcome ceremony and your first morning
Return toward the Etchery after collecting the flute. The student on the approach tells you the ceremony is starting. Follow the route onto the university grounds, finish Abigailia’s welcome, and enter the dormitory with the other students. Heather points out the Common Room through the big door behind her, then explains your room assignment. Go downstairs and follow the dorm hall to the end. Your room has the rectangular doormat. Heather says your roommate has been delayed, so the empty second bed is expected.
Sleep in your room to advance to the first school morning. Open both new letters. The Music Lesson Letter enrolls you in Introductory Musical Craft and names the Music Hall at the top of the castle’s west wing. Prof Clary’s Note asks you to arrange your campus job. Her office is upstairs from the dorm hall, through the smaller door between the statues.
Arrange the garden job during this first day, before returning for Heather’s evening gathering. Use the campus diagram below to locate the dormitory and classrooms, then follow the labeled in-game map to the building. Clary’s smaller office door and the Common Room’s big door are separate entrances in the dorm hall.

Campus Career: meet Clary and open the garden
Speak to Dean Clary in her office and finish her questions about your experience. She assigns you to the botanical garden. The Campus Career journal entry then says to meet her at the garden just off the road to town. If it still asks you to see Clary in the dorm hall, finish that office conversation before searching the grounds.

Leave the Etchery and follow the road toward Wisk. Take the garden turnoff before reaching town and enter through its gate. Clary is waiting inside. She gives you Song of Tilling, which enchants the hoe to prepare planting plots. Open the songbook in the player menu to see its short casting melody or select the scroll to practice the longer song.
You can cast a song by playing the three to five notes in the songbook manually, even without a practice star. Earning the learned star enables the quick flute button, and a perfected rating improves the spell’s power. If the rhythm practice is holding you up, close it and use the short casting melody in the garden.
Close the player menu and press R to enter flute mode. Play the short casting notes shown in the songbook, reading the melody from bottom to top. If R does not enter flute mode after you have changed the bindings, open Options > Controls and check Enter Flute Mode. Z cycles the hotbar; it is a separate control.
Cast Song of Tilling beside the planting area, select the soil in its targeting view, and confirm the selection with the green check mark. The selected patch becomes prepared soil for seeds. The garden’s quick flute choices appear while you are in the garden. If a garden spell is absent from that quick list elsewhere, return to the garden before trying it there.

Plant seeds, water the beds, and keep Basil for a Turtle
After the tilling instruction, Clary provides starter seed packets and explains the daily watering. Plant on prepared soil rather than the surrounding grass. You can drag a seed item directly onto a tilled plot. On keyboard, you can also right-click the seeds to equip them, stand at a prepared plot, and press Space to plant. If the packet is in your hotbar but no plant appears, equip it first and aim at the tilled soil.
Pick up the watering can near the cottage and stone wall in the garden. Equip it and walk into the central pond until the Fill prompt appears, then press Space. Return to the planted beds to water them. To equip the can, right-click its item slot; use Space at the planted bed to water it. Return to water the crops each day. Casting tool spells uses mana, so if you run short while clearing the plot, eat a mana-restoring snack before casting again.

The well near the gate is also the garden’s selling point. Drop items you want to sell into it, and Clary compensates you during the night. Keep the starter seeds you want to plant and the produce reserved for a quest. Throwing something into the well is a sale, not an ordinary garden interaction.
For Basil for a Turtle, grow basil and reserve three harvested clippings for Clary’s office. She wants the harvested basil, so keep the seeds for planting. Selling either the seeds or the reserved clippings through the well will leave you without what you need for the delivery.
Clary’s second song, Chant of the Woodcutters, enchants the axe to clear dead trees into logs. Use it on the bare trees and fallen wood in the garden. Living trees are protected, and the weeds require a scythe rather than this axe enchantment. If a tuft of weeds remains after casting, change to the appropriate tool instead of spending more mana on the woodcutting song.

The 8 PM gathering and Tuesday morning
After arranging the garden job and finishing Clary’s instructions, return to the dorm hall for Heather’s 8 PM Common Room gathering. Enter through the big door she pointed out and speak with the students. The clock freezes for important events and every evening, so the evening pause gives you time to finish these conversations.

When you have finished the gathering, return to your own room and sleep to reach Tuesday. Read the new mail before leaving the dorm. Press Tab to open the player menu and check the calendar for the lesson date and time before heading to a classroom. Repeat this mail-and-calendar check after later sleeps so you know which class is next.
Tuesday’s music class and Melody of Stones
On Tuesday morning, meet Clover when she arrives in the dorm and check the Music Lesson Letter. Go to the Music Hall at the top of the west wing for Professor Linnea’s Introductory Musical Craft lesson. Bring the flute you collected from Bristlecone. The letter’s west-wing location distinguishes this class from the Potions Lab you will visit later.
Finish Linnea’s lecture, then speak to her afterward. She gives you Melody of Stones, the pickaxe enchantment for garden boulders. It appears alongside Song of Tilling and Chant of the Woodcutters in your songbook. Open its entry before returning to the garden so you have the casting notes available.
Back in the garden, use Melody of Stones to enchant the pickaxe and break the boulders. Keep Song of Tilling for planting plots and Chant of the Woodcutters for dead trees. The new pickaxe enchantment lets you clear rocks that the axe song leaves behind; weeds still need the scythe.
Potions 101 and your first brewing practice
Read the Potion Lesson Letter when it arrives. It names Potions 101: Practical Mixes for Practical Witches in the Potions Lab, in the castle’s east wing, and asks you to bring your cauldron. Open the calendar in the player menu to check the lesson’s day and time. If it is on a later day, finish your current errands and sleep in your dorm room until that day; read any new mail each morning.
Bring the cauldron to the Potions Lab for the calendar appointment, listen to Professor Sylvine, and put it on a desk when she asks. Select Potion of Hardiness in the cauldron menu and choose Practice to enter the brewing exercise.


The practice table has several cauldrons and a recipe book at the upper left. Put the ingredient combinations shown in that book into a cauldron to start it brewing. For this first practice recipe, each cauldron needs one twig and two green grass sprigs. Keep the pictured recipe in view while distributing the incoming ingredients. Use the side bowl for an ingredient you cannot use immediately, and use the displayed mouse control to switch bowls.

Watch the hourglass. Each ingredient still in the side bowl at the end deducts one point, so use the stored ingredients before the round ends. If a cauldron needs an ingredient you already stored, take it from the bowl before accepting another of the same kind. At the end, leave the score screen and finish Sylvine’s closing instructions. Her homework is to brew five potions, using Potion of Hardiness or another tonic you choose, and bring them to her for potency testing. She says she will return the bottles afterward.
After class, open Potion of Hardiness in the cauldron menu and choose Brew when you have its ingredients. Practice opens the brewing exercise; Brew makes the bottle you can carry. Check the bottle’s quality before using it for a town request that specifies a grade. A completed classroom practice round alone does not supply that bottle.
The first Herbotany lesson and the next assignments
The Herbotany Lesson Letter schedules the first class for Thursday of this week and says no special supplies are needed. Check the calendar for its time. If Thursday is still ahead, finish your errands and return to your dorm bed to advance the days, checking new mail along the way. Find the Herbotany Greenhouse on the northeast side of the campus map, between the Bathhouse and Yellow Hall, and attend the class with Professor Rohesia. She asks the class to gather flowers for the Seaflower Festival float. Grown flowers and flowers gathered in the wild both count for the assignment; she does not restrict the collection to one color or shape. Finish the conversation and vote on the float when asked. Herbotany Homework and Herbotany Research then appear in the journal.
Keep flowers for the class instead of selling all your foraging through the garden well. Rohesia asks you to turn them in at the classroom before the festival. Check the calendar for the Seaflower Festival date and the homework entry for the current objective before advancing more days. The prize for the most flowers is a competition, so handing in a small batch does not establish that you have won it.
Before sleeping again, check your calendar for the next class and the Seaflower Festival. Keep Clary’s three basil clippings, Sylvine’s five homework potions, and Rohesia’s flowers out of the garden well while you work on those deliveries.