The Witch's House is a freeware puzzle-oriented horror game by Fummy made in RPG Maker VX.
The young Viola visits a mysterious house in the woods.
She soon discovers its dangerous nature and must find a way out.
But the house is ever-changing, and death could be lurking anywhere...
(Be aware that some elements of the game are somewhat violent.)
Download The Witch's House 1.07 | (Mirror)
(Please disregard if Chrome tells you the file is malicious; this is in error and beyond my control.)
Installation of the RPG Maker VX RTP is required to play.
Mac Version Available from RPGOSX
Please make sure to extract the game to its own folder instead of running directly from the ZIP file.
If you don't do so, any saves made will be lost the next time you run the game.
The official site includes a hint-based walkthrough if you get stuck, which I've translated below.
Click or highlight the black boxes below your problem to see a hint or answer.
There are also some details about the endings and other special events.
= After Starting =|
Q: I can't go anywhere.
A: There's a secret passage on the left of the area with the large patch of roses. Get the machete there.
Go to the small rose patch in the area you began in, open the menu, and choose the machete.
= Witch's House Floor 1 =
Q: What do I do in the room with the blood stain?
A: Don't step on the bloody tile. Read the note on the wall and leave the room.
Q: The *** won't fit.
A: Cut it up with the scissors.
Q: How do I get past the giant ***?
A: Just run away into the hall on the right, and it'll leave.
Q: I can't lend a hand.
A: Lend the teddy bear's.
Q: I found some soup, but I don't get any choices.
A: Move the chair on the left side of the dining room and read the note on the table.
Q: The poison kills me.
HINT: Silver tableware can help detect poison. Check your item descriptions.
A: Use the silver key in front of the soup.
= Witch's House Floor 2 =
Q: The door out won't open after I get the butterfly.
A: Put a butterfly model in place of the living one, and you can leave.
Q: Where can I get something to bind books?
A: In a barrel on the right side of the room with the big spider web.
Q: How do I use the Book of ***?
A: Put it in the bookshelf in the bottom-right of the room with glass cases.
Q: After using the book, what do I do?
A: A skull will start chasing you on the way back. You simply need to get around it and leave the room.
It's easiest to go around the bookcase to evade it. Remember that there's a run button.
Q: What do I do with the books in the library?
A: Reading them has no impact on progression.
= Witch's House Floor 3 =
Q: I can't dodge the knives.
A: Running down the left side is the easiest way.
Q: I can't flip the switch across the thin bridge.
A: Use the frog to flip it.
Q: I can't make a mirror image.
A: Once everything else in the rooms is mirrored, finish by tearing off the note on the wall.
Here's how it should look.
Q: What do I do in the passage of no distractions?
A: You can't move to the sides, period. Ignore any knives that come your way.
Q: There's something on the other side of the door...
A: Once you've noticed the window on the door, push the frog in.
= Witch's House Floor 4 =
Q: Where is one eye closed?
HINT: Check in a place where one eye would be closed and one eye would be open.
Q: How do you make sound in the four rooms?
A: Play the piano.
Correctly start the music box.
Hit the pumpkin.
Make the clock tick.
Once all that's been done, the upper-right door in the piano room will open.
Q: What does "BLUE EYES SEE THE SCORE" mean?
HINT: The painting ladies are looking across the room at something. But which one has blue eyes?
Q: I can't figure out the "Eye Studies" book.
HINT: Check the dresser mirror or open the menu for an extra bit of information.
A: Check the wall opposite the painting of the black-haired woman.
Q: The door won't open in the room with the paintings.
A: Hit the big pumpkin four times.
Q: What's the answer to the riddle?
A: A clock.
Q: After getting the blank ***...
A: The door will be locked. Strike the wall where the woman painting used to be.
Q: How do I play the music box?
HINT: "12" involves the playing cards in the room on the right. 12 in cards is...
A: Use the Queen key. When you exit into the hall with the music box playing, your answer will be judged.
Q: How do I get the clock to make sound?
A: Push the red chair in front of the clock, climb up, and use whatever key you have left.
= After Making Sound in Four Rooms =
Q: I can't make it past the woman statue.
A: Once you've talked to her, go back and take a look at the previous room.
Q: I can't leave after getting the *** ring.
A: Return the gold chopsticks to where they were. The correct location is in the ribs.
= Witch's House Floor 5 =
Q: What do I do in the room with the dolls?
A: Match the dolls with the color of the pedestals.
Q: Where's the medicine?
HINT: The powder from the yellow flowers...
A: Talk to the yellow flower on the bottom to hear its request. Just talking to it is fine.
Afterward, talk to the red grasses and ask them about how to X.
Then, X the white flower, talk to the yellow flowers, and you'll get the white powder.
Q: What's the proper way to X?
HINT: Ask the red grasses, but remember what you read about them.
Q: What do I need to use the medicine?
A: It's deep in the dark area. Go there once you get something to light your way.
Q: How can I light my way?
HINT: When the white flowers are touched by rain...
A: Get the empty bottle from the shelf in the poison room.
Get the petals from the plucked white flower.
In the room with the skulls, line them up correctly, then pull the lever.
This will pour water into the room with the big hole.
Combine the petals, bottle, and water to make a glowing bottle.
Q: These creepy plants are in the way.
A: After giving the white powder to the prisoner, pry open the toppled birdcage.
Q: Where can I get skulls?
A: Under a table in the yellow flower room.
After asking the red grasses how to X, on the chair next to the Talkative Plants book.
On one of the shelves in the poison room - it's random as of 1.07.
In the pot on the way to the room with lined-up skulls.
Q: I don't get how to arrange the skulls.
HINT: Starting in the center, he turns his head front, right, left...
From the center, is there a logical route that follows the repeating front-right-left pattern?
Don't overthink how the soldier orients himself; a skull facing left from your perspective is always "left."
Let the pre-placed skulls guide you. A front-facing skull is in the center - where does it go from there?
A: Here's the solution.
Q: The skeleton wall...
A: You can leave by mashing the confirm button. There's no item to get. This event can be ignored.
Q: What to do with the *** shoes?
HINT: "Let them bleed," because they're bloody.
A: Use the red shoes in front of the water to wash the blood off.
Q: The number door... (NOTE: This puzzle was removed from newer versions.)
HINT 1: Check the corners of the room.
HINT 2: Four numbers, and a four-digit code. Which means...
HINT 3: The numbers are all single digits from 0 to 9. The key to the puzzle is the upper-right.
If it's only one digit after being multiplied by 666, what digit would it have to be...?
Q: How do I use the doll ***?
A: Combine it with the headless doll.
Put that doll on the pedestal in the room where you arranged the dolls.
= Ending Split =
There are two endings.
They split off after the very last save.
Leave the house without doing anything special.
Whether you get the item in the forest afterward or not has no bearing.
While fleeing, check the closet in the upper-right room on the first floor.
After getting ***'s ***, leave the house.
AFTER THE TRUE END...?
While there are only two distinct endings, there are a number of things you likely may have missed.
If you backtrack before the end, some things earlier on have changed.
Most notably, additional books in the 2F library appear as you progress and read certain diaries.
After getting the true ending, "A Funny Story" in the library changes to a book about Ellen.
Since this is done at the very end of the game, it sets a flag on the last file you saved in.
Thus, I believe you need to save prior to the witch's room and not save over it when the chase starts.
You can go through the whole game without talking to the black cat, proving you don't need his help.
(Make sure you don't talk to him AT ALL. Even if you don't save with him, it counts against you.
The one exception to this is the distractions hallway on the third floor, which gives you a sort of midpoint.)
If you do this, he'll talk with you in front of the witch's room, which leads into some other slight changes.
Fummy calls this a pseudo-third ending, but you can go to either of the defined endings from this point.
As long as you don't read the note before the "no distractions" hallway, you're free to go to the sides.
(NOTE: As of 1.07, your reading of the warning is remembered across playthroughs.
Delete PublicData if you want it to forget, though this will also clear some other things.
Be careful that you're starting a brand new save after clearing PublicData, or it will remember.)
If you bug the cat here and say you need help, he allows you a "free" save for a no-saves run.
New to 1.07 is the "-----" ending, which Fummy doesn't even count in the readme.
To obtain it... wait on the first screen. For an hour. And the window has to be active.
After 10 minutes, the cat will get bored and tell you to move on. After 50, he'll leave.
After an hour, you'll be taken to the other screen, where the roses vanish.
Why do they do that? The end of the novel, The Diary of Ellen, provides an explanation.
It's also the most practical way to figure this out for yourself, but still...
All the music in the game can be found in the Audio/BGM subfolder.
Below is a list of songs and their sources.
Note that there are some spoilers, mostly with regard to where songs are used.
|Name||Full Name||Usage||Source Link|
|op2||Awakening||4F Piano||Fummy Original|
|spoolofthread||Spool of Thread||4F Music Box||Fummy Original|
|ed3||Ending No. 3||Unused||Fummy Original|
COME TO MY ROOM