Version 1.0 first-run route

Garden of Witches Beginner Guide: First Run Tips

Set controls, learn one repeatable attack loop, read room rewards, and check permanent progress after every return to Sil's House.

Sil fighting enemies in a Garden of Witches arena
Direct answer

For a first run, use the default Scissors and finish its full combo only when enemies leave a safe opening. Pick a Spell or Special Skill that creates space when the combo becomes unsafe. After a run, return to the Armory, check for permanent unlocks, and change one slot at a time.

Quick answer checklist

  • Use Keyboard & Mouse for free aim, or keep Keyboard-Only if that movement pattern feels more reliable.
  • Learn one Scissors attack chain before judging damage.
  • Choose room rewards that improve the same repeatable action.
  • Do not force a high-risk room when health or recovery cannot support it.
  • Check the Armory after failure and after every chapter clear.

1. Set controls before the first room

Version 1.0 makes Keyboard & Mouse the default and keeps Keyboard-Only and Gamepad available. Mouse aiming helps when a Spell or Scissors release travels in a chosen direction. Keyboard-Only can be easier for a returning Early Access player who already knows its movement rhythm. The right setup is the one that lets you move, aim and activate a defensive option without looking away from enemies.

Test movement, one basic combo, one Spell and one evasive action in a low-pressure space. If two actions compete for the same finger or a charged input cancels movement, change the binding before a real attempt. The live settings screen is the authority for key labels because localization and platform layouts can differ.

2. Build around one action loop

Scissors

Your repeatable damage input and the rhythm that defines the run.

Spell

Covers the weapon's weak moment, adds range, control or burst.

Imprint

Changes how a particular skill behaves after its upgrade branch appears.

Relic

Connects separate skills or rewards a condition already present in the loop.

A coherent early build answers one question: what action can you repeat without taking unnecessary damage? The default Scissors rewards completing its attack chain, so learn when to finish and when to leave. Do not select three rewards that each ask for a different setup. One reliable interaction is more useful than several unrelated bonuses.

3. Read room reward and risk

Room decisionTake it whenSkip or choose safer when
Damage upgradeIt strengthens the attack you already land consistentlyIt only works during a condition you rarely create
New behavior / ImprintThe branch fixes range, timing or target coverageIt replaces a reliable loop with an unfamiliar one before a hard fight
Relic interactionBoth sides of the interaction are already in the loadoutIt depends on a skill you do not have
Higher-risk routeHealth, recovery and a boss-ready loop are stableThe last two rooms exposed the same failure

Random rewards mean the exact planned loadout may not appear. Use a fallback rule: preserve the weapon's core rhythm, then replace the missing bonus with something that improves uptime, reach, control or recovery. Do not restart a coherent run only because one named preview item did not drop.

4. Use the Armory as a progress checkpoint

  1. Return to Sil's House after a clear or failed attempt.
  2. Open the Armory and look for newly available Scissors, Spells or Special Skills.
  3. Read the current tooltip instead of relying on an Early Access description.
  4. Equip one change and keep the remaining slots fixed.
  5. Run the next chapter and note whether the changed slot solved the intended problem.

Version 1.0 starts with the default Scissors and a limited Spell selection. More options unlock through chapter progress and other conditions. A failed combat attempt can still be useful when it reveals a permanent unlock or proves that the current loop fails at range, during recovery, or against groups.

Common beginner mistakes and fixes

SymptomLikely mistakeFix on the next attempt
Damage feels low despite many upgradesRewards improve different actionsChoose one attack condition and make every new piece support it
Combo keeps getting interruptedStarting the finisher without a safe openingUse a Spell for space or leave before the final hit
Charged attacks missCharging before establishing direction and distanceCreate space, aim, then hold and release
No new option appearsWrong save state, uncompleted progress, or Armory not recheckedContinue the latest cleared save and inspect the Armory after returning home
Old guide terms do not existThe guide targets Early AccessReplace Attribute, Synergy and Rune advice with current 1.0 systems

Version and source boundary

Official 1.0 launch notes confirm the new control schemes, rebuilt Scissors/Spell/Imprint/Relic system and progression structure. Reward order and individual runs vary. Current tooltips decide exact effects; this page does not invent room probabilities or hidden unlock conditions.

Your first run, moment by moment

MomentBest beginner actionReady to continue when
Before leaving Sil's HouseKeep the default Scissors and a simple support actionYou can explain what each equipped input does
Opening roomPractice movement, aim, combo and dash separatelyYou can leave danger without losing your target
At a doorRead the visible reward before enteringThe choice improves the current loop or protects health
Before a major fightKeep movement available and stop experimentingYou know the safe attack window and an exit path
After defeat or a clearReturn home, inspect progress and change one slotThe next attempt has one stated purpose

Reward priority for a beginner

  1. Health is the limit: if another hit can end the run, recovery is worth more than a conditional damage reward.
  2. Execution comes next: if the combo or charge is constantly interrupted, take movement, control or reach that lets the action happen.
  3. Then reinforce damage: prefer a reward whose trigger already occurs in the current loadout.
  4. Skip fake synergy: a rare Relic is not useful when the other half of its condition is missing.
  5. Read current wording: the installed tooltip wins over an Early Access guide or launch preview value.

After the run: expected reset or real problem?

What changedNormal?Next step
Imprints, Relics and run rewards are goneYes, these form the temporary run buildUse the result to plan the next route
A different room order appearsYes, placement and clear rewards can varyRead the map again instead of memorizing a route
Spent permanent upgrade nodes or level disappearNo, current 1.0 reports treat this as a save/progression bugPreserve the save and follow the upgrade reset checklist
A new Scissors feels weakerPossible; an unlock is a new rhythm, not a straight upgradePractice its defining input before comparing

Frequently asked questions

What should a new player do first in Garden of Witches?

Choose a comfortable control scheme, learn the default Scissors full combo, and use one Spell to cover the moment when finishing that combo is unsafe.

What should I check after a failed run?

Return to Sil's House, inspect the Armory for newly unlocked Scissors or Spells, and change only one loadout slot before the next attempt.

Should a beginner copy an Early Access build?

No. Version 1.0 removed Attribute, Synergy and Rune systems. Use current Scissors, Spells, Imprints and Relics instead.