❀ The Fairhaven Field Guide ❀

πŸ“œ Chapter Guide Overview

Press this page flat and keep it near the front of your journal, dear reader β€” it is your map of the whole growing season. Wylde Flowers tells one continuous story, and this section of the field guide walks you through it from the first ferry ride to the final ritual. This overview page is kept spoiler-light; the chapter pages beyond it are not.

The Shape of the Story

You play as Tara Wylde, who arrives on the island of Fairhaven to care for her ailing grandmother Hazel and to keep the family farm alive. What begins as a season of soil and seedlings soon deepens: Tara learns that a masked coven of witches quietly tends the island, discovers her own family’s place in it, and becomes a witch herself.

The island is not entirely at peace with its magic. A group of townsfolk β€” the League of the Conscious Mind, led by the charismatic Cameron Conner β€” is deeply suspicious of anything unseen, and the tension between coven and town winds through the whole tale. Hazel’s dearest wish is that Tara find a way to bring the two halves of Fairhaven together.

🌿 Pressed between these pages: Fairhaven is a place where a witch might also be your grocer, your doctor, or your oldest friend. Watch the masks carefully.


How the Story Moves: To-Do Quests

The main story is driven entirely by your To-Do list. Story quests appear there one after another; finish one, and the next sprouts in its place.

If you want to… Then…
Advance the plot Complete the current To-Do story quests
Unlock new spells Progress the main story until you join the coven, then complete magical tasks for coven members
Change the season Complete the seasonal ritual quest β€” seasons never advance on their own
See more of a character Watch for their personal quests and requests (see Side Quests)

Two things surprise many new gardeners:

  1. Seasons only turn by ritual. Spring lasts as long as you like; the wheel of the year moves only when you and the coven perform the season-changing rite. Verified quest names such as To Summer it Up For You (brewing a Spirit Flame for the summer ritual) mark these turnings.
  2. Quests gate nearly everything. Spells, locations, some recipes, and whole stretches of the island stay closed until the story opens them. If something feels locked, check your To-Do list before you check your toolbox.

The Chapters in This Guide

The game doesn’t formally number its chapters β€” the To-Do quests simply flow β€” so this guide presses the story into readable chapters by its natural beats:

Guide chapter The stretch of story it covers
Chapter 1: A New Leaf Arrival, the farm, meeting the town
Chapter 2: The Family Secret Strange happenings and a hidden coven
Chapter 3: Joining the Coven Initiation, first magic, and a great loss
Chapters 4–6 Summer and autumn: training, festivals, rising tension
Chapters 7–9 Winter: wraiths, accusations, and a rogue witch
Final Chapters & Ending The finale, the unmasking, and the epilogue

Year 2 and Beyond

The story does not end with the first year. New story quests begin in Spring of Year 2, when Fairhaven prepares its Spring Fling and Tara takes on new responsibilities within the coven β€” including the power to turn the seasons at will. Each season still brings its festivals and seasonal recipes, and there is always another neighbour to befriend.

Studio Drydock has also tended this game like a perennial bed: major free updates have added further story β€” most notably Ravenwood Hollow, a hidden community of magical folk (a werewolf bookseller among them), plus new arrivals such as hairdresser Eury Sinclair, new romances, endless seasons, and magical creatures for the farm.


For the mechanics behind the magic, cross-pollinate with Introduction to Witchcraft and Spells & Rituals. For the calendar of merriment, see Festivals & Events.

Every story on this island starts with a seed and a secret. β€” K. πŸŒ™