People still write to the witch in Hela: of Mice & Magic, even though some of their neighbours know her only from old stories. When she grows too ill to make the journeys herself, her mouse familiars take on the work. A letter gives the mice someone to look for. What they learn on the way gives them something to tell the witch when they get home.

Windup's November story deep dive puts those journeys in focus ahead of the 1 December release on PC, PS5, Xbox Series X|S and Switch 2. The witch has looked after this land for centuries, which makes for an unusual inheritance. The mice are taking over a job that already has a history, a set of tools and people who know where to ask for help. They're also small enough to meet some of the forest's residents on their own terms.

Someone knows where to write

A letter carries a bit of the sender's faith in the witch. They remember her, or at least know where she lives, and trust that writing to her cottage is worth doing. The mice follow those letters out to the people who need help. There's room in that setup for two discoveries on the same trip. You find out what's troubling someone now and get a glimpse of the work the witch was doing long before the mice took over.

The change of scale makes the handover funny as well as tender. In one scene, four mice share an outdoor table beside a man playing the fiddle. His boot is a sizable piece of the scenery from where they're standing. GamerGuru's earlier look at Hela's backpack and co-op traversal goes into how the mice get around a world built at that scale. The letters give those journeys a destination that belongs to somebody. A house glimpsed from the trees takes on a different character when you've got a reason to find out who lives there.

Keep up with the squirrel

The woodland animals have their own way of getting you involved. Keep up with a squirrel through the treetops and you earn a gift you can take back to the cottage to brew into a potion that unlocks a new ability. There's a different pace to the shy hare. Befriend it and you can call on it for a fast ride through the forest. A good first meeting can change how you make the same trip later.

Back at the cauldron, there's work to do before the squirrel's gift becomes something you can use. You gather ingredients on your outings and work through the recipe book at the cottage. Each brew asks you to perform its own sequence of actions. Some help the people and creatures you meet. The tools called Remedies open up fresh ways to get around and solve puzzles, giving a familiar stretch of ground another reason to catch your eye.

From the cottage, you can set out with an address in mind and still have a good reason to pause when something catches your eye. The forest has plants worth gathering and creatures worth watching, and the squirrel offers a little of both kinds of discovery. You're learning how a resident gets around at the same time as you're finding something useful to bring home. The next time you leave, your new ability is part of the journey.

What the witch remembers

The Ritual Keeper brings a longer memory to the adventure. This little creature has lived in the land longer than the witch and knows the old rituals that helped keep it in harmony. It has the look of somebody who could disappear into the undergrowth at a moment's notice, with a twiggy fringe and a bright cluster of berries. Meeting it gives the mice a way into a history older than the cottage's correspondence.

The purple-eyed Ritual Keeper wears a sprig with red berries and stands beside a coil of twigs.
The Ritual Keeper knows rituals that predate the witch's stewardship. · Windup Games / Knights Peak

The witch has a different sort of memory. Back at the cottage, the places you've been and the things you've found can remind her of her own years out in the land. For the mice a place is new, and for her it has a past worth telling. It makes coming home feel like part of the outing. You've been away doing a job she once did herself, and now you get to hear what she remembers of the place.

There's a satisfying division of work in that arrangement. The mice can reach the people who are still writing. The witch can give those journeys a history, even from inside her cottage. And the Ritual Keeper remembers a world from before she took up the job herself. By the time the mice head out again, they have another reason to pay attention to a place they passed through on their first trip. The people who wrote to the witch have been living there all along.

Sources

Where this story comes from, and where you can check it.

Official sources

  1. Windup Games on SteamEvery Corner Has a Story in Hela: of Mice & Magic ↗
  2. Xbox WireHow Remedies Shape Progression in Hela: Of Mice & Magic ↗
  3. Knights PeakHela: of Mice & Magic | Friends of the Forest | EN ↗
  4. HelaHela | Adventure Together on Nintendo Switch 2, PS5, Xbox Series X|S & PC ↗

Independent reporting

  1. Cloudy with GamesHela: of Mice & Magic Story Deep Dive Out Now ↗
  2. Loot Level ChillCheck out a deep dive into the nature of Hela: of Mice & Magic ↗