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Alchemist's Grotto is a small crystal cave located at the end of Icyridge.

It also contains a hidden bunker whose location is known only to the top Alchemists. Anna is forced to hide there from the Shadow Clan.

Story[]

Anna’s Secret Safehouse[]

After player goes outside of Icyridge Dungeon after freeing Suzie,the camera sets to TJ In a secret, hidden location within Icyridge, the scene opens with Anna questioning TJ about the safety of their current hiding place. TJ confidently assures her that the location is highly secure—nearly impossible to find—and protected by some of Icyridge’s finest, including the leader of the Alchemists, his top pupils, the town’s captain, and himself. Anna remains skeptical, pointing out that they’re backed into a dead end and would be forced to fight if found. Alchemist Flammesbury interjects, explaining that the place was constructed by his ancestor over 500 years ago, a fact echoed by fellow alchemist Wolfgang, who adds that only top-level alchemists are aware of its existence.

Still unconvinced, Anna asks about the end goal, wondering if they’re expected to live there forever. Captain Silvier responds calmly, stating there’s nothing wrong with their situation. When Anna presses about his duties to the town, Silvier reveals that he appointed Head Guard Bronzlie to act as captain in his absence. Frustrated, Anna pushes further, questioning the logic behind staying indefinitely. Silvier dismisses her concerns, expressing confidence that the Shadow Clan will give up searching in about a month. But Anna points out the danger of starvation, prompting a cheerful introduction from Alchemist Abby, who reveals that she specializes in Food Alchemy and can create food from nothing, alleviating fears of food shortages.Surprised but not entirely reassured, Anna sarcastically declares they’ll be stuck there forever and asks Captain Silvier again if he’s truly okay with that. The captain repeats his belief that the Shadow Clan will give up. Anna then turns to TJ, pointing out that being stuck contradicts his goal of collecting keys. TJ brushes off her concerns, claiming that keeping the Frigid Key hidden is a victory in itself since it prevents DoodleCo from obtaining it. His ego quickly grates on Anna, who demands the captain’s sword to silence him. She jokes that she’d rather hand over her key to the Shadow Clan than continue this plan. TJ reminds her that she can’t do that, and she begrudgingly admits he’s right, but laments that she didn’t bring her DoodleBoy console for entertainment.

Captain Silvier reacts to the mention of DoodleCo contraband, reminding Anna that possession of such items goes against Icyridge’s values. Anna retorts that he’s not a young girl forced to live in isolation, to which Silvier quietly agrees to overlook it but threatens to destroy the device later. The argument continues with Anna mocking the intelligence behind the plan, comparing TJ’s thinking to that of a Bunsweet. TJ takes it as a compliment, feigning ignorance about Bunsweet intelligence. Anna resigns herself to silence, calling the situation “legitimate torture.” Flammesbury tells her to stop complaining, insisting that TJ is her ticket to safety. Anna sarcastically remarks that she’s clearly the only one thinking critically and gives up trying to reason with them.

Suddenly, the group is interrupted by a mysterious voice. Flammesbury is instantly alarmed, while Captain Silvier reacts with a groan, recognizing trouble. Anna sarcastically notes that their position has already been compromised. A cheerful, unfamiliar figure appears and greets them playfully. TJ questions who she is, but Flammesbury warns everyone not to make her angry. Although she seems harmless, Flammesbury insists she’s dangerous but notes that she’s fortunately on their side. Still, he avoids revealing her name until she interrupts him and introduces herself as “The Witch,” the name everyone in Icyridge uses for her.TJ observes that she teleported and jokingly asks if she’s related to Mister Riffraff. The Witch laughs, calling the comparison to a human insulting. She claims she has no real name but is known simply as “The Witch.” Flammesbury demands to know why she’s there, and she responds that she’s only saying hello. When TJ asks if she’s the leader of the alchemists, she denies it, explaining that Flammesbury’s ancestor made a deal with her to create a place for fire alchemy. In exchange, she made the location permanently cold, even in the desert. As a consequence, the Flammesbury family is now bound to Icyridge by her magic.

TJ realizes she’s a powerful being, but arrogantly claims she’s no match for Chronos. This alarms Flammesbury, but The Witch is merely amused. She criticizes TJ for being clueless about his place in the world and identifies him as Chronos’s “pet project.” Though she can’t interfere directly due to the protections around him, she declares his purpose is only to serve as a cautionary example to others. TJ insists he was able to stand up to Chronos, but The Witch dismisses the comparison, stating that Chronos and time have rules—rules that can be manipulated. She, however, thrives on unpredictability and doesn’t follow rules at all.She reveals that she’s come to collect a reward from a past deal and is interested in forming a new deal with someone intriguing—not TJ. Despite his attempts to ally with her, she insults his insignificance and warns that even she is in danger from current events. Before leaving, she decides to punish the group for TJ’s arrogance by turning Abby and Wolfgang into Doodles with a temporary spell. Anna immediately notices Abby’s absence and panics, realizing they’ve lost their food source.

Flammesbury confirms that the Witch’s magic transformed both Abby and Wolfgang, stating the spell will wear off in about a month. TJ downplays the issue, joking they can eat the transformed Fruitoad, which prompts the creature—and Ruffire—to flee. Anna is horrified. Captain Silvier assesses their supplies and estimates they can survive only a few days if they ration carefully, admitting they didn’t bring extra food because they had depended entirely on Abby.TJ confirms that no one else knows the location of the hideout, but Flammesbury admits that unless someone overheard Abby and Wolfgang, they should be safe. Captain Silvier is confident that his guards wouldn’t allow Shadow Clan members to eavesdrop, but TJ makes it clear that if anything goes wrong, the blame lies with Silvier’s security, not his own plan.

Despite the mounting tension, TJ tries to lighten the mood by offering to play a card game, Go Mutt, using a deck gifted by Mr. Riffraff. Anna, thoroughly exhausted and still upset, refuses him flatly, ending the scene on a quiet, grim note.

The Secret Portal[]

The player, Suzie, Quincy, Desmond, and Inari arrive at what seems to be a dead-end wall deep within the Alchemist’s Grotto, searching for a way to rescue Anna. Inari insists that there’s a hidden doorway concealed by magic, though Desmond corrects her, saying it’s alchemy. Inari brushes him off, clearly frustrated, and tells the group she believes there’s a verbal passcode that reveals the entrance. When asked for it, however, she admits she doesn’t know it—she had tried to overhear it before, but the others were too far away. Suzie rolls her eyes at Inari’s usefulness, sarcastically calling her “Shadow Clan’s finest,” while Quincy can’t believe his father ever trusted her clan enough to give them a role in DoodleCo.

As tension rises and Desmond prepares to abandon the lead, a mysterious voice suddenly speaks. The group is startled as a strange woman teleports out of nowhere, casually announcing her presence. Desmond immediately recognizes her and tells everyone to stay calm—this is not someone to anger. The woman is known only as The Witch, a being who has lived in Icyridge since its earliest days. Desmond explains that she is not human, that she doesn’t even have a real name, only a title.The Witch gleefully plays up her theatrics, teasing Desmond and analyzing the group one by one. She refers to Quincy as the son of the most important man on the island, Inari as the ninja struggling to save her dying clan, and Suzie as “the girl who lost her tastebuds.” Suzie protests, feeling her introduction was way less impressive than the others’, but the Witch cryptically tells her that she may be just as important—though even she may not yet know it.

Then, she turns her attention to the player, noting that she hasn’t seen one of their kind since the Doodle War. She expresses curiosity and a desire to speak more with them, but acknowledges that players don’t typically talk much.Desmond, trying to refocus the group, demands to know why she revealed herself. The Witch explains that she visited the place where Anna is being held and was insulted by someone there—a mortal who dared to talk back to her. Quincy and Suzie immediately realize it must have been TJ. Though she cannot harm TJ directly due to some kind of protection, she still wants him to suffer. As her twisted solution, she telepathically sends the verbal passcode to Desmond—because, in her words, he is the only one “non-important” enough for the universe to allow her to affect. If she could, she would’ve offered a contract to all of them.

After gleefully announcing this, the Witch vanishes, disappearing as suddenly as she came.Suzie confirms with Desmond that the Witch really did give him the passphrase. He nods grimly. Inari, now convinced her part of the job is done, bids the group farewell and disappears before anyone can stop her. Quincy comments on how fast she left, but Suzie turns the group’s attention back to Desmond.Desmond hesitates, but then affirms that he’s willing to use the passphrase—for Anna. He knows the cost but is determined to save his daughter. With resolve, he chants the words the Witch gave him:

"By the boundless void, I call upon Khaos. Reveal what is in front of me!"

The hidden portal appears in front of them, confirming the spell worked. Suzie is delighted, though she muses that it was more of a command than a passphrase. She questions who or what exactly the Witch is, but brushes it aside. TJ is on the other side of that portal, and Anna is too. They need to act.Suzie asks Quincy if he’s ready. He admits he isn’t. Suzie reassures him that they’ll save TJ—after they save Anna.Then Desmond speaks again, solemn and heavy. He tells the group that this will be the last time they see him. The Witch didn’t lie. By using the code, he has triggered a chain of events that will end with his death. He doesn’t regret it, but he makes one final request: that the others promise to protect Anna in his absence.The player promises. So does Quincy. So does Suzie.Desmond nods with quiet acceptance. Together, they step forward.

Through the Portal[]

At the Alchemist's Grotto Bunker, the player and their group arrive through a portal. Anna and her father Desmond are reunited. TJ reacts with sarcasm, which Anna scolds, saying she feels safe now that the player is here. TJ tells Anna to stay quiet, creating tension, and Suzie criticizes him. Then Captain Silvier acknowledges Suzie escape from the dungeon, mentioning that he’ll reprimand Tinsley for the failure. Suzie presses Silvier to admit that TJ’s plan was a failure. TJ insists the plan was sound but claims it was disrupted by forces beyond understanding.

Desmond asks what happened to the other alchemists. Silvier explains that the Witch turned Flammesbury’s pupils into Doodles, causing Flammesbury to abandon their mission to chase after them. Quincy tries to appeal to TJ, asking him to give up on the key hunt and work together to protect Anna, promising that everyone could still end up with a victory. TJ refuses, saying it isn’t enough for him to win—the player must lose. Quincy tries to reason with him, but Suzie tells Quincy that now is not the time.Desmond steps forward and reminds Captain Silvier of their past: how Desmond once took the blame when Silvier stole candy from an old lady named Mulberry, leading Desmond to be imprisoned in the fifth level of the dungeon as a child. Desmond uses this to ask Silvier for a favor—to let the player prove themselves in battle. Desmond says if TJ almost defeated Silvier, then the player certainly can. TJ warns Silvier not to trust Desmond, but Silvier demands that TJ address him by his proper title, "Captain." Silvier agrees to Desmond’s request and challenges the player to battle him.

The Captain's Test[]

Captain Silvier is confident, declaring that no one has challenged his authority for years because no one could defeat him. After battling, the player defeats Captain Silvier. Silvier admits he hasn't felt close to losing in a long time and praises the player’s skill. He honors the deal, giving full responsibility for protecting Anna to the player. Anna is excited. TJ is silent, disheartened that he, who believed himself to be the "chosen one," has been surpassed.

Kaze's Ultimatum[]

Before they can act further, a new figure appears—"Kaze," who introduces himself as the future leader of the Shadow Clan. He demands Anna’s key, promising no harm will come to them if they comply but threatening to kill them otherwise, citing Victor Solis’s fate as an example. Suzie and Desmond mock his archaic speech, while Silvier questions how they managed to smuggle nine Shadow Clan members into Icyridge unnoticed.Anna negotiates, offering to surrender the key if everyone else is spared. Kaze agrees, but Anna reveals that she no longer has the key on her. She had hidden it in the castle without telling anyone, knowing they would have opposed it. TJ is shocked. Desmond admits he is angry but knows now is not the time to argue. Kaze demands Anna lead him to the castle to retrieve the key while leaving his soldiers behind to guard the others, giving them permission to kill anyone who tries anything.Anna agrees to go with Kaze to protect the others.

Desmond's Eternal Farewell[]

After Anna agrees to go with Kaze to retrieve the key, Desmond realizes that the situation is too dangerous for everyone else to stay behind. With heavy resolve, he asks Captain Silvier to throw every Shadow Clan Members into Level 9 of the dungeon, masking his true intentions. Secretly, Desmond prepares to make a final, desperate move. Calling upon the Witch, he offers his body and soul in accordance with their old contract. The Witch appears, teasing Desmond for making her wait and warning the surrounding Shadow Clan members not to interfere, declaring herself a "delicate maiden." Desmond solemnly requests that she teleport all his allies safely to the castle and defeat the enemies. However, the Witch tells him that his soul isn’t even worth enough for such a huge favor. Instead, she offers a compromise: she will teleport his friends to safety and lend Desmond her power, but he must defeat the enemies himself, and when it’s over, his soul will belong to her for eternity.

Suzie, alarmed, asks if Desmond is really sure about this. Desmond, unwavering, says that when he said he would do anything for Anna, he meant it. He agrees to the terms without hesitation, knowing this will be the last time he sees his friends. One by one, his companions offer their goodbyes. Suzie thanks him for everything. Captain Silvier, despite all their past disagreements, says the town will miss him. Quincy struggles with words but manages to say that Desmond has been a great help. Even TJ, usually cold and sarcastic, stays silent, affected by the moment. Desmond places his full trust in the player, believing that they will protect Anna no matter what. The Witch, almost gleeful, announces it is time, and with a final goodbye to his friends, the group teleports out of Alchemist Bunker and Desmond is ready to face his fate.

The player’s perspective temporarily switches to Desmond. He faces the Shadow Clan army alone, challenging anyone who dares to leave to defeat him first. "Tsuyoi," a Shadow Clan member, arrogantly steps forward but is defeated by Desmond.Desmond, victorious, notes he has seven enemies left to fight, expressing sorrow that he will miss Anna. The scene shifts back to the player’s perspective, who realizes what just happened and understands that the others have already been teleported to the castle. The player prepares to head to the castle.

The Witches Proposal[]

After the events at Icyridge Hold, the scene shifts deep into the Alchemist Grottos, where Zavier stands alone in a hidden bunker, burdened by defeat and uncertainty. As he struggles with what to do next, a mysterious figure — the Witch — appears before him. Calm and unsettling, she introduces herself and offers Zavier a contract. Because he does not belong to this timeline, she explains, assisting him would not violate the universe’s laws. She warns that greater forces are now stirring, ones even she fears — and that both she and Zavier could be erased if they do not act. With no other clear path forward, Zavier listens as the Witch proposes a new alliance.

Doodles[]

Random Encounters

Icon Name Type Rarity Equipment
Snow Pile (Lv.31-46)
Cryotera Air/Ice Common None
Polargeist Spirit/Ice Common None
Boulduo Earth Uncommon None
Acorv Plant/Insect Uncommon None
Snobat Air/Ice Rare None
Vulcryst Dark/Crystal Rare None
Morphiu Basic/Mind Rare None
Scarfox Ice Rare None
Noctoryx Dark/Crystal Very Rare None
Shyce Ice Very Rare None
Flaskit Crystal/Basic Very Rare None
Reward for catching the above Doodles: Alchemist Color


Legendary Doodles are not listed in the table above.

Battles[]

Tamer Doodle Lvl Trait Held Item Moves
Captain Silvier


Scorsurge Lvl. 50 Unknown Determination Jelly Lingering Poison,
Thunder Strike,
Goo Blast,
???
Scarfox Lvl. 50 Durable Earth Taffy Reckless Charge,
Quick Ice,
Icy Slash,
Landslide
Celestian Lvl. 50 Mimic Unknown Psychoforce,
Mineral Cannon,
???,
???
Kidere Lvl. 50 Apathetic Unknown Aurora Flash,
Cone of Cold,
Food Fight,
Mercury Puddle
Gourmesal Lvl. 50 Unknown Lethal Ornament Crystal Cut,
Earthquake,
Glaze Punch,
???
Hahayena Lvl. 50 Unknown Unknown Fiery Bite,
Recharge,
Icy Bite,
???
Reward $10000


Note: the player temporarily takes control of the following team to battle Shadow Clan "Tsuyoi"

Tamer Doodle Lvl Trait Held Item Moves
Community Leader Desmond


Khaos Lvl. 100 Chaos Theory None Mythic Blast,
Fireball,
Cone of Cold,
Thunder Strike
Umaisho Lvl. 50 Water Absorb Dark Chocolate Tsunami,
Nutrient Drain,
Feast,
Earthquake
Jinglark Lvl. 50 Discover Used Crayons Festive Fervor,
Entangling Vines,
Life Sap,
???
Megortles Lvl. 50 ??? Used Crayons Protect,
Entangling Vines,
Life Sap,
???
Snowclowne Lvl. 50 Unknown ??? Cone Cannon,
Mineral Cannon,
Fast Food,
Gem Blast
Fabulupin Lvl. 50 Premonition Crystal Taffy Venom Bite,
Crystal Arrow,
Leaf Blade,
???


Tamer Doodle Lvl Trait Held Item Moves
Shadow Clan "Tsuyoi"


Henchum Lvl. 50 Discover Unknown Dark Slash,
Glaze Punch,
???,
???
Prickles Lvl. 50 ??? ??? ???,
???,
???,
???
Vigimantè Lvl. 50 Avenger ??? ???,
???,
???,
???
Suomous Lvl. 50 ??? None Piercing Poke,
???,
???,
???
Xenoxious Lvl. 50 Unknown ??? Unguarded Strike,
Dark Slash,
???,
???

Chests[]

Item Location
Icefall Scroll Along the left side of the cave, on a snowy ledge above some rocks.
$20,000 Up some rocks after following the main route through the cave.
3 Anti-Freeze Sprays To the right of the previous chest, walking along the wall towards the right and dropping down behind the rocks.
500 Gems On the right side of the room, next to a pillar in the bunker.

Other Rewards[]

Item Location
Data Chip Beyond the left wall after entering the cave.
Data Chip To the right on rock as you enter the cave.

Trivia[]

  • Alchemist's Grotto was not teased prior to its release.
  • Prior to v0.10.05, the player was able to jump out of bounds due to there being no invisible walls.