The Witcher 3: Wild hunt prima official game guide

The Witcher 3: Wild hunt prima official game guide

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Official Game Guide COMPLETE EVERY QUESTI







TABLE OF CONTENTS FOREWORD

3

INTRO AND CHARACTERS

.4

HOW TO USE THIS GUIDE

12

TRAINING: WALKING THE WITCHER'S PATH

16

Character Abilities

43

Q!JEST WALKTHROUGH Critical Path Prologue Act I Act II Act Ill Secondary Quests Contracts Gwent Quests A Hero's Pursuits Treasure Hunts Endings

ATLAS OF THE NORTHERN REALMS Introduction White Orchard Vizima Royal Castle Velen-No Man's Land Novigrad The Skellige Isles Other Worlds Kaer Morhen

APPENDICES AND COMPENDIUMS Bestiary Places of Power Carnal Knowledge Gwent Card Collecting Achievements and Trophies Inventory and Unique Items

2

54 58 68 158 174 198 274 308 314 324 334

342 344 348 351 352 369 385 406 408

412 414 446 449 450 458 462

THE WITCHER 3: WILD HUNT - PRIMA STRATEGY GUIDE FOREWORD Every once in a while, there's a party in the office and the entirety of RED gets the chance to hang out together-we eat good food, drink good drinks, do karaoke, play games, well . . you get the point. Each time we get together, there's a particular feeling in the air. People come down to where the party is (the team works on many floors, and the party usually takes place on the ground floor), and, just after finishing a particular segment of the game, when you'd think people would like to get work off their minds, they start talking about what's cool about the game and what else we can do to make it even better. I remember how positively shocked I was when I heard that one of our artists actually roleplays the NPC whose house she's designing and decorating. "If I were an innkeeper, how would I organize my tavern?" she asks herself. "Would that work in real life?" that sort of thing. This, let's call it "ingredient X", is something truly empowering. It's real human emotion and a truly epic level of personal engagement; it's the will to pursue that unattainable perfection that's sometimes just around the corner, and to do it while having fun along the way. When you play Wild Hunt, it just oozes with that. From the grandest keeps and cities, to the little lonely bushes hardly anyone will even notice there's a bit of everyone's soul in this game. And the guide you're now holding in your hands is a map. The Witcher 3: Wild Hunt is an epic journey that puts you in the skin of a bounty hunter living in a dark fantasy world. You'll hunt monsters and tend to your gear, you'll be on your own and help, should you ever need it, is unlikely to come. It's you versus the horrors that creep inside primeval forests, murky lakes and the dodgy dark alleys of places you'll fear to visit. We've worked hard with the good people at Prima to make your life a bit easier-but just a bit. We wish you as much fun playing Wild Hunt as we had creating it. A giant world beckons to be explored. Godspeed! -Adam Badowski and the entire Wild HuntTeam

3

WITCHERS:

NOT QUITE THE DEVILS YOU THOUGHT

A conviction has arisen amongst both mages and the hoi polloi that witchers barely rise a hair's breadth above animals, that they are deformed and bloodthirsty mutants, and that in slaking this thirst they do not limit themselves to the fluids of monsters. Meanwhile the research and observations of Virgil of Ban Ard paints an entirely different picture of this caste. Of course, it is an indisputable fact that the mutations witchers undergo influence their temperament, immune system, strength and endurance, yet one cannot consider them unthinking beings forged only for killing as a result. In fact, witchers cultivate a unique culture, a specialized body of knowledge, an effective training system, and even a code of honor. They know an incredible amount about the effects of ingesting various organic and inorganic substances, and also a small amount, but nevertheless, something about the fundamentals of magic (by which I mean the simple spells they call "Signs"). On the surface the witchers appear to be a homogeneous social entity, but in truth their fighting styles, training regimens, and world views differ significantly depending on which school they adhere to. The best-known witcher schools on the Continent are: the Wolf School, the Bear School, the Griffin School, the Viper School, and the Cat School.

4

FAIRYTALES AND STORIES Then the fairy said to the witcher: "I will tell you what to do: put on a pair of iron shoes and pick up an iron staff. Walk in the iron shoes to the end of the world, pat the ground before you with the staff, and sprinkle it with tears. Walk through fire and water, do not stop, do not look back. And when your shoes wear out, and when the iron staff shatters, when the wind and the heat dry your eyes so that you cannot shed another tear, then you will have reached the world's end, and you will have found what you seek and what you love. Perhaps." And so the witcher walked through fire and water without looking back. But he took neither the iron shoes nor the staff. He took only his witcher's sword. He did not heed the words of the fairy. And that's a good thing, because she was an evil fairy.

THE WITCHERS OF KAER MORHEN

GERALT OF

RlVIA

Known to the elves as Gwynbleidd, and to those seeking his services as the White Wolf, Geralt is a member of the Wolf School. He is no mere swinger of swords, but thoughtful, cunning, resourceful, and an exceptional warrior. Beneath a rather stoic exterior are murmurings of good humor, a readiness to help out those in distress, an offering of goodwill and a mastery of both his blades to help those requesting his aid.

CIRILLA FIONA ELEN RIANNON Heiress to several thrones, the bearer of Elder Blood, and a powerful source endowed with exceptional magical talent, Ciri is also known as the Lady of Time and Space. She seems to be living up to this name, as she has disappeared during this time of torment, forcing Geralt (who was bound to Ciri by destiny, and helped train her after she escaped a massacre in Cintra as tragedy and war deprived her of her real family) to search the lands of the Northern Realms for herthe "ashen-haired one". 5

VESEMIR

ESKEL

LAMBERT

The oldest surviving member of the Wolf School of witchers, Vesemir's bones may creak louder than the battlement floors of Kaer Morhen, but he shows no signs of hanging up his swords, especially since he can better any man in combat, with a combination of his blades and magical prowess. Though harsh and demanding of his students, he has become something of a mentor in these later years. His respect is now earned, not demanded.

Although he doesn't command the renown of his brethren, Eskel is a methodical, competent, and supremely talented witcher that met the White Wolf when they were boys, thrusting their wooden practice swords at Kaer Morhen. Eskel walks the Witcher's Path separately from Geralt, but returns to winter at Kaer Morhen, and drinks to past successes and fallen friends.

Among the very last to train within the walls of Kaer Morhen, Lambert is the youngest of the remaining Wolf School witchers. He has a reputation for slaying the most ferocious and ravenous beasts of the Continent, but also a bluntness, arrogance, and sardonic wit that many find offputting. Despite these shortcomings, he remains loyal to his companions.

SORCERESSES OF THE LODGE

; ' . ,);~. f.,,, . .

'·Yt'"'·. . .· fi,.~··· .... ··~ i . l. r

I YENNEFER OF VENGERBERG

i i

6

Truss

•·-j;: ·?= ,~~

MERIGOLD

A formidable sorceress, Yennefer first m:t.rG-e-ra-lt_m_o-re_t_h-an_tw_e_nty-ye-a-rs-a-go, When one turns to a dictionary to look up the word "sorceress," there should I when a djinn intertwined their fates together. Even though the intervening time be little surprise to find a painting of Triss Merigold. The periect example of has proved their relationship to be strong, it is frequently as stormy as the this profession, this former mage advisor to King Foiles! holds none of the , waters off Undvik. Completely the opposite of Geralt, Yennefer is more socially pretentions and haughtiness so apparent in some of her sisters of the Lodge. I competent, adept at politicking, but was in the wrong place when the Wild Hunt A warm and personable charm has won over many cold hearts, not least that 1 captured her. Fleeing their grasp, she now stands at the right hand of of Geralt of Rivia. She was last seen in the city of Novigrad, helping her fellow Emhyr var Emreis. mages from the pogrom against their kind.

PHILIPPA EILHART

KEIRA METZ

While Miss Eilhart was also an advisor to a king (Vizimir II), she took a more avid interest in the power her standing provided, with the Council of Mages and eventually the Lodge of Sorceresses itself. She has incredible talents, but a rather prickly nature about her. It is said that several kings found out just how prickly, since she was implicated in Vizimir's death, as well as the assassinations of two other monarchs. Little wonder that she has vanished into hiding, and is now the quarry of King Radovid's special forces.

Geralt first met this sorceress when she was flung out of a window and fell on his head during a coup. Then he stumbled upon her deep in the Velen countryside. When her employment with King Foltest came to and end (as had the king himself), she was chased out of Temeria and forced into exile, as she had earned the wrath and hatred of King Radovid. Geralt discovers she is now eking out an existence as a witch-a wisewoman stuck curing ailments of animals and peasants alike, all the while waiting for the winds of fate to blow in her favor.

The flamboyant troubadour and Oxenfurt academy graduate, Dandelion would be a court jester if his not-inconsiderable charisma hadn't allowed him to skirt any trouble-whether it was the numerous dalliances and affairs with the fairer sex, or skilled negotiations or stirring oratory to avoid the wrath of the poweriul gentry. However, as his current whereabouts are unknown, this actor of some repute may have ruffled feathers one too many times.

A veteran of the Battle of Brenna, Zoltan Chivay is a ferocious force when armed with an axe, a master tactician when given a hillside and an ambush to attempt, and offers an ascerbic tongue when placated with mead. A soldier of fortune, player of Gwent, and loyal to both Dandelion and Geralt, he is a true force for good, and proves that no one is more loyal than a dwari.

THE NILFGAARDIANS

Though little is known about this elven sage of the Aen Elle, it is apparent Avallac'h's path had crossed Geralt's in the preceeding years. Displaying an unnerving interest in the child of the Elder Blood, his exact motives remained unclear. With some investigation, it seems Avallac'h was a one-time tutor and mentor to Cirilla, as well as the chief advisor to the King of the Aen Elle-a monarch whose demise had precipitated a conflict between Avallac'h and the successor, Eredin.

THE REDANIANS

EMHYR VAR EMREIS There are few more formidable figures alive today than Emhyr var Emreis, Deithwen Addan ya Carn aep Morvudd (the White Flame Dancing on the Grave of his Foes), otherwise known as the Emperor of Nilfgaard. While he rules half of the known world, he has conquering aspirations for the other half. His path crossed that of Geralt's, after the emperor learned his daughter Ciri was in great danger, and that the witcher was a better tracker than any in his army. That, and a friendship with the sorceress Yennefer of Vengerberg, forged an unlikely (and mostly strained) alliance.

An uncaring and paranoid ruler, seeking vengeance rather than compromise, and allegiance or a slow and wretched death, Radovid seeks to thwart Nilfgaard while continuing to slaughter as many mages as he could find, believing them the root cause of all evil in the world. Setting his sights on the Free City of Novigrad, he hopes to gain control of its treasury and strategic location. An intelligent man and puppet master, but one trapped in his own world of disturbing visions.

THE ZEALOTS OF NOVIGRAD

The persecution of the mages, under orders from Radovid himself, has spread to Novigrad. The Church of the Eternal Fire (a religious organization comprised of fanatics with a hunger for group executions) runs the city, at least on the suriace. Caleb Menge, the commander of the Temple Guard, is an opportunist and paranoid force of fear in this city, helped by preachers such as Nathaniel Pastodi, who have their own hypocritical deviancy to hide. Now the Eternal Fire allies itself with witch hunters (such as Graden) sworn loyal to Radovid. This is a marriage of the most frightening aspects of zealotry. 7

THE BIG FOUR OF NOVIGRAD

)

I SIGISMUND DIJKSTRA,,,-~~~~~~~~~'

FRANCIS BEDLAM, KING OF BEGGARS

The former head of Redanian intelligence and a man Geralt had many dealings with in the past, Dijkstra the spy is masquerading as a count named Sigi Reuven, and has amassed a great wealth in the city of Novigrad as part of the Big Four crime families. Embroiled with Philippa Eilhart, and Radovid's frenzy of hatred for the sorceress, Dijkstra fell out of favor with the King, and has wisely gone to ground under the assumed name of "Sigi Reuven". But you can never keep a good political wrangler down ...

Without a ruler for nigh on two hundred years, Novigrad's only "monarch" is the self-styled King of Beggars, a title that mocks the pomposity of such power. Managing a network of cut-purses and beggars, he offers them protection in exchange for the gossip they overheard, as well as a cut of their ill-gotten gains. He holds court in the aptly titled Putrid Grove area of the city.

CARLO "CLEAVER" VARESE

CYPRIAN "WHORESON JUNIOR" WILEY

A violent and terrifying dwarf, "Cleaver" lives up to his nickname as he enjoys torturing his victims by feeding them to pigs and hacking off their fingers with his namesake blade. Unbalanced even during periods of peace in Novigrad, a recent attack by his rival Whoreson Junior has left Cleaver spitting blood. He means to hunt down and murder every one of Whoreson's men, even if that results in leaving the city in ruins.

One of Novigrad's most dangerous criminals, Whoreson Junior has inherited his father's businesses across the city, as well as his sadistic and shocking foibles towards the harlots he encounters. With the unwritten armistice between Novigrad's criminal groups broken, thanks to Whoreson's willingness to murder his three rivals, he has turned an already tumultuous time in Novigrad into utter chaos. Perhaps there is method to his madness?

THE TEMERIAN TWO

8

VERNON ROCHE

VES

Before his forces were driven from his homelands, and he was forced to camp in a gorge in the woods close to Oxenfurt, Vernon Roche was the commander of the Temerian Special Forces, and one of King Foltest's most trusted subordinates. Few matched Roche's expertise in acts ranging from the modest (slaying a band of Scoia'tael) to the impressive (putting down rebelions). But now, he has lost everything; his king, his lands, and most of his men. Now he stages ambushes against the overwhelming forces that occupy the land.

Once a veteran officer of the Blue Stripes, and one of a handful of soldiers to survive the war with her commander. While Roche is stoic, Ves is much more headstrong, and but driven to reckless despair by the current situation of the war. It is fortunate, then, that her skills with the sword and the crossbow are nothing short of magical. Her sharpshooting and knife skills are utilized whenever she sees fit, a troubling tendency that Roche hopes to rein in.

THE DOWNTRODDEN AND DEVIANT

THE OPPRESSED, AND THE PEASANTRY

THE BLOODY BARON: PHILLIP STRENGER After the abandonment of the wooden fortress known as Crow's Perch in northwest Velen, a new baron moved in with his motley band of men: a Temerian opportunist who negotiated this fortification with the Nilfgaard occupiers. The locals call him the "bloody baron," for the handling of his vassals wasn't the most tender. Now he sits and mopes. Some say with his violent bouts of drunkenness. Yet there may be a softer side to this sot.

DWARF'\

llALHli\:GS

You may not immediately see many elves (the Aen Seid he}, dwarves, or halflings on your travels through the Northern Realms, since they bear the brunt of oppression by all and sundry, from the lowliest peasant to the pogroms of King Radovid himself. The elves are particularly hated, with racism rife throughout Novigrad and the surrounding territories, and forcing many into shanty towns like Farcorners, to the south of the city. Little wonder that many nonhumans join the ranks of the Scoia'tael-outlaws that camp in the countryside to wait and ambush, existing as bandits. Only the halflings seem to have escaped the most vicious of persecutions. But for how long?

THECRONESOFCROOKBACKBOG Beware the marshes of Crookback Bog, to the southwest of No Man's Land for the three crones (Whispess, Brewess, and Weavess} are said to lure in childen with the promises of sweet treats. Some hypothesize that these unwanted orphans are devoured, but others seem to venerate these ancient crones, said to be around since the reign of the first human kings. Tributes to the crones (in the form of human ears} are demanded. But these are old washerwomens' tales to frighten wayward children from drowning in the bog. Aren't they?

SOIDll:.KS

JOHNNY THE GODL!. .,.N_G

_

The witcher Geralt has a very difficult time believing such a little fellow as Johnny exists. No one could live in the stinking mire of Crookback Bog, unless they hope to become drowner food. But Johnny does indeed scurry about the marshes. He is a god ling, a rare breed of creature of which little is known, and less is written about.

PRIFSTESSE~ OJ- FREYA

The general peasant population of the Continent and Skellige have as wide a range of outlooks on life and work as there are ghosts on Fyke Isle. The Nordlings of Novigrad and Velen live in fear of Nilfgaardian invasion.v Those existing in No Man's Land having paid a particularly terrible price during this time of war. Many enlist as soldiers. Others farm what is left of their lands. On the islands of Skellige, you'll find priestesses still worshipping the old goddess Freya.

9

THE ISLANDERS OF SKELLIGE

i'CRACHAN C~__ T_E __

ERMION

CERYS AN CRAITE

\The sagas will sing of Crach an Craite's strength, courage, wisdom and generosity, but not omit the jc' dogged determination he had for pursuing his foes. l He is the mightiest of the Skellige Jarls, the Tirth ~ ys Muire (or Wild Boar of the Sea) who devastated coastal villages during the raids of his youth. Long a friend of Geralt and Ciri's mother Pavetta, Crach is ' now at the apex of a new struggle for power among his people. He is proud that his two children are both favored claimants to the throne of Skellige, left vacant after the recent death of Good King Bran.

An old acquaintance of Geralt's, Ermion is the leader of the Druid's Circle in Skellige, and advisor to Crach an Craite on matters concerning magic. He is the closest to a diplomat these islanders have. He is content to use reasoning as well as an uppercut or the swing of an axe. Naturally thoughtful to the point of being obstinate, one must learn patience before Ermion chooses to part any wisdom with you.

Her friends call her Sparrowhawk, she earned the nickname for her swift and fierce nature. Inheriting all of her father's resolve and courage, as well as his stubbornness, she is dauntlessly optimistic about her chances to rule Skellige, despite the many challenges she faces-not least the claim of her older brother. She seeks to prove a great deed that would earn her the widespread honor and respect those of Kaer Trolde already give her.

JARL "MADMAN"

HJAlMARAN CRAITE

~~~~~~~~~~~

The eldest (by a few minutes) of Crach's twin children, the formidable Hjalmar exhibits many of his father's posture and character, and many saw him match (and perhaps overtake) Crach's fame as he began his own path of violence and bravado. His tendency to be reckless isn't seen as a shortfall, but rather stirs the hearts of the loot-craving youth from Trottheim to Svorlag. This has made him the obvious choice as the next King of Skellige. After one final saga, the defeat of the ice giant of Undvik.

JARL UDALRYKAN

BROKVAR

!

Once a just and fair ruler of the outer isle of Spikeroog, Jarl Udalryk of the Brokvar clan has been recently addled with a strange distemper, causing many of his closer friends to avoid him. Increasingly erratic, rumor has it that Udalryk believes the gods themselves speak to him, demanding sacrifices and revealing prophetic dreams. Most simply see him as madder than Jarl Lugos, which is saying something. 10

LUGOS DRUMMOND

Though his silhouette doesn't cut the most imposing of shapes, there are not many islanders that would stand nose to nose with the Jarl of Clan Drummond. Ruling southern Ard Skellig with an almost unhinged fury, he is quick to shouting, faster with a blade, and would overthrow the ruling an Craite clan in a bloody coup if he wasn't bound by the laws of Skellige.

JARL HOLGER

BLACKHAND

JARL DONARAN

HINDAR

'

Jarl of the Dimun clan of Faroe, the thin mountainous outer isle to the southeast, Holger Blackhand may have a face like a slapped arse, a missing eye, and dark discoloring of his hand and forearm (earned by frostbite after his longship ran aground), but his plundering nature is formidable. He sees little difference between razing a village or ship flying a rival clan's flag, or attacking a settlement on the Continent.

The eldest of the Jarls, Donar an Hindar rules the island that bears his name-Hindarsfjall to the east of Ard Skellig. An advanced age hasn't stopped him from being an active and respected leader. Only the chaotic temprement of Jarl Lugos gets his goat. He shares his home with Freya's Temple, and like the goddess, is considered pious, wise, and just. Unless he was ransacking the temples of the Continent in his youth, of course.

LEADERS OF THE WILD HUNT

{

IMLERITH

CARANTHIR

The Wild Hunt are despoilers, burning red riders, and a portent of the White Frost. Their master tactician is lmlerith, a frequent guest in Geralt's nightmares, and one who had been chasing Ciri relentlessly. He is a powerful and brutal warrior, fighting in countless wars for the Aen Elle, in other worlds. Now he seeks to spill blood here, as he prizes physical confrontation above all else, taking advantage of the Crones' sabbath to wallow in pleasures of the flesh.

A senior adviser to Eredin, and an important asset as he understands nature and the essence of other-worldly passages; a series of portals that can bring a man (or in this case a ghostly unit of warriors) between worlds. He is responsible for the navigation of the Wild Hunt's Riders. He captains the demonic longship said to arrive at the Final Age. A vessel crafted from the claws of the 14 dead. If you see a portal open, and armored foes with skeletal helms stride out, Caranthir was responsible.

GE'ELS

EREDIN BREA.cc GLAS

Enjoying the trust and respect of the Aen Elle world, Ge'els holds a high-ranking position after Eredin took power from the previous ruler, Auberon Muircetach. Ge'els is the master of the political theater, a conjurer of illusions, and a seminal orator and rhetorician of the highest ability. He acts as the viceroy while the Wild Hunt travels the worlds, and is rarely seen.

The king of the Wild Hunt, the lord of nightmares, and the force behind the mask of fright, only vague information about Eredin has coalesced into a terrifying knowledge. Eredin's cavalry (the Dearg Ruadhri) are an elite brigade from the world of the Alder Folk. Traveling via secret paths through the cold emptiness between worlds, he razes villages and summons the White Frost, capturing victims to take back as slaves. His current quarry is a power he wishes to harness, that of the Elder Blooded one called Cirilla.

l

OVERVIEW Welcome to the Official Guide to The Witcher 3: Wild Hun~ As you can tell, no stone has been left unturned (or griffin un-bludgeoned) in our attempts to provide a thorough and informative strategy guide. However, in order for you to receive the most enjoyment from this tome, it is wise to read up on the different chapters, and how they relate to each other.

TRAINING-WALKING

THE WITCHER'S PATH

OBJECTIVES:

This chapter showcases the basic and advanced movement, combat, interactions, and other relevant activities that you undertake throughout your adventure. There's advice on difficulty settings, the in-game heads-up display, movement, Witcher Senses, mapping and the environment, interactions (including looting and repairing items), conversations, items of all kinds (from weapons to potions, oils, bombs, mutagens and decoctions), shops and merchants, the general economy of the Northern Realms, alchemy and crafting, meditation and preparation; and a lengthy section on basic combat and using Signs. Finally, the training has a primer for the card game Gwent.

• Also present is this objective box, listing the tasks you need to accomplish, before the text beneath explains how this rs accomplished.

j:) NOTFS· IMPORTANT POINTS TO REMEMBER

I This box appears when there's something important to remember, such as , references to actions or other quests you must have knowledge of. These are informational boxes.

CHARACTERABILIT!ES The second part of training focuses on developing your character, including the different facets of experiencing and gaining levels, and the huge benefits you can obtain from abilities (and branches of abilities) and mutagens. There's information on combat abilities to enhance your bloodletting, Sign abilities to back up your two swords and crossbow, alchemy abilities to help keep you strong in even the most arduous of fights, and general abilities influencing your overall character. The chapter concludes with a few sample archetypes to model your adventures on.

QUEST WALKTHROUGH This is a gigantic part of the guide, and provides information and tactics on all 268 quests available. These quests are further subdivided based on when you can access them (the Critical Path) or the location they begin in (Secondary Quests). The type of quests are listed with the same icons as they appear in your Quest Menu. You receive knowledge of any related quests (quests that start or finish during the quest you're reading), locations (areas you will be exploring, along with a named reference to the Atlas, so you can check any pertinent maps, if applicable), characters (the entities you encounter), enemies (the foes you're likely to fight, which you can cross-reference with the Bestiary if you need help battling them), and Recommended Items (whether money, Axii skills, or other items are needed before starting the quest).

f

WARNING'

lF r

TIPS: SPEC!FIC•ANO•HELPFUL ADVICE

This box appears when there's something specifically helpful that needs to be called out, so you can take advantage of a situation as early and cunningly as possible. These are helpful boxes.

'

CAUTIONS: WARNINGS OF DANGER

This box appears when there's something particularly troubling you're about to encounter, or a chalce to make with rammifications you can't take back. These are warning boxes.

Every minor and major choice you make (which can affect everything from how a character treats you, to the fate of a major character) are also listed in these chapters. For information on them, check page 56. As these quests aren't in alphabetical order, you may find it initially difficult to locate the quest you want. If so, you can: Check the Table of Contents page at the front of this book. Check the following table, which lists every quest in alphabetical order.

SPOILER ALERT'

Are you sensitive about spoilers? Then be sure to check the top-right of each quest title, as the "Spoiler Level" is shown here; that way you can gauge how much of the plot is revealed, and avoid accordingly!

HEROES' PURSUITS (FISTRGHTS, HORSE RACES) (•ASTERISK means the quest name doesn't appear in the Quest Menu)

QUEST OVERVIEW NAME OF QUEST A Bard's Beloved A Barnful of Trouble A Dangerous Game A Deadly Plot A Dog's Life A Favor for a Friend A Favor for Radovid A Feast for Crows A Final Kindness A Frying Pan, Spick and Span A Greedy God A Hallowed Horn A Matter of Life and Death A Plea Ignored A Poet Under Pressure A Princess in Distress A Tome Entombed A Towerful of Mice A Walk on the Waterfront A Warm Welcome• 12

PAGE 243 237 123 130 220 88 110 225 181 203 221 247 125 324 117 75 236 86 231 240

NAME OF QUEST Abandoned Sawmill An Eye for an Eye An lnvitalion from Keira Metz An Unfortunate Tum of Events An Unpaid Debt Armed Assault At the Mercy of Strangers• Bald Mountain Bastion Batt1e Preparations Battlefield Loot Berengar's Blade Bitter Harvest Black Peart Blindingly Obvious Blood Gold Blood on the Battlefield BloodTies Bloody Baron Brave Fools Die Young

PAGE 242 129 86 324 257 242 212 176 270 189 325 271 212 229 180 324 172 218 71 243

NAME OF QUEST Broken Flowers Brothers in Arms: Nilfgaard Brothers in Arms: Novigrad Brothers in Arms: Skellige Brothers in Arms: Velen Cabaret Call of the Wild' Caravan Attack• Carnal Sins Child of the Elder Blood Ciri's Room Ciri's Story: Visiting Junior Ciri's Story: Breakneck Speed Ciri's Story: Fleeing the Bog Ciri's Story: Out of the Shadows Ciri's Story: The Race Ciri's Story: The King of the Wolves Coast of Wrecks Contract: An Elusive Thief Contract: Components for an Armorer

PAGE 99 166 166 167 166 119 243 213 120 193 74 110 118 86 78 78 72 325 294 209

NAME OF QUEST Contract: Deadly Delights Contract: Devil by the Well Contract: Doors Slamming Shut Contract: Dragon Contract: Here Comes the Groom Contract: Jenny O' the Woods Contract: Lord of the Wood Contract: Missing Brother Contract: Missing Son Contract: Muire D'yaeblen Contract: Mysterious Tracks Contract: Patrol Gone Missing Contract: Phantom of the Trade Route Contract: Shrieker Contract: Swamp Thing Contract: The Apiarian Phantom Contract: The Creature from the Oxenfurt Forest Contract: The Merry Widow Contract: The Mystery of the Byways Murders Contract: The Oxenfurt Drunk Contract: The Phantom of Eldberg Contract: The Whtte Lady Contract: Waylaid Transport Contract: Woodland Beast Coronation Costly Mistake Count Reuven's Treasure Crime and Punishment Deadly Crossing (I)' Deadly Crossing (II)' Deadly Crossing (Ill)' Death By Fire Defender of the Faith (I) Defender of the Faith (IQ Deserter Gold Destination: Skellige Dirty Funds Disturbance Don't Play With Gods Dowry Drunken Rabble' Echoes of the Past Empty Coop Face Me if You Dare• Faithful Friend Fake Papers Family Fortune Family Matters Farting Trolls' Fencing Lessons Final Preparations Finders Keepers Fists of Fury: Champion of Champions Fists of Fury: Novigrad Fists of Fury: Skellige Fists of Fury: Velen Flesh for Sale Following the Thread For Fame and Glory For the Advancement of Leaming Forefathers' Eve Free Spirit Freya Be Praised! From a Land Far, Far Away Funeral Pyres Get Junior Ghosts of the Past Greenhouse Effect Gwent: Big City Players Gwent: Collect 'em All! Gwent: Did Pals Gwent: Playing lnnkeeps Gwent: Skellige Style Gwent: Velen Players Harassing a Troll' Hard Times Hazardous Goods Hey, You Wanna Look at My Stuff?

PAGE 292 274 293 300 301 276 296 278 303 304 280 283 284 285 286 289 290 277 281 297 305 299 306 288 157 324 111 244 205 213 222 213 205 220 324 136 324 161 325 324 230 140 237 206 205 214 325 73 245 233 179 245 318 316 317 314 267 223 259 89 206 262 325 246 214 103 91 271 309 310 309 308 310 309 211 247 217 230

NAME OF QUEST Hidden from the World Hidden in the Depths Hidden Messages of the Nilfgaardian Kind High Stakes Highway Robbery' Highwayman's Cache' Honor Among Thieves Hunting a Witch Imperial Audience In the Heart of The Woods In Wolf's Clothing Inheritance Iron Maiden Ironsides' Treasure It Takes Three to Tango Kaer Morhen Karmic Justice' King's Gambit Ladies of the Wood Last Rites Lilac and Gooseberries Little Red Looters (I)' Looters (II)' Looters (Ill)' Lost Goods Love's Cruel Snares? Lynch Mob Magic Lamp Man's Best Friend' Master Armorers Master of the Arena Message from an Did Friend Missing in Action Missing Persons Monster Slayer Nameless Never Trust Children (I)' Never Trust Children (II)' NilfgaardianTreasure No Place Like Home Not Only Eagles Dare Novigrad Dreaming Novlgrad Hospitality Novigrad, Closed City Now or Never Of Dairy and Darkness Of Swords and Dumplings On Death's Bed On Thin Ice Out of the Frying Pan, Into the Fire Out on Your Arse! Payback Peace Disturbed Pearls of the Coast Possession Practicum in Advanced Alchemy Precious Cargo Precious Haul Pyres of Novigrad Races: The Great ErasmusVegelbud Memorial Derby Races: Crow's Perch Racists of Novigrad (I)" Racists of Novigrad 01)' Reason of State Redania's Most Wanted Return to Crookback Bog Rough Neighborhood Ruins, Hidden Treasure, You Know... Scavenger Hunt Bear School Gear Scavenger Hunt: Cat School Gear Scavenger Hunt: Griffin School Gear Scavenger Hunt: Viper School Gear Shock Therapy Shortcut Siren's Call' Skjall 's Grave Something Ends, Something Begins (I) Something Ends, Something Begins (II) Something Ends, Something Begins (Ill)

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225 153 83 208 60 238 208 215 217 324 219 219 82 215 208 261 226 202 141. 272 141 235 250 325 164 325 98 238 127 127 232 227 63 194 324 231 183 251 325 150 251 202 325 96 320 319 228 228 188 131 92 241 326 331 329 327 327 254 325 255 194 334 335 336

NAME OF QUEST Spooked Mare Stranger in a Strange Land Strangers in the Night' Strumpet in Distress• Sunken Chest Sunken Treasure Suspicious Shakedown' Taken as a Lass Tedd Deireadh, the Final Age Temerian Valuables The Battle of Kaer Morhen The Beast of Whtte Orchard The Calm Before the Storm The Cave of Dreams The Dead Have No Defense The Dwarven Document Dilemma The Fall of the House of Reardon The Family Blade The Final Trial The Flame of Hatred' The Four Faces of Hemdall" The Gangs of Novigrad The Great Escape The Heroes' Pursuits: Fayrlund The Heroes' Pursuits: For the Goddess' Glory! The Heroes' Pursuits: Fyresdal The Heroes' Pursuits: Kaer Trolde The Incident at White Orchard The Isle of Mists The King is Dead - Long Live the King The Last Wish The Lord of Undvik The Most Truest of Basilisks' The Mysterious Passenger The Nilfgaardian Connection The Nithing The Nobleman Statuette The Path of Warriors The Play's the Thing The Price of Honor The Price of Passage• The Sad Tale of the Grossbart Brothers The Soldier Statuette The Sunstone The Things Men Do For Coin .. The Tower Dutta Nowheres The Truth Is in the Stars The Volunteer The Whispering Hillock The Witchers' Forge Thou Shalt Not Pass Through Time and Space To Bait a Forktail.. Tough Luck Trail of Echoes• Twisted Firestarter Ugly Baby Unlucky's Treasure Va Fail, Elaine Veni Vidi Vigo Wandering in the Dark Warehouse of Woe Wild at Heart Witch Hunter Raids' Witcher Wannabe Woe is Me' Worthy of Trust X Marks the Spot Yustianna Disturbed'

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167 137 144 146 241 144 70 250 235 264 114 269 241 253 235 190 324 265 218 216 84 273 216 186 161 324 272 204 160 325 165 191 80 232 210 225 217 258 258 326 258

13

CRITICAL PATH This part of the walkthrough gathers all of the Main Quests in chronological order. These are divided into the Prologue and three Acts. They chart the critical path of Geralt and his adventures against the Wild Hunt. • In addition, Secondary Quests that influence the later decisions you make in a major way, orare only accessible during a Main Quest, are listed in this chapter.

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This part of the Walkthrough gathers all of the Secondary Quests of every different type. All are optional. Expect the following Secondary Quests, in this order: • Secondary Quests: Ranging from small to immense, any time you see an exclamation point icon (" ! ") on your map, it is likely to start a quest. Simply check the quest name with the one in your Quest menu, and follow the advice. The quests are listed by territory, so you can easily cross-reference them in this guide's Atlas. • Contracts: Also known as monster hunts, these are high-level quests involving the tracking and slaughter of one or more named beasts; always high-level versions of a specific (and usually large) enemy. Advice on finding and killing them is detailed, but a cross-reference to the Bestiary is also advised. • Fistfights, and Horse Races: Gain notoriety by pummeling rivals for quick cash across the countryside; we tell you where. Also gallop to victory in a variety of locations, winning equipment for your horse named Roach (equipment to make him faster, and carry more of your stored items, for example).

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• Treasure Hunts: Though the Atlas shows every chest of note, there are a few specific hunts to check out here, as well as the scavenger hunt, which takes you on a freeform quest to uncover the very best witcher gear.

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ATLAS-THE

WORLD OF THE WITCHER

This sizable part of the guide reveals every hidden area, merchant, signpost, and building of note across the Northern Realms, and is designed so that you can see what you're about to encounter before you visit a new area. A full legend and introduction reveals more. Then expect maps for the following territories:

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White Orchard Vizima Royal Castle Velen-No Man's Land Novigrad The Skellige Isles Other Worlds Kaer Morhen

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Tell them to back off or die, and start a pitched battle with the Baron's men. Slay the three in the bar, then take the fight outside to a couple more henchmen near their horses. Tell them you're a witcher, offering some verbal put-downs, but ending the conversation without unsheathing your blade. Ask if the men would care for a drink, and pay for their alcohol. This civility is likely to pay dividends down the road.

4

Depart from the Inn at the Crossroads, following the rough road eastward across fords and around forests. Avoid or engage any wild creatures, before descending a hill into the mist-laden Heatherton, seemingly cast in a strange frost. Wild dogs are picking the place clean; rid the only inhabitant of these scavengers before speaking with him. The frightened villager must be calmed using Axii during conversation, after which he tells of the time the Wild Hunt razed this village, torturing poor Hendrik before casting a chill over the place. OBJECTIVES: • Find the agent called Hendrik. ' • Search Hendriks hut using your Witcher Senses.

Head to the cabin southwest of the addled villager. The bloodied corpse of Hendrik is easy to spot, hideous in his countenance. Rummage around in his clothing (specifically, his boots) to obtain a wellhidden key. Inspect the bear skin with your Witcher Senses; a draft reveals a trapdoor the key unlocks. Descend into the gloomy cellar.

4

With your Witcher Senses working, pass the poster offering a reward for the return of the Baron's daughter, and move into the adjacent room where Hendrik's merchant ledgers must be found. Investigate the candle holder mounted on a nearby wall between the two cellar rooms; use it and a secret compartment appears, revealing the ledgers. •

"Missing and Wanted": A report on someone matching Ciri's description appearing in Skellige.



"Drunken Swine": That Ciri visited the Baron at his illegally-appropriated called Crow's Perch.

This quest concludes

(t1. • •

with the only two probable

• "Clashed with a Witch": That Ciri landed in a swamp and there was conflict with a witch. Those in Midcopse may know more. fort



"Caution Advised": Hendrik remarks that he's being watched, his dog ran off, and there was a strange glow observed in the sky.

...

leads allowing you to begin two separate new Main Quests: The Bloody Baron and Witch Hunt.

DANGERALERT

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SPOILERALERT

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You can choose to find a different way into the castle even if the Baron's men aren't hostile.

A PEACEFUL PATH: STROLLING THROUGH THE CROW'S PERCH BAILEY ',I)

QUESTING

DECISIONS

OBJECTIVE:

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• Follow the sergeant. \ This quest starts automatically once Main Quest: The Nilfgaardian Connection ' concludes. However, your previous decisions affect this quest. Did you:

Follow in the footsteps of the sergeant, quizzing him about his desertion and how this motley band of men are fighting in the war. After a stroll past the stables, you're shown into the gardens where the Baron awaits.

Meet the Baron's men in the Inn at the Crossroads while completing The Nilfgaardian connection? If you did or didn't; you have minor conversation changes when attempting to enter Crow's Perch. Meet the Baron's men in the Inn at the Crossroads, and then buy them a drink? If you did, the soldiers aren't hostile, and you can enter Crow's Perch peacefully. Meet the Baron's men in the Inn at the Crossroads, and then kill them? If you did, the remaining soldiers are hostile, and you must find an alternate route into Crow's Perch.

A FORCEFUL PATH: INVESTIGATIONS LEAD TO A SUBMERGED SWIM

Avoid the Inn at the Crossroads entirely, and not run into the Baron's men? Then expect them not to trust you, leaving only crowns as payment for the method to gain entry (or the alternate way).

'OBJECTIVES: • Search the village to find another way into the castle. • Talk to the old man.

HALT! WHO GOES THERE?! OBJECTIVES: • Go to the Baron's castle.

• Find the Baron.

~

Locate the wooden fortification on a marshy tract of land known as Crow's Perch, and enter via the rickety bridge (or jump the gap of the adjacent, even more rickety bridge). Pass through into the small village behind the outer walls. Turn right (east), and head along the main thoroughfare to a large brick gate. Push open the doors, race up the hill and stop at the main gate and portcullis, where the signpost is. What follows is a conversation with the Baron's men:

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If you bought the Baron's men a drink, one of them is standing outside of this gate. Choose pleasant conversations, and you're let through into the inner courtyard, and you're told to follow the sergeant.

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NONE SHAI I PASS

If you try this path before completing Main Quest: The Nilfgaardian Connection, the ] cave leading under Crow's Perch is blocked by fallen debris, with two of the Baron's men standing around arguing about who will clear it up. Arrive here during this quest, and the blockage has been removed.

Return to the village, and inspect this mostly deserted place-the villagers fled at the sight of you-for signs of someone who can help. An old geezer resting by the side of the thoroughfare is too old to move, but reckons he knows another way into the castle. For a humble offering, of course. You can:

If you weren't violent towards the Baron's men at the Inn at the Crossroads, or never met the Baron's men previously, four faces are guarding the outside of this gate. Choose pleasant conversations, and you're let through only alter paying a bribe of 15 crowns. Then you're told to follow the sergeant.

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If you killed the Baron's men at the Inn at the Crossroads, two unfamiliar faces are guarding the portcullis from the inside. They know what you did, and aren't about to let you into this castle. You now need to find an alternate way to enter this place.

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(15 Crowns) Agree to pay the man, who tells you a story of a boy, drowned by a well near a shrine. A well that the man is certain leads into the castle via a submerged passage. The location of where the boy's body is found now appears on your minimap.

~~~~~~~~~~~~~~~~~-

Refuse to pay the man, and simply search the surrounding area outside the castle (using this guide) to uncover the entrance. 71

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ANYBODY

Climb onto the dry ground, vault up and over the climbable rocks, and look around until you spot light above-and a warty old water hag in front of you. After dispatching her, find a rough slope of stalagmites to ascend between, leading to a lamp-lit well with a ladder. Climb the ladder, and extract yourself from the well, landing in the gardens where the Baron awaits.

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1 You can visit the village at the foot of the main fort, ;;;;;;;;;;;on every door to see if the inhabitants can help. Nobody answers, but you can hear them murmuring about your terrible reputation.

END: ONE TOUGH C--KER : OBJECTIVES:

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• Explore the area where the boy's body was found. • Fmd the cave that leads under Crow's Perch. • Dive underwater to enter the cave.

Call Roach, gallop down the rickety bridge and swing right (west), following the trail to an area of grassy high ground northwest of Crow's Perch. Locate this shrine, then wade down into the moat. A few steps to the southeast is an opening. Dive underwater, and swim southeast, and then south before surfacing inside the cave. OBJECTIVES:

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• Explore the cave and find a way into the castle. • Climb up through the old well to enter the castle.

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The Baron is meeting with a Nilfgaardian officer. He promptly leaves, and the Baron speaks with you in an almost jovial manner, asking you to join him in his chambers. Your conversation choices should be based on your personal preferences; you can refuse a tipple or choose vodka if you wish. After some further waffle, the Bloody Baron finally reveals some Baron Phillip Strenger juicy information. It seems Ciri visited the Baron appearing exhausted, wounded, and stinking like a soaked hound after a hard hunt. This quest now concludes, and Ciri's Story: The King of the Wolves begins.

DANGER ALERT

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SPOILER ALERT

1 This quest (which

is the first of many to take the form of a flashback of Ciri's adventure before Geralt's) becomes available immediately after the conclusion of Main Quest: The Bloody Baron.

There are numerous plants to pick along the river bed, and wolf corpses to search. Do this now, as you're required to later.

CIRILLA

Ciri is now the character that you control. She has the same maneuvering techniques as Geralt. In subsequent quests she develops some impressive magical capabilities. To further your knowledge of controlling her, see the Training chapter.

OBJECTIVES: • Follow Gretka.

OBJECTIVES: • Follow the riverbed and find help. • Kill the wolves.

You land roughly with a thud. The river bank walls are too steep to climb. So you must venture forward, wading into the water and heading in a vaguely northerly direction along the pooled water of the low-running river. 72

--

A quick look ahead and up reveals a trio of wolves prowling a tree. A girl sits petrified, up on a high branch. Defeat these wolves with gusto, and rescue the girl (Gretka) and agree to follow her to Lindenvale. She murmurs something about "The Wolf King," but reassure her that, despite your wounds, you're more than a match for any hairy beast.

ARE YOU LOST'

4"°GRACE UNDER PRESSURE:CONTROLLING

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, • Protect Gretka from the wolves.

A few yards farther, Gretka retreats in fright and leaves you to slay a pack of five wolves ripping at a cow's carcass. Continue down the river bed, to the remains of half a boat, and even less of a corpse, torn and mangled. With Gretka away from this horror, inspect the following: • The eyes-bloodshot and moist; he died recently. • The head-his lips are parted and bloated; he bit through his tongue. • The chest-crushed, with ribs piercing the fellow's lungs. • The leg-something gnawed off one of his legs. • The belly-strewn

intenstines cover the boat like escaping sausage.

Summing up: a lycanthrope slaughtered this hapless peasant. This requires the mixing of some potent blade oil your uncle Vesemir taught you to brew, to help you when you face "The Wolf King."

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Now follow Gretka down the dry waterfall, and head right slightly into the foreboding cave, rather than towards Lindenvale itself.

NO FIENDS HERE

It is extremely important that you check the key wounds of this corpse (the chest, leg, and belly) to conclude these wounds were made by a werewolf. If you don't, your conclusion is that a fiend was responsible. This results in you preparing a different oil (that is effective against relics, and not lycanthropes). The recipe is similar (three mistletoe instead of three wolfsbane), but this oil is useless against the King of the Wolves, and combat becomes more difficult.

~OBJECTIVE:

YOU AFRAID? THEN l'M NOT, NEITHER J

OBJECTIVES: • Acquire dog tallow (1). •Acquire wolf's liver (11.

• Gather fool's parsley (21. • Gather wolfsbane 131.

.

The first two items are found on the corpses of wolves. The second two items grow naturally along the river bed; so carefully continue down the river bed, picking plants as you go. Stop to defeat the three wolves, and search them for items. Don't venture further than the dead dog if you want to concoct your blade oil. With all ingredients found, you pause and grease your sword.

!

4

• Kill the werewolf.

You need not meditate because you've already prepared for this battle. Take your greased-up silver sword and bound down to attack the King of the Wolves, a hefty werewolf that must be cut down. After the battle, you're taken to Crow's Perch, where the confused peasant isn't given any kind of reward for rescuing the Baron's daughters, as neither of them are apparently his kin, but Ciri is allowed to rest. Now Geralt and the Baron are talking. Agree to help the Baron in the search for his missing daughter, and in the process learn more about Ciri's actions and whereabouts. This quest concludes, while the Main Quest: Family Matters and the Secondary Quest: Ciri's Room both begin.

PATIENCE WITH YOUR POTIONS

If you ignore the acquisition of these ingredients, the forthcoming fight becomes much more of a dangerous slog. If you mistakenly made oil that affects relics, when you strike the werewolf, it utilizes a skill called Full Moon, causing it to bulk up in size and transform into a stronger entity.

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Follow the Baron up the stairs (listening to the anecdote about his daughter Tamara and a deer's arse), enter the Baron's bedchamber, and then Tamara's nearby room. You're here to make a thorough and complete sweep of all rooms on this floor of the castle, with your Witcher Senses picking out areas of particular interest. In the Baron's bedchamber, find the following:

Related Quests: Main Quest: Ciri's Story: The King of the Wolves, Secondary Quest: Ciri's Room, Main Quest: A Princess in Distress Locations: Crow's Perch, Blackbough Characters: Baron Phillip Strenger, The Pellar Enemies: Baron's Men

• A wooden candlestick with a broken stem.

SCRUTINIZING THE BARON'S BEDCHAMBER

• Fresh flowers on a side table (the Baron hopes his kin will return soon). • A differently-colored section of the right wall where a painting once hung.

'OBJECTIVES: • Follow the Baron. • Use your Witcher Senses to search the room

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• A picture of the Baron and his wife. They look happy enough until you examine this picture more closely-which was moved from the right walland discover a hole behind the painting. • Head around to the wardrobe behind the painting. Inside is a piece of candlestick; someone smashed it against a wall, and it broke through into the wardrobe. • Check the wooden pillar near the desk; there are deep nicks as if a heavy object struck it. • Return to the table with the candlestick on it. You can now make out wine stains from a smashed bottle. The wine stains are still visible. Follow the scent trail across the landing and down the steps you just walked up with the Baron. As the scent disperses on the small landing between floors, examine a loose floorboard, and remove a strange folk talisman hidden underneath. ITEM: Quest Item: Talisman

73

TAMARA'S HIDDEN TABERNACLE

OBJECTIVE:

The room to the right of the stairs (Tamara's room) also yields some interesting information, even though this is purely an optional investigation:

• Use your Witcher Senses to locate where the scent is coming from.

.

Find the incense and old rusty key in the wardrobe in Tamara's chamber. When you wish to follow the scent of saffron, use your Witcher Senses to see the misty odor, and follow it down the stairs. This eventually leads down to a gloomy basement. You must maneuver between sacks of goods and grain to reveal a secretly-prepared shrine to the Eternal Fire, a religious sect famous for their hatred of mages. Examine the bowl with burning coal if you wish. There is also a prayer, seemingly written by Tamara.

• An ugly doll by the side of the bed.

There's another optional area to explore too. Inside the dining room where you first spoke with the Baron is a letter revealing Nilfgaardian demands on the Baron, as well as a few guards exhibiting just the right amount of contempt for your kind.

• A letter to Tamara on a sideboard, which can be read to give you clues to her background and whereabouts. • Incense and an old rusty key can be found in a wardrobe here, too.

ITEMS:

Quest Item: Rusty Key, Quest Item: Incense, Quest Item: Letter to Tamara, Quest Item: Nilfgaardian Demands

There are numerous chests and furniture to loot as well, though it's best if you check no one is looking before rifling through the Baron's belongings.

Tell the old man to traipse back to his hut on his own.

OB ECTIVES: • Kill the botchling.

With your new found knowledge about Voytek, you can simply ride to the fisherman's hut.

• Talk to the pellar.

Draw your weapon and slay the botchling. It transforms into a large and ravenous beast. When you batter it below half its health, it becomes enraged. Spikes protrude from its back, and it regenerates quickly after each strike. It also summons hungry wraiths to further thwart you! After the fight, draw the blood despite the Baron's protests.

MERGED PATHS: FISHING FOR CLUES 0

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• Look around the fisherman's hut. • Find Anna, the Baron's wife.

Voytek the Fisherman

Oil: Cursed

quest Item: Botchling Blood

Enter the home, with a number of children who are promptly shooed away, except for one. You ask for the location of the Baron's kin, but the fisherman and his wife seem a little evasive, until one child spills the beans. Further questioning reveals that Tamara is staying with the fisherman's brother in Dxenfurt. Whereas Anna's location is more of a mystery. There's talk of a fiend attack, strange symbols burned into Anna's hands, and her speaking in the tones of a wisewoman. Time to pay the Baron another visit; before or after optionally attempting to find Tamara.

Sign: Axii

Lessen the impact of this enraged monster by casting Axii on the botchling, which stops its fast regeneration and causes its spikes to retract.

DEATH TO THE BOTCHLING: A RITUAL AT WOLVEN GLADE OBJECTIVES: • Follow the pellar. • Prepare for the ritual and light the fires [3). • Relight the fires in the braziers if they go out during the ritual [3).

~

If you choose to find Tamara, it impacts the conversations available during Main Quest: Return to Crookback Bog, although it doesn't affect anything critical. .J

'·_'!

If you have already concluded Main Quest: Ladies of the Wood, you receive an objective to report back to the Baron. When he finds out about Anna, he is willing to finish his story about Ciri and the Basilisk, and Main Quest: Ciri's Story: Out of the Shadows begins.

ALERT

SPOILER ALERT I



OBJECTIVES: • Kill the basilisk. • Get to the top of the tower and rescue the Baron.

The Baron recalls the whinnying horses as a huge flapping basilisk spooked the horses, and forces you to draw your silver sword. With a mixture of well-timed blocking, parries, and strong attacks between those nasty beaked attacks and wing smashes, whittle down the beast's health, until it goes for the Baron, and your objective updates. Climb the rocky buttresses at the foot of the ruined tower you're at the base of. Continue until you see the Baron at the top, and watch as Ciri saves him from a certain death. Soon after, Ciri departs.



I

THE BARON'S SAVIOR

78

XX X

XXX

• I

END: A HUNCHED HOMUNCULUS .

Geralt and the Baron conclude their talk. Ciri was looking for a sorceress, and all of them are in Novigrad. The Baron pleads with you to help him find Anna; who is trapped somewhere within the vast bogland south of here. Agree and Secondary Quest: Return to Crookback Bog becomes available once Main Quest: Family Matters concludes. Uma

You're finishing your pleasantries when something hunched, with a huge bulbous head, escapes the sergeant's grasp and waddles into the great room. He's quickly lead away, but not before you quiz the Baron on who this fellow is (Uma), how he's in the Baron's company (won in a game of cards). After this odd interlude, all these quests conclude. )':) 11f

TYING UP LOOSE ENOS

you have already finished all the Main Quests in Novigrad and Skellige at this point, you know what this strange creature named Uma is. In this case, Main Quest: Ugly Baby begins before the Baron leaves.

(f

DANGERALERT

SPOILERALERT

SECONDARY C}JJEST:AN,INVITATION FROM KEIRA METZ AND~A*' TOWERFUL OF- MICE . ~"" ,,,. _ - ---------

Related Quests: Main Quest: Wandering in the Dark; Secondary Quest: Magic Lamp, Secondary Quest: A Favor for a Friend, Secondary Quest: For the Advancement of Learning Locations: Keira·s Cottage, Fyke Isle, Oreton Characters: Keira Metz, Vserad, Anabelle, Graham, Alexander Enemies: Drowner, Ghoul, Water Hag, Ghosts, Wraiths, Plague Maiden (Pesta)

A HIKE TO FYKE ISLE '):)

()!.JESTING

DECISIONS

This quest becomes available once you complete all of the quests related to Main

I Quest: Hunting a Witch. Once this quest line has concluded, this becomes available. It is purely optional, but completing this quest allows you to continue to choose Keira's fate.

.

!

IL

• Find a way to get to Fyke Isle.

• Head towards the tower.

ITEMS: Quest Items: Magic Lamp, Xenovox

86

XX X

.-+J ~·1

Keira Metz

Return to Keira's cottage, close to the village of Midcopse, and enter Keira's cottage. She is communicating with the dead. After talking about the magic lamp she (or you both) uncovered, she requests a small favor from you. She wants you to visit the cursed Fyke Isle on Lake Wyndamer (where you appeared at the end of Main Quest: Magic Lamp). The place is now infested with wraiths. The curse supposedly is linked to Vserad, lord of these lands, who took refuge there when the Nilfgaardians invaded. Talk to the spirits there to find out more; by using the Magic Lamp she hands you. After explaining how you use it, she also gives you a Xenovox, with which to speak over long distances.

Exit Keira's hut, follow the path to a moored boat at the side of the lake, then use it to cross to Fyke Isle. Or, you can simply swim there. Feel free to run the boat aground at any point close to the looming tower that dominates the island; or stop further away, and bring your sword down on the groups of drowners and ghouls that lurk on the path, and close to the standing stones. OBJECTIVES:

Anabelle's wraith reveals itself to you, telling her tale of woe. Her beloved Graham was unable to stop the hordes rampaging up the tower, ready to slay all the lord's subjects after Alexander's experiments were discovered. It seems Anabelle's love seems to be the key to solving these forlorn hauntings. Her fate is tied to the isle, and her forgiving Graham (who failed to save her) may lift the curse that binds her. At this point, you have two possible paths to conclude this quest. You can: Agree to help Anabelle gather her bones. Path 1 now begins.

.i

• Explore the tower. • (Optional) Use the magic lamp to find ghosts. • Find the mage Alexander's laboratory.

Ask about the fresh corpse you found in the tower (as previously indicated in this quest; of the looter). Tell Anabelle you don't trust her, and she becomes most angry. Path 2 now begins.

Cross the remains of a defensive boundary, watching for a lurking water hag. Ascend the exterior steps of the tower, and slip inside.

.,. If you didn't find the fresh corpse, simply tell Anabelle you need to look around the tower some more. She allows this, but seals the exit door on the lower floor. As soon as you attempt to leave, she begins to attack! Path 2 also now begins.

Ground Floor-now bring out your lamp and attempt to view your first ghost. An apparition stands close to the interior stairs, with another on its haunches nearby. They speak about the noble, how death is too good for him, and how they must find him atop this structure. Also present is the corpse of Vserad, the old warlord of Crow's Perch. They comment that he died, and they must find his daughter at the top of the tower.

Search the roof for items and a great view if you wish, but don't leap from this uppermost area, as your death is assured!

PATH 1: THE DISPLEASURE OF A PESTA v

OBJECTIVE:

J

• Take Anabelle to Graham.

Cellar-to the southeast is a door that leads to stairs with a storage room at the bottom. Use your Witcher Senses to uncover a pile of dead rats, and some spilled blood. Two ghosts are also here, stuck in time guarding the crates. They speak about releasing the vermin, and the harm the rats would do to a nearby village. Upper Floor 1-head back upstairs, and climb more steps to reach the upper floor. A formal hearth and fancy tapestries lie strewn about and furniture is scattered around. The ghosts speak as soon as you enter; one named Vserad snaps at another named Anabelle about the condition of the peasants. He will not hear of their suffering. Then another (Alexander) shouts that intruders are through the door. Use your Witcher Senses to spot some strewn hammers on the floor; the peasants didn't ask nicely when they stormed this place. Upper Floor 2-this landing area has two small bedrooms and exterior crenelations to gather loot from, and a simple ghost who died trying to loot items himself. He finds out, to his horror, while much of the treasure is still left here. This corpse is fresh, and it's the key to a different path when solving this quest. Upper Floor 3-a set of five servant beds offer little but discomfort now and in the past. Upper Floor 4-this balcony area has an interesting set of floor markings that you can see using your Witcher Senses. Head over to the lever on the opposite (north) wall to open this secret door, and climb the steps inside.

=

Graham

Agree to gather her bones. Descend to the marsh surrounding the tower (where you may discover another ghost-a villager desperate to find someone named Millie). Take the boat, or swim across the lake, heading northwards to the fishing village of Oreton. Graham's hut is on the western side. Knock on his door, and explain to Graham that Alexander the mage attempted to save Anabelle, drugging her to appear dead. She may have survived the assault on the tower, but not the rats that gnawed her to death while she lay immobile. Though wrecked with guilt, Graham knows what to do as you hand him Anabelle's bones. ITEM: Quest Item: Anabelle"s Remains

ALEXANDER THE NOT-SO-GREAT

OBJECTIVES: • Tell Keira you've lifted the curse on Fyke Isle. • Investigate what happened.

OB ECTIVE: • Use Keira's lamp to investigate Alexander's laboratory.

Sprint off into the woods, until you hear a blood-curdling yell from Graham's hut. Head back, and discover his felled corpse still twitching, and Anabelle's ragged spirit hovering over him. She disperses; it seems she was a pesta (or plague maiden). Slaying Graham set her free.

PATH 2: THE FURY OF A PLAGUE MAIDEN OB ECTIVES: Anabelle

• Defeat the plague maiden. • Follow the plague maiden.

Upper Floor 5-enter a laboratory, and immediately check nearby shelf for some notes, as well as peering into the giant incubation chambers. Your Witcher Senses spot human forms; despicable experiments that once writhed inside. Gather both notes (for these subjects were used to test a cure for a disease called Catriona), and inspect the chambers before moving towards a gathering of ghostly particles.

.

. ITEMS: Quest Items: The mage Alexander's log, part 1, The mage Ale..:cander'slog, part 2

_,

. • Defeat the plague maiden.

Continue to tell Anabelle you don't trust her, and that she's probably the monster in the tower, and she lives up to your hypothesis; forming into a more vicious plague maiden form of tattered terror. Battle her; after two successful strikes she turns transparent, and cannot be struck. She attempts to flee from the tower. Head to the lower floor where the exit is. There, on the marshy grounds at the base of the tower, you must fight her again. When you "kill" her, she disappears, but cannot be slain. 87

/F

PLAGUE MAIDEN VULNERABILITIES

This pesta is vulnerable against the following:

Oil: Specter

Sign: Yrden

) OBJECTIVES: • Talk to Keira and find out who Graham is. • Talk to Graham about Anabelle.

~

~ 1 )

You speak to Keira through the Xenovox, about Anabelle's love (Graham). Keira lets you know where Graham resides. Take the boat, or swim across the lake, heading northwards to the fishing village of Oreton. Graham's hut is on the western side. Knock on his door, and explain to Graham that Anabelle has taken the form of a mournful pesta, but the curse can end if he truly loves Anabelle and can prove it. Graham agrees to help.

You reconvene with Graham at the entrance to the tower. Battle two wraiths as you enter the structure, and ascend up towards the laboratory, until Anabelle makes her appearance. She demands proof of his love (a kiss) and you're unsure this is wise. It doesn't matter to Graham however, and the two of them embrace. As if by magic, Anabelle's human form is revealed, but the coupling topples Graham as he dies on the spot. The curse is lifted, but at a cost.

END: l'M ALMOST INCLINED TO SAY "GOOD WORK" OB ECTIVE:

"

• Tell Keira you've lifted the curse on Fyke Isle .

.. OBJECTIVE:

.

• Take Graham to Anabelle.





;.

The paths now merge. Return to Keira's Hut (this is a horse ride heading northwest}, and explain what happened. As always, Keira knew more than she let on. The quest concludes, and Secondary Quest: A Favor for a Friend automatically begins.

I•

!

SECONDARY_Q!JEST]~ FAVOR FORA FRIE1'!D

,

With your Witcher Senses, follow the heavy merchant cart tracks southward until they leave the road. A lost wheel and debris scattered over a low ridge is what you'll discover, along with a locked box with Keira's ingredients.

"'

Close by, a rotfiend is nibbling on the remains of the merchant. After defeating this foe, check the dead merchant for a letter you can read.

Related Quests: Main Quest: Wandering in the Dark, Secondary Quest: Magic Lamp, Secondary Quest: An Invitation from Keirz Metz Locations: Keira·s Cottage, Hangman's Alley Characters: Keira Metz Enemies: Drawer, Water Hag, Rotfiend Recommended Items: Kelra's Magic Lamp

PACKAGE FOR KEIRA OBJECTIVES:

• Collect ingredients from the missing transport using your Witcher Senses. • Nearest Signpost Hangman s Alley.

y

,I)

f)

ITEMS:

Quest Items: Package for Keira, Missing Merchant's Letter

~

Cl_UEST DECISIONS

This quest is accessible once you have completed Secondary Quest: An Invitation from Keira Metz, and Secondary Quest: A Towerful of Mice. Completing the following quest allows you to continue to choose Keira's fate. Start the quest by revisting Keira at her cottage deep within the Velenian woods, close to Midcopse.

BYC'HANE, GVYN, CAEFFYL! 1-..

OBJECTIVES: • Bring the ingredients to Keira.

d

• Race Keira to the meadow.

Return to Keira at her hut, and let her know you have her ingredients. It so happens that these are part of a surprise Keira has planned for you. Also included are two white mares; horses transformed from mice with a 66.67 percent chance of success. Agree to race Keira on these steeds to a meadow where her surprise continues. The race is straightforward, involves you following the trail along the minimap {though you can take shortcuts and force your horse to gallop to attempt to beat Keira to her woodland glade). Keira Metz

Fyke Isle is free of its curse, thanks to your previous questing actions. You can also speak about the research Alexander was doing. After you say your goodbyes, Keira urges you to stay a little longer; she has a small favor for you to complete. A delivery of substances from Novigrad hasn't arrived, and she hopes you may find it. Start your search at Hangman's Alley once any aquatic foes have been vanquished.

88

END: FRIENDS WITH BENEFITS

-

r-;:;

Inform her there's someone else. She calls you old-fashioned, you agree to lie and watch the stars with her, after which she puts you asleep and leaves you to waken, staring at Fyke Isle.

I • •

••



-

.""!..=='"."""...:~

-



• I t •

-

-

"."~

Carnal Knowledge: Keira Metz

-

-

I lI

i 1

Triss has a lead regarding an oneiromancer in town (by the name of Corinne Tilly) who may have powers to see where Ciri is. Triss leaves your company, telling you to visit her in the Bits (near the fish market). Main Quest: Novigrad Dreaming now begins.

Brandon

DANGERALERT

----

----~~---

SPOILERALERT

--

-

:XXX

-- --- - - -

Related Quests: Main Quest: Pyres of Novigrad, Main Quest: Broken Flowers Locations: Novigrad;

Rudolf de Jonkheer's House, The Golden Sturgeon

Characters: Rudolf de Jonkheer, Corrine Tilly, Sarah

· Enemies:

-~--

None -

-----

-

-

-- -- ------

----

-

--------

THE DREAMS IN THE WITCH HOUSE OBJECTIVE:

,

• Find the dreamer in the old house.

while Corrine scolds an invisible child from inside her own nightmare. Use Aard to break open the planks blocking an entrance to a storage room, where two items lie. Pick them both up, then read the note. You realize the ashen-skinned child wants her dolly in the crib. Return to Corrine's bedroom, step into a small side chamber off this room, and deposit the doll into the crib. A moment later, a loud bang startles you.

ITEMS:

Quest Items: Drawing

of a Crib, Rag Doll

OBJECTIVES: • Find out why the door slammed

Tell her "let's make a deal" and agree to let her stay in the house. Sarah is delighted, and tells you she'll wake Corrine up immediately.

OBJECTIVES: • Search the attic. • Take the doll.

A • Pul the doll in the crib.

t>

Tell her "guess I'll have to throw you out, then" and threaten to evict her with a whiff of Burdock if she doesn't end her mischevious ways. If you have Burdock (ingredient) on your person, you can use it. If you don't, you need to find a herb merchant (such as Kluhg, who you met earlier), as ii cannot be picked in the wilds. Place the Burdock in the oven, and burn it: Sarah snaps Corrine out of her

98

stupor, but doesn't like you.

,,

~

:p I

SHOULD SARAH STAY OR G07

You've made your intentions clear to Sarah, but the decision is irreversibly made once you exit the house, and speak to Rudolf (see below). This choice influences a conversation during Main Quest: Bald Mountain (see page 176).

OB ECTIVE:

,.

• Talk to the dreamer.



Follow the canal westward, then head north through a market and short alley, and west again toward the Golden Sturgeon Inn. You're not here for revelry. Head upstairs and meet Corrine in her dreaming room. Agree to start your guided dream. You may tell Corrine as much (or as little) as you like, from the following memories:

Corrine Tilly has woken from her nightmare. You explain how she was caught in a Godling's curse, and she's thankful you woke her. After clearing her head at the Golden Sturgeon (where she rents a room), she'll be happy to help you.

• You remember when you and Ciri first met.

• Ciri is a child of the Elder Blood. • Ciri is called the Lady of Space and Time. • She had trouble controlling her abilities.

~~~~~~~~~~~~~~~~-

Tell Rudolf why the house is "haunted" (and tell him it is the work of a Godling). You will meet an angry Sarah again in Main Quest: Bald Mountain (see page 176).

THE DANDELION AND THE SWALLOW .., OBJECTIVE:

• She was there when you cried.

Next, you can inform Corrine as much (or as little) as you like regarding Ciri's abilities:

Tell Rudolf the house is still haunted (and lie about it being inhabitable). You will meet a happy Sarah again in Main Quest: Through Time and Space (see page 186).

t>

• You saved her life once.

• You trained her at Kaer Morhen

Time to leave. On your way out, Rudolf de Jonkheer stalls you, demanding answers regarding his ghost. This is the opportunity to help or hinder Sarah the Godling. You can:

t)

Corrine Tilly

'

Just before your dream, you tell Corrine that Ciri must have tried to find another friend. The number of secrets you reveal to Corrine isn't important, and you may choose either Dandelion, or Yennefer and Triss, to influence your dream. The end result is the same: You see the poet with a bird (a Swallow) and realize Ciri contacted Dandelion. Upon wakening, you mention this to Corrine who (obviously) knows of the fellow; in fact someone has just been left the Rosemany and Thyme to him. Let's hope that's not a brothel. However, it is enough of a clue to check out. This quest now concludes .

• Meet Corrine at the Golden Sturgeon.

.:•·-~(')DANGER ALERT

!

SPOILER ALERT

sEcoNoARY Q!lEsTlaoNoRAMoNG THIEVES -

-

- --

-

-

~ -

-------- - -------

-

---

"

-~·-- --

' Locations: Putrid Grove (Novigradl I Characters: Francis Bedlam, King of Beggars

--- --

X:XX

I ' -- -

----------

BEGGARS' BELIEF ,j

OB ECTIVE:

Francis Bedlam, King of Beggars

• Collect a reward from the King of Beggars for freeing Rico.

p

Trek across Novigrad, moving to the hideout of Francis Bedlam, which is at the Putrid Grove where you first met Triss during Main Quest: Pyres of Novigrad. Knock at the door and inform the sentry that you're here to see Bedlam (or enter via the sewers). Enter his residence, and speak to Francis, telling him his halfling sang like a Swallow. However, the little fellow is still alive, and the promised reward is handed over as this quest concludes.

QUESTING DECISIONS

This quest starts only after you free Rico the Halfling from Whoreson's casino.

"HORESON'S

HENCHMEN: ACTIVE IN NOVIGRAD

-

ITEMS:

Beware! Expect to fight at least eight of Whoreson's thugs as you cross the city, from this point onward.

.J) OB ECTIVE: • Visit Whoreson Junior's arena.

106

A

Quest Items: Mastercrafted Silver Sword, Cidarian Gamberson, Cured Leather 151

Q!.JESTING DECISIONS

You may be undertaking Secondary Quest: The Gangs of Novigrad, at this point. If ] you've met Cleaver at his hideout, and agreed to help the dwarves slay as many of Whoreson's men as possible, you can plan an attack with some back-up, as one of the "Senseless Slaughter" options (see next page).

~

Your next area of investigation is the subterranean sewer section in the Bits district, which Whoreson Junior has turned into an illegal fighting arena. Head to the northeastern part of the city. The gated entrance is guarded by two of Whoreson's bouncers. Speak to these inked idiots, who aren't about to let the likes of you in here. You can: • (1 OD Crowns) Bribe them with a bag full of money. This works, unsurprisingly. • (Axii Delusion Level 3) Flummox here to fight.

them into letting you in, telling them you're

• (Invitation) Wander The Bits District, looking for a poor fellow in this impoverished slum being set upon by thugs. Expect the fracas in the area close to the arena entrance, and the Vilmerius Hospital. Loot the corpse of this victim-a man named Zdenek, who you may remember from previous adventures-and show this invitation to the bouncers. • Threaten them. This turns into violence, and means your entire investigation of the arena occurs using your steel sword rather than subtlety. There are two main ways you can complete this objective:

t> t>

Arena Agitator-You can speak to the man in charge of the arena; Igor (also known as Hook). Then you can face a variety of opponents in combat for prestige and coin, before concluding your investigation. Senseless Slaughter-You can simply use combat to solve your problems, either with Cleaver's dwarves backing you up, or on your own.

Bout #2: The Hairy Brothers: Two Skelligers who are double the trouble. Although you may yell at the last remaining brother to yield, he is too proud, and must be slain. The crowd goes apopleptic with bloodlust! Bout #3: A Wyvern appears, and must be brought down to earth with a thug (and possibly a Sign or crossbow bolt). Dodge, weave, and watch that breath! The mob is freaking out! Bout #4: Wait, wasn't this three rounds? Well, you're tested with a pair of Endrega. Consult the Bestiary chapter of this guide if slaying these terrible insects is beyond your competence. Bout #5: Boris! A large lumbering bloodthirsty bear pads out to maul you. Return the favor, and expect a protracted combat. End him, and you conclude your career as a pit fighter. As the applause dies down, a figure appears on the balcony above. He introduces himself as Cyprian Willey, known to most as Whoreson Junior. Answer as you wish. Whoreson is about to leave when Igor comes running into the arena. Cleaver's dwarves are in the tunnels' Whoreson orders all of them killed. Along with you! Instead of a peaceful solution, you must now resort to brutal bloodshed and slay every enemy throughout this sewer! A Senseless Slaughter is inevitable!

SENSELESS SLAUGHTER: A MASSACRING MUTANT!

ARENA AGITATOR: A MURDEROUS MUTANT!

OBJECTIVE:

,

r • Kill Whoreson's thugs.

OBJECTIVES: • • • •

Cyprian Willey

=

Talk to Igor. Fight in the ring to prove you'd make a good bodyguard. Defeat your opponent(sl. Survive the fight.

Igor the "Hook"

Descend the sewer steps, through two gates, and listen to the henchmen talking about the proposed fights scheduled in the arena. Head south, passing some fisstech addicts, then head east passing a locked gate on your left, passing guards and gaining an audience with Igor himself. You tell him you need work; perhaps as protection. Igor seems interested. Don't mention Whoreson's name, but otherwise answer however you wish. He wants to test your mettle. Survive three bouts in the arena, and you'll be put to work. Agree to this. You have time to prepare after agreeing.

Feel free to prepare and meditate for a number of (sanctioned) fights to come, Lbefor.e visiting Igor himself.

You appear in the arena (and there is no escape). Igor whips up the crowd with talk of your murderous nature, and then introduces your opponent(s): Bout #1: Gustav Roene: A hardy man, but with little combat prowess. You can: Swiftly kill him. The crowd goes wild.

Exploring Whoreson's arena ends in combat no matter how careful or respectful you try to be. Prepare for battle when one of the following activities occur: ti

You visit Cleaver (Main Quest: The Gangs of Novigrad), agree to slay every one of Whoreson's men, meet up with a group of dwarves prior to visiting the arena, and launch an all-out strike into the sewers without worrying about a brief career as a pit fighter. Charge!

ii)> You speak to Igor and mention the name of Whoreson. This causes suspicion,

and you're deemed a threat. Let battle commence! You manage to complete all bouts of arena combat, after which Cleaver's dwarves arrive anyway, no matter what your previous choices. Whoreson's thugs turn on you. Big mistake! Dismembering time!

JO

ARENA RUMBLE

'

Expect around 16 opponents (Whoreson's henchmen, bandits, and bouncers) during this attack; six on the arena corridor level and the rest upstairs where you met Igor. Expect a much easier fight with Cleaver's dwarves backing you up (but less XP rewarded as there are fewer kills).

Spare him as he has three children. The crowd isn't happy, but Gustav is; he helps you during all the subsequent bouts! 107

ARENA CONCLUSION: THE REDANIAN CONNECTION OBJECTIVES:

-,,

• Search the area for information about Whoreson. • Read the documents you found.

I

,/J

DECISIONS. DECISIONS

At this ~oint, you multiple objectives to be completed in any order. You can:

1 •

Continue Main Quest: Get Junior and visit the casino.

• Continue Main Quest: Get Junior and visit Vernon Roche. • Continue Secondary Quest: The Gangs of Novigrad, visit Cleaver, and claim your reward.

Tear through the assembled thugs, including Igor. When everyone not under five foot tall is dead, begin a reconnoiter of the area. Begin by finding the corpse of Igor, near his throne to the west of the arena balcony, and search it You're looking for a key.

VERNON ROCHE: TEMERIA'S LAST HOPE

Approach the chair Igor sat on, and unlock the small chest on the side table. Aside from a gold ring, there's a message in here. Access your Inventory menu and read it

[_ ,/J -

ITEMS:

Quest Items: Key to the Novigrad Arena, Message fr~m Igor

• Start and conclude Secondary Quest: Honor Among Thieves and visit Francis Bedlam, King of Beggars.

--..

~ESTING

DECISIONS

~

.1

.,

OBJECTIVES:

. This objective begins once you either complete your investigation of the casino, or lt~ arena, or both. -~ • _ ~ _ _ • ,,,.,_

·

• Use your Witcher Senses to find a way to acess the secret stash. • Search the secret stash. • Read the mysterious letter.

Hortensia

Vernon Roche

Ves

Time to leave Novigrad; summon Roach and gallop southeast toward Oxenfurt. In the rolling hills and scattered woodland just north of this second city, is a rocky gorge. This is the Temerian Partisan Hideout, where two old friends are ready to be reacquainted with. Speak to the guard named Hortensia. You can: The message tells of a hidden lock box with valuables inside it Fortunately, the route to find it-down the corridor leading from the upper level toward the arena, turning so your back is to the grating and then looking to the wall opposite you-is easy to follow. Turn from the throne and head west down the tunnel. Turn right (north) through the arch grating. Turn right again (east) and run down the sloping tunnel, which curves to the right (south). Then turn left (east) and locate the scraping on the ground of the alcove along the far wall. This signifies a secret door. The wall torch to open it is on the wall, just right of you (left of the rubble pile). Light and interact with it Step through the wall opening, and gather the following from the secret stash:

ITEMS:

Crowns, Quest Item: Mysterious Letter

, OBJECTIVE: • Talk to Dijkstra about Whoreson"s ties to the Redanians.

Access your Inventory menu and read the letter; it tells of King Radovid's displeasure at Whoreson for not ridding Novi grad of the other members of the "Big Four" (Dijkstra, Cleaver, and Bedlam). It is signed "M." This knowledge should definitely interest Dijkstra, so return to the Bathhouse, and visit Dijkstra in his library office. There's a wealth of conversation options here (about your investigation progression, Dijkstra's own contact with Radovid, and chats about Radovid plucking the eyes out of the sorceress Philippa Eilhart), but tell him that Junior is working with the Redanians. Answer however you wish. You ask Dijkstra if he has a contact among the Redanians. He doesn't, but you do! Remember the former commander of the Blue Stripes? Vernon Roche! He's holed up in a camp near Oxenfurt. 108

.

~

Have a slightly tense chat about hornbills, after which Vernon waves you in. (Axii Delusion Level 2) Flummox Hortensia into letting you into the camp. (Witcher 2 Save Game or conversation with General Voorhis during Main Quest:

Imperial Audience; if you sided with lorveth in Witcher~: Hortensia challenges you to a fistfight, after which you're let in.

Ves strides in to talk to Vernon about saving some fleeing villagers, but Roche's threadbare army is stretched too thin to help. Ves sees you, rolls her eyes, and leaves. Speak to Roche, asking what he is up to, and how he wound up here, but more importantly, tell him you're looking for Whoreson. You tell him he counts Radovid as an ally, as does the man you seek. As luck would have it, Roche is on his way to meet a Redanian contact. He agrees to bring you with him.

KING TAKES PAWN OB ECTIVE: • Meet Roche by the bridge in Oxenfurt. • Enter the chess club with Roche. • Nearest Signpost: Novigrad Gate

Leave the rag-tag band of Roche's followers, and gallop south across the fields of hay, and across the eastern bridge (confusingly known as Novigrad Gate, despite being in Oxenfurt!), slowing to a canter as you spot Roche on the other side. Get off your horse, and tell him "let's go." Dismount and follow Roche. You're heading roughly south, passing numerous Redanian guards. In fact, there's a large number of them, as well as witch hunters. Something isn't right.



VIOLENCE: THE CACOPHONOUSKILLER

King Radovid V

It seems the club has been graced with the presence of King Radovid himself. He professes not to be a fan of the game, as it doesn't mirror real life. He asks you why he plays chess. Answer him however you wish as the question is mostly rhetorical. He bids you sit with him while he strains his metaphors and shows his madness. Answer as you like (regarding your understanding of what he speaks about). Radovid tells you a hidden truth; that a monarch is always surrounded by fools. Answer again, then Roche interrupts you by telling the king you're about to explain why you're here. Tell him you're looking for Whoreson. The king is surprisingly helpful, letting you know he's placed Whoreson in an Oxenfurt mansion. To enter, you must tell the guards you've come about the new whores. "Fresh women" are constantly being sent there, and aren't treated well, apparently. When you ask why this information was so easy to come by, the king tells you he expects a favor from you in return. You will be contacted in due course. This occurs as the last of these sister quests. Once outside, you both remark on Radovid's descent into madness. Then Roche requests you return to his camp at some point; he has a terrible problem with Ves and needs someone to talk some sense into her.

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QUESTING

DECISIONS

] Return to the King in Main Quest: A Favor for Radovid (page 110).

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Return to Vernon Roche and help with Ves in Secondary Quest: An Eye for an Eye (page 129).

If the situation turns violent. Quickly slay both guards, hopefully without attracting any Redanian soldiers into the fray. Then inspect one of the henchman corpses for a key. Use it on the large arched door they were stood in front of. ITEM: Quest Item: Key to Whoreson Junior's Estate Enter the estate grounds, immediately confronting a dozen of Whoreson's henchmen in a variety of locations; slice them by the stone steps. Pummel them around a central fountain. Decapitate a couple near the workshop; make a thorough sweep outside, and don't rest until the cobblestones are stained with their blood. Then enter the main mansion structure. Use the entrance near the fountain, or around the back at the tradesman's entrance. Expect a further four foes (two per room) as you invade the ground floor of the structure. Kill them all!

SILENCE: THE SNEAKING ASSASSIN With your ruse believed, the bouncers at the gate point you to a secret passage close to the perimeter of the estate. Descend the ladder, into a narrow sewer tunnel, and maneuver right, then left to a cave-like area and search out a brick wall that looks unstable. Blast it with Aard, allowing you to enter the cellar of Whoreson's mansion. Expect to kill four foes as you head upstairs, and invade the ground floor of the structure. Kill any you wish, and optionally head outside for a more protracted battle.

LIVING DOWN TO HIS NAME SQUEALING LIKE SOWS BEING SLAUGHTERED OB ECTIVES:

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OBJECTIVE: • Kill Whoreson Junior.

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• Get inside Whoreson's hideout. • Search the guards' bodies. • Search Whoreson Junior's residence.

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Q._UESTING DECISIONS: FAILURE'

At this point, Main Quest: Gangs of Novigrad will fail if you haven't spoken to Cleaver or helped him slay Whoreson's men back in Novigrad.

Arguably the largest walled structure in all of Oxenfurt, Whoreson's estate features a stone wall too high to hop over, and an entrance on the western side of the compound that is guarded by a couple of henchmen. The conversation usually turns violent if you slayed the enemies within the casino and arena, earlier in this quest. If you didn't kill anyone (fleeing, or leaving the dwarves to slay everyone), the conversation turns to the topic of "fresh girls" for Whoreson.

Cyprian Willey {Whoreson Junior)

Look for a set of stairs in the northwestern room of the mansion that leads up (east) to some grim findings on the upper floor. Use your Witcher Senses if you wish, and examine a horrific act this degenerate inflicted on a woman of Oxenfurt. Then open the bathroom door. You catch Whoreson with his pants down (literally). The corpses of tortured prostitutes are strewn about the chamber like discarded clothing. It takes a single punch to put Whoreson on his back. After some vicious pummeling, Whoreson pleads for you to stop. Tell him you're here to kill or talk to him. There's more pleading. Eventually, he agrees to tell you about Ciri and Dandelion, who apparently came to him looking for help in repairing a phylactery. He obliged, and in return, they were to steal Reuven's treasure. When they failed to return, he flew off the handle, kidnapped their Doppler (Dudu), and kept the phylactery, which is on a nearby table. Main Quest: Get Junior temporarily stops.

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· "Free my friend Dandelion."

If you made a verbal error during your conversation with the witch hunters, they turn on you and a fierce battle begins. Since there are around 16 of them to face, it's usually best to remain in the exterior courtyard. Cut down foes that appear in the yard first, before venturing into the barracks itself. After a hardfought slog up the central stairs and a confrontation with a witch hunter torturer, more guards that Menge summons, before you enter Menge's office and face down the commander himself.

After cutting him down, Triss appears and comments on your lack of subtlety. Search the desk for a letter and book; reading the note (in your Inventory menu), before speaking to Triss again. She finds an office key on Menge's body, and a vault key hidden in the lining of his tunic. She hands both to you to give to Dijkstra. This might not be enough, but should keep him off your backs. For now, it's time to find a way out of this place. The quest paths now merge, as you return to Dijkstra.

ITEMS:

Quest Items: Letter to Caleb Menge, Menge's Holy Tome, Menge's Key, Key to Dijkstra's

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Treasury

INFILTRATION AND ERADICATION: OUTPOST EXTRACTION OB ECTIVES: • Find a way out of the witch hunters·

1 outpost.

• (Optional) Sneak out the witch hunters· outpost.

Whether you used wanton or targeted violence, you must leave here by the following route. Using Menge's Key, your only exit option is to find the door in the northwest corner of Menge's office, and open it. Step onto a wooden balcony down the side of the building. Triss tells you she's going to stay here to burn the place down. Optionally help her by using lgni on any flammable objects located along the building's wall.

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Leave the outpost without attracting attention by jumping on the crates near a torch, stepping onto a shed roof adjacent then dropping down into the outer courtyard.

OBJECTIVES: • Be at the arranged meeting place at midnight. • Find a good place to hide and wait for the spy.

The main doors to the outpost barracks are locked, forcing you to improvise. Turn and look for a bricked-up arch in the northern part of the walled compound, and utilize Aard to shatter the crack up the middle of the brickwork. Rush through, and you're apprehended by Dijkstra's (sorry, Reuven's) henchmen, and taken to the docks.

Yamurtak the Spy

INFILTRATION END: I ALWAYS PAY MY DEBTS. EVEN TO LIARS. OBJECTIVE:

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• Tell Dijkstra what you've learned.

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When the spy appears at the house, he's not eager to talk. However, with some convincing from Triss (and her magic torture tricks), he becomes more talkative-you can choose to let her continue using her magic on the spy or ask her to stop. Either way, the spy will talk. He reveals that Dandelion is in the dungeon on Temple Isle, awaiting his execution.

Dijkstra isn't pleased that you didn't return with a cartload of valuables. But you do have the key to the vault, and hand it over. Since you've figured out where Dandelion is, Dijsktra tells you never to lie to him again. You part ways and head off to inform Priscilla.

Both you and Triss know that this spy can't be released after your conversation. You can choose, however, if Triss should wipe his memory or kill him. You then decide that your doppler friend Dudu might be able to help-by impersonating the recently-killed Menge to arrange Dandelion's escape.

THE VERY END: DANDELION'S PREDICAMENT OB ECTIVE:

ERADICATION END: A TOAST TO YAMURLAK OBJECTIVES:

Now head southward, passing through the Glory Gate and out of the walled part of Novigrad, to the nonhuman shanty town of Farcorners. Locate the empty house after meditating until around midnight. Enter, then step behind the open door to start hiding. You're surprised as Triss arrives, explaining she learned of the place from Dijkstra, and wanted to see this through to the bitter end.

• Talk to Priscilla.

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• Tell Dijkstra what you've learned. • Fmd the drop box using your Witcher Senses. • Place the Holy Tome there to signal that you want to meet with the spy .•

Dijkstra isn't pleased that you massacred Menge and didn't return with a cartload of valuables. But you do have the key to the vault, and hand it over. Dijkstra tells you never to lie to him again. But there's the letter from the spy calling himself "Yamurlak." It details how to arrange a meeting. Dijkstra tells you the spy usually shows up in a ruined house, in Farcorners, around midnight. How does Dijkstra know this? He's a former spy himself. You part ways and head off to attempt a rendezvous with this "Yamurlak." Head to the Eternal Fire shrine directly east of the Hierarch Square signpost, in the eastern part of town, and use your Witcher Senses to uncover the lockbox on the southeast pillar. Interact with it to place the Holy Tome and signal for the spy to show up.

Decision 1:

If you ignored the Puffins and they didn't promote, the courtyard still has a sizable audience. The only difference is a larger XP reward for helping the Puffins.

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Decision 7: If you decided on Irina as the Princess, she appears a little too old for the role, but gives it her all.

There is no other difference, aside from the acting.

DECISION 8: THE PRINCE +:

Decision 8: If you picked Abelard Rizza as the Prince, expect a moderately entertaining performance by this professional, and additional takings as a reward.

Decision 8: If you favored Maxim Boliere as the Prince, expect a slurred tipsy thespian that sometimes forgets his lines.

DECISION 9: THE COMEDY OR MELODRAMA +:

Decision 9: If you decided the play would be a comedy, you beckon a guard with a scar up onto the stage as part of the play, and the third act finishes without incident.

Decision 9: If you decided the play would be a melodrama, you beckon the guard up onto the stage. At this point, the Eternal Fire fanatics (and Fatso) start yelling at you for blashempy, and a fight breaks out. Defeat around eight bandits and enraged townsfolk, with the help of Sofus' toughs and Zoltan.

BOLDNESS BE MY FRIEND

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OBJECTIVE:

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. . .

,

..

The play was a triumph!? Now quickly head into Irina's quarters, and meet Dudu (in halfling form). Speak to Dudu about his escape from Whoreson's, after which you can optionally ask him to change into Ciri for you. The effect is . . odd. Now tell Dudu that Dandelion has been found, and Dudu's help is needed in the most cunning of rescue attempts. This quest concludes, and Main Quest: A Poet Under Pressure begins (once Irina rewards you for your amateur(ish) dramatics).

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Oudu (ha/fling form)

O(•(t(H,)

DANGER ALERT

SPOILER ALERT



-------------~-------~ -- ---- -Locations: The Butcher's Yard Theater (Novigrad), Seven Cats Inn, Isolated Hut Characters: Zoltan Chivay, Priscilla, Halflings and Dwarf, Dandelion Enemies: Redanian Guards, Drowners, Witch Hunter ----

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FORESEEN AT THE RAVINE . OBJECTIVES:







:x::x:x +

Explain to the dwarf your intentions regarding raising suspicion or that an ambush is simpler (your choice). Then Priscilla arrives-an unwise move on her part due to the danger-bringing a note from Dudu. The convoy leaves at dawn, but she stays whether you ask her to leave or not. Zoltan challenges you to a game of Gwent while you wait. Agree or don't. Then wait until you hear the sounds of horses approaching.

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PLUCKING A DANDELION OBJECTIVES:

• Meet Zoltan at the site of the ambush. • Nearest Signpost: East of Seven Cats Inn.

Travel eastward out of Novigrad, passing the Seven Cats Inn via the road by the river to reach the ambush point. As you approach the objective, head up the grassy embankment to the north, then around to a small campfire and some low brick ruins where Zoltan is waiting. He and some of his fellows have set the ambush for a convoy transporting Dandelion from his prison on Temple Isle (north Novigrad) to Oxenfurt. If you helped Dijkstra with his treasure hunt during Main Quest: Count Reuven's Treasure, you can meet him back in his bathhouse office, and he agrees to send a small band of his men to help you with the ambush.

Zoltan 's forces cut trees from the sides of the ravine and a band of dwarves attack. There are reinforcements; Redanian forces hiding in a rear caravan, and the ambush takes a turn for the chaotic. During the com motion, a guard bolts on horseback, taking a bundled-up Dandelion with him. Leave the fighting immediately, and begin to chase the abductor. Scramble up the ravine to the grass field above, and whistle for Roach. He soon disappears, forcing you to use your Witcher Senses to track him. 117

Slow to a canter within the objective area, and spot the horse prints, following them roughly northeastward to the right of a lake. Beware of drowners along the lake shore. These creatures are out in force and around eight should be tackled. Follow the horse tracks across a field, onto and off a road, back onto the road, and then northwest off the road again. Canter back onto the road and turn right (northeast) at the sunflower field. Then slow and ask around a farmer's camp on the road ahead (southeast of Beanston). One of the Townsfolk tells you a horseman rode through here with a "wench" squealing and wailing with a sack on their head. That's got to be Dandelion!

., OBJECTIVES: • • • •

Tell them you're here to remove this "hunter," and ask if there's another way into the building. One of them hands you a key. Head to the hillock behind the cluster of structures, and locate this trapdoor (as shown). Unlock it, and descend the ladder.

ITEM:

Quest Item: Cellar Key

Follow the smell of Dandelion's cologne. Explore the area in front of the hut in the woods. Enter the halflings' home via the secret passage. Free Dandelion. Defeat the Witch Hunter.

Just beyond the camp is a fork in the road. Dismount and inspect a strange object on the side of the right road. It is a perfume bottlethe heady aroma of "Nuits de Beauclair." Your Witcher Senses pick up the scent trail. Follow the smell into the woods, heading northeast up a side road, then into heavily forested hill. Just ahead is a dwelling in the woods (Isolated Hut Marker), evidence the horse was limping, and finally the abductor's horse itself. The beast collapsed on the grassy path. There are voices, too. Approach the trio of little folk-a dwarf and two halflings are moaning about a hunter who bundled another man into their home, and locked himself inside.

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Dandelion

Walk through the cellar, where the halflings spend their time (it seems) daubing paint everywhere. Head west to the opposite end of the cellar, and look for a second ladder. Climb up into the Isolated Hut. You can hear Dandelion's voice ... until he annoys the guard so much he's gagged. Burst through the door, brandishing your steel sword and cut the witch hunter down where he stands. You untie Dandelion, who is surprised to see Priscilla and Zoltan waiting outside. You attempt to steer the conversation away from Dandelion's inflated opinion of himself, and quiz him about Ciri's whereabouts. He remembers the last time he saw her; on Temple Isle running from Whoreson's men . . This quest now concludes, as the halfling painters hand you one of their works.

DANGER ALERT

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SPOILER ALERT

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Locations: Temple Isle (Novigrad), Elector's Square, Temple of the Eternal Light Characters: Cirilla, Dandelion Enemies: Redanian Guards, Whoreson's Men, Bandits -

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~\ORE HASTE. AND MORE l\l'EED

If you're slow or caught by guards, you may be overwhelmed and easily cut down. The following route should be utilized as quickly as possible.

e!\ . ·-. ~ fr'...

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Cirilla

You are Ciri. You're being chased through the streets of northern Novigrad. Whoreson Junior's men are after you, and are yelling at the Redanian Guards to give chase. From your starting point, dash southwest up the cobblestones and through the portcullis gate. Dandelion raises the portcullis, motioning you to mount a horse. It is advisable to choose the more docile mount on the left. 118

Reverend Nathaniel Pastodi

Gallop along the main cobbled road, passing too many enemies to keep track of (at least a dozen). Head past some wooden barrels and defenses, passing a crossbow ambush and the signpost. Race up the hill until Dandelion yells at you to leave your horse. You have at least eight of Whoreson's men to battle on the high road lit by braziers. Slay them all, then wait for Dandelion to approach the door.

Run up a large set of stairs toward the Temple of the Eternal Fire. You tell Dandelion to run, while you try to fend off more bandits. The temple guard now join the fray, with the Reverend Nathaniel Pastodi attempting to arrest all of the troublemakers. After being surrounded, you have just enough time to teleport away. Dandelion is less lucky. The quest then concludes.

TYING UP LOOSE ENDS IN NOVIGRAD The conversation returns to Geralt, Dandelion, Zoltan, and Priscilla. You focus on the information you discovered during your adventures in Novigrad: • The fact that Ciri isn't in Novigrad.

• Depending on how much of the adventure you have completed (in Velen and Skellige),

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this quest ends with the following

options:

If you have completed Main Quest: Family Matters and Main Quest: Hunting a

If you've completed Main Quest: Family Matters and Main Quest: Hunting a Witch,

Witch, you reckon exploring Skellige (Main Quest: Destination Skellige) is in order.

as well as Main Quest: Nameless, Main Quest: Ugly Baby automatically begins .

.,,_ If you have completed Main Quest: Nameless, you think Main Quest: Family

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Matters or Main Quest: Hunting a Witch are both good plans.

In addition, there are Secondary Quests available for Dandelion, Zoltan, Triss, and the Assassins plotting regicide. All of these are detailed in the next section.

ill> If you haven't completed up to either sets of quests in Velen or Skellige, you are at a loss at what to do.

A HERO IS BORN OBJECTIVES: • Meet Dandelion

., near Sophronia's

house after dark.

• Fight the Crimson Avenger.

TROUBLE IN PARADISE OBJECTIVES:

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Sophronia

• Meet Dandelion at the Rosemary and Thyme. • Talk to Dandelion.

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QUESTING

quest becomes available

DECISIONS

Head northward into the Gildorf District, along the raised thoroughfare above the bathhouse, then head to the courtyard just south of the main market square, near a small fountain. If Dandelion hasn't shown, meditate until just after sundown. He's fashionably late, and pitches you a plan-he needs The Crimson Avenger Sophronia to believe him to be a hero who can save her from a bandit. You're playing the part of the bandit. You can agree, disagree, or be incredulous at the stupidity of it all. Before there's any more time to argue, he shoves a handkerchief to hide your face, and tells you to meet him back at the Rosemary and Thyme in the morning, after you scare the woman. You have two opportunities to try the following:

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once Main Quest: The Play's the Thing concludes, and

Read from the card Dandelion gave you.

t,l> Or improvise.

Either plan results in an interruption from Dandelion-or as he now wishes to be known, the Crimson Avenger-who intends to defeat you with swordplay. If you're adept and parrying and try to teach Dandelion a lesson, he protests. Instead, simply try some ineffectual counter attacks and let him strike you until "combat" concludes. Sophronia is really getting into the live-action roleplay part of this, and offers to bandage up Dandelion inside her house. Meanwhile, you're asked to leave.

Return to the Rosemary and Thyme, and head inside. You witness the tailend of an argument between Priscilla and Dandelion. She storms off, and he whines to you about being called a "whoremonger and a witless hack." He hopes to change the more risque nature of the Rosemary and Thyme. In fact, he is planning a cabaret. Though you may have advice about Dandelion using a bank, or your own coin, simply agree to help Dandelion. A past fling of hisSophronia-has a merchant father, and the coin could come from her. But to win her over, there must be a ruse most cunning. It involves a dull sword from Madame Irina, and a meet-up outside of Sophronia's house at sunset.

OBJECTIVE: • Meet Dandelion

OBJECTIVE: • Borrow a prop sword from Madame Irina.

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It's a short jog across and along the northern side of the canal. Locate the footbridge above the canal that leads to the rear entrance of The Butcher's Yard Theater. Enter Irina's quarters (the brick building), and request the dull sword. She happily obliges.

in the morning at the Rosemary

and Thyme.

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Head back to the Rosemary and Thyme (meditating until morning if necessary. Inside, Priscilla is speaking with a dwarven set builder. He turns to you to choose the interior decoration. Choose a theatrical look (this is Dandelion's preference). Choose a boudoir look.

Priscllla

Let Priscilla decide. She chooses a theatrical look.

ITEM:

Quest Item: Blunt Sword

Irina Renarde

After speaking about Dandelion to Priscilla, choosing any answer you wish, you agree to find the fellow. 119

You can:

POLLY PUT THE CHOREOGRAPHY ON

• Stop them from stealing, resulting in combat with the two foes.

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• Tell them you're only interested in the placards.

• Find Dandelion • Look for the key using your Witcher Senses. Open the door to Polly's home.

Either way, a spot of fisticuffs is in order. After the two bandits are beaten down, they tell you where the half ling is-over at the Vegelbud estate, losing his last crowns at the races.

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OFF TO THE RACES OBJECTIVES:

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• Talk to Rautlec m the Vegelbuds residence. • IOpt1onal)Win the race. • Return to Dandelion. Polly

Dandelion is west and a little south of the Rosemary and Thyme. Find him banging against the door of Polly, Dandelion's preferred choreographer, and her tlance who doesn't trust Dandelion's motives. You offer to break down the door, but Dandelion reckons there's a spare key around here, somewhere. Use your Witcher Senses and look under the wooden bucket to the right of the bench and front door.

Hank Rautlec

Hubio

~ ITEM:

Quest Item: Key to Polly's Home

Once inside, Polly's fiance has some choice words for the dandy, and you're able to ratchet down the verbal assault by choosing your own threatening words (you have two attempts, the first choice is a verbal put-down, but the second results in fisticuffs). Once Dandelion butters Hubio up, swears the Rosemary and Thyme is no longer a brothel, and offers to pay Polly handsomely, he relents. Polly agrees to help, leaving you to converse with Dandelion as you wish.

PLACATING THE PLACARD-MAKER'S COLLECTORS OBJECTIVES: • Find Rautlec and get the placards from him. • Deal with Rautlacs creditors.

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The Vegelbud Residence is a lavish mansion with formal gardens and its own countryside racing road. It's east of here, and requires Fast Travel or a gallop on Roach. You'll find Rautlec by a small caravan near the race seating and bookie caravan, talking to Count de Luverten. The Count has coaxed the halfling into one more bet, but if Rautlec's horse loses, he'll be indebted for a lifetime. There are ways to solve this problem, of course. You can: ~

Persuade him that you'll race, and then win it. If you win, the halfling is most appreciative, and tells you he'll deliver the placards. If you lose, you can pay off his debt (275 crowns now), or ignore Rautlec and let him flee. Either way, you return to Dandelion.

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(200 Crowns) Simply pay off the debt. He's shocked by your generosity, and tells you he'll deliver the placards. Head back to Novigrad. Ignore Rautlec's plight, and head back to the Rosemary and Thyme to tell Dandelion he'll have to live without his placards.

/I' Next, Dandelion needs to stop by Hank Rautlec's, a tamed portrait artist (apparently). He's in charge of the placards for the Rosemary and Thyme, and Dandelion already ordered some from Rautlec, but they haven't arrived yet. Ask about Rautlec if you wish, then offer to get the placards. His place is a few doors northwest of the Golden Sturgeon. Head north, across the canal, then northwest to the entrance shown in the previous picture. Enter the modest establishment, and two bandits are sifting through his better works of art.

HORSING'AROUND

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Be sure you're familiar with the finer arts of horse racing, and the twists and turns of this course. Why not gallop around the circuit once or twice on Roach, before speaking to Rautlec?

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QUEST CONCLUSION: OPENING NIGHT BUTTERFLIES Back at the Rosemary and Thyme, Dandelion is either thrilled at the "theatrical" tacace of the place, or a little miffed at the boudoir decor. Either way, he aims to christen the place "the Chameleon." Priscilla nips off to change her dress, and Dandelion orders a round of drinks to celebrate. Agree or refuse a drink. Then answer Dandelion however you wish, when he begins to talk about Priscilla (again). The conversation drifts on, as this quest concludes, and Secondary Quest: Carnal Sins automatically begins.

THE ACT OF A DEMENTED MIND OBJECTIVES: • Go meet with Von Gratz • Go through the sewers to get to the mortuary. • Nearest Signpost: Hier arch Square.

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QUESTING

• Torso-deep wound to the left of the rib cage. A scar the length of his stomach; examine both. The scar is an old wound, but the stomach indicates the heart was carved out. Joachim delves into the wound and produces a small ball-shaped egg from an amphibian. This was the murderer's doing. Open the abdominal cavity, resisting the stench of formaldehyde. This was ingested!

DECISIONS

l This purely optional quest automatically starts at the conclusion of Secondary Quest: Cabaret.

• Hands-welts on his wrists, indicating he was tied up. Someone took a ring off his finger. • Legs-he kicked something with his right foot. • Genitals-early stages of syphilis.

Your dandy friend is wearing a groove in the Rosemary and Thyme floorboards, pacing up and down in anticipation of Priscilla's arrival. When a messenger arrives to tell you both that she's been hurt, you both speed to Vilmerius Hospital. The doctor (Joachim von Gratz) describes her Joachim von Gratz condition as critical. Answer the doctor how you wish regarding the method of the attack (she was forced to drink a caustic fluid after being immobilized in some way). This isn't the first victim to be mangled in this manner, either. Dandelion pleads for you to help find the person responsible. Agree, to continue this quest. Dr arrange to meet him outside the Kingfisher Inn, if you need to prepare. Joachim seems helpful. He offers to take you inside the morgue via the sewer entrance, so you can inspect the previous victim. Head to the sewer grate by the side entrance to the Kingfisher Inn, and descend. You appear with Joachim in the brick-walled dankness under the city. Joachim seems to be part vigilante, as you speak to him while ridding the intial corridors of a couple of drowners. Two more lollop your way along with a water hag, before you can climb a wooden stairwell to a brick balcony and upper tunnel to the west. Follow Joachim up the stairs and then a ladder, and finally a door into the mortuary itself.

SEEKING SACRILEGE: ASKING THRICELY OBJECTIVES: • Find Eustace the corpse collector.

~ • Talk to Eustace.

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The following objectives can be attempted in any order.

Eustace

Explore the The Bits District as you're not far from Eustace's location, near the recently deceased. He recalls the dead dwarf. Ask if he searched the corpse, and if there are others bearing the same wounds. There are-all ordered to be burned by the Reverend. After you accuse Eustace of stealing from corpses, the conversation turns tense. You can:

WE SEEK THE CORPSE OF A DWARVEN WOODCARVER

• (Axii Delusion Level 3): Befuddle him into revealing what was in the dwarf's pockets.

OBJECTIVE: • Find the dwarven woodcarvers

Afterward, you can tell Joachim your deductions (ritual murder, punishment, no motive, or you'd prefer not to share your conclusions) as you wish. You're then interrupted by the coroner (Hubert Rejk), who tells you the name of the dwarf (Fabian Meyer). Hubert isn't happy that Joachim is doing his job for him. Ask how they know each other, then where the woodcarver's body was found (at his workshop near Farcorners, and dragged to the morgue by Eustace the corpse collector). Continue the investigation there, after Hubert covers for you once the prickish Reverend Nathaniel arrives, and closes the mortuary down. On the way out, chat to Joachim about Nathaniel's past as a torturer who now wears the garb of the Eternal Fire.

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• (200 Crowns): Bribe him into telling you what the dwarf was carrying.

body using your Witcher Senses.

• Threaten him. This doesn't phase Eustace, as he knows he has an important job, and protection from the likes of you. Either the delusion or bribe allows you to learn he found trinkets and baubles on the dwarf corpse, as well as a vellum letter. It has the name "Priscilla" written on it! End the chat with a punch or an utterance. -, OBJECTIVES: Hubert Re/k

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• Examine the place where the woodcarver died using your Witcher Senses. • Examine the woodcarvers workship using your Witcher Senses.

Inspect the bodies on the gurnies using your Witcher Senses. One has been mauled by necrophages. Another is human, not dwarven. The dwarf lies in the northeast part of the area, near the autopsy posters. Tell Joachim to start the autopsy, in any of the following areas:

Reverend Nathaniel Pastodi

• Head-hair is burned, eyes are scooped out. An incision made into the voice box, possibily with a scalpel. The murderer performed a tracheotomy. The mouth is burned and blistered like Priscilla's. There is gray dust around the eye sockets, too; burning coals were placed into the sockets.

Gus Meyer

Travel to the main road near the Tretogor Gate, face west and knock on the large wooden door. You're greeted by Fabian's brother Gus, and his two toothy attack dogs.

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Ask the dwari about the murder, and his brother's enemies (none, though he liked whores). Then use your Witcher Senses to find the following: • A bonfire of statues, probably deemed too revealing by the Eternal Fire. • Bloodstains where Fabian lay. The murderer dragged something

heavy here.

• The sermon of a concerned citizen. Read it, to find some prose regarding depravity in these parts. • The workshop door; Gus opens it, providing you checked the drag marks and the blood, then talked to Gus. Check the corner inside for some formaldehyde. There are also more blood stains and an overturned chair. Now speak to Gus again, talking about his sculptures if you wish, but also about what exactly happened. The burning of the sculptures seems to be a lesson for the dwarves ... and the whole city.

ITEM: Quest Item: Concerned Citizen's Sermon

·as

ECTIVE:

~

• Investigate the alley where Priscilla was attacked using your Witcher Senses.

Journey to a seedy part of The Bits, close to the city wall near an ivycovered shack, where a lady shows you a bit of leg. Hey, isn't that Whistling Wendy, the whore from Henselt's camp who helped you find the kaedwenians conspirators (in Witcher Z)? It leads to a dead-end. Pry the Concerned Citizen's Sermon off the wall, and optionally read it. It's a diatribe about filth polluting the city. Then inspect the area with your Witcher Senses:

Inside, you find Lady Vegelbud tied to the bed, and not in a good way. The murderer is escaping! Sprint across the room, down the stairs, and then head outside. You're forced into combat with a few guard dogs, and then around five Vegelbud guards. Progress to the area around the stairs, and you're stopped by a crossbow-wielding guard, who takes you prisoner. Back with Ingrid, she admonishes the guard for his ineptitude, and asks why her mother was targeted. You can answer as you wish, though the clues you've found should indicate the choice that's most accurate (that she blasphemed). Head to the bedroom and inspect Patricia Vegelbud's corpse, where you find the note for the next victim: "Sweet Nettie-Crippled Kate's."

A KNOCKAROUND GUY OB ECTIVES: • Find Sweet Nettie at Crippled Kate's. • Enter Sweet Nettie's room.

·

. .. .

.

.

·~·....-.·-·

• There's blood on the ground. Possibly Priscilla's.

.

~-~

• A brazier, seemingly out of season for this time of year. Sweet Nettie

A man's footprint, who took a step back. • Formaldehyde splattered on the ivy. It's only when you try to leave that the gates are closed, and three of Whistling Wendy's brothers attempt to beat you to death. Use fists (as they've mistaken you for the murderer), though swordplay works, too. Afterward, the whore seems taken aback, realizes her hastiness, and tells you about her relationship with Priscilla (who treated her well, but jested about the Eternal Fire), and that her attack wasn't the first.

A CRISIS OF FAITH

A fast gallop (or a Fast Travel) to the mouth of the canal at the western docks in Novigrad allows quick access to the brothel known as Crippled Kate's. Ask inside, and you're told she's with a customer. Sprint upstairs (all the way to the top floor), and enter a bedroom where Nettie sits, stripped and tied to a chair, and about to be intruded by none other than the Reverend Nathaniel! He's annoyed with the interruption, and vows to see to you first. Answer him within the timer (choose any option), then listen carefully to his response, as he tells you he's not the killer. Your response? • That he almost convinced you. This leads to Quest Conclusion #1.

OBJECTIVES: • Talk to the coroner.

, • Go to the Vegelbud residence.

.

• Ask who left the letter on Patricia. This leads to Conclusion #2. • Tell him to mind his manners. This leads to Conclusion #2.

During your previous objectives (usually after the second of the three are completed), you're stopped by a guard and told there's been another murder! You're to report to the coroner at once, back at the Mortuary. Hubert is waiting before he starts the autopsy. Ask about him and van Gratz if you wish. Then begin the grisly evidence-removal. The coroner produces a parchment made of human skin ... "Patricia Vegelbud." Not the heiress?' Off to her estate, and don't spare the horse! . OBJECTIVES: • Follow Ingrid to Patricia's room.

122

. • Chase the murderer.

Whistle for Roach, and depart to the Vegelberg Estate, close to Wheat Fields (signpost). Speak to a gate guard, who is at pains to let you into this compound. You reach Lady Vegelbud's daughter Ingrid, who doesn't believe you, but seems content to check on her mother. Follow her past the fountain, where servants are burning a bonfire of holy books and reliquaries after Patricia's crisis of faith. You enter the mansion, and reach Patricia's bedroom.

QUEST CONCLUSION #1: COGITA ANTE SALIS OBJECTIVE:

·'

.

This deviant in priest's clothing cannot be allowed to live' Battle him in the bedroom, and then untie poor Nettie. She tells you he wanted to do "everything," which included hitting her so she passed out. Though the man was a monster, Nettie's account doesn't seem to quite tally with the sheer inhumanity of what the previous victims underwent. Oh, well ... the quest is solved. ):)

I

ANOTHER VICTIM

Some time later, you may stumble on another victim of the psychotic attacker, you made the wrong decision. Check the note on the victim directing you to the mortuary, and a second note. Then complete Conclusion #2 if you wish.

1 revealing Ingrid Vegetbud

4

• Kill Nathaniel.

'

QUEST CONCLUSION #2: IN FLAGRANTE DELICTO OB ECTIVES

_,

• Go to the warehouse near the port

• Kill the vampire I 1).

This deviant in priest's clothing cannot be allowed to ... wait, what did he say? He wants to calmly talk to you, and you quickly figure out that the coroner is the only one that knew where Nathaniel would be. Now it's the turn of the Reverend to point you in the direction of his erstwhile friend. He's at warehouse twelve procuring formaldehyde. Now he'll get back to Nettie . . until you:

Hubert Rejk is caught red-handed.Though his cool disposition belies his true form as a higher vampire! After waffling on about the symbolism present in his murders, and his concurrence with the Eternal Fire Church's diagnosis of Novigrad as a fallen city, you can answer him as you wish; each of the three choices leads to a grotesque transformation, and a battle against this vampire! Defeat it, using tactical knowledge gleaned from the Bestiary. Once it's dead, the quest is solved properly.

END: DANDELION AND CALLONETTA

• Talk to Dandelion about Priscilla's condition.

• Stopping him with a stern warning. This ends with Nettie being freed after you slay Nathaniel. Untie poor Nettie, but her account doesn't seem to quite tally with the inhumanity the other victims underwent, so Nathaniel isn't the man you want.

Return to the Vilmerius Hospital, where von Gratz and Dandelion are seeing Priscilla's wounds heal quite quickly. Dandelion vows to see her through this hardship, and write her a song. The quest concludes, after which you can speak to von Gratz at length about his background, if you wish.

• •. • DANGERALERT

SPOILERALERT

After the unfriendly folk have gone, Zoltan confides that Duke and Earl are pretenders to the criminal underworld chieftains of Novigrad. Keep prying, and Zoltan eventually reveals he owes a wee sum to Franis Bedlam, King of Beggars. To pay him back, the dwarf is taking up Gwent-not playing the game, but collecting the rarest cards. He has a buyer, but he's missing three critical rare cards.

UP TO HIS NECK IN S--TE WITHOUT A SHOVEL ".OBJECTIVES:

-

• Get the Frinqitla Vigo, lsengnm and Natalis cards for Zoltan. • Nearest Signpost Glory Gate

'" ):)

I

Q!JESTING

DECISIONS

This quest is available once you complete Main Quest: The Play's the Thing (page 114), and all of Dandelion's Secondary Quests.

. ):)

.;J

OBJECTIVE:

• (Axii Delusion Level 3) Befuddle him into leaving her alone. This ends with Nettie being freed and Nathaniel unharmed.

·.'

Journey further into Novigrad Docks District, and open a side door just left of the main (locked) gates.

:X ".'.'.'.' 1:

=

ZoltanChi'fily

care to help? He needs the following: • Fringilla Vigo. • lsengrim. • John Natalis. Zoltan reckons one of his pawnbroker friends (Zed) might have these cards. His shop is only a few steps away to the southwest (and north along the main thoroughfare up from Glory Gate).

Ouke

ZED'S DEAD, BABY. ZED'S DEAD.

IT'S ON THE CARDS

This quest involves the location and gathering of certain high-value Gwent cards. •J There are actually nearly 200 of these to gather throughout your adventures, and many allow you advantages over the opponents you play against. For further information, check Secondary Quest: Collect 'em All! (starting on page 310).

On your way back to the Rosemary and Thyme, you may encounter a heated argument between your friend Zoltan, and a group of bandits led by a Duke. There's threatening talk, which you verbally break up.

Run southwest along the main road, and up the wooden steps to the locked door above Zed's stall. There are sounds of commotion coming from inside. Head back downstairs, climb the ladder by the woodworkers, then ascend to the roof ledge before stepping to the edge and leaping across to Zed's roof. Enter through the attic door.

123

Drop down into the bedroom, where you can examine the body of Zed-he's quite dead. Descend via the interior steps, and you intrude into a conversation between two bandits. They have one of the cards you seek, but can't find the other. Draw your sword and pulverize them.

Caesar Bilzen

Once the intruders have been defeated, inspect the corpse of the bandit called Ringo, and you can gather the first Gwent card you seek, along with the keys to this abode (allowing you to unlock the door you couldn't access on your way here). Now start to methodically check the room for the ledger. There are a couple of scattered chests, but the area of real interest is a scratch mark under the stairs. Use Aard to remove a small false wall beneath the steps, allowing you to pry open a chest and gather the ledger. Now return to Zoltan.

' ITEMS:

Other Item: lsengrim Faolitarra (Gwent Card), Quest Items: Key to Zed's Pawnbroker's, Ledger of Income and Outlays

Speak to Zoltan about the cards. The ledger shows Zed's been selling cards to somebody called Caesar Bilzen, and another called Ravvy. Ask who these fellows are (Cleaver's clerk, and someone Zoltan doesn't get on with, so they must be visited alone). Your two new objectives appear, and can be completed in either order (though it's better to visit Ravik first).

(OPTIONAL) A LIFE-OR-DEATH OF GWENT

The ruse begins while Caesar asking if you fish. Answer however you wish. As the drink starts to flow, you're asked how zander tastes (answer how you wish), and how you enjoy catching fish (bombs or live bait; answer how you wish). When Zoltan nudges you to find more to drink, take this (or the previous choices to leave) as a cue to start searching the premises. Atop the stairs, inspect the large room using your Witcher Senses. The cabinet with the knife on it opens when you inspect the knife itself. Inspect the drawer, and gather a Triangular Key. Now head over to the bookcase. The right one has a triangular hole in the wall. Insert the key, and the left bookcase slides open to reveal a secret door.

ITEMS:

GAME

Quest Item: Triangular Key, Alchemy and Crafting: Dwarven Spirit

Open the secret door, climbing more stairs to a hidden top floor. Here, there's a variety of treasure to gather or leave, but before departing, be sure to grab the Jade figurine on a small cabinet, and the Fringilla card on a display table ahead and left of the top of the steps (after you enter the room).

OB ECTIVES: • Get the John Natalis card from Ravik. • Defeat Duke's thugs

ITEMS:

Quest Item: Jade figurine, Other Item: Fringilla Vigo (Gwent Cardi

, OBJECTIVE:

,,

• Let Zoltan know you've found the card.

Head back down to the drunken dwarves, and let Zoltan know you're ready to leave. Caesar is about to protest you not returning with any spirits, when two masked dwarfs crash through the front door. They are henchdwarves of Cleaver, one of the "Big Four" crime bosses of Novigrad. You can:

Ravik

Ravik is in the lower drinking chambers of the Golden Sturgeon, due west of the Town Square. As you arrive, he's being threatened by "Earl," one of the henchmen you encountered earlier. Through conversation, you are presented with one of two choices:

• Stay and stop the abduction. • Leave, and not fight the two henchdwarves.

• (Gwent) Play Gwent, with Ravvy's life on the line (you lose, and he dies). If you lose, they quickly kill Ravvy, forcing you to fight. If you win, they attack you, but Ravvy survives. • Or simply have the bandits kill Ravvy, and slay them afterward.

ENO: THE CATFISH IS THE KING OF THE PONTAR!

Claim the Gwent card from Ravvy (either his corpse, or "persuade" him with conversation if he's alive).

ITEM:

OBJECTIVES: Other Item: John Natalis (Gwent Cardi

• Go to the meeting with Zoltan 's buyer. • Chase Duke.

HIGH SPIRITS WITH CAESAR BILZEN OBJECTIVES: • Meet Zoltan in front of Caesar Bilzen's house. • Search upstairs tn Caesar Bilzen's home using your Witcher Senses.

Meet Zoltan at Caesar's house, in the southeast corner of the Town Square, and talk about hoodwinking the dwarven fisherman. You must sneak upstairs while Zoltan keeps him occupied with some Mahakaman spirit.

124

Afterward, you can tell Zoltan about Caesar's collection and his obsession with the Nilfgaard. Tell Zoltan about the Jade figurine you pocketed, and he suggests you show it to Triss (beginning Secondary Quest: The Soldier Statuette, on page 235).

.

With all three cards pocketed, you can now meet Zoltan's Gwent card buyer, over by the city wall, through the brick archway. Standing over the corpse of the buyer is the Duke, who has murdered the poor fellow. As bandits surround you, Duke flees. Give chase while Zoltan mops the floor with the mercenaries.

,

Sprint to the open door opposite, climb the two ladders in the stone towers, passing a fallen guard with Duke's fist imprinted in his face. Turn right (southeast) and run along the city wall battlements, through a small tower, then another, and into a second larger gatehouse. Descend all five ladders until you reach the sewer entrance. Enter the sewers, ignoring Duke ahead of you (the grating between you both is locked). Turn right (northeast), heading down a tunnel ramp and engaging two drowners in combat. Face left (northwest) and use Aard to destroy a weak wall. Then sprint ahead, into a cistern chamber where drowners have sliced into the hapless Duke, who lies wounded on a wooden platform. Choose to leave him to bleed out, or kill him quickly.

Back at the meeting place, Zoltan has dealt with the bandits. Inform him of Duke's demise, and then choose whether you want to claim the dwarf's three Gwent cards (to add to your collection), or share the bag of coin. The quest then concludes.

ITEMS:

Gwent Cards: lsengrim, Natalis, Fringilla. OR, Crowns: Approximately 350

00• - ,,: •< > DANGER ALERT

!~

SPOILER ALERT

SEC,ONDARY Q!}ESJ:tA't:_rrER OF LIFE AND DEATH

Related Quests: Main Quest: Count Reuven"s Treasure, Secondary Quest: Now or Never Locations: Triss' Townhouse (Novigrad), Fishmarket, Elihal's Tailor Shop, Vegelbud Residence Characters: Triss Merigold, Vegelbuds" Servant, Elihal, Moritz Diefenthel, General Morvran Voohris, Sigismund Dijkstra, Margrave Vladimir de Cret, Lady Ingrid Vegelbud, Albert Vegelbud Enemies: Whoreson·s Henchmen, Bandits, Rich Townsman, Witch Hunters, Witch Hunter Officer Recommended Item: 260 Crowns or more

WHAT'S THE BEST PRICE ON A TROUT? OBJECTIVES: • Meet Triss Merigold at her hideout. • Meet the Vegelbuds' servant at the fishmarket. He's wearing a blue shirt and has keys hanging from his belt. Use your Witcher senses to find him. • Nearest Signpost: Ubbizi Townhouse.

,t:)

QUESTING

DECISIONS

l This quest

becomes available once Main Quest: The Play's the Thing concludes, and Dandelion is rescued.

:X:X X

~

Journey southwest across Novigrad, toward the Town Square and the fish market just south and a little west from there, close to the canal bridge. The servant himself is dressed as a townsman, and stands close to the bridge. Speak with him regarding "trout," and he isn't happy to deal with you, but he has little other choice. He tells you to follow him.

, OBJECTIVES: • Follow the Vegelbuds' servant. • Help the servant fight off the bandits.

He heads south across the canal bridge, under the stone archway, before he's set upon by three bandits! Fight them off quickly. Triss soon appears, telling you the bandits worked for the witch hunters. Ask what's going on, and you're told Lady Vegelbud's son, Albert, has taken an interest in alchemy, and the Temple Guard knows of this heretical pastime. Bribery isn't working. Posit that Albert might have to flee away from his mansion. This is to take place at a forthcoming masquerade ball. You can call this idea good or bad; it's still taking place! You're given an invitation, and told to wear a fox mask so you're easily let in by the Vegelbuds' estate guards. Opt to head there immediately, or after you prepare. Triss is adamant you look the part. Which means visiting Elihal's shop. What's more, Triss wants you to wear a doublet!

FOXY LADY

Head into The Bits district of Novigrad, finding the leaning townhouse where Triss is currently hiding out. Beware of Whoreson's henchmen, who may be active (and must be defeated) in this area. Enter the townhouse and ascend to Triss' room. She tells you Lady Ingrid Vegelbud has sent her a message. She is prepared to help mages escape from Novigrad, but this isn't charity; it is a quid pro quo. She's supposed Triss Merigold to find out more from a servant of the Lady's, who has arranged to meet at the fish market. You can offer to help, tell her not to go near, and offer other advice. However, it is decided that you'll wait nearby, while she meets this mystery man.

Elihal

Find Elihal's tailor shop in the nonhuman shanty town adjacent to Tretogor Gate. Speak with Elihal and inspect his fineries. 125

He has four masks on offer, but only the fox one was requested by Triss. • Purchase the Fox Mask (100 crowns), or all of them. If you want to wear a mask, too, buy at least one more mask, as well as the Fox. • (Optional) Then purchase an "elegant" (any of the six styles). Then buy breeches (any of the three styles). Finally, purchase the footwear (either of the styles). Expect to pay no more than 60 crowns for all three items.

You may ask about the witch hunters, before starting the extrication of Albert. As Ingrid describes him as a "dimwit," he might not fully understand the threats that face him. She tells you he wears a panther mask, and the kidnapping should start once everyone is suitably sloshed .

Assuming you bought the outfit, change into it before you meet with Triss again. Now head back to Triss' townhouse. She certainly doesn't scrub up too badly.

*"

If you head toward the maze area, right of the fountain, you bump into a man in a lion's mask-who turns out to be the Nilfgaardian Gerena! Voohris! You have a quick and pleasant conversation. Now mingle among the aristocrats and noblefolk, finding the large food tent where a pig-nosed Dijkstra is !roughing. Speak with him if you wish, before heading toward the hedges to the left of the main fountain. Lady Veg el bug is there, speaking to some friends. She ushers you to a private location-the well.

If you ignored her request to dress up, she's disappointed in your attire.

.,,. If you purchased and are wearing the clothes she requests, she's thrilled.

OBJECTIVES:

You hand her the fox mask and head off to the Vegelbuds' estate. You're allowed in, but without any weapons. Let the party commence!

FINDING A PANTHER ON THE PROWL OBJECTIVE:

-\

• Find Albert Vegelbud. • He's wearing a panther mask.

·

• Meet Ingrid Vegelbud

Albert Vegelbud

Proceed to the right side of the curved staircases, through the garden arch to a hedgerow bench where Albert is regaling some guests with some tall tales. Speak with him, and it's obvious he's both an idiot and drunk. After explaiing who you are, agree to meet once the fireworks start, at the entrance to the hedge maze.

Moritz Diefenthel

Wander up the formal gardens until you're harangued by a slightly sotted rich townsman, who mistakes Triss for a common strumpet. After getting his dander up, you can:

INCH BY INCH, LITTLE FROG ... OBJECTIVES:

.,,. Tell him he's asked tor it, put up your dukes, and pummel this rude nobleman until he yields in a bout of fisticuffs. ill).

'

• Wait on the bench with Triss Merigold. • Find Triss Merigold in the labyrinth.

Or tell Triss to get out of here, and step away without incident.

Feel free to walk around the gardens, listening to the merry makers and revelers. When you reach the stone steps to the large wooden doors, Triss bumps into an old friend, Moritz. He isn't the most pleasant of mages, and you can interrupt or let the conversation continue. After Moritz leaves, answer Triss however you wish. She'll tell you about Moritz later. Through the door and into the upper gardens you go. Head right at the fountain, and onto the grassy area where there's a Gwent tournament underway. You have a couple of interesting players to beat (and gather some rare cards from). Your first match is against Margrave Vladimir de Cret.

If you're a Gwent card collector, and also wish to play against as many opponents as possible, definitely take part in this. It's the only time you can gather some cards and fhallenge these players! Need help formulating a plan to beat de Gret? Check out some Gwent tactics on page 41.

Triss hopes you might pass the time sitting on a garden bench with her. Oblige (or spend some time playing more Gwent first, if you want). Head back through the gate, into the lower gardens, and find the bench tucked away behind a privet hedge. Sit down, and Triss sips from a wine goblet. You bring up Moritz, after which Triss seems to waver in the belief of her abilities. You can:

*"

Tell her she's charismatic. Or has personal charm. Or the mages don't have anyone else helping them.

The latter doesn't win you any favors with Triss. You pull her close as a lost reveler wanders by. Triss professes her drunkenness, laughing at the maze's nude statues. Then she bolts for the garden maze! Quickly follow her down the stone steps of the maze entrance, before following the minimap and chasing Triss into the middle of the maze. She leaps on the edge of the fountain, and falls. You catch her just as the fireworks begin to spark and thunder. ill> Kiss Triss as the fireworks start.

General Morvran Voohris 126

Sigismund Dijkstra

Lady Ingrid Vegelbud

ill> You don't have time for such frivolous activities.

You put Triss down, after which Albert makes an appearance. You switch masks to confuse any potential pursuers.

END: MORE FIREWORKS OBJECTIVES: • Get out of the labyrinth. • Defeat the witch hunters. • Meet Triss and Albert in the stables.

Retrace your steps out of the maze, using the map to guide you if you aren't sure of the route to take. Head up the stone steps to the small hedge courtyard where a female reveler is looking for Albert. You're then surrounded by two witch hunters and an officer.

Without swords, you're using your fists and feet to punish them. When all three are dropped, weave your way up and out of the stone stepped exit, and into the lower gardens. It is now a simple matter of heading north down the gardens toward the stables, where you meet Lady Vegelbud, Triss, and Albert. After a brief chat, Triss and Albert depart as the quest concludes.

'. •; ••. +< ·~ DANGER ALERT

!

SPOILER ALERT

SECONDARY Q!}EST~OVIGRAD,CLOSED CITY

RADOVID'S IRON FIST ',P

({!JESTING

DECISIONS

j This quest starts once Main Quest: Count Reuven's Treasure, and Secondary Quest: A Matter of Life and Death have concluded. The quest starts once you leave Novigrad, and return to any of the city gates.

The combined forces of Radovid, his witch hunters, and the Eternal Fire has transformed the city of Novigrad into a death trap for anyone even considered to be a mage. Approach a gate, and you may see a hapless victim being accused of witchcraft for brewing an herb potion! Attempt to enter the city, and you're stopped by the Temple Guard, who demand to see your pass. What pass? One that confirms you aren't a mage.

00•' "·,DANGER

!

SPOILER ALERT

SECONDARY,~EST:Now OR NEVER

Related Quests: Secondary Quest: A Matter of Life and Death, Main Quest: A Favor for Radovid Locations: Triss' Townhouse, Kingfisher Inn, Gildorf Sewers, Novigrad Docks Characters: Triss Merigold, Anisse, Berthold, Olivier, Sigismund Dijkstra Enemies: Temple Guards, Witch Hunters, Drowners, Rats, Katakan Recommended Items: Axii Delusion Level 1

.OBJECTIVE·

,

• Meet Tnss.

,

l

This quest starts once both Main Quest: A Favor for Radovid, and Secondary Quest: A Matter of Life and Death, both conclude. Triss has asked you for help, and you must oblige her in helping those hiding from the witch hunters.

j [>

l

QUESTING DECISIONS

If you ignore this quest, all the mages are massacred by witch hunters (the results of which are seen during Act Ill: Main Quest: Blindingly Obvious) and you cannot hope for a romantic involvement with Triss. Consult that quest (see page 180) for further information. If you complete this quest, you have additional interactions concerning nonhumans becoming scapegoats, during Main Quest: Blindingly Obvious. If you convince Triss to stay during this quest, she becomes your love interest. If you've already convinced Yennefer of this fact, prepare for an interesting diversion during Act Ill: Secondary Quest: Three to Tango!

XXX

~

Triss Merigold

CULLING OF THE MAGES

,P

~

Tell the guard you don't have a pass, and he begins to instruct you on the ways to prove this so you can get one. Fortunately, he's stopped by a second guard, who hands him the pass, whispering "regards from Sigi Reuven" as he leaves. You are now free to move about the city, but be prepared for an increase in witch hunter activities across town. One of the mages burning in the Town Square, for example, was Triss' "friend" who you met during Secondary Quest: A Matter of Life and Death. The situation for the mages is getting desperate. Can you help? This quest now concludes.

ALERT

'

XX X

Afterward, enter the leaning townhouse (known as "The Crooked House") and ascend the stairs to where Triss is talking to her frightened landlady and landlord. If you fought the foes down on the streets, they are furious at you attracting attention to this place. If you walked away from the foes down on the streets, they are discussing Triss' rent payments.

Triss attempts to calm the couple down, and offers them her necklace. You can let her give away this cherished possession, or lightly threaten the landlady. Either way, the two of them leave. As sheltering a sorceress is a crime punishable by death, Triss tells you they risked a lot. Answer her how you wish. She tells you Novigrad has been locked down; the temple guard and witch hunters now stop even common folk with lucky rabbit's-foot charms as they look for mages. Ask how you can help (to continue this quest). She is unsure whether to move the mages hidden below the city streets to the docks, or to try and find two wayward mages (Berthold and Anisse) who haven't rendezvoused in yet. Answer how you wish (though don't tell her you can't help if you want to continue this quest). Triss wants to know whether to help these two lost mages (and put the others at risk) or head straight to the Kingfisher Inn (where the others are hiding) and abandon the two to certain death. You can: • Tell her "we should help Anisse and Berthold." The quest continues.

The temple guard and witch hunters are guarding the streets by Triss' townhouse. You may speak with them; they are "scrubbing the fungus clear." Speak with a threatening tone, and you have the three of them to dispatch. Or, a more subservient tone allows you to walk away.

• Inform her that she shouldn't "risk everything for two people." You can now head directly to the Kingfisher Inn. 127

A secret wall slides open. You descend into a reasonably spacious brick cellar full of robed folks, some huddled and others standing. Listen to them if you wish.

GOING TO BITS OBJECTIVE:

BLOODLETTING IN THE SEWERS

• (Optional) Follow Triss to Berthold and Antsse's hideout.

Anisse

The waylaid mages are hiding somewhere in The Bits district. Follow Triss out of the townhouse and roughly east down some wooden steps. Triss spots a patrol; usually witch hunters or temple guards numbering three or four. You can: • Hide at the corner of a building, waiting for the patrol to pass, before continuing.

Sigismund Ojikstra

Berthold

• Or face questioning if spotted, and combat afterward. Then it's northward into the alleyway within The Bits, and up into a dwelling on your right, just before the stone steps. Something is amiss as you race up the interior stairs. Witch hunters are already in the roornl Finish them both with gusto (and with speed, as they can slay either of the mages you are rescuing. • If one of the mages died, the other is devastated. • If both survived, Berthold isn't keen on leaving. Speak to them both: • (Axii Delusion Level 1) The only way to coax them out is to befuddle them. They agree to meet you where the others.

UNDER THE KINGFISHER'S NEST OBJECTIVES:

,

• Follow Tnss. • [Optionatl Kill the witch hunters or Eternal Fire guardsmen. • Follow Triss.

While Triss checks on survivors, you're surprised to see Dijkstra, who tells you he's here to help extricate the mages out to Kovir. Exchange banter (choose any option), before Triss begins to speak. The escape route has been planned. Agree to start planning the route through the city's sewers. Move north, and head through the open gate. Then descend the sloping tunnel, following it around to an initial encounter with two Drowners. Be sure Triss is behind you. Turn left (west) at the junction. Head north from the chamber with the wooden barrel scaffold, to what seems like a dead-end. You tell Triss to relax, and strike out at the western wall with Aard. This opens a crack, leading you into a secret library chamber! A wealth of reading material is available here. Loot any tomes you wish, then crack open the loose brickwork in the southwestern corner of this chamber. Step into a subsequent tunnel, tackling a drowner incoming from the west. The drowner was guarding an iron gate. Fortunately, it is unlocked. Head down the tunnel. Triss hears rats. You spot two more drowners-attack them along with Triss' magic backing you up. Then push open another gate, leading you into a brick balcony on the perimeter of a large and foul-smelling room teeming with rodents! Triss greets the news with revulsion, but it's nothing she can't handle. OBJECTIVE: • Find a way to cross the rats' feeding ground.

Olivier

Follow Triss up the stone steps, and then in the general direction of the Kingfisher Inn. Along the way, Triss may spot a patrol-usually witch hunters or temple guards numbering three or four. You can: • Hide at the corner of a building, waiting for the patrol to pass, before continuing. • Or face questioning if spotted, and combat afterward. As you near your objective, she speaks about how times have changed for mages, then heads roughly west, through an arch and around a low stone wall to the side entrance of the red-bricked facade of the Kingfisher Inn. Once inside, prepare for one of the following: tj.

~

128

If you rescued Anisse and Berthold, repel three witch hunters who have already discovered a group of mages inside. Do not rest until they are slain. You stoop over the corpse of Olivier-you were too late to save him. Speak with Triss, answering with compassion (or not), then follow her. If you ignored Anisse and Berthold, step into the inn, and you're greeted by Olivier. You speak with him, and are quickly lead downstairs after Triss. Follow her.

Continue around the balcony and down the wooden steps to the ground level. Push back the rats with judicious use of lgni. Along the way, you spot strewn corpses. You're right under the main square, and 'The Cleaver' has his headquarters here. That's not a coincidence. Head south to the set of wooden steps. The gate beyond is sealed, so head up the steps, and proceed along an ascending tunnel. Stop at the landing for a moment as Triss inspects her bite wounds. Now continue up and easterwards battling three more Drowners at the top of the tunnel. This upper area is a dead-end (come here to clear it of foes). Take the side tunnel to the south, back down the last short tunnel steps you just walked up. It leads to this small chamber of scattered debris and a high window (as shown). y

~ • Find a path through the sewers (continued).

"\

Head west, down a new tunnel, entering a junction chamber and west again, through an open gate and down a tunnel curving around to the right (north). Then it's a sprint west, past a corpse propped up near an eerie light. Check the slumped body-it has been drained of blood. The reason for this death is in the next chamber (west); a prowling katakan that should be dispatched. Then it's up a series of curved tunnels east and west, all the way to the Novigrad docks.

QUEST CONCLUSION: ONE LAST FAREWELL? OBJECTIVES:

~

• Meet Dijkstra at the port.

I> I>

Climb the wooden wharf to reach Dijkstra's men, then the man himself. The boat isn't in the best shape, but it should make the trip to Kovir. You have a brief opportunity to verbally tussle with Dijkstra (answer how you wish) about your affections for Triss, before a physical tussle with the advancing witch hunters becomes inevitable. Kill all six of them, advancing onto the main dock if fighting becomes cramped.

I>

Not have told her that you couldn't help her with the mages, at the beginning of this quest; you must agree to help. Tell her "I love you" at this point Answer her politely (don't say she's "changeable," or anything unpleasant}, and she tells you she knows a spot where you can watch the ships."

With Triss-You recline at the lighthouse, watching the mages' ship sail away, and engage in a spot of majestic revelry. Triss is now considered your girlfriend (whether or not Yennefer is, too!). After your trist with Triss, you climb down the lighthouse, and run into Dijkstra, who tells you he needs some help with the assassination of King Radovid, and a meeting has been arranged at the Passiflora (Secondary Quest: A Deadly Plot), and the quest concludes.

::::

0

:::: Carnal Knowledge: Triss Merigold

< ·).~. > DANGER ALERT

SPOILER ALERT

I

Related Quests: Main Quest: Get Junior ' Locations: Temerian Partisan Hideout, Hanged Man's Tree, Mulbrydale Characters: Vernon Roche, Ves ! Enemies: Nilfgaardian Soldiers

-

Kiss her during the masquerade ball (Secondary Quest: A Matter of Life and Death).

• Without Triss-You bid Dijkstra farewell, who tells you he needs some help with the assassination of King Radovid, and a meeting has been arranged at the Passiflora (Secondary Quest: A Deadly Plot), and the quest concludes.

Triss returns with the mages. She'll never forget what you did for her. At this point, you can:

(>•''

Tell her, "stay with me" and she tells you she can't do this again, with you. You both had your chance. You can tell her: "Go, I'll miss you" and she boards the boat. "Let's try again" and she refuses, and boards the boat. "I love you," and she still boards the boat.

Return to Dijkstra, who tells you of his own failed love story (which you can listen to or not). Then, only if the following circumstances have been fulfilled, Triss returns to shore, shocked at your passion. You need to:

I> I>

• Kill the witch hunters.

Tell her "farewell" and she forlornly boards the ship, which sets sail for Kovir.

-

-

-

~-

-

, :

-

TEMERIA: THAT'S WHAT MATTERS OBJECTIVES:

'}:)

~

Ask him about the "problem" he mentioned, and he tells you that Ves took a couple of men across the river to Mulbrydale, to stick it to the Nilfgaard. Unfortunately, this went against Roche's direct orders. He hopes you'll track her down and stop her before she puts herself and Roche in danger. Agree to help. Vernon Roche

' ".\

• Meet Roche at his camp • Nearest Signpost. Temerian Partisan Hideout s.

:X: i{

MULBRYDALE: THE NILFGAARD IN TATTERS OBJECTIVES:

Q_UI STING DfCISIONS

j This quest is available

once you complete Main Quest: Get Junior. It is worth completing as soon as possible, so you can continue the Assassins' Secondary ' Quests line.

• • • •

Meet Roche by Hanged Man's Tree. SaveVes. Kill all the Nilfgaardians. Nearest Signpost: Hanged Man's Tree.

-. 4

1

Journey into the territory of Gustfields, northeast of Oxenfurt, and locate the Temerian Partisan Hideout where you first met Roche. Find him in one of the many crags, talking tactics with his guerillas.

Head across the river to Hanged Man's Tree (where you began your Velen exploration), and speak with Roche who is already waiting for you. You both look down the hill and, since the village of Mulbrydale isn't on fire yet, you trust Ves hasn't launched her attack. No, wait. There's yelling and smoke. Ves is here alright!

129

Sprint after Roche, down the road and into Mulbrydale, and begin a pitched battle with up to a dozen Nilfgaardian soldiers. They attack in groups of around three or four. Roche can handle himself, so you may wish to tackle the soldiers who aren't engaged in combat. Head southwest, to the far end of the village, as quickly as you can (even if that means breaking off combat), if Ves' health drops dangerously low.

END: STOPPING THE LEADER'S PLEADING CHATTER It appears the leader of the Nilfgaard is still alive. Ves wants him dead, while Roche wishes to show mercy. You can:

Ves

Ves is valiantly battling near a merchant's tent. Help her out by slaughtering the well-armed (and armored) forces here, drawing the attention of the enemy to yourself. When you bring down your final Nilfgaard, Vernon Roche greets Ves with a furious diatribe, mainly concerning Ves' decision to dress inappropriately for battle.

(>(>< )' \; )

~

Side with Ves, and the pleading leader gets swift dagger to the throat, courtesy of a troubled Roche.

~

Side with Roche, leave the pleading leader alive, who thanks you profusely. Ves is seething, though.

Either way, Roche tells you to count on him if you require any help in the future, as the quest concludes.

t>

Complete this quest, and you may call upon Vernon Roche and Ves when assembling allies during Act II: Secondary Quest: Brothers in Arms: Velen.

DANGERALERT

SPOILERALERT

XX X

You can justify the forthcoming killing of Radovid in one of three conversational ways. Then you're introduced to an operative you're familiar with-Vernon Roche. He has found no other way of winning the war for Temeria. As for your role, you are to find one of their co-conspirators who ventured out to meet an informer, and hasn't returned with critical information. He was travelling as a cobbler before he disappeared. You are to meet Gregor-a Redanian soldier who has seen Radovid's unstable nature and wishes to rid the world of his king-who has further information on this itinerant shoemaker. Agree to find both of them.

ONLY A DEAD RADOVID MEANS A FREE TEMERIA

TRACKING YOUR QUARRY OBJECTIVES:

OBJECTIVES:

• Talk to the Redanian liason. • Find the shoemaker's wagon. • Look around for tracks using your Witcher Senses.

• Meet Dijkstra at the Passiflora. • Nearest Signpost: St. Gregory's Bridge.

,,()

I This quest is available

Q!.JESTING DECISIONS once you complete Main Quest: Get Junior, and Secondary

Quest: Now or Never.

Gregor

Marquise Serenity

Sigismund Dijkstra

Vernon Roche

Travel south from Novigrad, through northern Velen to the Border Post signpost at Halver Isle, just before reaching the bridge to the island on the shore of the Pontar river. Bring Roach to a canter and find a shifty-looking Redanian guard. Gregor has been expecting you, and you both take a walk. He motions to the hanging corpses; killed over trumped-up charges using rules from the king. That's Gregor's motive for helping you. Talk turns to the cobbler, who came through here on a wagon. A patrol reported it abandoned soon after. You're then given a Transit Pass (if you don't have one already), and allowed access southwards, across Halver Isle. ITEM: Quest Item: Transit Pass

When you receive the call to meet up with Dijkstra, head toward the fanciest whorehouse in all of Novigrad (the Passiflora) just northeast of St. Gregory's Bridge, where a private chamber has been arranged. Reach it, and you're greeted by Marquise Serenity herself, looking a little different since the last time you saw her. She opens a secret door, allowing access up a hidden staircase where Dijkstra greets you, and he gets down to the details of the assassination almost immediately.

130

Cross the river, galloping southward, and take a narrower track off the main road, and into the woodland close to the battlefields. Expect a small pack of wolves to attack as you reach a small, green wagon. With your Witcher Senses, stoop and find the following: • There are signs of a scuffle, and someone was knocked out and dragged off. You discover a strewn boot. There are also shoes on a faint woodland trail heading southeast.

Follow the scattered shoes carefully, until you find a rough wagon trai I and a rock troll farther upslope. Prepare something approaching a conversation with the troll (named Rogg), who is collecting the shoes. He tries to hide the fact that his friends (Ogg and Pogg) have someone in their cave. They haven't eaten him, but want him to make them more shoes.

Thaler

DUMB AS A BAG OF OGG, POGG, AND ROGGS OBJECTIVES:

Who better to teach Ogg and Pogg, the two nearby trolls, how to curse? Now to extricate him from his predicament. The trolls aren't ready to let him leave. You can: • Choose the first conversation choice (at either time), which is threatening, and fight Ogg and Pogg. Closely followed by Rogg. • Choose the second conversation choice (both times), which allows you to leave with Thaler under the pretense of finding leather for their shoes.

• Find the trolls' cave. • Find the shoemaker in the trolls' cave. • Escort Thaler.

END: STILL TART AS ROTTING RHUBARB Close by the troll are the remains of an old mining quarry. Approach and look around, until you spot the entrance close to some old wooden scaffold. Enter the cave, looting chests if you wish, until you reach the huge main cavern. You're surprised and slightly amused to see your old friend Thaler. ).(+,·,

Learn more about how Thaler survived since the last time you saw him, as you reach his wagon. He'll find his own way back to Novigrad, and is ready to set Dijkstra and Roche's plans in motion. For now though, this quest concludes.

DANGERALERT

!

SPOILERALERT

SECONDARY~EST~filDANIAS MOST WANTED

XXX

"

He ordered her eyes gouged out, but this apparently hasn't dissuaded her troublemaking and recent escape. He wants her alive, and brought to him. He no longer trusts the Lodge of Sorceresses. You can answer however you wish, but the results are the same-travel into the mountains and find her.

Related Quests: Main Quest: Get Junior, Secondary Quest: An Eye for an Eye, Secondary Quest: A Deadly Plot, Secondary Quest: Reasonof State Locations: Oxenfurt Port, Est Tayiar, Triss' Townhouse (Novigrad), New Port Inn (Ard Skellig), Kaer Morhen Characters: King Radovid V, Witch Hunters, Triss Merigold, Yennefer of Vengerberg, Redanian Soldier Enemies: Nekkers, lfrit, Witch Hunters Recommended Item: Axii Delusion Level 2

King Radovid V

A CONTRACT FROM THE MAGE MURDERER OBJECTIVES:

.

• Talk to the witch hunters in front of Philippa's hideout. • Nearest Signpost: Est Tayiar Witch Hunter Leader

.I)

Ql.JESTING

DECISIONS ____

j This quest is available

immediately at the end of Main Quest: Get Junior. It begins when you visit King Radovid V aboard his ship. It is usually wise to complete this I once Secondary Quests: An Eye for an Eye and A Deadly Plot are over.

.J

1

Journey northeast of Oxenfurt, into the wooded hills, following the pathways on horseback until you reach the top of a hill and discover a set of ivy-covered ancient ruins. There's a series of outer pillars caked in lichen and moss, with an inner archway and tiled entrance area where a group of witch hunters are nursing their wounds. They've had great difficulty attempting to enter these catacombs known as EstTayiar. You explain who you are and who sent you. The leader motions to one of his men, who shows you a tile block imbued with power. ITEM: Quest Item: Wall Tile

THE PERFECT HIDEOUT ... FOR AN OWL OBJECTIVES: • Open Philippa's hideout.

-, • Search Philippa's hideout. :,!

You arrive at Radovid's ship, moored off Oxerfurt's bay after the summons, and speak to the sunken-eyed weasel of a ruler. He isn't one to mince words; he wants the sorceress Philippa Elhart found.

Drop down the hole, and descend into the tunnel the witch hunters have excavated. The stairs lead down to a barred gate archway with a magical barrier beyond. 131

You step into a chamber of three nekkers that attack you immediately. Slay all three and inspect the remains of Philippa's laboratory.

Go back up the stairs a few paces, and examine the indent in the ivy wall (Witcher Senses help find it). Press the tile into the wall, and the barrier is removed. The gate swings open.

There's another feather on the ground, and an opening that leads down some ledges into a small watery cave. Attack four more nekkers in this lower cave area, before exploring it thoroughly. There is a power cell to gather. Grab it, head back up into the laboratory, and up the steps to the portal platform. Once again, insert a power cell into the wall alcove to your left, activate it with Aard, and use the Portal.

Descend to a junction chamber with two arches on either side. In front is a sheer drop into a cavernous lower chamber where you must go (without falling and killing yourself, of course). The right arch leads to a ledge and a nasty drop). The left arch leads to a portal, which is actually working. Step into it. You enter a stone chamber Use your Witcher Senses:

with rocks and rubble,

Now finally on the lowest level of this maze, dash forward (northeast) toward the central tiled pathway lit by braziers. At the far end you are greeted by a guardian summoned by Philippa-an lfrit to slay. Once the fire elemental is snuffed, head up the stairs, through two archways and into Philippa's private quarters.

and a few scattered barrels.

• There is a remex (an owl feather) with its edge frayed. Head up the stairs to the southeast, turn left, and engage a group of nekkers down some more steps. After slaying both of them, descend to a deactivated portal on a stone ledge. Approach the power cell (an activation crystal), and use your Aard Sign to spin it into activation. Then step into the portal.

DROPPING IN UNANNOUNCED OBJECTIVES: • Put the crystal in the right spot. • Use Aard to activate the crystal, and activate the portal. • Search Philippa's hideout (continued).

A

OBJECTIVE

'

. • Search Philippa's quarters using your Witcher Senses.

..

Amid the broken furniture, rubble, and discarded equipment, your Witcher Senses pick up the following: • Agates that Philippa wore around her neck. These are covered in blood for unknown reasons. • Blood-stained surgical instruments indicating she operated on someone. • Notes that are so charred they are unreadable. • The remains of her megascope, scorched and covered in soot. • A heavily-chipped crystal from the megascope. Your favorite sorceress friend will know what to do with it. ITEMS: A lone witch hunter is brandishing his sword. Lost and disoriented, his inspection of the area has convinced him that a meeting of sorceresses is set to take place here. However, in order to protect himself from creatures visiting this area, he has removed the nearby portal's power cell. Naturally, you need the power cell to continue. You can: • (Axii Delusion Level 2) Tell him to behave and give you the crystal. • (Fight Fight) Tell him he's in a world of hurt, and literally beat the power cell out of his hands.

132

Quest Items: Power Cell, Letter to Philippa

Depending on your previous quest and romance choices, you may optionally take the Polished Crystal to be examined by: .-

Triss in Novigrad.

.-

Yennefer in Skellige.

.:

Yennefer in Kaer Morhen.

Or, you can ignore the sorceresses completely, and return to Radovid.

Aside from denigrating your antics, expect no more annoyances from the witch hunter. Inspect the chamber you're stuck in. There's another feather (a Sign of polymorphy) and a chest containing some love letters written to Philippa (from a woman scorned by her as she discarded her for ... Dijkstra?!). Now run up the stairs to the deactivated archway portal. Fall off here and you die, so turn around, place the power cell into the wall alcove to your left, activate it with Aard, and step on through. ITEMS:

Quest Items: Agate, Polished Crystal

.

Exit Est Tayiar the same way you entered. Access the portal and ascend to the hole below the exterior ruins. You notice that the witch hunters are discussing your efforts, and their leader aggressively demands to learn what you've found out.

OPTIONAL (YENNEFER): REVELATIONS WITH THE RAVEN-HAIRED ONE OBJECTIVES:

_;

• Talk to Yennefer about the crystal from Philippa's megascope. • Nearest Signpost: Kaer Trolde Harbor {Ard Skelligl, or Kaer Morhen.

v

,,0

'

DECISIONS. DECISIONS

I The objective to take the crystal

to Yennefer is available only if you've already begun Act II of the Critical Path (Main Quest: Ugly Baby), but haven't yet completed Main Quest: The Isle of Mists.

=

You can: • Be as rude as you wish, or attempt to hide the fact that you found the megascope's crystal. It matters not; you must fight the five witch hunters. • Or you can hand over the megascope's crystal to the leader immediately. You aren't able to visit either Triss or Yennefer, and should head back to Radovid's boat for your reward. This isn't recommended.

OPTIONAL (TRISS): GAINING TRUST WITH TRISS

Yennefer of Vengerberg

OBJECTIVE:

.,

• Talk to Triss about the crystal from Philippa's megascope. • Nearest Signpost: Hierarch Square (Novigradl.

'

,,0

DECISIONS. DECISIONS

'J Take the crystal to Triss only ii you haven't yet completed Secondary

Quest: Now or Never, and Triss has sailed to Kovir. If this quest has not occurred or Triss is your love interest, this objective is accessible.

Assuming you didn't give the crystal to the witch hunters, make a long trek to the island of Ard Skellig, visiting Kaer Trolde Harbor and heading up into the village along the coast, into the New Port Inn and Yennefer's chamber. Or, if Yennefer is in Kaer Morhen, then head there.

=

Yennefer is mocking in regards to Radovid's cruelty. You want to see what the crystal can tell you about Philippa before any decision about Radovid is made. Images are encoded in the crystal-a conversation between Philippa and her sorceress friend Margarita Laux Anti lie about reviving the Lodge of Sorceresses, and attempts to restore Philippa's vision. Afterward, Yennefer is angry that no more of the transmission can be deciphered, and is adamant that the crystal must not be allowed to reach Radovid. You are told more about the Lodge of Sorceresses, and the restoration of sight. End your talk by:

=

Leaving the crystal with Yennefer. Taking it with you to show the king (though you can return it to Yennefer before you meet with Radovid if you change your mind).

END: DO YOU SIDE WITH THE SORCERESSES? OB ECTIVE: • Tell Radovid what you learned about Philippa.

Triss is surpised and a little disgusted that you accepted Radovid's contract. You want to see what the crystal can tell you about Philippa before Triss Merigold any decision about Radovid is made. Images are encoded in the crystal-a conversation between Philippa and her sorceress friend, Margarita Laux Anti lie, about reviving the Lodge of Sorceresses, and attempts to restore Philippa's vision. Afterward, you mention that Radovid would like the crystal. This troubles Triss, who implores you not to do it. End your chat by: ti!> Leaving the crystal with Triss.

meet with Radovid if you change your mind).

_.

Return to Oxenfurt Port, and speak with the Redanian Soldier to access Radovid's galleon. Radovid asks what you have learned. You can be evasive, or mention the crystal, or that she is trying to restore her eyesight. But Radovid is only concerned with the crystal, and your past decisions influence how this quest completes, and your reward (or lack thereof):

Assuming you didn't give the crystal to the witch hunters, head west into Novigrad, visiting the Glory Lane district (east of the Hierarch Square signpost), and find the leaning townhouse where Triss resides.

•> Taking it with you to show the king (though you can

~

return it to Triss before you

• If you hand over the crystal, you are paid and Radovid mentions he'll hand the crystal to his captive mages to examine. ITEM: Crowns • If you already handed the crystal over to the witch hunters when exiting Est Taylar; you learn they took the credit for finding the crystal, and are nothing but a coward in their eyes. Radovid has no proof they are lying, and refuses to pay you. • If you gave the crystal to Triss or Yennefer, you may elect to tell Radovid about what Philippa was planning, or you may remain evasive. Either way, without the crystal (and therefore proof), he refuses to pay you. After one of these occurs, the quest concludes.

133

j) l

l

QUESTING

The Golden Sturgeon is on the harbor walk, and easy to find. Enter this drinking establishment, and speak to Wolverstone. He is about to set sail for Ard Skellig, the largest of the Skellige islands.

DECISIONS

• (1,000 Crowns) Once you hand over some monies, he agrees to take you. You can pause, adventure throughout Novigrad and Velen if you wish before returning, and confirm you wish to leave for Skellige when you're ready to depart. Main Quest: Destination Skellige now commences.

This quest starts automatically once Main Quest: Imperial Audience concludes. Even though you are able to commence this Main Quest, which allows you to thoroughly explore Skellige, you are free to start, stop, or go back to any other part of the Main Quest in any of the other major land masses of this realm. Your choices are as follows:

During the voyage, you're woken from your sleep by shouts from the deck. The Atropos is being boarded by pirates! Expect around eight of them. Support the crew and tackle the foes nearest you, mopping them up in combat. With the pirates repelled, Wolverstone looks ahead at a fierce storm, and yells at his crew to cut the tether lines to the pirates' ship. The longboat drifts away, while the Atropos is dashed against an iceberg.

• Main Quest: The Nilfgaardian Connection, and commence the Main Quests across No Man's Land (Velen) (see page 70).

1

• Main Quest: Pyres of Novigrad, and commence the Main Quests across Novigrad (this quest). • Main Quest: The King is Dead-Long Live the King (page 137), and commence the Main Quests across Skellige (see page 136).

KNOW THE WAY TO KAER TROLDE? SOUSED .AT THE GOLDEN STURGEON

OBJECTIVES:

OBJECTIVES:

4

• Find a boat headed to Skelliqe

• Go to the port near Kaer Trolde • Iopttonatl Teach Steinqrim a lesson. • Nearest Signpost

• Nearest Signpost: Noviqrad Docks

• ~~ .. I I'~ !;I .

.

,

Crossroads.

--

: . . . ~=. • . " : ~-

,

~;·,.·. 1',.

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Steingrim

Captain Liglad

Yennefer has already transported herself to the wild isles of Skellige, and to meet her there you must arrange safe passage on one of the ships that are setting sail. Begin by heading into Novigrad, and locating the Novigrad Docks signpost. Work your way around the dockside wharfs, checking your mini map for three possible vessels. • One is captained by a lady who isn't interested in heading to Skellige.

Be pleasant with your chat, and you end the conversation with the islander in a civil manner.

• The second is currently captainless. The crew say the captain is off drinking somewhere. This is Captain Wolverstone-his ship is the Atropos.

Tell the man you'll slap him after he insults Yennefer, and start a fistfight. This can end with victory for you (after which, the man is suitably impressed), or victory for him (after which, your handiness is called into question).

• The third is moored farther around the harbor. Speak with Captain Liglad aboard the vessel. He's not interested in sailing to Skellige either, but he does recommend speaking to the drunk and unreliable Wolverstone, who's currently draining the Golden Sturgeon dry of ale.

Choose offensive comments and the chat can degenerate into combat. This can also occur if you unsheathe your sword during the fistfight. Steingrim shouts to Trofast (his hunting wolf) to attack you, deal with both of them.

OB ECTIVES: • Look for the ship's captain at the Golden Sturgeon. • Pay Captain Wolverstone the requested amount to sail to Skelliqe. • Defeat the pirates.

136

You wake up on a gravel beach with splintered flotsam everywhere, and a fur-shawled islander picking at your equipment. This man of Skellige (named Steingrim) is proud, prone to violence, but can be friendly. Depending on your conversation choices, you gain knowledge about the location of Yennefer:

~

):)

A FUTU Rf FF/\STE R

If Steingrim is still alive, you may see him during the Secondary Quest: King's Gambit.

The body of King Bran of Clan Tuirseach is carried out to a longship. The chief druid Ermion is conducting the eulogy as you meet up with Yennefer. You can flirt, or ask her about Bran (he was respected, but his wife wasn't). Crach an Craite now speaks about picking a successor in their war against the Black Ones. Flirt with Yennefer again, or ask more pressing questions. The longship is set ablaze, and sails into the sunset.

Before going anywhere, check the immediate area and gather loot from the shipwreck. Behind the ship you can find the body of Captain Wolverstone. Search his pockets and gather the 1,000 crowns you paid him for the voyage.

Follow the path east and then north, whistling for your horse if you wish to cover more ground. Stay on the path and discover the Crossroads signpost. Continue to gallop north along the winding road, turning left (west) just before the gates of Kaer Toi de, and descending down into Kaer Trolde Harbor (signpost). Dismount and move to the far (west) end of the harbor.

THE FINAL VOYAGE OF GOOD KING BRAN

After the eulogy, you can ask Yennefer what she's learned. She tells you something strange happened on Ard Skellig-a disaster brought about by a burst of magic. However, Ermion isn't letting her near. Crach then approaches, knowing you'll be at the wake. As will Yennefer, who hands you a key and hopes you'll wear something complimentary to her-something not reeking of a thousand hunts. Main Quest: The King is Dead-Long Live the King now commences. ITEM· Quest Item: Key to Yennefer's Room

):)

DECISIONS. DECISIONS

If you completed some or all the quests in Velen (No Man's Land), and/or Novigrad, you share the information you've found out with Yennefer at this point. Yenneter of Vengerberg

000

Erm ion

Crach an Craite

DANGERALERT

SPOILERALERT

x~·~ ~·:

MAY OUR HORNS ECHO 'MIDST THE CLIFFS AND PEAKS -

r

OBJECTIVE:

·.

• Meet Yennefer at the entrance to Kaer Trolde Keep. '-

ATTIRE BEFITTING A WITCHER OBJECTIVE:

~

• !Optional! Go to Yennefers rooms and put on formal attire.

Continue along the harbor path into the cluster of buildings and small gatehouse below the main hike up to the keep. Remain close to sea level as you head north and turn left (west), opening the door leading into Yennefer's Room (which is adjacent to the Old Port Inn). Yennefer has certainly spread out her belongings, which can be inspected using your Witcher Senses: • There's a book, beauty cream, a megascope for her magic, wardrobe with Yennefer's clothes, and a stuffed unicorn that might bring back memories. The traditional Skellige outfit (in a choice of two colors) is hidden in the corner chest, by the megascope.

Oueen Mother Bima Bran

The journey to Kaer Trolde Keep is quite a climb. Head to the main road uphill, heading north through the first gatehouse, across the wooden bridge, and up through the long overhang with the spectacular view of the gorge below. Kaer Trolde Keep looms up, cut from the granite mountain it sits on. Wind up through the tunnel, and slow down as you cross the gorge bridge. Yennefer is speaking to Birna Bran, the widow of King Bran. It is a discussion bordering on an argument about rights of lineage. The Queen Mother promptly leaves, and Yennefer looks you up and down. If you dressed up as she requested, you receive a compliment. If you didn't, a verbal dressing down is all you receive.

'OBJECTIVE:

-.

• Go with Yennefer to the wake inside Kaer Trolde. '--

ITEM: Quest Item: Traditional

Attire

Pick the clothing up, access your Inventory menu, and change your clothing. Or ignore the clothing (or pick ii up but don't wear ii).

):)

I

DECISIONS

OfCISIONS

Yennefer's preference is for black and white clothing, and this extends to your outfits, it seems. Feel free to ignore her wishes, turn up in just underpants, or wearing whatever you wish. You receive an appropriate comment from Yennefer accordingly. If you still have your Nilfgaard outfit from your audience with the emperor during the Prolog, that works too.

Then, exit the room and head up to the keep.

Stride into the keep and speak with Yennefer about attire, until you reach the great hall, where a servant named Arnvald motions you to your seats. You're to B/ueboy Lugos break bread with the Cerys an Craite offspring of Skellige's jarls. Cerys an Craite (daughter of Crach), Blueboy Lugos (firstborn of Madman Lugos), Halbjorn (son of Holger Blackhand) and Otrygg (son of Donar an Hindar).

137

There's some light banter, and a mention of Cerys' brother Hjalmar, who isn't here (he walks his own path). Then conversation turns to a race up the mount. Eager to prove herself,

After electing to drink or not, you excuse yourself from the youngsters. Walk the banquet hall, checking your minimap to see four locations (marked"!") of interest: Follow Yennefer to Holger Black Hand and Birna are talking. Bran's son, Svanrige, is also there but keeping silent. The discussion is heated-literally, as they are talking about custom of the wife of a king being immolated during the funeraland Birna curtly departs. Holger tells you she still thinks she's ruling the islands. Share a toast or decline a drink with Holger, before moving on (or speaking to him again about Faroe, the wet and windy rock he presides over).

Olrygg an Hindar

Halbjorn, son of Holger

Cerys challenges you. You can:

• Skellige Widows-there are two widows of Skellige; you can ask what becomes of them, but no one mourns here. Tears are replaced with vengeance. These women don't birth any cowards. Yennefer likes the women of these parts.

• Agree, and the race starts. • Decline, and finish the conversation without leaving the hall.

INTERLUDE: THE RACE TO HJALMAR'S AXE "OBJECTIVE:

~

• (Optional) Beat Cerys to the top of the mountain.

You appear along one of the icy paths Kaer Trolde Mountain. Blueboy blows his horn, and Cerys sets off running at quite the pace. Sprint up the slope on the marked path shown in your minimap, looking for lit torches to guide your way, and timing every clamber up a ledge. Don't stray off the path, which is easy to do, try running and leaping if you're slowed down by deep snow, and try not to cut too many corners or you may end up slipping and falling. Once you reach the rock tunnel, sprint to the top, where the axe can be found.

INTER-ISLAND ANIMOSITY . OBJECTIVE: • Talk to Yennefer in private.

".ft,

.·.

Jart Holger Black Hand

e-, ·.~



Svanrige Bran

·./

...

·.,i

Jar/ Udalryk

• The Jarl and his Seer-by the window, Jarl Udalryk (Jarl of the Brokvar Clan of Spikeroog) is receiving some bad news from his seer Hjort. Speak to them about omens. He reads your future and it seems dark. You toast the departed King (or refrain), and Yennefer remarks that Udalryk is apparently a very ill man. • The arguing Jarls-by the far (south) door are two old men yelling obscenities involving goats at each other. Jarl Donar (of Hindarsfjall Isle) and Jarl Lugos have heated words, and insult Yennefer in the process (you can stand up for Yennefer and insult Lugos too, which turns into a fistfight that you can win or lose). Afterwards you are pulled away before the situation worsens.

THE TRIAL OF TAXIDERMY 'OBJECTIVES·

.,

• Go to Errnion's workshop. • Explore the mysterious room using your Witcher Senses.

The door behind the arguing jarls is open, allowing you to head downstairs (southward) deeper into the keep. Yennefer is here to visit Ermion's laboratory (without an invitation). Follow Yennefer, keeping behind her so you don't attract any guards, and speak to her about the Mask of Uroboros (which she intends to steal). This stairwell stroll and a pair of doors are guarded by a murder of crows-Ermion's spies. Simply head to the nearby window, walk outside, cross the outer balcony to the next window, and open it. You appear past the door, with more stairs down, through a portcullis and into a mysterious room. It is filled with stuffed animals. Use your Witcher Senses and uncover the following: • There are four bears, ten wolves, and four deer. All motionless. • There is a roughly hewn altar with a basin of water for teleprojection. • A door to the side is locked, and you cut yourself opening it. The room is filled with an eerie glow. Those animals aren't stuffed, they're alive! OBJECTIVE:

Hjort

138

Jar/ Oonar an Hindar

Jarl "Madman" Lugos

• Defeat the aggressive beasts.

_•

Does this room smell like mushrooms? Weird. No matter. Brandish your sword and begin to slash at the three animals attacking you (usually a bear and two wolves). Once they've been removed, expect three wolves and a bear. Slice and dice them, before the last foes (a wolf and two bears) must be defeated. Then you collapse in a heap, unaware that you were hallucinating and the animals were still stuffed! Still, the side door is open now. Head on through (to the west).

MAKING THE EARTH MOVE r OBJECTIVES:

~

• Go to Errnion's workshop (continued I. • Find the Mask of Uroboros in Errnion's workshop.



OUT OF YOUR ELEMENT7

This terrifying entity can be a real pain to slay, so be sure to adequately prepare before the fight Gust after the secret door is opened), and read up on the best tactics to slay earth elementals in the Bestiary.

When the Elemental crumbles, the room begins to fill with gas! You now have 15 seconds to look around. Just enough time to gather the valuable loot from the slain elemental. With no way out, you implore Yennefer to teleport you both out of there. But she needs you to have a clear head, and you must choose from two options quickly!

Continue down more stairs and into Ermion's laboratory. Here there are two types of items to inspect, of varying interest to you: "Glittering" objects which are usually notes and other marginalia from Ermion, to add to your Lore knowledge. There are also objects that appear in red when you utilize your Witcher Senses. These are of importance, and some must be found in order to continue. Find the following: • A correspondence letter on a sideboard. • Erm ion's pipe on a small table near the fireplace.

We're gonna choke and die: You tumble onto a feast table in Kaer Trolde, in between the drunk revelers. You avoid any carnal knowledge with Yennefer. Damn, I wanna kiss you, Yen: You tumble back into Yennefer's bedroom back in Kaer Trolde Village. She's torn part of her dress.

Tell her you should get back to the wake, and she finishes up with her sewing and you both return to the great hall. Tell her you wouldn't mind watching, and you appear to Yennefer clad only in a loin cloth. You both catch up on lost time. After some bedroom (and unicorn) antics, you both return to the great hall.

• A book-Tales of the Wild Hunt-on a small table by the main pillar. • A large goblet of dwarven triple mead on the bedside table. • A set of ornate boiling casks atop a low bookshelf. A laboratory worthy of an imperial alchemist. • A wooden goat on a plinth, sitting on a barrel. According to Yennefer, this might have been whittled by Ciri (as Ermion was Ciri's tutor during childhood). • A human skull, sitting on a small circular table. Wait, is that a child's skull? • Ermion's wand, propped up against a wardrobe. • An extremely large pine cone, on the table by the bookcases. • A sword placed into a stone. Try as you might, you can't pull the blade out; mainly because this is a vice! • A larger-than-lifesized statue deep in thought. There is an outstretched hand to place something in. Perhaps the mead goblet? Slot it into place, and a section of wall rumbles open. ITEMS: Quest Items: Ermion's Correspondence, Tales of the Wild Hunt, Mead, Skull, Cone

OBJECTIVES: • Explore the secret chamber using your Witcher Senses. • Kill the earth elemental. • Look around for a way to escape from the trap.

Head down the steps into a cavern under the keep, where Yennefer spots (and takes) the Mask of Uroboros floating in this strange roughly-hewn chamber. Alas, it is guarded by a lumbering earth elemental!

0

Carnal Knowledge: Yennefer of Vengerberg

-;

END: OATHS OF THE OFFSPRING You finally make a return to the wake, where you witness a Skellige tradition. All the candidates for ruler place their weapon onto an animal skin, as a symbol of their will to rule. Crach substitutes for his son Hjalmar, who has already departed for Undvik to slay an ice giant. There's a surprised murmuring when Cerys, the only woman with such machinations, throws her dagger onto the pile. Afterwards, you appear with Crach and Yennefer on one of the keep's crenelation promontories. Crach pledges help to find Ciri, but you need to ask for assistance with Erm ion. He supports Yennefer's decision to seek out the anomalous magical blast elsewhere on Ard Skellig. Then Crach has a request of you. • His son Hjalmar has sworn an oath to kill the giant of Undvik: Secondary Quest: The Lord of Undvik. • His daughter Cerys has sworn to lift the curse of Udalryk on Spikeroog: Secondary Quest: Possession. • Yennefer is off to change, and explore the area around the anomaly. Main Quest: Echoes of the Past. Agree to help Crach. You now have three important tasks to accomplish, in any order you like. But for now, this quest concludes.

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DANGERALERT

SPOILERALERT

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• •

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VP

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Ql.JESTING DECISIONS

''

Erm ion and the other druids descend too, starting a spell in the hopes that they might halt any disaster the Mask of Uroboros would cause. You find Yennefer engaged in electrical combat with a group of fog lets. Engage in combat with them, helping her slay these tricky foes.

Related Quests: Main Quest: The King is Dead-Long Live the King; Main Quest: Nameless : Locations: Redgill, Druid's Camp, Cataclysm (Ard Skelligl I Characters: Yennefer of Vengerberg, Ermion I Enemies: Foglets

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XX X

'

Afterwards, the wind whips up as Yennefer explains the mask summoned the foglets. The device apparently reveals the past, but only in certain places with a strong magical imprint. She hands the mask over to you. She wants to read your mind and see what you see. There's little point in arguing.

ITEM:

This quest becomes available automatically once Main Quest: The King is DeadLong Live the King concludes. It is mandatory, and must be completed to continue the Main Quest As you may have concluded any number of other quests before I starting this one, the journey to the Druids' Camp cannot be accurately plotted. The \ following is the optimal method of reaching this location on eastern Ard Skellig.

Quest Item: Mask of Uroboros

JF

.

-

-

· ···~USING"fHPMASK--



Remember to quickly put the mask on and take 11 off using the Quick Slot item menu.

ONLY IGNORANT FOOLS BELITTLE MYTHS OBJECTIVES:

MAGICAL BLASTS FROM THE PAST ,&

. OB ECTIVES:

• Meet Vennefer at the site of the magic cataclysm. • Nearest Signpost: Druids' Camp (Ard Skelligl.

• Follow Yennefer 141.

. • Use the Mask of Uroboros 141.

Follow Yennefer to an area where the earth is ripped apart and a waterlogged gully exists where a path once was. Place the mask on and you see two shadow figures step from a portal. Geralt claims one of them was Ciri! Remove the mask when Yennefer decides to move to the next area of magical force. Engage a foglet, slicing it apart before donning the mask again. This time a group of shadow figures are torn apart by a blast of bright light. This is the impact spot of the cataclysm. But Ciri and her companion escaped.

Yenneler of Vengerberg

Remove the mask, and follow Yennefer for a third time. When she stops and you don the mask one more time, you see a shadow figure attacking another, and the second fleeing through a portal. It appears Ciri escaped, but may have been wounded in the process. Ciri's magical residue indicates that she traveled to Velen from here, but her attacker is closer by.

Sail to the deserted port village of Redgill on Ard Skellig's eastern coast. There's little here now but steps up to a winding beach pathway that meanders vaguely westward, and finally ends up at your destination-the Druids' Camp. Dr, trek up the coastal hills and into the woods, heading directly Ermion for the camp. When you arrive, Yennefer is already having a rather heated discussion with Ermion. You can:

Defeat another summoned fog let, then continue to follow Yennefer down the hill, moving toward the east. Wear the mask when instructed to see two shadow figures battle each other, one defeating the other. Yennefer deduces Ciri has a powerful ally-a mage most likely-and you're about to wonder what happened to this person when the weather starts to clear up, and Ermion strides into view.

• Join in the conversation, reminding the two of them that their behavior isn't appropriate.

END: FORESHADOWS OF THE FUTURE

• Wait for this initial salvo in the argument between Yennefer and Erm ion to subside. Then begin a proper conversation.

"OBJECTIVE

Make conversation choices as you wish. Erm ion is furious that Yennefer has taken the Mask of Uroboros, and fears another cataclysmic explosion if it is used. As he recalls the history of the device, and you answer Ermion in any way you wish regarding Yennefer's thievery, there's an ominous sound, and you fail to see Yennefer. She has snuck away during your talk with Ermion! She used the mask!

OBJECTIVE • Talk to Yennefer. Help Yennefer kill the foglets.

Quickly head downhill in a roughly southerly direction down the path, in sight of the cataclysm, where acres of forest have been stripped to skeletal remains from the previous blast that Yennefer seeks to investigate. 140

A

\

Ermion's apoplectic fury is abated when you inform him of a trail that seems to indicate Ciri's whereabouts. When you hand back the mask, Ermion tells you ii has lost its power. Once you tell him you need to examine one more trail, he grants your progress. You're looking for a corpse, someone Ciri's companion killed. Head south with the watery ditch on your right. Yennefer lifts a fallen tree from the ditch, and you discover the body of a Wild Hunt Rider. The armor is clean, with no blood or sword nicks. Ermion is frightened by this revelation, and tells you the Wild Hunt was already seen on the Isle of Hindarsfjall. They ransacked the village of Lofoten. Yennefer proposes that you both travel there via teleport. Agree and Main Quest: Missing Persons begins.

(>

•,)V

DANGERALERT



SPDILERALERT



XX:X

Apparently, Ciri was seen before the Wild Hunt attacked, in the stables with a man named Craven (who is cursed by the other priestesses). Ask if Craven has a name. He did until he was struck from the Saga of Ancestors after fleeing the village during the attack. This Craven character attempted to clear his name by traveling to Freya's Garden to defeat Morkvarg, "the vilest man ever to inhabit Skellige," who stole, killed children and pregnant women, and attacked his own clan's lands. Answer how you wish. Afterwards, you realize this monsterous Morkvarg has a complex curse upon him. You both decide to head to Freya's Garden in the hope of finding, and dealing with both Morkvarg and Craven.

):)

Q!JESTING

JF

DECISIONS

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-INWOL:F'S

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SPOILER ALERT

SECONDARY Q}ES,T:~tfi_E... MYSTERIOUS PASSENGER

XX X

CJ

Locations: Larvik (Hindarsfjall) ' Characters: Donar an Hindar -

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This quest becomes available automatically after the conclusion of Main Quest: Ciri's

The Calm Before the Storm, and you haven't seen Uma by visiting Crow's l Story: Perch yet. It is purely optional.

Jar/ Donar an Hindar

SELLING THE UGLIEST MAN ALIVE OBJECTIVE· • Talk to Donar about the ugly creature Skjall saw

0000' ·

. •

Head across the heaths and hilly roads to the village of Larvik on Hindarsfjall, enter through the gates and run east toward the [art's longhouse. Speak to the Jarl, optionally asking him about his lineage, the news from Hindarsfjall, and Skjall's honor. But you're here to inquire about the ugly creature. He tells you it was sold to a merchant who asked about the sea routes to Novigrad. Not much of a clue, but worth a visit. This quest now concludes.

DANGERALERT

SPOILERALERT

DANGEROUS SOMETIMES. MALICIOUS ALL THE TIME . OBJECTIVES: • • • • •

144

Go to l.arvik's harbor with Yennefer, or Meet Yennefer in Larvik. Talk to Yennefer. Go to Larvik's harbor with Yennefer. Get on the boat with Yennefer. Nearest Signpost: Larvik.

XXX

):)

Ql.JESTING

DECISIONS

1 This quest begins at the conclusion of Main Quest: Nameless.

Yennefer of Vengerberg

After finding the Craven in the well of Freya's Garden, and speaking about locating (and finding) Ciri, Yennefer requests you meet her in Larvik, at the warrior's hall. She has something important to tell you. You can accompany her to Larvik immediately (on horseback), or agree to meet her there later (so you can prepare or finish other quests first). Enter the warrior's hall, where Yennefer is gaining the upper hand on some unruly yokels. Speak to her, and she mentions a man named Amos var Ypsis, a specialist on djinns. She tells the story of his disappearance. Answer how you wish. She wishes to know what became of him, but she's particularly interested in his djinn. Feel free to ask more about these mystical creatures, before agreeing to help. The harbor is a short jog from the warrior's hall, down the hill to where her vessel is moored. Speak to her again. She tells you of an incantation on her boat, allowing you to see if there are any wrecks on the seafloor. Yennefer takes the helm. You sit at the bow of the boat.

!t

YEARNING FOR YENN

If you decide not to help, Venn leaves on her own, and she cannot be considered a romance option from this point.

OBJECTIVES: • Help Yennefer find the djinn 131. • Search the bottom of the bay using your Witcher Senses 131. • Return to the boat 131.

You set sail into the ocean waters, talking of past adventurers. Eventually you reach an area that Yennefer wishes to search. She casts a spell to slow your heart, allowing you more breathing room. Leap into the frigid waters, and dive directly below the boat. If any sirens are in the vicinity, shoot them with your crossbow or magic before you go. Below are the remains of a longship, and a few swimming drowners. Avoid them as you find the entrance to an underwater cavern, or use your crossbow and remove them as a threat, and swim inside (roughly east). Use your Witcher Senses on the small half-buried vessel-it sports a Clan Drummond figurehead. This isn't the correct boat, so swim back to the surface. Yennefer sails roughly northwest, crossing the ocean toward a pair of small, odd islands of thin fur trees and rocks. Before you reach there, watch for the white whale if you wish. She then stops and finds another wreck. Dive down and discover a variety of chests and barrels. By the rocks and ship's deck, you find a war horn bearing the Clan Heymaey symbols. Check for further chests, and gather all the war booty you can from them. There's also a Skelliger's buckler from ages past. But this isn't Yennefer's boat. Return to the surface.

JF

SUNKEN•TREASURE

Yennefer continues to travel towards the two islands that make up lngdalen Isle. As she passes between the rocks, she senses something odd. Dive down under her boat, and you're astonished to discover a huge crater! However, when Yennefer uses your eyes to see this unnatural seafloor, she informs you this anomaly is the effect of teleportation. Now swim toward a collection of chests and crates (which can be looted), before finding the remains of a boat. Near here is a basket cut exactly in half. Close to the boat is something more. A broken seal! Yennefer orders you to the surface.

ITEM:

Quest Item: Broken Seal (1of2)

TOO MUCH STUDYING CAN KILL YOU OB ECTIVES:

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• Return to the boat and talk to Yennefer. • Search the ship using your Witcher Senses. • Follow Yennefer to the top deck. "-

After examining the broken seal, Yennefer opens a portal and teleports you both to within a dozen yards of the other half of the seal. You appear atop a snow-covered mountain in Ard Skellig. Before continuing, quiz Yennefer regarding exactly why she wants a djinn. Choose either conversation. The topic soon changes to the link you and Yennefer share. She reminds you of the time you asked a djinn to bind you both together. Yennefer wants to ask this one to take that wish back. Agree or don't. Yennefer wants to know if there's any magic left between you. Take that comment as you wish. You then head towards a ship, left atop the mountains of northern Ard Skellig, northwest of Yustianna's Grotto. Approach the wrecked vessel, looting the captain's cabin of treasure if you wish. Then continue down into the hull for more chests. The place looks like a laboratory. Gather some rare books, then inspect the following: • A trail of blood from a pair of shoes. They lead to a bookcase. Interact with it, and you lift it up, revealing the crushed and bloodied remains of Amos. An unfortunate accident? Tell her you must search the body. You produce the other half of the seal. Head back up on the top deck.

ITEM:

Quest Item: Broken Seal (2 of 2)

THE SPIRITS OF SKELLIGE FAVOR YOU , OBJECTIVE·

.

• Stop the djinn.

Up at the ship's wheel, Yennefer aims to conjure and tame the djinn. It appears, but is too powerful to control! Leap down to the deck and attack the djinn, rolling in and using the central mast to avoid its electrical discharges. Whittle its health down until it weakens.

Make sure you attempt a lengthy sweep and open any chests and crates; there are a variety of items to gather as you search each wreck. 145

JI'

VULNERABILITIES:·WIN•AGAINSTTHE

Yennfer tells you she was expecting to feel different. But nothing has changed. Answer:

DJINN

il> Agree, telling her you Jove her. You embrace and kiss on the boat. Just like your first. Then you watch the mountains. Afterwards, you return to Yennefer's bedroom in Kaer Trolde .

When you've read up on its weakness, using this guide's Bestiary, this battle becomes a little less fraught. The djinn is vulnerable against the following:

. ITEMS: Bomb: Dimeritium, Oil: Elemental

.,;

Yennefer captures the djinn, and bargains with it to remove the magic coupling you both in return for its freedom. It obliges. Afterwards, you both sit, and contemplate your triumph. You can:

Afterwards, it is agreed that Ciri should be found, but you aren't happy at Yennefer's insistence that the emperor should receive a report. Agree or disagree with her request-it is decided either way. If you have completed your searching of Velen and Novi grad, you decide Uma is important, and you must now head to see the Baron, collect Uma, and ride for Kaer Morhen. Your paths will intertwine again, as this quest concludes.

Comment using language that is friendly and pleasant. Answer using words that are more standoffish.

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.. SECONDARY~

~EST~:THE LORD OF UNDVIK

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Q!JESTING

• The Innkeeper, who recalls how Hjalmar cajoled his crew into undertaking a mission to cut off "that bloody giant's head." They wanted to take back the forge, where the best blades on the islands are crafted. He also points out the other two fellows to talk to.

DECISIONS

This quest becomes available automatically, once Main Quest: The King is DeadLong Live the King concludes. It is purely optional.

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Leave the Kaer Trolde Keep, and descend to the bottom of the mountain, all the way to the harbor, before working back (north) toward the New Port Inn where Yennefer is staying. Enter the main tavern, where rowdy drinking and merriment abounds. Hjalmar recruited his crew here, so there are three fellows to speak with:

Related Quests: Main Quest: The King is Dead-Long Live the King, Secondary Quest: Possession, Secondary Quest: King's Gambit Locations: Bridge to Kaer Trolde (Ard Skellig). New Port Inn, Marlin's Coast (Undvik), Giant's Ship, Hjalmar's Camp, Abandoned Village, Ice Troll Cave, Urskar, Clan Tordarroch Forge, Dorve Ruins, Ice giant's Cave Characters: Crach an Craite, Axel (Navigator), Rante (Survivor), Jonas the lnnkeep, Harald Houndsnout, Folan, Hjalmar an Craite, Vigi the Loon Enemies: Ekhidna, Sirens, Ice Trolls, Devourers, Rotfiends, Myrhyff the ice giant

I

Disagree, telling her you don't want to be with her any more. Yennefer is shocked, and you agree to a more formal friendship instead of romance.

• A Navigator, who tells you to head southwest, watching for rocks "protrudin"' out of the water, and then watch for swift currents. He also likes to talk; amuse yourself with his stories if you wish.

THETIMETOACTISNOW'

• A Survivor, one of Jar! Harald Houndsnout of Undvik's personal guards who failed him when the giant attacked. The Jarl died fighting the giant, while the survivor was plucked up by sirens, rescued and brought here.

If you don't attempt this quest, and continue your adventuring to the point where Act Ill: Battle Preparations begins, Svanrige Bran becomes King of Skellige, and both Hjalmar and Cerys are presumed dead. Harsh.

A LOST SON ON A BLIGHTED ISLE OBJECTIVES·

OBJECTIVE: .

• Ask Crach an Craite about Hjalmar, • Nearest Signpost: Bridge to Kaer Trolde.

Locate Crach on the exterior battlement crenelations overlooking the gorge. Ask him about Hjalmar, and his venture. He reckons you should ask some Clan Torrdaroch survivors down in the New Port Inn about Undvik and the giant that must be slain there. . OBJECTIVE:

~

....,

• Ask around at the New Port Inn about Undvik and the ice giant.

.

• Sail to the island of Undvik and search for Hjatrnar,

~

Leave the New Port Inn, and head southward towards the port, where you can locate a boat. It should appear on your minimap, and allows you to captain a vessel across the treacherous seas, heading in a roughly southwesterly path towards the Isle of Undvik, from Ard Skellig. Your voyage is relatively smooth sailing: • Head out in an easterly direction, passing below (and right oD the Eldberg Lighthouse. • Then turn slightly to port (left) and continue in a southwesterly direction across the open waters.

Jonas the lnnksep

146

Tante the Navigator

Axel the Survivor

• Make a hard turn to port (left) around the ragged rocks as the coast of Undvik approaches. Then turn starboard (right) slightly, lining yourself up with the objective on your minimap.

Ravine Routesouthwest of the village of Marlin Coast, along the shoreline, is this cave opening (shown). Head through the gap, into the ravine where the rock slide has occurred. Pick your way up and over the strewn corpses of Hjalmar's rotting crew. Then follow a narrow and sharply winding path up and onto the high road.

It's advisable to head to either the Marlin Coast (signpost), where you can more safely moor your boat, or into the ship's graveyard and a giant ruined wharf protruding into the ocean (pictured). As you approach, prepare to fight off the odd ekhidna. ,0ADVENTURING

ON THE

HIGH

SEAS OF SKELLIGE

I "you're already

the seafaring kind, you'll know the basics of boating. But even accomplished navigators may wish to absorb the knowledge about using a boat, which is contained within the Training section of this guide.

/F

MARLIN TOXAER•TROL:DE·AND

BACK

High Road Route-stay on the high road, and trek past a soldier impaled on a pine tree; this hapless fellow must have been skewered by the giant.

Did you forget to pack something? Need some ingredients or wish to trade? Then be sure to access the signpost on the Marlin Coast so you can easily Fast Travel to and from this location.

ROUND THE RUGGED ROCKS THE RAGGED RASCALS RAN v

OBJECTIVES:

~

• Explore the ruins of Urskar and search for signs of Hjalmar's presence using your Witcher Senses. • Nearest Signpost: Marlin's Coast.

As you close in on the masses of jagged rocks the navigator back in Ard Skellig warned you about, you should inspect the multitude of ships wrecked here over the decades. So plentiful is the wreckage that it blocks the way from the beach inland to other parts of the island. Disembark from your boat at Marlin Coast (signpost), and comb the beach, using your Witcher Senses to uncover the following:

Continue along the precarious path, ascending and crossing a very narrow wooden bridge (as shown) with the gorge below you. Prepare to fight off a couple of sirens as you pass the corpse of one of Hjalmar's men, slumped close to various provisions and baggage that was quickly discarded. Follow the winding trail until it leads you into a ravine with almost sheer rock walls either side of you. Continue roughly northwest as you reach the far end of this fissure. It is here that you spot your first glimpse of the terrible Giant of Undvik ...

SHORT ON NAILS AND TWINE OBJECTIVES: • Explore the boars hull

,i

• Talk to the stranger.

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• A massive barrier sealing the valley where the ruined wharf is located (see picture). This wasn't merely the flotsam of countless abandoned vessels-the giant erected this barricade! • Sea graves (how the islanders bury their fallen) under some pretty weighty stones with a simple wooden marker. • A half-buried shield bearing the symbol of Clan an Craite. • A great number of footprints going in all directions, close to a wrecked ship. Judging by the condition of the hull, this was a recent wreck, and was the ship Hjalmar used to reach these Freya-forsaken parts.

/F

r

BEACH-COMBING·AND•ALTERNATE

ROUTES

Remember that you can continue your beach-combing on horseback. Roach is available to cover ground more rapidly. There are other routes you may take when exploring this island, but the following is optimal, and introduces you to the most clues regarding the ice giant and Hjalmar's whereabouts.

Harald Houndsnout

Quietly slipping behind a rock, you peer out at a gigantic galleon, seemingly in mid-construction. Sirens flitter from the prow and bow of the immense vessel. A terrifying thudding sound announces the arrival of the ice giant. A behemoth carrying a bowl of offal which he slings at the sirens. He places one dollop of flesh onto the deck, and departs. Step out from behind the rocks, and begin to explore this strange ship. Be aware of the four sirens darting about-deal with them first. Use your Witcher Senses to uncover: • Giant tracks by the ship's hull. He frequents this place. • Drag marks indicating a litter (a type of stretcher) was dragged through here.

"

INTO THE SIRENS' SCREAMS

Stray too far southwest along the coast, and you risk incurring the wrath of a group of ekhidna. It is possible to simply roam the island, and pick up this quest much later into the exploration of Undvik, if you wish.

Close to Hjalmar's shipwreck is a trail that leads up (roughly southwest) into the granite mountains. Follow this precarious path. Pass across a gorge, which you can drop into and clamber out of if you wish. Bodies of islanders killed in a rock slide lie strewn about here. You may follow the deep ravine (accessed from the shore near Marlin Coast) farther on, or continue on the high road.

• Marks close to cliffs behind the ship to the southeast, blocking your path and meaning that another way into the island must be found. As you're exploring the area around the ship, and plunging your silver sword into the last siren, you hear the sounds of a strange lament. A man with a thin voice, singing a sad song. It is coming from the deck of the ship. Move to the makeshift ladder where the giant threw in some meat, and climb aboard. You find a gaunt man with sunken haunted eyes, sitting against a strut and surrounded by skulls on stakes. Converse with him, and you discover the following: • He's actually Harald Houndsnout, Jarl of Undvik, and now captive of the ice giant. • He's been subsisting on his crew's flesh, and converses with their skulls as if they were alive. 147

• He's been spared by the giant to build him a massive boat. But they are short on nails and twine. And he's mad as a Nilfgaardian wild dog. • You're fortunate that he reveals Hjalmar made camp nearby at an old tower, and some of his crew escaped with him. You vow to help the Jarl out later, and bid your farewell to this addled madman.

TRACKING THROUGH THE TUNDRA OBJECTIVES: • Find Hjalmar's camp. • Explore the remains of Hjalmar's camp using your Witcher Senses. • Use your Witcher Senses to follow the tracks of those who fled the camp before the attack. • Nearest Signpost: Abandoned Village

Follow the marks and look along a rough pathway to the west. Ahead are the remains of an old wooden guard tower, built against the cliffs. Hjalmar was attacked, judging by the evidence on the ground. Make sure you use your Witcher Senses to uncover the following: • Hjalmar's men were taken by surprise, but fought off the attack. • One corpse has a broken back, as if he fell from a great height. • One body is covered in wounds, and must have fought for a long time. • A felled man fought barefoot after sirens caught him off-guard. • Two people came through here. Separately. Scavengers most likely. • One man didn't even manage to draw his sword. Another bled to death in seconds. A third had his throat torn open by sirens.

Close to the upturned log on the outskirts of the Abandoned Village (signpost) is evidence an archer was determined to kill. The other used this log as cover. Adjacent is another set of tracksthese lead off to the northwest. Follow them: • With the tracks are splatters of blood on the ground and rocks-a lot of it, indicating the wounded man couldn't have gone much further. • The trail of blood and prints leads you to a cave entrance, where one of Hjalmar's men is pincushioned with arrows. Close by is a horn that is said to drive away sirens. Take ii and save ii for later.

'

ITEM: Quest Item: Horrval Horn

Having problems with those terrors from the skies? Then blow the Horrval Horn when you're being attacked by sirens; the horn causes these airborne foes to drop to the ground, making them easier to slay.

The archer was still alive, but troll tracks at the mouth of the cave indicate the man was dragged inside. Blood marks deeper into the cave entrance indicate the man was wounded. Head into the cave.

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RESCUING FOLAN FROM THE POT ~

• Find the man the trolls captured using your Witcher Senses. • Help the man on the cauldron.

·

Two trails of footprints lead up a hill to the west, and then turn to the south. There is also evidence of a track made by a boat being dragged in the opposite direction (northward). The human sets of footprints indicate one man (an archer) was determined to kill the other.

Folan

Enter the cave and follow the intermittent trail of blood from the archer. At the first fork in the cave tunnel, head left, to a large cavern with a massive pile of fallen rocks. Engage an ice troll in combat. This chamber has two exits. Follow the path to the right, then left up a ledge path. The smell of cooking pierces your nostrils. Climb the ledge, and follow the path upward (and westward), into a troll's kitchen.

/I'

....... EVI DENGE'AT"URSKAR-

You can follow the track of the dragged boat if you wish, which leads to evidence of bloodshed on the lake across from Urskar village. But the optimal path is to find one of Hjalmar's men first, gain further knowledge, and then return to this boatdragging trail.

Follow the footprints carefully across the tundra and the most vague of paths, towards a fallen tree overlooking a stream. • It seems one man had to fight off nekkers, and crossed the streamdo the same. • One of the men didn't come back for his arrows. He was harried. Head west across the stream, and head up the large sloping hill ahead of you. There are more arrows in the ground.

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• Further up the slope are nekker corpses. They pursued the men. Check the corpses and evidence near the barrels.

This rough cavern houses a giant cooking pot, two ice trolls, and a protesting Skellige man named Folan (son of u1n. You approach the troll with your sword sheathed, as it is possible to free Folan without anyone dying (or boiling). The trolls claim they won Folan from Myrhyff (the giant), but they are prepared to let him go, providing you can solve their riddle. A troll's riddle? You'd be embarrassed if you failed at this ... You can: • Tell them you've had enough, and engage both trolls in battle. • Tell them you'll play for Folan, and the riddles begin. Riddle #1: "Lots there swim. Not soup, has no fins." The answer is "the sea." You reply with your own riddle, which easily flummoxes the trolls. They angrily stomp off, but don't offer any resistance.

f

BOIL ING POINT

Be quick when fighting or riddling with the trolls. If you wait more than ten seconds, Folan boils alive, and your rescue attempt fails (simply leave the cave and complete the remaining objectives on your own). If you fail to answer the first riddle correctly, the trolls ask you a second one, but by this time, Folan has boiled to death.

Once the riddle (or battle) is over, immediately rush up the rocky ledge and access the cauldron lid, prying it open and freeing Folan. You speak with him at the cave entrance. Folan is grateful, but once you tell him you're looking for Hjalmar, he gets suspicious. This is shortlived though, and he reveals everything about the expedition if you ask him the following: You can ask him how he was separated, the expedition, that Crach sent you, about the ice giant, or tell him you know everything (after which, he follows you).

HARRIED INTO THE HILLS

If Folan is with you, expect a few comments on the resolve of his dead comrades, as you progress through this cave system.

There's evidence of a cave collapse here-crushed Skelligers, two dead harpies, and more blood. Fight some live harpies, find the ladder and climb up the wooden scaffold, up another ladder passing the ore veins, and take a tunnel northward, then to the northeast, battling at least three devourers as you go, all the way to a mountain pass and Clan Tordarroch Forge.

THE CRAITE ESCAPE

OBJECTIVES: • • • •

):)

I

OBJECTIVE:

Follow the boat trail using your Witcher Senses. Cross the lake. Find out what happened to Hjalrnar's crew in the caves. Find Hjalmar.

FOLAN ABOUT

This objective can be undertaken with or without Folan, and can occur before or after you rescue him. The optimal time to attempt this is after successfully freeing Folan from the trolls' cooking pot.

After optionally talking about inter-clan animosities with Folan, set off to the location close to the ruined guard tower where Hjalmar made camp. Use your Witcher Senses to find the tracks showing several men dragging a boat northwards. Follow this trail, but head in a roughly southerly direction, towards the village of Urskar, to a small lake and wooden jetty. Use your Witcher Senses and uncover the following: • One of Hjalmar's men who bled to death trying to escape, near the waterfall. Cross the lake, and uncover signs of a battle. • The men attempted to run to some nearby caves. The giant chased them. There is a trail of blood heading uphill. • Scuff marks farther up the path to the south, just after the huts, shows that someone tripped and fell, but managed to get away. • There's lots of blood patches up the trail. It leads to a slit-like cave opening.

'

• Help the stranger drive off the sirens.

,

~

The exterior view over the Isle of Undvik is as beautiful as the interior of the forge is grotesque. Open the main door into the forge, where more than twenty of Hjalmar's men are butchered and hung like sides of beef in this giant's pantry. If Folan is with you, he remarks on this horror.

The horror is further exacerbated by an ambush from three rotfiends (devourers) bursting from a side chamber to the north. Cut them down (or better yet, lob a bomb into the enclosed antechamber they spring from, before they spread out), then exit the building to the east. Use your Witcher Senses: • There are a number of old tracks; the giant comes here often to feed. Follow the trail of giant footprints down the pathway from the forge, across the gully and northeast to a cliff you aren't able to climb. You need to find another way around. Step back to the path, then head downhill (northwest), following the path down toward the lake, passing some human-sized footprints along the way. Run past the lake (on your left), between a fishing hut and small boathouse, and begin to climb a wooded hillside gully. The footprints lead up the hill path, toward what was one of the main villages on Undvik-the Dorve Ruins.

• Large claw marks at the cave entrance indicate the giant couldn't squeeze into the caves, and gave up the chase. Head down the sloping cave tunnel. There are more blood pools along the way. The sloping path leads to a gigantic grotto, and no way onwards ... except downwards! Oive off the cliff ledge, into the pool below. Swim northwards out of the pool. There's blood on the stone shore, and a corpse of one of Hjalmar's men by a ledge. Examine the corpse, then climb the ledges. Follow the splatters of blood across a small wooden bridge, to more ledge near a second corpse. Climb up, run along a ledge, through a small cave opening on your left, to a large upper promontory above the pool, with an oak tree at the edge of the precipice.

Hjalmar an Craite

Head through the village threshold gate, and you encounter a Skelliger battling against some sirens. Help the fellow see off two of these flying foes, after which you're introduced to Hjalmar himself. He knows of your adventures, and you can speak about your task (to help him), and quickly check on his crew-mate (who sadly didn't survive the siren attack). After that, the bull-headed Hjalmar decides a dash up to the Giant's lair is in order. +:

If Folan is with you, he and Hjalmar speak about Cerys' decision to head to Spikeroog alone. They also banter back and forth as you climb the hill to the giant's lair.

):)

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NAILS FOR HOUNDSNOUT

Did you find some nails in Dorve Ruins, during or after talking to Hjalmar? Then you can bring them to Jarl Houndsnout, who uses them on his crew. The man's crazier than Lugos!

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GERALT THE GIANTSLAYER

!

'OBJECTIVES:

MYRHYFF'S WAKE UP CALL

Beware of your actions; the slumbering behemoth wakes up if you strike it, cast Signs, or step on the patches of ice that crack; leaving you little time to free Vigi.

• Find a way into the giant's lair. • Find the key to Vigi"s cage using your Witcher Senses. • Avoid snow-the sound of it crunching under your feet will wake the giant. • Kill the giant.

If the giant is sleeping, you have a couple of options. You can: til> Find the key to Vigi's Cage. The key is in a chest along the southeast wall of the cave. Grab it, head to Vigi's upturned boat cage, and free the loon; who promptly yells a blood-curdling cry and launches himself at the giant. Combat immediately starts. Or you can ignore Vigi, advance on the sleeping giant, who wakens and combat starts .

. ITEM: Quest Item: Key to Vigi's Cage With the giant attacking, you have the benefit of Hjalmar attacking as well, (and Vigi if you freed him, as well as Folan providing support fire from his bow). Attack the giant, using mainly fire-based attacks. Free Vigi if you wish, but watch the giant's attacks too. You can only free Vigi before the combat starts.

Vigi the Loon

As you set off up the hill with Hjalmar, use your Witcher Senses to uncover more evidence:

When the ice giant has around a quarter of his health whittled away, he produces a large ship's anchor, and whips about its head. As well as being damaging, this is brought down with force on Vigi's cage. If he was freed already, this isn't a problem. But if he's still imprisoned, he's flattened and dies. Now fight on to the bitter end, until Myrhyff of Undvik is finally toppled!

• At the start of the run, check the ground; the giant came down the mountain, barged into the village, and kicked the gate down from the inside. • Further up the slope there are skeletal remains of the Undvik massacre. The sheer number shows that the records are no exaggeration.

/I'

Continue to follow Hjalmar up between the rocky slopes to the cave entrance into the giant's lair. It is blocked by fallen rocks and scree. Speak with Hjalmar and agree to help him remove the blockage. Then enter the cave.

!

A COLD RECEPTION

VULNERABILITIES:'ICE

GIANT

Be sure you read up on additional combat strategies in this guide's Bestiary. Remember the ice giant is weak against the following:

FOR THE UNDER-PREPARED

ITEM

Myrhyff the ice giant is a formidable opponent. This is the only occasion where you'll face an ice giant, and you don't want it to be your last. Be sure you meditate and prepare potions.

·

roid, Sign: Quen

CONCLUSION: UNDVIK FOR SKELLIGE! After commiserating or congratulating each other about freeing Vigi, you can stay here and loot the giant's corpse (and then meet Hjalmar on the beach), or return to the beach automatically (the Marlin's Coast signpost), where Hjalmar assures you that your prowess will be sung about by the skalds.

I>

Agree that your actions deserve to be included in Hjalmar's ballad, and you can obtain discounts from traders all across Skellige.

He aims to sail back to Ard Skellig to claim his title, though he's sure others have similar plans in mind. Remind him that his sister is one of them, and answer how you wish in regards to visiting Spikeroog to help her. The quest concludes with you receiving Hjalmar's favorite blade.

I> After a short path to the right, around the roots and pieces of ships' masts, you can nimbly enter the ice giant's lair, where he is sleeping (along the southwest wall). A muffled voice from a makeshift cage of boat parts pleads with you to be let free. This is Vigi "the Loon," and Hjalmar warns you to keep him imprisoned, lest he live up to his name. Agree, or seek the key to free him while the giant sleeps.

ITEM: Weapon: Eirlithrad (Sword)

'.I)

If Folan is with you, he's insistent that Vigi shuts up, or gets them all killed.

toi

If Folan isn't with you, and you haven't visited him yet, this is the point when the Ice Trolls eat him; it's too late to save him at this point.

!

DANGERALERT

-~

SPOILERALERT

SECONDARY:G!uEST:POSSESSION, ·· ~-'~

Related Quests: Main Quest: The King is Dead-Long Live the King, Secondary Quest: Possession, Secondary Quest: King's Gambit j Locations: Bridge to Kaer Trolde (Ard Skellig), Svorlag (Spikeroog), ' Abandoned House

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XXX

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Characters: Udalryk, Hjort, Skellige Woman, Fisherman, Bergthora, Eiric, Cerys an Craite, Aki Enemies: Orowners, Sirens, Hym Recommended Item: Axii Delusion Level 2

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150

JARL COME BACK NOW. Y'HEAR7

I Harald Houndsnout is still talking to his skulls inside the giant boat. Return and try to ' talk to the madman, and you find he's too far gone to save, alas.

Myrhytt the tee Giant

•>

OV

• There are bards and lute-players singing songs praising both Cerys and Hjalmar.

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• You also have the opportunity to talk to Hjalmar again (he's very keen on some fisticuffs). You can bet with Hjalmar that you can beat a Vildkaarl; the winner receives a sword from the loser, so be sure you have an additional weapon handy!

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• You also can speak to Cerys in the middle of the hall, who is simmering with rage, but proud of how she helped Udalryk.

"I'll help you, Cerys": You help Crach's daughter. "Going with Hjalmar": You help Crach's son.

Or refuse to help anyone at all, stall the quest, and ignore the rest of the an Craite quests.

You may only choose one, and it influences the rest of his quest, and your adventure!

Exit the feast hall, heading down the steps and you meet Sirna coming out of Crach's chamber. She's in a foul mood, offended by the bartering for the title of king, especially as her Birna Bran Crach an Craite kin Svanrige hasn't a chance at the throne. She aims to leave Kaer Trolde tomorrow at daybreak. Now enter Crach's chamber. He greets you warmly. Speak to him about his hospitality, his children, and Sirna if you wish. Then ask about your reward. You are given a prized sword. In the middle of explaining the heirloom, you are drawn to a commotion upstairs. Hjalmar isn't the cause this time ...

SURREPTITIOUS CERYS: CELLAR SMELLS WHERE A TRAITOR DWELLS OBJECTIVES:

.

• Examine the crime scene using your Witcher Senses. • Examine the traces of wine around the crime scene. ' • Find the source of the scent.

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ITEM: Sword: Glory of the North

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FEAST OF THE BEARS , OBJECTIVE:

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While Hjalmar races off to kill some Vildkaarl beserkers, you take a more measured approach with Cerys in the feast hall. Ask her who died (many; only her, Hjalmar and Svarige have claim to the throne), and what happened before the massacre. Then look around, using your Witcher Senses: • One corpse has fang and claw marks, and broken bones. It is difficult to say what killed him. There are other corpses to examine, too. Head over to one of the bears, and examine it: • (The Head) A bear's head, but a short tongue like a human's. The mouth smells of alcohol and earth. • (The Torso) Under the fur is a tattoo in the shape of a paw. Race to the feast hall and a scene of bloodletting and chaos. Four gigantic bears are loose in the chamber, and are devouring soldiers and guests alike. Spring into action, and immediately battle the nearest bear, before rushing to the aid of the Skelligers still tackling the three other hairy behemoths. Panic reigns. Halbjorn, son of Jarl Holger, howls as he succumbs to his wounds. Holger tries to revive him, but Hjort (Jarl Udalryk's seer) declares him dead. There is pushing and shoving. Madman Lugos accuses Crach of being responsible for the bears. Hjalmar takes this as an insult to his family. Crach and Lugos are about to come to blows when Jarl Donar simmers the tension and calls everyone to order. Crach is to find those responsible, and kill them, else his clan will be cursed for a hundred generations. Speak to Crach now, asking what you wish, as he orders Hjalmar and Cerys to investigate.

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• (The Limbs) Evidence of a sutured old scar. This is a half-man, half-bear. But what caused the transformation? The mead is a clue; you should check the horns, tankards, and bowls. • Mead horns are empty. • A bowl has the whiff of ... mushrooms? • Another bowl-one

at each table-contains mead and only mead.

The scent of mead and something earthy fills your nostrils. Head north to the open door, and examine the small table to the left of it. You call over Cerys, who confirms you are dealing with werebears-known colloquially as beserkers. You reveal the beserkers' mead was spiked with what you think is blood. Cerys suggests Hjort might be able to help.

t.

OB ECTIVE:

,• Ask Hjort to have a look at the mead sample.

Head east from the feast hall, onto the exterior battlements where the remaining Jarls are raising their voices about what happened. Listen and speak to them too, if you wish. Hjort is praying to Freya. Interrupt him, and hand him the mead horn. He immediately recognizes the smell as the mushroom "mardroeme" (or "psilocybe"). It causes hallucinations in humans, and eases pain in small doses. But how was it slipped into the wine? Away from the feast in the cellars; that's where!

Head south up the steps, and examine a set of footprints (using your Witcher Senses) at the cellar door. Someone walked through spilled mead. Now turn and follow the footprints up the main stairs back up towards the smithy. On a landing, examine a wall torch: There is a scrap of cloth on it. Cerys is shocked; only Arnvald wears this fabric! Race up and out of the cellar corridor, across the exterior battlements and smithy, and up into the Keep entrance. You see Arnvald leap on a horse and race off.

' OBJECTIVES: • • • •

Chase Arnvald. Save Arnvald. Search Arnvatd's body. Search for evidence in Arnvald's room.

OBJECTIVES: • • • •

Follow Cerys to the cellar. Examine the cellar. Examine the mead in the open barrels. Flee from the burning cellar.

Dash after Cerys through the feast hall to the entrance, across to the north corner exit, down past the smithy, into a series of descending corridors that end at the cellar entrance to the south. Cerys wants to show you where the poisons are kept. She walks to some steps, and down to a lower area of the cellar. Cerys reckons the stench is revolting, but it's from some Mahakaman spirit. Use your Witcher Senses to inspect the various barrels until you reach the one in the southeast corner that looks different. This is the brew that caused the berserkers' transformation. Someone tosses a torch into the cellar, and the highproof spirit goes up in flames. There's no way back. Only into a secret passage on the northeast corner of the cellar, blocked by barrels. Use Aard to destroy the barrel blockage and sprint into the tunnels.

Arnvald's guilt is unquestionable, but bringing him to justice is tricky. Gallop after him, following the route down the cliff path and tunnel, out of Kaer Trolde, and along the road heading roughly south. He bears right twice; first at the parked caravans, and second at the fork in the road, and heads directly to a group of bandit seamen; wearing Clan Tuirseach colors and waiting for him at the beach. You can end the chase in a number of ways:

:::

• (Crossbow) While riding, produce your crossbow and knock Arnvald off his horse. You're commended by Cerys, and Arnvald is usually alive. • (Aard or lgni) While riding, use either Aard or lgni to remove Arnvald from his steed. Cerys is impressed, and Arnvald is usually alive. • (Beach Fight) Should Arnvald reach the beach, he is expecting to be smuggled out of Ard Skellig by these seafarers loyal to his cause. But you can never trust these bandits; Arnvald's usefulness has expired, and they attack him. Battle five of them, moving to Arnvald's proximity and drawing attacks away from him. If you don't, he is easily slain. • (Losing the Trail) If you aren't quick enough in tailing Arnvald, head towards the beach area in your own time. You discover Arnvald's corpse on the sand. After the tumble from his horse, or bandit fight, Arnvald is either dead or alive: • (Arnvald is alive) He moans on at his hatred towards the an Craites, but agrees to implicate Birna Bran and the berserkers at a trial.

SURREPTITIOUS CERYS: BRAN-DISHING EVIDENCE ~O__.BJ_E_C_T_IV_E_S: • • • • •

Follow Cerys through the tunnel. Look for tracks around the cellar door using your Witcher Senses. Follow the footprints. Look around for a clue. Catch Arnvald.

• (Arnvald is dead) Cerys is shocked at the betrayal. You decide to search Arnvald's corpse, and find a small key. Cerys sees the tartans the bandits where wearing, but you tell her not to jump to conclusions.

~~

ITEM:

Quest Item: Arnvald's Key

Back at Kaer Trolde Keep, use your Witcher Senses to thoroughly search Arnvald's room: • There are strewn clothese everywhere, and a missing shoe. ·1

• The other shoe is under a small table. Check inside the shoe for another key. Follow Cerys and emerge from the tunnels without incident. You decide to revisit the cellar entrance to look for evidence of the culprit.

ITEM:

Quest Item: Key to Arnvald's Chest

Close to his bed is an envelope with a particular smell attached to it. Follow the scent to a hidden compartment in the northeast corner of the room. Use the key to unlock it; inside is a letter. The perfume is Birna's! The letter isn't signed, but the evidence is enough. Read on to "Cerys' Conclusion", below.

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CERYS' CONCLUSION: WHOSE HAND DOES THE BLOOD STAIN?

OBJECTIVES: • Explore the cave. • Defeat Halgrim. • Venturefurther into the cave.

' • Interrogate the druid. • Defeat the druid and the berserkers.

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Ha/grim

Descend the ladder, and explore an entrance cave leading into a larger cavern, where you are met by a hulking great Skelliger named Halgrim. He scoffs at the "weak bloods," and although they didn't set out to start a massacre at Kaer Trolde, they bear no guilt. Hjalmar quickly grows weary of the conversation, and charges in to attack. Face Halgrim, tackling him with your steel sword until he stops and tranforms into a massive bear. They bring down the hairy animal using your silver sword.

Jarl Donar an Hindar calls a meeting of the Jarls together. Lady Bran is accused by Cerys. Birna is indignant and refutes the accusation. (Arnvald is alive) He is summoned and testifies against Birna Bran. (Arnvald is dead) Gerys explains how Arnvald acted on behalf of Bran.

Svanrige Bran

Birna scoffs at such accusations until you produce the letter from Birna to Arnvald. This still isn't enough for the Jarls, and they are about to retire and seek punishment against the an Craites when Birna's son Svanrige turns against his mother! Birna is furious and dismayed, but Jarl Donar orders her chained to a rock to perish of hunger and thirst, with sea fowl pecking apart her remains. Svanrige will be banished.

HEADSTRONG HJALMAR: BRIMMING WITH BESTIALITY AND BARBARISM OB ECTIVES: • • • •

Explore the Vildkaarls' village using your Witcher Senses. Use your Witcher Sensesto examinethe place Hjalmar pointed out. Follow the scent using your Witcher Senses. Follow the footprints.

Hjalmar knew you wouldn't turn down an adventure! He rides to Fornhala at a gallop. This is the village of the Vildkaarls. You arrive there automatically (the village is in southwest Ard Skellig). Question Hjalmar about this tribe, and he tells you he suspects they are warriors that transform into bears. He seeks vengeance. You can point out that taking one alive would be beneficial, but Hjalmar insists witnesses and trials aren't needed for justice in the isles. Uncover the following:

Artis

There are more voices further into the caves. Hjalmar isn't taking your advice, so progress deeper into the tunnel, heading south to a second cavern. You watch as a group of three Vildkaarls take a mushroom from a druid's bowl. A shocking transformation takes place. After the ritual, head into the chamber and speak to Artis the druid. As expected, the conversation turns to violence. Back Hjalmar up and slay the druid, including any bears he summons (he brings one at a time, so concentrate on defeating him unless you wish a constant incursion of bears). Afterwards, you discover a letter on the druid's body. It seems Artis was to become advisor to the new king of Ard Skellig. But the letter isn't signed. Hjalmar decides to return to Kaer Trolde and inform the Jarls.

HJALMAR'S CONCLUSION: WASHING AWAY DISGRACE WITH THE BLOOD OF FOES Jarl Donar an Hindar calls a meeting of the Jarls together. Hjalmar offers a perfunctory explanation regarding the Vildkaarls' responsibility. Madman Lugos isn't impressed. You step in and vouch for Hjalmar. You also hand over the letter you discovered as evidence of a conspiracy. Lady Bran mentions the culprits haven't been identified. But Jarl Donar has heard enough. Hjalmar has cleansed his clan's name through bloodshed.

• Head up the hill and Hjalmar points out a corpse near some kind of candle-lit shrine. Along the way, discover dead bodies, blood stains, massacred corpses, but no women or children in the village. • At the shrine, you discover clothing from six men. There's a corpse from a man not part of the Vildkaarls. A bowl with an odd smelling substance inside, like incense or bear bait. • The shrine has carved runes in the language of Hjalmar's forefathers. It is a dedication to Svalblod. A deity who demanded human sacrifices. A wafting scent from above. Follow it up more steps; there's evidence of blood and bile, a slumped body with a broken neck, and a body still warm. The trail ends at a longhouse atop the hill. Head inside, and discover dried mushrooms; a variety called psilocybe. There's also trapdoor under a bearskin rug. Classic. 156

END: AN INVITATION TO A CORONATION The quest concludes with you and Crach talking about who will be crowed the new ruler of Ard Skellig. The coronation is about to begin. Join them immediately, or later. Either way, Secondary Quest: Coronation becomes available.

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DANGERALERT

SPOILERALERT

XXX

QUEST CONCLUSION: ALL HAIL QUEEN CERYS! .,. Cerys thanks those that stood by her side and pledges to be a good queen, seeking peace and prosperity for all. Jarl Udalryk peers up at her proudly (with his one good eye).

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Q!JESTING

After her speech, you can speak to Hjalmar, who is a little dejected, but secretly proud of his sister. He's happy to show up Madman Lugos though.

DECISIONS

) This q~~:i begins auto~atically after the conclusion of Main Q~est: King's Gambit. It is purely optional.

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If you helped Cerys during Secondary Quest: King's Gambit, she is crowned Queen of Ard Skellig.

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QUEST CONCLUSION: ALL HAIL KING HJALMAR!

If you helped Hjalmar during Secondary Quest: King's Gambit, he is crowned King of Ard Skellig.

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If you ignored this line of quests, didn't help either Cerys or Hjalmar during Secondary Quests: The Lord of Undvik or Possession, you cannot complete this quest, and Svanrige Bran is crowned King of Ard Skellig.

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If you start this quest during Act 11, during Secondary Quest: Brothers in Arms: Skellige, you can request Clan an Craite's help under the sacred oak, after the coronation. ~Gi;.

Hjalmar knows many here have long awaited this day; with fist raised, he pledges to strike at Nilfgaard. The crowd seems divided on the merits of this rather impetuous plan.

After his speech, you can speak to Cerys, who is prideful of her charismatic brother. They share the same blood which is what really matters.

The druid Ermion is present at this coronation only if you completed Main Quest: Echoes of the Past.

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Queen Cerys an Craile

Speak to Queen Cerys, and she tells you she plans to rule by listening, learning, and listening again. This measured approach should unite the clans, and although she'd prefer to avoid war, they will repel Nilfgaard together.

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WE ARE SKELLIGE!! OBJECTIVES: • Attend the coronation under the sacred oak. • Nearest Signpost: Gedyneith.

Head to the sacred oak of Gedyneith. The coronation starts under the branches of this venerable oak. Jarl Donar declares an end to the mourning, and welcomes a new ruler of Ard Skellig, commanding power over all the isles of Skellige.

King Hjalmar an Craile

Speak to King Hjalmar, and he tells you he'd rather have beat a bugger like Blueboy Lugos instead of his sister. He vows to go at the Black Ones, and grind them to dust. They will be driven south, limping and wailing.

A PROUD FATHER Finally, speak with Crach, who is almost bursting with pride. He will always be loyal to Cerys and Hjalmar. Feel free to speak to Jarl Donar, Udalryk, and Hjort too. Listen to Holger, and other islanders' mutterings if you wish. The Skelligers celebrate with a bonfire and crackling pig. The quest concludes.

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DANGER ALERT

SPOILER ALERT

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NOT AN EXCHANGE OF COURTESIES

Emperor Emhyr var Emreis

UMAMMA! OBJECTIVES:

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• Tell the stable guard that you are taking Uma. • Collect Uma • Nearest Signpost Crows Perch

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This quest begins automatically only after the following Main Quests have been completed: Main Quest: Family Matters, Main Quest: The Ladies of the Wood; Main Quest: Nameless; and Main Quest: The Play's the Thing.

.:> If you completed Secondary Quest: Last Wish, and told Yennefer you wanted to be with her, then you have additional romance options during Main Quest: No Place Like Home. Main Quest: Ugly Baby is a tracking quest that occurs throughout the entirety It simply tracks when each of them are completed.

I of all the Sister Quests listed previously.

You arrive at Vizima, where the emperor is finishing a plan of attack with General Voohris. After dismissing him, Yennefer enters the emperor's chamber, and he orders you to report. Answer how you wish (a flippant approach leads to the emperor threatening to call his guards). You tell him Uma is the key to finding Ciri. When he demands more answers, tell him about your adventurers, and then that Uma might actually be his daughter in a cursed form. Emhyr asks if the curse can be lifted, and Yennefer attempts to utter the curse, with no effect on Uma. You're given half your prize, with the other 2,000 crowns when Ciri is returned. You can tell the emperor you don't intend to bring Ciri back, or agree. The emperor leaves. -

ITEM: Crowns: 2,000

You take a moment to speak with Yennefer, pondering how the curse can be lifted. Yennefer tells you it must be done at Kaer Morhen, but she cannot teleport you both. You seem happy to ride there. Your conversations with Yennefer are fraught.

ORDERS FROM VENGERBERG

Vesemir

You arrive in Kaer Morhen, and Vesemir welcomes you home. He looks Uma up and down, and agrees with Yennefer. This is one ugly homunculus. Yennefer is already here (Vesemir remarks she could do with some manners), and he rattles off the jobs she's ordered the rest of the Witchers to undertake: Eskel is hunting Forktails for their ingredients. Lambert is preparing to fill a phylactery with elemental energy. Yennefer herself is assembling a megascope. You can defend her, or agree that she's up to something suspicious.

Return to Crow's Perch in Velen. If you haven't completed Main Quest: Family Matters, you must head to the Baron's study, and tell him that obtaining Uma may be the key to finding Ciri. You are directed to the stables. If you have completed Main Quest: Family Matters, you head to Crow's Perch and speak with the sergeant who took over the Baron's position in the castle. He directs you to the stables.

Uma (Ugliest Man Alive)

Head to the upper courtyard where the stablemaster resides. Tell him (in no uncertain terms) that you're here for Uma. This occurs without incident. You coax the malformed little man towards your horse Roach, grab him by the scruff of the neck, and ride off. You are stopped while riding through a Velen forest by a group of Nilfgaardian cavalrymen. It appears the emperor is displeased with you, and requires you ride to Vizima. You oblige. 160

You can comment on Yennefer throwing a bed from the window (ask Vesemir about this on a subsequent occasion during this quest, and he mentions Triss always liked that bed-which might be why it was dashed on the battlements below!). You can also head to the main courtyard in Kaer Morhen (left from the main entrance), and locate the remains of the bed Yennefer threw away. Use your Witcher Senses to find one of Triss' earrings. Take it and you can give it to Triss when you see her next.

This quest now concludes, and three other quests open up under the Main Quest: Ugly Baby.

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DICISIONS

DICISIONS

Main Quest: Ugly Baby is simply a tracking quest, updating Main Quests: Disturbance, To Bait a Forktail ... , and The Last Trial. It also continues after all three of these conclude. You may now begin any of the three quests in any order. Start by crossing the ruined battlements, and entering the fortress interior first.

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',_.DANGER ALERT

SPOILERALERT

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SCOPING OUT SOME INTERFERENCE

Characters: Yennefer of Vengerberg, Vesemir, Uma ' Enemies: None Recommended Items: Potestaquisitor (given during quest)

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OBJECTIVE:

. . . • Find the source of the magical disturbance usmg the potestaquisitor,

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THE POTESTAQUISITOR INQUISITOR

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Be sure your potestaquisitor is a selected item, which you can whip out manually at any time. Then begin your search for this strange energy concentration. Head down the stairs, back into the grand hall, close to where Lambert is tinkering. Begin your sweep with the potestaquisitor at this point, moving towards Vesemir and Uma.

OBJECTIVES (UGLY BABY): • Help Yennefer fix the megascope. • (Disturbance I: Find and help Yennefer.

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UMA' UMA THOUGHT SO.

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Vesemir and Uma have moved into the grand hall as well, and you can have an and completely meaningless conversation with the cursed specimen. , Talk of Ciri, universals existing as real and distinct entities, and other posits are ' answered with one-word, gargled variations on "Uma!"

1 optional,

Enter the main fortress interior of Kaer Morhen, and head to the southeast tower through the banqueting hall. Up the large spiral steps, you eventually reach a large circular room and Yennefer exploding both magically and verbally. It seems her megascope is extremely broken. Speak to her how you wish, as she explains her frustration with the other witchers. She tells you she will reveal all in time. You can:

Just to the left of Vesemir is a large steel cage, and to the left of that are a stack of old crates. The energy seems to be coming from these boxes-inspect them, then ask Vesemir what's in them. Dimeritium bombs. Vesemir offers to remove them while you have a one-sided talk with Uma.

QUEST CONCLUSION: A SORCERESS SPEAKS Yennefer of Vengerberg

, OBJECTIVE:

• Ask what she needs you to do, which continues the quest

• Let Yennefer know you removed the source of the disturbance.

• Tell her you heard what she did with the bed (toss it out of a window), and she fumes about you and Triss being together. You may either apologize or pretend you had memory loss, resulting in a further angry outburst, and Yennefer tiring of the conversation by teleporting you over the lake at the foot of the mountain! After a swim and trek back up to the fortress, you can continue this (or any other active) quest.

Return to Yennefer, explaining the interference issue has been solved. She summons her sorceress friend Ida Emean to talk about the elvish curse Uma seems to be suffering from. Ida is taken aback as she has only heard about this curse in legends. Ida offers advice on lifting the curse, and tells you that Ciri's blood is likely to be needed to stop an impending end of worlds. Answer how you wish, offering more Ida Emean (via Megascope) measured responses if you're on better emotional terms with Yennefer. After a short history lesson about the Migration, this quest concludes. If you've already completed the two other quests (with Eskel and Lambert), Main Quest: No Place Like Home begins.

Your tasks are to help both Eskel and Lambert, but also attend to the broken megascope. Yennefer reckons an energy source nearby is generating disturbances, and must be neutralized. She needs to contact a sorceress urgently, and hands you an odd-looking contraption known as a potestaquisitor. You must use it to find the energy source. ITEM: Quest Item: Potestaquisitor

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DANGERALERT

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Locations: Kaer Morhen, Old Training Folly, Forktail Lair , Characters: Eske!, Scorpion ' Enemies: Forktail

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THE NOSE KNOWS OB ECTIVES (UGLY BABY): • Find Eske[ and help him hunt the forktail. • (To Bait a Forktail. .. J: Search for Eskel's tracks near the entrance to Kaer Morhen. • Follow the tracks left by Eskel's horse. • Examine the area around Eskel's horse for tracks using your Witcher Senses.

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SPOILERALERT

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Exit Kaer Morhen, and examine some hoof prints at the south gate using your Witcher Senses. Whistle for Roach, and follow the horse tracks down the road to the river. Cross the ford heading south, and up the hill, before peeling off to the left (southeast) to an old training folly and treasure chest. A little further up the grassy hill is Eskel's horse, named Scorpion, standing by a small camp. Inspect the bottles if you wish. Then search the vicinity for Eskel's footprints, and those of a goat. 161

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, OBJECTIVES: • • • •

Follow Eskel's tracks. Look around for more tracks left by Eskel. Follow the smell. Follow Eskel's footprints using your Witcher Senses.

FORKTAIL~VULNERABILITIES

Need help clipping the wingsof this airborne beast? Consult the Bestiary entry on forktails.

Potion: Golden Oriole

Bomb: Grapeshot

Sign: Aard

Oil: Oraconid

When you reach the crest in the gully, start descending slowly and use your Witcher Senses to pick out the following: • Splashes of forktail blood. • A set of prints and blood on a grassy ledge. This leads into a narrow tunnelthe forktail's lair.

Eske/

Follow the path roughly southward from the camp, checking periodically as you view the tracks in front of you. They stop almost immediately, but inspect a nearby fir tree to find evidence of a goat rubbing itself against the bark. Track the smell along the path that winds up the steep mountain. You pick up Eskel's prints again, and the soft bleating of his goat. It is tied to a stake in an open grassy promontory to the northeast. Eskel appears, quoting from Adalbert's book, and greet you warmly. Continue your friendly banter (answer how you wish) until Eskel hears the sounds of an incoming forktail. . OBJECTIVES:

QUEST CONCLUSION: A GALLOP BACK TO KAER MORHEN OBJECTIVES: • Return to Kaer Morhen. • [Optional] Beat Eskel back to Kaer Morhen .

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Head inside, following more splatters of blood, and following the rough tunnel up a natural slope, and around to where the forktail is nursing its wounds. Time to finish it off!

Fight the forktail. Chase the forktail. Follow the forktail's blood using your Witcher Senses. Find and kill the forktail,

After the beast is slain, Eskel instructs you on the method of retrieving the spinal fluid. Answer how you wish, even when the conversation turns to Yennefer's trust issues. Then gather the fluid and depart. Once outside the forktail's lair, Eskel challenges you to a race. You can:

A forktail lands close to the goat, and you must both tackle it in combat. After it loses around a third of its health, it manages to get airborne. Optionally plug it with a couple of crossbow bolts, before watching it disappear up a steep mountain gully. Sprint up this gully (heading roughly southeast), climbing a couple of rock ledges as you talk to Eskel.

• Accept, and make well-timed use of Roach's gallop and follow the main path down the mountain (northwest), then north along and across the river, and up and around to the south gate of the castle. Stop galloping just after the river ford, then gallop again a few seconds later, and you should beat Eskel, and more than bragging rights are available if you win. fi

Win the horse race to receive additional XP and alchemy recipes. Decline, and makeyour way back to Kaer Morhen in your own time.

After you reach the south gates of Kaer Morhen, this quest concludes. If you've already completed the two other quests (with Yennefer and Lambert), Main Quest: No Place Like Home begins. ITEM: Quest Item: Forktail Spinal Fluid

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DANGER ALERT

SPOILER ALERT

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NO WALK IN THE PARK OBJECTIVE

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Move to each of the unlit torches, and use lgni to quickly light them. Then place the phylactery on the smooth stone altar. You wait, and Lambert asks how you dealt with trolls during your own trial. Answer how you wish.

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QUESTING DECISIONS

I This

quest is available once the previous three quests conclude. Main Quest: Ugly Baby also updates.

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You return to the table and speak to Lambert. You speak about Eskel's conquests, your relationship with Yennefer, and other matters. You can also choose to play Gwent with Eske!. Lambert leaves and returns with a fancy hat sitting on his head at a rakish angle. You play a drinking game (choose to skip or drink as you wish). Eskel leaves. There's more drinking.

GETTING ESKEL'S GOAT OB ECTIVES

Enter the sprawling Kaer Morhen fortress, enter the main hall, and continue to the large dining table where your brethren are assembled. Yennefer orders Eskel and Lambert, but Vesemir interrupts her, reminding her who is in charge here. Vesemir has already figured out Yennefer's methods of freeing Uma aren't safe. He wants to try a less invasive method. • Answer how you wish for all conversations during this reunion. Vesemir wants to attempt an ancient rite. Yennefer scoffs at this primitive nonsense. He takes Uma, leaving you with Yennefer, Eskel, and Lambert. The conversation around the table is strained. After alcohol is introduced, the mood lightens up, and the conversation at the dining table continues anew. Eventually, Eske! asks if you'd mind raiding the kitchen. Oblige him. You return shortly.

SNACKS APPEAL, OR SEX APPEAL Yennefer excuses herself. However, you can stop, and speak to her at length about her time with the Wild Hunt, what happened in Nilfgaard, why she didn't look for you, and other, more personal chatter:

• Find Eskel using your Witcher Senses. • Examine the source of the noise.

Eskel stumbled off in a stupor. Use your Witcher Senses to uncover the following: • Some spilled wine Eskel crawled through. • Follow the prints past the dead ekimmara on the table, towards the exit to the west. Step outside. There are sounds. Of a wounded wyvern? • There's blood on the ground. Head south, to Eskel's sleeping form. The sounds were from a snoring Eske!. You wake Eske! up. Then Lambert has the exceptional idea of turning on the megascope, and communicating with that sorceress for some female company. You can: • Tell him he's a genius. • Tell him he's had his last drink. If you choose not to fiddle with Yennefer's megascope to call for "female company," you fall asleep, and this quest concludes now.

Find a "glimmering" one, and take Yennefer's trousers. Then put them on in your Inventory Menu. You may also choose to use the megascope without playing dress-up.

END: WHO'S WEARING THE TROUSERS? "OB ECTIVE:

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• Search Yennefer's trunks.

ITEM: Quest Item: Yennefer's Trousers

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The three of you look slightly inelegant to put it mildly. Still, you jabber something incomprehensible and not even close to being elvish, and the device starts to shimmer. You make contact! Though it's with Cyrus Hemmelfart, the hierarch of Novigrad. He appears to be on the latrine. Shouting for guards, your "conversation" is curtailed by Yennefer. You're ordered to bed. The quest then concludes.

You now stagger up to Yennefer's scrying chamber, and attempt to use the megascope. No matter your protests (or agreements), Lambert reckons that the lovely Ida would be thrilled to speak to you three drunks. But in order not to scare her during initial contact, he decides everyone must pretend to be Yennefer, by dressing up as her. This sound plan seems to have no drawbacks (aside from a zero possibility of working), and can check Yennefer's trunks for appropriate attire. .: «,• \,' )

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DANGER ALERT

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Then access your Alchemy menu, choose the formula grass extracts, and quickly brew the potion from the following components:

Locations: Kaer Morhen Characters: Yennefer of Vengerberg, Vesemir, Uma, Lambert, Eskel, Enemies: None

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Ingredient Bryonia Ribleaf Mandrake Root Forktail Spinal Fluid Manticore Poison Gland Albino Bruxa Tongue

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WRETCH ON THE RACK ~OB ECTIVES: • (Ugly Baby): Remove the curse afflicting Uma. • (Va Fail, Elaine): Gather the necessary ingredients and prepare the Potions of the Grasses. • Brew the potions needed for the Trial of the Grasses.

Amount (1) (1) (1) (1) (1) (1)

ITEM: Quest Item: Decoctions of the Grasses Return to Yennefer, who takes the potions, and feeds them intravenously into the poor wretch on the rack. When prompted, administer the Mother's Tears, Wildrye Juice, and Speargrass Sap. Telling Yennefer this is a bad idea simply stalls the progression of the trial. After the potions are administered, Uma vomits all over Yennefer. You're on clean-up duty. You scrub the floors with Eskel, who moans about Ciri being harmed if this trial goes wrong. You put your trust in Yennefer.

Avaflac'h

END: BACK ON TRACK You wake the next morn with Vesemir already back at the fortress. Uma is tied to Sad Albert, a torture table. Although his ritual was ineffective, he did notice Uma behaved differently under relaxed consciousness. Yennefer startles you by actually apologizing to Vesemir. He's found out something critical about Uma. Now potions must be brewed in preparation for Yennefer's spellcasting. You're on ingredient-finding duty:

The trial continues well into the night. Yennefer urges you to keep her from falling asleep. Choose either story in conversation to tell her. Then Uma begins to wake up. Yennefer unleashes her magic, yelling at you to open the phylactery. The matter is caught within the box. Uma transforms. The curse is lifted. You stare into the face of Avallac'h-the Aen Elle elf sage who helped Ciri. You hear Avallac'h murmuring something about the Isle of Mists in Skellige. He summons a strange orb of light. It shall guide you across the seas to this mysterious isle, where Ciri's fate may be sealed. These quests now all conclude.

You receive the formula from Yennefer. Head to the nearby table and gather the forktail spinal fluid, as well as all the other ingredients for the potions.

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Y Q\!ESJ:tfff!"Q!HERS IN ARMS·#

Related Quests: Main Quest: The Isle of Mists, Main Quest: Ugly Baby; Main Quest: The Battle of Kaer Morhen .

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QUESTING DECISIONS

1 This quest begins automatically once Main Quest: Ugly Baby, and all related quests,

. OBJECTIVE: • Talk to friends who could help defeat the Wild Hunt and ask them to join your fight.

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have been completed, and you are about to set sail for the Isle of Mists. There are many different pre-requisites when assembling a force for the forthcoming battle (some of which you may already have completed, or failed), and all are listed below (including ones not mentioned in your objectives list). Visit each of the locations listed in any order you like. Or don't. These "Brothers in Arms" quests are all completely optional.

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LAST CALL FOR REINFORCEMENTS'

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Beware! This is the last opportunity to complete any Secondary Quests, and other tasks that are related to gaining help from certain individuals, before the battle takes I place. If you wish to finish up these quests, now is most definitely the time.

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DANGERALERT

SPOILERALERT

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• :OBJECTIVE:

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EMPEROR EMHYR VAR EMREIS LOCATION: Vizima Royal Castle

• Talk to Emhyr var Emreis.

Visit the royal castle, and speak with the emperor. He agrees to send troops, but insists that they are commanded by General Voorhis. This isn't acceptable to you, and you're unable to reach an agreement, so you leave. Emperor Emhyr var Emreis (>,-,, ,,,.., DANGERALERT

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, OBJECTIVE:

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LOCATION: Reardon Manor, near Lindenvale Assuming you didn't kill Letha in your Witcher 2 game save, the man-mountain witcher known as Letha is initially hiding out in a barn on the grounds of Reardon Manor, close to the village of Lindenvale. He moves to Kaer Morhen providing you complete the following: Secondary Quest: The Fall of the House of Reardon (page 90), and Letho lives.

KEIRA METZ Return to Keira's Hut in No Man's Land, and speak to the sorceress. She's happy to provide magical support in your battle, providing you've helped her. Complete the following:

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Secondary Quest: An Invitation from Keira Metz (page 86). Secondary Quest: A Favor for a Friend (page 88).

Keira Metz

Secondary Quest: For the Advancement of Learning (page 89). At the end of this quest, be sure to convince Keira to go to Kaer Morhen.

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LOCATION: Keira's Cottage, near Fyke Island

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SPOILER ALERT

SECONDARY Q!JESJ_:iBR'd.J:~ERS IN ARMS: NO~IGRAD



SIGISMUND DIJKSTRA LOCATION: Bathhouse (Novigrad) Meet up with Dijkstra inside his office library, and request his help in the forthcoming war. Though he's not about to lose his life on the battlements of Kaer Morhen, he does offer you a reward. However, you must have completed the following:

VERNON ROCHE AND VES LOCATION: Temeria Partisan Hideout Locate Roche's hideout in a rocky gully surrounded by woods, north of Oxenfurt. He is always willing to help you, but he (and Ves) can only make the journey to Kaer Morhen once you finish the following:

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Vernon Roche

ZOLTAN CHIVAY LOCATION: Rosemary and Thyme (Novigrad) Zoltan is positively twitching to spill some Wild Hunt blood, and agrees to help you with typical dwarven gusto. All you have to do is simply ask!

TRISS MERIGOLD LOCATION: Triss' Townhouse (Novigrad) Triss is concerned about Ciri and would love to help you, but she cannot leave Novigrad until all the mages are evacuated. You must have already completed the following:

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lo/tan Chivay

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ITEM: Quest Item: Crowns, Gaunlets, and a Diagram

Ves

Complete Secondary Quest: An Eye for an Eye (page 129). Once finished, Roche agrees to help you, and both him and Ves will appear in Kaer Morhen (and question your judgment if Letho is also there).

Main Quest: Count Reuven's Treasure (page 111 ), and used under-cover techniques (with Triss being Sigismund Dijkstra tortured until she stops the conversation with Caleb Menge), and not violence, asking Menge specifically about Dijkstra's treasure during the conversation with Menge. Otherwise, you get nothing.

Main Quest: Now or Never (page 127), and the mages escape. If you forgot this quest, you can't reach Triss. If you completed this quest, Triss is already at Kaer Morhen, and doesn't need to be found.

Triss Merigold

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DANGER ALERT

SPOILER ALERT

SECONDARY Q!JES_lflfJt'bTHERS IN ARMS:~SKELLIGE

OBJECTIVE:

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• Talk to Cerys, Hjalrnar, Crach, and Emnon.

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SVANRIGE THE ABSENT

1f Svanrige Bran rules Skellige {because you didn't involve yourself in either Cerys or Hjalmar's quests), you cannot reach him to request his help.

CRACH AN CRAITE ERM ION

LOCATION: Kaer Trolde Keep (Ard Skellig), or Gedyneith (during Secondary Quest: Coronation). Visit Crach in the keep or at the Coronation of the new king or queen, and request his help in fighting the Wild Hunt. Though he cannot spare any troops, and is too old to fight, he bestows you with a family heirloom; an exquisitely-forged sword.

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LOCATION: Kaer Trolde (Ard Skellig) or Gedyneith (during Secondary Quest: Coronation).

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Though you may have had your reservations about Ermion, when you ask him for help in defeating the Wild Hunt, he agrees immediately, and makes preparations to leave for Kaer Morhen without a moment's hesitation. Good rnanl

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ITEM: Quest Item: Winter's Blade

, Crach an Cralle

CERYS AN CRAITE

Erm ion

LOCATION: Spikeroog (Skellige), then Kaer Trolde Keep (Ard Skellig), or Gedyneith (during Secondary Quest: Coronation).

FOLAN AND VIGI

Speak to Cerys in Kaer Trolde or at the Coronation. Whether she rules Skellige or not, she has important duties to attend to, and cannot head to Kaer Morhen. To ensure she becomes ruler, you must have completed the following:

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Cerys an Craite

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LOCATION: Undvik (Skellige), then Kaer Morhen

. ".4 ... ~. .·.·.·t;ff,;;. . '.· .- ··~·" . . .·ii· . -.,;·•

Secondary Quest: Possesson (page 150). Then Secondary Quest: King's Gambit (page 153). Then Secondary Quest: Coronation (pa gel 57).

HJALMAR AN CRAITE

Don't forget about these two lunatics! Assuming you met and helped them, both Folan and Vigi provide an almost animal-like ferocity to the forthcoming battle, Folan Vigi and will already have made the journey to Kaer Morhen (so you don't invite them personally during this quest; just expect them to accompany Hjalmar when you invite him). To ensure they help out, you must complete the following:

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LOCATION: Undvik (Skellige), then Kaer Trolde Keep (Ard Skellig) or Gedyneith (during Secondary Quest: Coronation).

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Secondary Quest: The Lord of Undvik; saved Folan from the rock troll's cauldron, and saved Vigi from his prison during the battle with the mountain giant (page 150).

Speak to Hjalmar in Kaer Trolde or at the Coronation. If he rules Skellige, he has sworn fealty to your cause, and will arrive at Kaer Morhen without question. If he isn't King, Cerys agrees to send him as her representative-either way, he's coming! To ensure he becomes ruler, you must have completed the following:

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Secondary Quest: The Lord of Undvik (page 146).

Hja/mar an Craite

Then Secondary Quest: King's Gambit (page 153). Then Secondary Quest: Coronation (page 157). ..

• • DANGER ALERT

Locations: Kaer Trolde Harbor (Ard Skelligl, Undvik (Island), The Isle of Mists (Island) Characters: lvo, Ferenc, Gaspard, Cirilla Enemies: Sirens, Harpies, Foglets, Wraiths, Bilge Hags, Fiend

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ARMED UP. READY TO GO

Beware! Don't venture into the Isle of Mists until you're happy with the decisions you made in gathering your alliance members for the Battle of Kaer Morhen, since that quest begins automatically at the conclusion of this one!

SPOILER ALERT

X. ~ :.::.

IT'S OFF TO WORK YOU GO .

.

OBJECTIVES:

• Follow the firefly.

~1 • Check whats in the hut.

Avallac'h has summoned a small bright orb to aid you in your travels across Skellige. From your chosen port (Kaer Trolde), navigate across the ocean to the strange mists off the coast of Undvik, where you're teleported to the still and eerie waters close to the Isle of Mists. Take care not to scrape your boat against numerous jagged islands, outcrops, and the rotting skeletons of longships long abandoned. Deal with any sirens by stopping your ship and firing at them or using Signs. 167

Batter it to death with Signs and swords, then inspect the diminutive corpse nearby. Alas, it is Ferenc, all bashed and full of fiend claw marks.

You're heading into a place not seen on any map. A mystical island with a rugged sandy shore, and a wharf to clamber onto. )

Once ashore, the firefly bobs onwards up a slight incline. Follow it, watching for a couple of (what else?) foglets appearing. Dispatch them, before running up along a rocky path, with a strange little cottage built into the stone hillside, close to a gnarled tree. Knock on the door. There's no answer. Except for a sneeze. A gruff voice asks what you want. Tell him about your search for the ashen-haired Ciri. Your questions are met with obfuscation, until another voice pipes up. There's a group of fellows in this hut-survivors of a shipwreck. Answer how you wish, but that door is remaining closed.

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FIEND VULNERABILITIES

The fiend is vulnerable against the following:

Bomb:Samum

Bomb: Devil's Puffball

Oil: Relict Oil

Sign:lgni

THE FLEEING SOMNABULIST OBJECTIVES: • Find Gaspard.

_: • Wake up Gaspard

• Bring Gaspard to the hut.

Frustrated, tell them you'll look for the group's lost mates. There are three missing: Iva, Gaspard, and Ferenc. It's worth asking where each of them was last seen, before you go. Start your search for the dwarves in any order you like.

A LONG WALK OFF A HIGH COLUMN OBJECTIVE: • [Optional]

Find lvo Gaspard

The isle of mists is a strange, gloomy place. Begin by heading down the path, then sprint roughly northwards across the grass and strange twisted trees, fighting off harpies. Run slightly northeast, toward and through a rocky arch, and onto a lonely beach, then jump the gap in the path down to the sand dunes. The coast is littered with flotsam, jetsam, and bedraggled longship wrecks. Expect a couple of bilge hags to attack, close to a strange rock column.

Let's hope for better luck with the last dwarf. Sprint northward from the corpse, through the mangled woods, across the debris-strewn inlet shore, and passing more twisted and gnarled trees. In the distance is a partly derelict lighthouse. Head inside and climb the three ladders to the fire burning at the very top. Also present is a snoozing dwarf named Gaspard. Hey, wake up sleepyhead! Stoop down and speak to the narcoleptic dwarf. Speak about Ciri, his friends, and feel free to leave him here and explore more of the island if you wish. But to rescue Gaspard, tell him his friends told you to find him. Run over to him and interact with the dwarf to shake him awake. Then venture onwards, into a thicket of foglets. Defeat around three of them, before patiently chaperoning Gaspard all the way back to the hut.

END: A Mist Opportunity

lvo

Wait! Did you hear a plaintive call for help? Yes, it's coming from a dwarf stuck atop a tall rock column further up (west) along the shore. Run to the little fellow, and tell him you've talked to his friends. He's safe from monsters and can come down. The chap is delighted, but slips on the way down, and plummets to his death. What a dope.

FERENC FLATTENED BY A FIEND

I ••

OBJECTIVE:

Cross the island heading roughly south, watching for foglets and weaving through strange shrubbery and grotesque woodland, slowing as you reach a flatter area. Something large is moving near a large tree. It's a fiend. 168

Cirilla

Upon your return to the hut, Gaspard gives the all-clear, and you explain the fates of the two remaining dwarves. You push past them after they tell you they fear the ashen-haired woman is dead. In fact, it is a magically-induced coma. You embrace as she wakens. Speak to her about Avallac'h, whom she trusts. She tells fantastic tales of other worlds. She speaks of visiting the Baron, dealings with Whoreson Junior, Dandelion, her journey to the shores of Skellige, the cataclysm of magic, the Wild Hunt almost capturing her in Lofoten, and her final retreat, into the Isle of Mists. Finally, you leave, but the dwarves have stolen your boat. Though the Wild Hunt will know your position, the only choice is for Ciri to open a portal, and flee to Kaer Morhen. This quest then concludes.

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DANGERALERT

SPOILERALERT I





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Q!JESTING

DECISIONS





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Zoltan is busy preparing some huge barrels of "Mahakaman Mix"; some potent explosives. He's able to craft items for you now, if you wish.

In the next courtyard, Vesemir and Ermion are studying an alarming crack in the stone ground. Ermion has summoned gas, and aims to detonate it and incinerate some of the Wild Hunt's riders.

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l·~~is ., beg~;;au::t1cally one: ~ain Quest: ;he l~I~ of M;s:has been completed. The number of allies you have for the carnage to come are based on your previous actions (all of them detailed during Secondary Quest: Brothers in 11 Arms, on pages 166-167). Meet your comrades as you walk the ruined battlements I of Kaer Morhen.

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OLD FRIENDS

If you didn't invite Ermion, Vesemir is here alone. He took a number of old weapons from Kaer Morhen, and is sharpening them, as well as practicing in the yard.

OB ECTIVE: • Enter Kaer Morhen Keep and begin the council.

Head up the ramparts, and you pass Lambert tinkering with a giant ballista crossbow. As expected, he's not in the best of moods, and the machine isn't working properly.

You return to Witcher Keep, on the banks of the Gwennlech, bringing great joy in the form of Ciri to Vesemir, Triss, and Yennefer. Yennefer embraces and kisses you, whether you are romantically involved with her or not.

•>

ii.> Triss and Yennefer look at each other if you've decided to court both ladies, and not chosen a romantic interest.

Vesemir informs you that everyone you requested help from has arrived, though Avallac'h is resting in the tower. You are to hold council within the keep. Begin your walk behind the ladies. Feel free to stop and greet those that journeyed to your aid, along the way.

ACCESS AND ALLIES

ii.> Remember, these pauses in conversation with those you have summoned are optional, and whether or not most of these individuals are here (those flagged with this symbol) depends on your previous actions-as explained in Main Quest: Brothers in Arms.

You're greeting by Hjalmar, and (if you saved either or both of them) his kinsmen Folan and Vigi. They are all ready for Ragh nar Roog.

If you didn't invite Roche and Ves, but Letho is present, then Lambert isn't fixing the ballista, but is on the main yard with Eskel, talking to Letho.

Eskel is meditating on a higher elevation along the ramparts. He's preparing and requests some peace. Continue onwards into the inner courtyard.

Triss exchanges pleasantries with you, more knowingly if you are romantically involved with her at this time.

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XXX

If Roche and Ves weren't invited, but Letho was, you'll find Eskel and Lambert talking to Letho in the main yard, instead.

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Roche and Ves are testing her archery skills here. Should Letho have been requested to join you, the conversation becomes terse due to Letha's past "acccomplishments." Answer Ves how you wish, before continuing. If Roche and Ves were invited, but Letho wasn't, then you'll speak to Roche and Ves close to where Eskel is meditating, instead.

Continue up towards the main doors of the keep. If you continue southward instead, to the training yard where you first faced Vesemir, Ciri is here on the battlements, reminiscing. Optionally speak to her about her astral travels and Eredin,

The preparations are completed, and Lambert readies for combat. Join him when you're ready. On the way, you speak to Ciri, impressing upon her the need to keep her safe. Then head west, out of the keep. Your comrades take up their positions. The Wild Hunt arrives, and Yennefer conjures her protective shield.

Wait! Just before the battle starts, be sure to check Kaer Morhen for its excellent supply of alchemical ingredients; prepare them here and now, as this is the last chance before battle commences!

1

if you wish. .

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Enter the Keep. Before you reach the grand hall, Keira Metz can be found combing her hair in preparation for looking her best at the site of battle. Exchange pleasantries, before entering the Keep. Have you tried to dispel Keira's illusion bubble using the Eye of Nehaleni?

-PLANS OF'ATTAC::K----·

_

Use the following additional tactics during each part of the battle to come: • Before the battle Replenish all your bombs and potions before leaving the keep, there will be no other occasions during the siege. • The Forest Rifts Close all three rifts as quickly as possible; the fight has just started so save your bombs and potions for later stages. Remember that killing Wild Hunt warriors and hounds isn't necessary; removing the rifts from the sides, away from foes, and fleeing can be more effective than full-frontal attacks. • Running the Walls with Ciri Use her Blink ability to move faster and to dodge enemy attacks. Use her your Charge attack to kill group of enemies in relatively safe way.

Be sure you speak to Keira (if you invited her), as she has some wares you can buy, or sell your unwanted items, stocking up before the battle to come.

• The Main Courtyard Battle Reach the keep from the forest as quickly as you can, or you may die quickly. Fight only when absolutely necessary; concentrating mostly on your objectives.

BATTLE PREPARATIONS

The Interior Courtyard Battle: At this point, all enemies must be slain, so start utilizing your bombs and potions; though it's always a good idea to save one Swallow or Rafard's Decoction for later.

You address everyone before the Wild Hunt attacks. Ciri explains how the Wild Hunt chases her, and a counter-attack strategy is agreed upon by the assembled friends. Preparation is required. Choose any talking point you wish.

Be sure to use lgni to detonate the Mahalaman barrels (from Zoltan) and the rifts of gas (from Ermion); these devastate your foes. Use Aard to push your foes into the witcher traps, if you chose to build them. • Ciri's Second Battle As before, use her Blink ability to move faster and to dodge enemy attacks. Use her your Charge attack to kill group of enemies in relatively safe way. If you are seriously wounded, attempt to hide and regenerate your health. • The Main Gate

You will ride out to attack foes in the woods with Lambert and Letha. Lambert's dimeritrium bombs, and the Yrden Sign, should help close the navigator portals the Wild Hunt will use. Yennefer hands out amulets that will make all of the hunting party invisible. Triss is to provide potent fire magic when called upon. You agree that Ciri is the most important, after which Roche offers to dig some trapping pits to waylay the Wild Hunt. Zoltan offer his sticky, flammable Mahakaman mix, and Erm ion will make use of the natural gas pockets the keep sits on, but only if you invited these fellows along for the battle. Vesemir mentions the workshop and laboratory, and that one type of weaponry can be crafted at each location. Vesemir will continue brewing potions at the laboratory. Or Eske! can prepare more witch er traps. Make your choice:

Use Quen quickly, and then use Yrden on the rifts. If you're out of bombs and your stamina regeneration is slow, rely on the bombs to remove the enemy threats; there are additional bombs to take from chests along the battlements. Fight only if you have to; close all those rifts!

I HATE PORTALS (OBJECTIVES: • Exit the keep and join Lambert when you're ready to face the Wild Hunt. • Use dimeritium bombs or the Yrden Sign to close all the Wild Hunt's portals in the woods around Kaer Morhen (3). • Kill the Wild Hunt warriors near the left, center, and right portal in the forest.

Choose the potion, and you receive Superior Swallow. If you completed Secondary Quest: Following the Thread with Lambert, you also receive Fortified Rafard's Decoction; both helping you survive the battle to come. Choose traps, you will see traps appear on all the yards of Kaer Morhen. When a foe walks into these traps, they explode. Therefore the choice between potions or traps is a tactical one; are you better at dealing a lot of damage (choose potions) or receiving a lot of damage (choose traps)?

Vesemir wants to fix the breach in a wall, but the same workshop tools are needed to clear a cave in at the armory, where some choice swords are available. Make your choice:

In the woods outside Kaer Morhen, Lambert instructs you to aim at the base of any Hunt portals you see, tossing his dimeritium bombs there with accuracy.

Choose to patch up the wall, and Savolla's breach (from Witcher 1) is closed up, and the final stand-off has one fewer wave of enemies entering Kaer Morhen. t;

170

Choose to clear the armory, there are some scenic changes and you gain access to a locked part of Kaer Morhen, where the armory was. Here you can obtain a superior silver sword and all the witchers in this fight receive weapons that deal more damage. The decision here is also a tactical one: Do you prefer to have more of the Wild Hunt to kill, but with a better sword, or fewer enemies and a lesser weapon (unless your own crafted sword is preferable ... ).

Head roughly southwards (southwest or southeast is fine, too), across the ford towards any of the three portals. .,

If Roche has been summoned, he has already dug some nasty spiked pits in the vicinity. Don't worry about falling into them yourself; they take your weight! However, the Wild Hunt have already fallen prey to these traps; and each rift is now guarded only by two hounds and one warrior.

While still invisible, head to one of the portals, and simply lob a dimeritium bomb at its base. Or you can cast Yrden to dismiss the portal (which is especially handy if you're out of bombs). Afterwards, a group of Wild Hunt warriors and hounds (usually two of each) must be faced and cut down.

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· ··FORGE~IN'NUMBERS·

OF THE*WllD

HUNT:·VULNERABI LITI ES

DI/: Elemenla DI/

Bomb: Dimeritium Bomb

Sign: /gni

Sign: Axii

~WARRIORS OFrHE•WILD'HUNT:•VULNERABILITIES

Oil: Hanged Man's Venom

Sign:

With all three portals dismissed, and the Wild Hunt slain, you notice the commander striding through the woods, just as your invisibility wanes. lmlerith has arrived I You fire a flaming crossbow bolt as a sign for Triss. But no fire storm erupts.

CONFRONT THE HUNT 'OBJECTIVES: • Run to Triss's aid on the battlements. • Defeat the warriors threatening Triss. You are now controlling Ciri. The first ominous fall of snow signaling the White Frost appears. Vesemir hollers at you to wait inside. You can tell him you must confront the Hunt, or you want to fight, too. Either option leads to you running across the battlements, attempting to reach Triss. ~

Sl'I LU NG BLOOD WITH "f"H E'HDER BLOODED

Remember, as Ciri you have a Magic Projectile, which can be used to further wound any foes you're battling in close combat (step back after casting so you aren't struck by this potent attack). You also have a Charge (hold the button for a greater area of effect to your attack), and an all-encompassing teleport and slash attack that requires a small delay to build up, but wounds multiple foes. Replenish your magic energy by attacking foes, and gaining small additional Energy reserves. Don't just rely on your swordplay, child of Elder Blood! Run along the roof, striking down a Hound and four Warriors. to:

OB ECTIVES:

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Use Lambert (and Letha) to help bring down these foes. Be sure to rid the immediate objective area of enemies before moving on to the next portal, so you aren't swamped by too many foes. Go to the Bestiary for advice on slaughtering both the hounds and the warriors of the Wild Hunt.

/.l'HOUNDS

A WILD FRENZY

If Zoltan is with you, he clings to a blade in the back of one warrior. Then he takes care of the warriors and hounds in the yard, and if you help him (as Ciri), he runs to the roof and helps Triss with the fight there.

Then run to where Triss is valiantly battling two warriors-step in and help outslaying them, three hounds, and two more warriors and three more hounds from a second portal behind you. After Triss saves your life, she witnesses Geralt's request for help down in the woods.

You are now Geralt. After a protracted battle, Triss finally rains molten death down from above. You seize this opportunity to flee back to the castle with Lambert (and Letha). Once on Roach, gallop quickly across the ford (roughly north), dodging any fiery missiles. Race to the fortress as Yennefer's power begins to falter, and the protective shield she valiantly has summoned starts to shrink, forcing this retreat. Dismount just inside the keep entrance, to the right. The Wild Hunt is over the battlements, and a portal appears. Expect chaos and mayhem; and at least three warriors and just as many hounds to choose to fight. Pick a warrior close to you and concentrate on slaying him. Continue until Vesemir yells to close the gate. Turn southward, climbing the wooden platform up to the main battlements and objective area. Vesemir is up here, battling the Hunt.

•> Vesemir is attempting to close another rift. If you help him now, he turns back and races to the roof, to help Triss as well. Ermion is also on the crenelations, putting his staff to good use and slaying away. Tackle any nearby warriors but make the gate mechanism-a lever along the upper wall to the west and north-your priority. Pull it! Return down to the courtyard, and expect at least five more warriors and just as many hounds throughout this carnage-filled combat. Bring down any foes to their knees, heading to help Lambert and finish your fighting in his vicinity (near Letha and Vesemir as well). Check on Lambert's health and ensure he doesn't die. .,_ If Keira Metz is with you, she summons a large protective circle, repels the Wild Hunt warriors, and saves Lambert. Afterwards, she continues to patrol the side yard (alone if you didn't help her). ._OBJECTIVES: • • • •

Retreat to the Middle Courtyard. Defeat your opponents and retreat behind the main gate. Get to Triss. Save Triss and close the Wild Hunt's portal.

Yennefer's strength is waning. Retreat by heading the way you moved at the start of this quest, east and north up the ramparts, then west and finally north, where Vesemir drops an archway on your pursuers. Remain in the initial courtyard and tackle any foes stopping your friends from escaping. Expect at least six warriors and hounds to bring down, along the way. Use bombs or Yrden on every portal that appears, gradually making your way up the steps. Pass the ballista crossbow, looking for further portals to close. Then battle up the steps, slaying stragglers, and reach the main doors to the keep. Eskel hasn't opened these yet! .i

If Zoltan was invited, he has placed his explosive barrels across the fighting area from this point onwards; ignite any and deliver an explosive death to any foes nearby. Why not try to blow up a barrel close to where Ermion (if invited) has released some flammable gas? The explosive is even more devastating!

.:

If you invited Roche and Ves, they welcome you from the walls, shooting burning arrows and bolts at your enemies. If you brought Zoltan along too, Roche and Ves also aim for the dwarf's exploding barrels. 171

Temporarily stop your slaughter of warriors and hounds, and instead race immediately to the nearest portal, banishing it with Yrden or dimeritium bombs (if you run out, find more in crates along the walls).

Head back down the steps, then northeast towards Triss' location. Ignore the fire raining down and instead sprint at the portal, and close it with bombs or Yrden. Turn on at least three more warriors and hounds, cutting them down with Lambert's (and Letha's) help. Now look for any remaining foes and bring them down with keen sword and sign strikes. After the fight, Ciri appears atop the battlements, and agrees to find Eskel.

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the portals.

You are Ciri again. Caranthir strides through the keep, stopping to face Eskel in combat. The witcher is nimble and cunning, but lmlerith is vicious and quicker. You jump into the fray, saving Eskel, and face Caranthir, who stops as a mighty horn sounds in the distance. He departs, leaving you to fight his minions. Perfect your Charge and missile strikes as you whittle down four warriors, and listen to Eskel complaining.

END: THERE IS NO BLAME. JUST GRIEF. The main gates burst open as Yennefer falls. You are frozen as the White Frost envelopes the castle grounds. The Wild Hunt strides in, with both generals and including Eredin himself! Knocking Vesemir from his protected stance near Ciri, the old witcher saves her life, but at a great forfeit. Overcome by rage, Ciri loses control of her powers, uttering a magical scream that forces the Wild Hunt back, and then to banishment. Avallac'h appears, siphoning her power. She falls to the ground.

OB ECTIVES: bombs or the Yrden Sign to close the Wild Hunt's

portals and stop their attack on Kaer Morhen (2). bombs from

Vesemirs supplies.

You are Geralt again. Still the Wild Hunt comes! But with the gates open, you can access the central courtyard, and stop further Hunt incursions via the portals.

•>

During Secondary Quest: Now or Never, did you decide to be romantically involved with Triss? Also, during Secondary Quest: Last Wish, did you decide to be romantically involved with Yennefer? If you answered yes to both, Secondary Quest: Three to Tango is

available during this set of quests. If you answered "yes" to one of these, or "no", then Secondary Quest: Three to Tango, is not available.

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During Main Quest: Get Junior, did you kill Whoreson Junior? If you did, you speak with Dudu the doppleganger during this set

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of quests.

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If you didn't, you speak with Whoreson Junior during this set of quests.

During Secondary Quest: For the Advancement of Learning, did you convince Keira Metz to travel to Kaer Morhen, or did you let her go to King Radovid? If you chose to ask her to Kaer Morhen, she has already departed from Kaer Morhen on adventures with Lambert.

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If you chose to let her visit Radovid, she has been executed and impaled by the witch hunters, and is now on display in Novigrad. Secondary Quest: A Final Kindness is available during this set of quests.

In Witcher 2, did Sile de Tancarville survive?

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lo/Ian Chivay

Oandelion

It is one week since you slew lmlerith atop Bald Mountain. You both return to Novigrad. Ciri remarks on the changes as you enter the Gate of the Hierarch: ill> If you helped the mages to escape during Secondary Quest: Now or Never, you both walk past the burnt bodies of nonhumans on your way into Novigrad, showing that once again humans have turned on their neighbors in an attempt to find scapegoats.

You enter Dandelion's establishment, the Rosemary and Thyme, where you're greeted by Zoltan. Answer the dwarf how you wish, before Ciri retires to bed upstairs. Speak with Dandelion, asking about the sorceresses or if anything happened. You're told Triss is upstairs, Yennefer has left for Crippled Kate's, and Avallac'h is in the brothel's best room. It looks like you have your hands full, as three Sister Quests commence.

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DECISIONS. DECISIONS

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, Main Quest: Final Preparations is simply a tracking quest, updating Main Quests: Blindingly Obvious, The Great Escape, and Payback. You may now begin any of the , three quests in any order. If Secondary Quest: Three to Tango is available, it becomes I active once Blindingly Obvious, The Great Escape, and Payback conclude.

I

If she did, she can be found together with Margarita during Main Quest: The Great Escape.

If she didn't, or you don't have a Witcher 2 save game, she isn't in the prison with Margarita. During Secondary Quest: Now or Never, did you rescue the mages and sorceresses trapped in Novigrad? If you did, Radovid and the witch hunters in Novigrad have turned to prosecuting and burning nonhumans instead. If you didn't, Radovid's presence in Novigrad is all-encompassing, and the mages and sorceresses trapped in Novigrad attempted to flee, but failed. They are burned at the stake.

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During Secondary Quest: Reason of State, did you help with the plot to assassinate King Radovid? If you did, this questline continues after talking to Dijkstra during

Main Quest: Blindingly Obvious.

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DANGERALERT

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SPOILERALERT

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' Locations: Rosemary and Thyme INovigrad), Passiflora Fountain, Dijkstra's Bathhouse 1 ' Characters: Triss Merigold, Sigismund Dijkstra, Bart the Rock Troll, ' Philippa Eilhart Enemies: Dijkstra's Henchmen -

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HYDROMANCY AT THE PASSI FLORA OB ECTIVES:

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X:X:X:

If you convinced Triss to stay with you after Secondary Quest: Now or Never, and didn't ask Yennefer to be with you during Secondary Quest: Last Wish, Triss will "fudge" the divination a little, showing a House in Kovir. After some verbal prodding from you, she confesses that the King of Kovir offered her a position as the head of the Lodge and Council, and she hopes you might join her there. Choose an answer as you wish. Triss will attempt anything to ensure you have a place to come home to.

Jog with Triss roughly southwest, passing St. Gregory's Bridge, down the cobblestone battlements, and around to the bathhouse underneath. As you arrive, Dijkstra's men are fleeing the entrance, amid the muffled sounds of explosions. Head inside, and shout at Dijkstra, who is hiding behind the one wall Philippa isn't about to disintegrate. He's adamant no more sorceresses should be prowling his establishment. Answer how you wish (Triss stays by him}, and leap over the shattered wood-screen wall into the main bathing area. Philippa has addled the brains of Dijkstra's henchmen. There's little you can do except fight the three of them (though fleeing is an option).

Triss Merigold

Head upstairs to the first landing, open the door and step into the hallway, and open the next door on your left. Triss isn't pleased. She scolds you for potentially putting Ciri in danger while facing down lmlerith. Answer how you wish, before changing the subject to her success in summoning members of the Lodge (or optionally, the state of Novi grad). All of the sorceresses are otherwise engaged, except for Philippa and Margarita. While Yennefer finds Rita, Triss has been tasked with searching for Philippa. Choose the long or short version of the clues to Philippa's whereabouts: • She sought help in Novigrad from a former lover-the sorcerer Arthur de Vlesster. He convinced her to transform into an owl for her safety, then attached a dimeritium band as revenge, so she couldn't transform back. Vlesster was slain during the mage hunts, his estate auctioned, and as fate would have it, Zoltan bid on the owl. Of coure, Zoltan lost the owl in a card game a few days ago. But Triss does have one of Philippa's feathers. She plans a spot of hydromancy to find her. For that, a fountain must be found. You suggest the area outside the Passiflora. Head there immediately to continue the quest, or meet later to stall it.

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If you let Keira Metz go to Radovid during Main Quest: For the Advancement of Learning, a sorrowful Triss also informs about the sad fate of Keira at Radovid's hands. Over-confident in her persuasive powers, she was confronted with the truth that Radovid did not care for any sorceress. He had her impaled and made an example of, watching her die a slow and painful death at the stake in Hierarch Square. Triss begs you to help her take Keira's body off that spike so she may give her friend a last farewell. This activates Secondary Quest: A Final Kindness (detailed after this one).

PHILIPPA DOESN'T GIVE A HOOT OBJECTIVES: • Look for Philippa in the bathhouse. • Catch Philippa Eilhart.

You meet Triss at the fountain, and she utters and incantation, viewing scenes from Dijkstra's Bathhouse. This isn't good. Triss hopes he hasn't hurt her.

;

Bart the Rock Troll

Run east, into the hexagonal steam bath chamber, and drop down the drained pool, into the cellar where you met Bart the rock troll back in Main Quest: Get Junior. You are waylaid by two more henchmen that drop. Move to the hole in the wall, now guarded by Bart the rock troll, who is even more brain-addled than usual. You can: • Choose to demand the troll let you pass. This leads to combat with the creature. • Decide to try and convince the troll that you want to help Philippa, and Bart grudgingly lets you pass. Bellyaches are the worst, after all. Head north and east down the effluent tunnel, then around to the west to a large chamber with a balcony, upon which Philippa is standing. OBJECTIVE:

I

• Sneak up on Philippa without making too much noise.

She doesn't believe you want to help her, and to prove this point she summons a clubfisted golem to pummel you. Deft dodging and multiple Signs are needed to supplement your swordplay as you whittle this foe's energy down, while avoiding the purple columns of energy Philippa also summons to hurt you with. Once the golem is gone, you realize Philippa "sees" using magic, but her vision isn't foolproof, and she relies on sound to spot you. So, head up the stone steps towards the upper balcony where Philippa is mocking you. Leap the gap across the steps, and walk clockwise around the balcony. Move at a quicker pace than a walk, and she hears you. You're promptly struck and must begin this sneaking again. Continue around the balcony, until you're close to her. Then you leap and bring her to the ground.

.fw1

fHIN

EARSHOT: CLOSING

IN ON PHILLIPA

As long as you move quickly, you can avoid her attacks. Be aware of the rubble on the upper floor and the chains dangling from the ceiling. If you hit those, Philippa knows where you are and attacks accordingly. 180

Tell Dijskra to back off (pleasantly or otherwise):

END: BREAK A LEG

• Be pleasant, and reveal that Ciri has returned, and Dijkstra lets you through.

>

OBJECTIVE: • Sneak up on Philippa without making too much noise.

You convince Philippa to meet Triss outside, but your exit is halted by a furious Dijkstra, who isn't best pleased about the assassins Philippa sent to kill him.

• Be unpleasant, violently shoving Dijkstra-with a kefuffle ending in you breaking his other leg! Triss meets you at the bathhouse entrance, conjures a portal, and removes Philippa (who stays at Dandelion's place from this point on if you want to chat to her). This quest concludes. Philippa Eilhart

Sigismund Oijkstra

THIS MUCH WE CAN DO OB ECTIVES: • Meet Triss on the main square at midnight. • Get rid of the guards.

You meet Triss at Hierarch Square where you can already see Keira on display, guarded by two of Novigrad's "finest". Triss tells you she is worried they might recognize her easily and asks you to take care of the guards.

0

0

If you previously helped in the plot to assassinate King Radovid (Secondary Quest: Redania's Most Wanted), Dijkstra now tells you there is a great need to continue with this plan, but not with Philippa present. He tells you to meet him later. This begins Secondary Quest: Reason of State.

Approach the guards and talk to them. Ask what crime this woman committed to hear their warped version of justice. You can deal with them in whatever way you wish. If you choose to fight them, keep the fighting contained to the main square. Once you have either convinced or defeated the guards, Triss will take Keira's body down and take her away. You receive an additional XP reward for your troubles.

DANGER ALERT

SPOILER ALERT

XXX

::::

• The weatherbeaten man enters the brothel. Alas, after you start asking him questions, he flees from here just as quickly. Quickly exit Crippled Kate's via the canal side and sprint eastwards along the edge of the canal. There are ways to capture this fleeing suspect: • If you're able to run in a straight line, and grab him when you're close, you're able to tackle Faria in about five seconds. • (Aard) If you're quick and cast Aard on him, he trips and falls, making capnire easy.

THE GREAT ESCAPE OB ECTIVES:

• If he's too far away, he rushes to a ladder and begins climbing a nearby set of wooden scaffolding, and up onto a roof. Follow him until Yennefer stops him with her magic.

• (Final Preparations!: Talk to Yennefer. • !The Great Escape): Catch the runaway.

Move across Novigrad to the Lacehalls brothel District, and search out the seedy brothel known as Crippled Kate's. A cowled Yennefer is sitting at one of the tables. She asks whose idea it was to kill lmlerith. Answer how you wish; she's happy you were there by Ciri's side. Talk turns to locating Margarita's whereabouts-a prison called Deireadh in Oxenfurt-and the identity of a man who Yenneter of escaped from there. Abbe Faria.

After Yennefer convinces him you're not bandits, you return to Kate's. You tell Faria you need to enter the prison he just escaped from. Quiz him about the prison-the pile of corpses thrown into a sewer pit, the torture going on, and the blind drunk guards on certain holidays. Yennefer also mentions some elven ruins that might allow secret access into the jail. Faria bids farewell, and Yennefer tells you to meet her at the bridge to Oxenfurt.

ROLL OUT THE BARREL OB ECT Vengerberg

Abbe Faria

'

• [Optionall Ask Zoltan for help.

181

Before you rendezvous with Yennefer, you may wish to return to the Rosemary and Thyme, and speak to Zoltan. Tell him you're after some beer for the prison break. .,

SLAUGHTER FOR THE SORCERESSES

If you helped the mages escape Novigrad during Secondary Quest: Now or Never, Zoltan convinces you that it isn't a good idea for nonhumans (like him) to hang around near the prison-a hotspot for witch hunters.

•> If you didn't

help the mages escape, he agrees to load a cart of beer and head to Deireadh. Once there, Yennefer will give him a signal to drive through, and ply the guards with alcohol. He's happy to help.

DEEP BELOW DEIREADH PRISON OB ECTIVE: • Meet Yennefer at the bndge onto Oxenfurt.

~ ,

It's a reasonably short ride southeast along the Pontar river to reach the outskirts of Oxenfurt. Follow the road for best results, locating and riding across Novigrad Gate (the confusinglynamed eastern entrance to Oxenfurt). Yennefer is just beyond. If you didn't help the mages escape during Secondary Quest: Now or Never, you ride or walk past the impaled bodies lining the streets into the city. Yennefer laments the grotesque displays of sorceresses on spikes.

.i

OBJECTIVES: --..,

• Enter the sewers.

,, • Fond the sorceress Margarita.

To your right is a halfsubmerged cavern. Turn left and jog towards a brittle-looking brick wal I. A short shove with Aard, and it falls apart, allowing access into the sewers, and a battle against three ghouls and a necrophage. The grated tunnel is a dead-end, so head roughly east and northeast, upstream through the effluent. Turn right and enter the sloping tunnel of dirty water to the south. This must be the body chute. You soon spot a corpse and a bloodied ledge to climb up. You emerge in a torture chamber.

•>

If Zoltan already arrived with the alcohol, there is no one in this chamber.

tl

If Zoltan didn't help, there are two witch hunters surprised at your entrance. Quickly slay them.

IF

r

THE DRUNKARDS·OPDEIREADH

PRISON

Prepare for a battle with a number of witch hunters. The following gives you the larger of the numbers to expect. However, if Zoltan plied them with alcohol, expect there to be fewer enemies, and a number of them sleeping in a drunken stupor.

Next, you speak about entrances to the prison. Yennefer has found several. You can begin now, or stop and return to Zoltan for help. If this has occurred already, you tell Yennefer the dwarf is ready with the beer. . OBJECTIVES: • • • •

Enter the prison through the well. Search the ruins. Find the missing part of the mechanism using your Witcher Senses. Repair the mechanism and open the doors.

Follow Yennefer across town, until you reach the well in question. It seems you're the only one getting wet. She hands you a device that you can activate when you find Margarita. Then take the plunge and drop down into the well. Surface, swim northeast, and climb up into the remains of a once-spectacular elven sanctuary. Head roughly southeast, into a tiered chamber inhabited by a grave hag. She's guarding a stone archway with a broken mechanism. That needs fixing in a moment. Then wade down the corridor to the northeast, which soon turns into a short swim. Climb up and into a tunnel second, curving around to the left. Enter a stagatite chamber where three drowners are waiting to be slain. Then search the lever mechanism on the wall, left of the arch you entered from (northeast). Remove the lever, which should come in handy in a moment. ITEM: Quest Item: Lever

182

Move through an archway to the southwest, into a partially waterlogged room. Turn left (southeast), cross a small stone bridge with a pile of bones on it, and back into the tiered chamber where the grave hag's corpse is. Now you can access the mechanism to the south, insert the lever, and open the stone door.

Margarita Laux-Antitle

Push the southwest door open. Climb the wooden stairs and through another door, and into the main prison level. Prepare to bring the hurting to three witch hunters. Defeat them before exploring further into this cell block. Access the grating along the main corridor, just across from the door you entered Site de Tancarvilfe from. Margarita looks up from her cell. Is she hallucinating? No, you tell her. But you can't free her without the warden's key. If Sile de Tancarville survived during Witcher 2, she is also with Margarita.

OB ECT

ES

• Get the key. • Search the commander's body and find the key to the cell door. ' • Open the cell.

---

1

.

Head to the northeast exit door, and up another wooden stairwell. Peer outside to the prison grounds. If Zoltan helped you with the hooch, you find a number of guards standing in drunken celebration. You can simply move past them, as long as you don't venture too close to them. Sneak up the stairs and ascend to the Prison Commander's Office. Dispatch him quickly to retrieve the key from his body. Of course, you can simply start fighting the drunk guards at any time, if stealth isn't part of your plans. Without Zoltan's help, there's around eight well-armored Redanian soldiers here. Don't head there yet. Instead, enter the adjacent stairwell, ascend to an upper room and deliver some punishment to a pair of witch hunters (so they don't outflank you in a moment). Then descend, head outside, and start the mother of all battles against the cream of Oxenfurt's prison guard! Expect a further six reinforcements along the battlements, and a couple of crossbowmen on the roof.

Retrace your steps back up to the courtyard, and bring a quick death to any foes that remain. Or, if you're encountering drunks everywhere, simply sneak past them along the battlements to the breach in the wall. t;

.

JI'

.

THE BATTL:E·OF"DEIREADH·PRISON

_

Is this battle getting out of hand? Retreat into the prison where you came from (or up onto the crenelations), use your crossbow to drop the Redanian soldiers from distance (especially those carrying ranged weapons), and then battle your foes one or two at a time using the stone walls as cover. Or you could try climbing onto a shed roof and using ranged weapons, which is foolish but sometimes effective.

Afterwards, search the corpse of the Redanian commander for a cell key. Grab it, retrace your steps, and unlock Margarita's cell. You pull out your summoning device, and Yennefer arrives by portal. Yennefer gathers up Margarita, and teleports away, leaving you to mop up.

•>

If Sile de Tancarville survived during Witcher 2, she pleads with Yennefer for a quick death. You can choose to administer this, or leave Yennefer to do it instead.

If you requested help (and beer) from Zoltan, he is wailing in the courtyard (complaining how the plan went south if you interrupted the reveling witch hunters and killed them instead}, and he had to kill a great many guards. Some are inebriated, making them more straightforward to slay. Afterwards, Zoltan offers you a ride back to Novigrad. Accept to conclude this quest. You receive more XP if you got the witch hunters drunk and snuck by them.

When the coast is clear, run along the battlements and up into the warden's office, where you can inspect a list of prisoners if you wish (on the bedroom table). Return outside. The main gates (to the northwest) are barred shut. Run around the battlements until you reach a broken section of the western wall. Leap out onto the main street, and this quest concludes. Alternatively, you can trace your steps back into the sewers, to the torture chamber, where you can find a key that opens the doors in the sewers that were previously locked. Travel along the tunnel to a second door, pass it and turn right to enter the cellar of a nearby house. Then climb up into the house and leave it inconspicuously. Now leave Oxenfurt if you wish, but be sure to wait for daylight (meditating or manually waiting) to continue.

ITEM:

Usables: List of Prisoners

QUEST CONCLUSION: PRISON BREAK OBJECTIVES: • Get out of the prison. • (Final Preparations): Wait for daylight.

')'..''.'

DANGERALERT

.

SPOILERALERT

XXX

•II

Whoreson Junior (Dudu)

FADING MEMORIES: WHORESON JUNIOR , OBJECTIVES: • (Final Preparations): Help Ciri take care of her business in Novigrad. • (Payback): Follow Cir! to find Whoreson Junior.

Ciri can be found over at the Gildori Square, where she is purchasing a trinket. She wishes to find the people who helped her in the past. Tell her to lead the way if you wish to continue this quest. Your first memory from the past-Whoreson Juniorl If you killed Whoreson Junior in Main Quest: Get Junior, follow Ciri to Temple Isle, where she reveals that you are to see Whoreson Junior. You can object, knowing you put a sword through him, but Ciri wishes to check regardless. At Whoreson's headquarters, you're greeted by two of his henchmen at the door.

You can:

I> I>

(Axii Delusion Level 3) Convince them to let you through without incident. (Fight) Or draw a weapon. During the kerfuffle, Ciri warns you of an incoming attack, and as soon as she calls you "Geralt", the henchmen suddenly stop attacking. They claim this was a horrible misunderstanding, and let you through.

Follow Ciri to the top floor of the building, where you find ... Whoreson Junior! You know this man cannot be the thug you executed! But this disgusting specimen throws insults at you both with the best of them. Ciri reckons you should finish what you started, when suddenly the man claims to be Dudu in disguiser You may not believe him, reciting a story known only to you.

But why would your doppler friend use this pitiful bag of bones to impersonate? Because of his previous predicament. Dudu now runs Whoreson's empire, changing it to legitimate businesses. He's confident the ruse won't be rumbled. Bid him farewell and continue on after a bit of catching up with the doppler.

t)

If you let Whoreson Junior live in Main Quest: Get Junior, follow Ciri into The Bits district, passing a shrine to the Eternal Fire, as she searches for the wretch to failed to help her. Stroll down a narrow alleyway (there may be henchmen in the vicinity to slay), and you spot a group of children harassing a drunkard. You recognize the accent in those slurred curses. It's Whoreson! But this woeful tramp is slumped at the side of an alley. He hasn't lost his knack for spitting verbal bile, but it lacks the bite when small urchins are throwing stones at him. Ciri deems it unnecessary to kill Whoreson. His current predicament is worse. Bid him farewell and continue on.

FADING MEMORIES: BEA THE WAITRESS OBJECTIVE:

,

•Follow Ciri

The race takes place along the Pontar, then the track heads east, up through the woods, passing Lucian's Windmill, and ends back at the camp. The entire run takes about 40 seconds if you're constantly galloping. Press your horse into a gallop at the start, ease off at the windmill, and gallop to the finish to beat Valdo, who is an exceptional rider. However, even if you win, Ciri insists the money goes to Valdo. Valdo begs you stay for some wine. A few hours pass and evening falls. You feel rested and charmed by these elves, despite one being a juggler. Converse with Ciri about her life, answering as you wish. After a long chat about her life, Aegar returns with a face like a zebra's slapped arse. He's been unable to secure any horses. Perhaps you'd help them steal some? You can:

Bea

Agree to steal some horses. Ciri seems giddy at the plan. You automatically arrive at the stables in Novigrad.

Follow Ciri eastwards, winding through the alleys until you reach the Golden Sturgeon. Enter the tavern, where a trio of thugs are harassing the poor waitress. Step in, and face some verbal abuse. Then speak:

iJl> Refuse completely, and Aegar's demeanor darkens to anger. You're challenged to a fistfight. Win or lose, you're both banished from camp. You both head back to the Rosemary and Thyme, in Novigrad.

• "Leave on your own" you tell them, with Ciri backing up your story as a witcher of ill repute. The thugs beat a hasty retreat. • Sneak into the stables. • Use your Witcher Senses to find a way to open the stable doors from the inside.

• "Or I'll throw you out" you threaten them, leading to a short and violent confrontation with them. Defeat them easily. Ciri speaks to Bea, who seems rather taken with you. But not as much as Ciri might be with the waitress. Answer how you wish. Ciri gives Bea a trinket, but you refrain from a meal of slaughtered piglet.

FADING MEMORIES: VALDO'S TROUPE OBJECTIVES: • Follow Cin.

~ • Talk to Valdo.

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.

·~~

I .

.

-

~

Aegar

While Aegar keeps watch, climb the small shed,onto the roof overhang, onto the small platform, and into the stables. Peer down at the horses, then climb down to the ground, near a sleeping Novigrad guard. The door to the north is locked. However, the keys are in the horse stall to the southeast. Grab them.

Follow Ciri in a roughly southern direction as she recalls her past hardships. You leave Novigrad via the Portside Gate, making a quick turn to the right (west), looking for a small carnival camp of nonhumans among the small huts along the Pontar river. She spies Valdo, and runs in to see Valdo him and another elf named Aegar. After an amusing introduction, Ciri is greeted warmly. Answer how you wish. You pick up slight tension between the two elves as Aegar leaves to trade for horses.

ITEM: Quest Item: Stable Key

OBJECTIVE: • Calm the horses with the Ax11 Sign 131.

• Speaking of which, Valdo refuses Ciri's coin and instead wants to know if you're ready to race? The coin goes to the winner! Accept (and begin the race) or decline (and skip the race). v

OBJECTIVE: • [Gptional] Take part in the race.

184

~

4

,

If you make too much noise while inside the stables Uumping, throwing bombs, dropping to the ground, or other similar sounds), the horses panic and the guard wakes up. Knock him down with some punches. Then, quickly use the Axii Sign to calm the three nearest horses. Once done (or immediately, if the horses are calm to begin with), Ciri and Aegar quickly enter the stables, the main doors burst open, and you ride the horses out and away from the hapless guards, who give up pursuing. Ciri seems gleeful and excitedly recalls the exploits back at the camp. You can agree or disagree with this horse rustling. With that, Ciri tells you she'll meet you back at Dandelion's inn. This quest concludes.

OBJECTIVE:

A

• Meet Yennefer and the Lodge of Sorceresses at Dandelion's Inn.

\

I AfE

or THE

,

SWALLOW CHOICE#~ AHEAD'

You are about to make another of the five most important choices in your adventure, and one that has direct consequences on the Ending, and the fate of Ciri! If you wish to know more, reference the Endings section of this strategy guide.

Return to the Rosemary and Thyme. Ciri is waiting atop the first flight of stairs, and seems agitated. She says the sorceresses wish to speak to her. Answer how you wish, then choose whether to go with Ciri or let her speak to them alone:

The sorceresses extend an invitation for Ciri to join the Lodge, as a partner. There are downsides (this is a criminial organization, and there's a hierarchy), but Philippa tells Ciri she could achieve greatness, and that her powers could be honed. Ciri tells them Avallac'h is responsible for her magical advancements. But can the elf be trusted? Confused and a little dismayed, Ciri leaves the meeting. Then Yennefer arrives. She tells you to check on Avallac'h. Main Quest: Final Preparations continues to track your progress, and Main Quest: Through Time and Space begins.

r\rl' '-,J Choose to remain on the landing, and you spend time spying through a keyhole,

without backing Ciri up with conversation. This confirms your belief that Ciri can handle herself, and improves her confidence.

--S Tell Dijkstra you won't let him kill Roche, Thaler, and Ves. You are forced to fight six of Dijkstra's henchmen, before putting the sword into the double-crossing cur himself. Afterwards, Roche tells you to head to Vizima where you'll be received with honors. Nilfgaard eventually wins the war, Ciri may become Empress, AND: Ending: Something Ends, Something Begins (II) affected. Ending: Something Ends, Something Begins (Ill) affected.

t>

END: TO THE NORTH! TEMERIA!

Side with Dijsktra, and you listen to the sounds of fighting within the Butcher's Yard theater, which lives up to its name. Roche, Thaler, and Ves are put to death. Dijsktra thanks you for your help, as he begins his attempts to rule as a bandit king, spreading his propaganda throughout Novigrad! Ending: Something Ends, Something Begins (Ill) affected.

'OBJECTIVE: • (Optional!DefeatDijkstra and his men.

t>

Fail to complete this quest, and Radovid eventually wins the war, fending off the forces of the emperor. Ending: Something Ends, Something Begins (Ill) affected.

You reach to Temeria will occur Radovid's

the abandoned Theater of Madame Irina, where Thaler orders a toast (which you can partake in or avoid). Thaler then reveals that a truce the next day at noon; Emhyr will keep Aedirn and Lyria, in exchange for head and a stop to guerilla activities, he will withdraw from Temeria.

090%

DANGER ALERT

SPOILER ALERT









:X:XX



INITIAL PREPARATIONS , OBJECTIVES:

4

• Find the Sunstone. • Pick Frinqilla up on the emperor's ship.

This series of quests begin once Main Quest: Through Time and Space has been completed. Expect some differences depending on your previous actions. The new ruler of Skellige, and interactions at Kaer Trolde are different, depending on your previous actions:

.

•>

During Secondary Quest: King's Gambit, if you undertook the mission with Cerys, she becomes the ruler.

i>

During Secondary Quest: King's Gambit, if you undertook the mission with Hjalmar, he becomes the ruler .

( .,

If you ignored Secondary Quest: King's Gambit, Svanrige Bran becomes the ruler.

/ The first part of Main Quest: Sunstone, plays out differently depending on whether

j an An Craite or a Bran sits on the throne.

You have more flirtacious conversations depending on who you chose to be involved with:

I romantically

l ., I

Triss Merigold, during Secondary Quest: Now or Never (only if you aren't romatically involved with Yennefer). Yennefer of Vengerberg, during Secondary Quest: Last Wish (only if you aren't romantically involved with Triss).

+;

Or you've resisted romantic involvement with either women, or attempted to woo both of them, you have no romantic involvements from this point on.

It is a few days after the events of Main Quest: Through Time and Space, and you are arriving in Skellige with Ciri, Yennefer, Triss, Avallac'h, and a small coven of sorceresses. Yennefer releases a raven and uncovers the whereabouts of His Imperial Majesty-a battle fleet is moored off the coast! From various conversations, you uncover the following: • Ciri wants to find the Sunstone immediately. This powerful artifact was created so the Mountain Elves could summon the vessels of the Aen Elle. However, the Sunstone could be anywhere on any of the Skellige islands. You deem it necessary to speak to Ermion, as he's likely to have clues to its whereabouts. This begins Main Quest: The Sunstone. • Yennefer is keen on extricating a sorceress named Fringilla Vigo from the Emphyr's ship. She cannot teleport you aboard, and Triss' plan of a full frontal assault is untenable. But if you were to board the ship under cover of darkness, and hand him the letter Yennefer gives you, the sorceress could be bartered for. This begins Main Quest: Veni Vidi Vigo.

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---

~!'>-·---

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-.

DECISIONS. DECISIONS

-

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,

DECISIONS. DECISIONS

A

Main Quest: Battle Preparations also continues. It is simply a tracking quest, updating both Main Quests: The Sunstone, and Veni Vidi Vigo. It finishes when both of these conclude. You may now begin either quest, in either order.

000*

DANGERALERT

SPOILERALERT



XXX

\

Travel to the Bridge to Kaer Trolde, and immediately cross it to the keep. You are met by an agitated Jarl Donar, furious about the state of negotiations between Skellige's ruler and the Emphyr's emissary. Ask him what is going on, or that you wish to see Ermion. You head into the feast hall, where the imperial emissary, Lady Birna, and King Svanrige are meeting. Birna waves you away as unimportant. You stand near Crach, as Birna Bran says she wants to seal the treaty of surrender! A scowling Crach asks how much to take off her head. Answer how you wish. The emissary wants to hear the king himself surrender. Birna turns to her son, who steps over to the emissary, draws an axe, and cleaves the emissary through the chest with it. It seems the deal is off!

THE EMPEROR'S TREATY: SKELLIGE ANSWERS , OB ECTIVES:

&

• [Optionatl Ask Crach where Ermion rs. Talk to Ermion. • Nearest Signpost: Bridge to Kaer Trolde.

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DECISIONS, DECISIONS

,

This quest commences in one of two ways:

• 1

If either Cerys or Hjalmar an Craite are rulers of Skellige, Path 1 occurs automatically. If Svanrige Bran is ruler of Skellige, Path 2 occurs automatically.

• Chaos grips the feast hall. Draw your weapon and immediately attack the emissary's bodyguards. There are nine Nilfgaardian soldiers to slay, though you have help from the Jarls and islanders.

MERGED PATH: TOP OF THE MOUNTAIN, BOTTOM OF THE SEA After the battle, you speak to Erm ion. Ask about the Sunstone. Erm ion has never found the artifact, but a skald named Eyvind who may help you, or a pearl diver Matthias Fish Lung. A visit to the area around Arinbjorn at the tip of the bay is your next plan.

PATH 1: THE FURY OF LUGOS

Erm ion

,,I) I

"Madman" Lugos

DECISIONS. DECISIONS

- ,j

The following two objectives can be completed in either order. They are presented in the order given.

HAVING A WHALE OF A TIME OBJECTIVES:

Travel to the lookout at Kaer Trolde Harbor, adjacent to where your ship is moored. Crach is here, looking for the "black dogs in their rickety tubs". When you ask where Ermion is, you're told he's visiting Madman Lugos to the south, as an An Craite on the throne is "chafing his arse." Set off (via horse or boat) to Holmstein's Port to the south of Ard Skellig. It is a long slog up the hill from the shore to Kaer Muire, where Madman Lugos and Erm ion are having a furious argument. Whether you accuse Lugos of treason for siding with the Nilfgaard, or try a more diplomatic approach, the lunatic isn't listening to reason. He must be fought along with a group of his men, then other foes (usually alone) as you head to the gate. Stay close to Ermion (who helps out with some powerful magic), and methodically slay any Lugos warriors you encounter. Then slowly descend back down the mountain towards the safety of Holmstein (where there's no news of your fight), and speak with Erm ion there.

PATH 2: THE BLOODYTREATY

• Talk to the bard known as Eyvind. • Return to Yennefer. ,__-

~ • Nearest Signpost: Arinbjorn. -

Eyvind

Travel (by boat, horse, or Fast-Travel) to the western tip of Ard Skellig, just south of Eldberg Isle, close to the village of Arinbjorn. Eyvind can be found on the western outskirts, on a drystone-walled peak overlooking the ocean. Eyvind is staring out to sea-not looking for Nilfgaardian ships, but a fabled white whale named Gevorg. Agree to watch for the whale together, while you ask him about elven ruins in Skellige. During the chat, the whale surfaces! However, Eyvind doesn't see it. You can: Try to tell him, but the whale disappears back into the ocean before he can gaze at the majesty of the animal.

King Svanrige 190

Don't tell him, and he never spots the animal.

You tell him the elven ruins you seek are in the name of research. These are for either:

ELVISH RUINS AND AVALLAC'H'S LAIR

• A treatise on the Aen Seid he under Ermion's tutelage: Answer with this, and Eyvind distrusts both you and the druid, and refuses to give up the location of the ruins. • Or an adventure novel: Eyvind becomes excited, and hopes you'll use one of his song translations. Agree to this, and the ruin's location is revealed (and you need not visit the pearl diver). Philippa Eilhart

Time to leave, returning to Yennefer in Kaer Trolde Harbor if instructed, or find the pearl diver if you haven't been told the ruins location.

Return to Kaer Trolde Harbor where Yennefer, Triss, and Ciri are talking with the always obtuse Phillipa. Ciri reckons there's a site to find in Skellige, echoing your own investigations. It appears Avallac'h may be hiding something from you. You can agree (or not) that his failure to mention a laboratory when he was with Ciri could be deemed suspicious. The place is on a small isle between Undvik and Spikeroog. You tell them the Sunstone is on Ard Skellig inside a cavern along the coast. Philippa is more interested about the elven ruins and opens a portal, stepping through. Yennefer and Ciri set off to explore Avallac'h's laboratory. Triss stays in Kaer Trolde to keep an eye on Avallac'h. You now have the following objectives to complete as Main Quest: Child of the Elder Blood starts, and your current quests continue:

DIVING FOR MORE THAN PEARLS : OBJECTIVES: • Find and talk to the pearl diver • Return to Yennefer.

• Nearest Signpost·Arinbjorn.

OBJECTIVES: • (Battle Preparations!: Find out if Avallach is hiding something [see

Mattias Fish lung

page 1891. • IVeni Vidi VigoI: Sneak onto the emperor's flagship under cover of darkness [see page 1911. • [The Sunstonel: Meet Philippa in the elven ruins (see page 1901. • !Child of the Elder Blond]: Travel to the island where Avallach's laboratory is located (see page 1931.

Head to the cluster of promontory rocks making up Eldberg Isle, navigating across the ruined bridges (if traveling by land) and slaughtering a band of up to nine Dagr at camp you may stumble into. Or, if you're traveling by boat, moor it close to the upright stone obelisk on the eastern shore of the promontory. Anchored nearby is a small boat belonging to the pearl divers. Dive into the ocean yourself, and locate the jagged cave mouth underwater, swimming into a grotto. It is disappointing to see Mattias looting the corpse of a bloated soldier, but they assure you they only rob the Nilfgaardian dead. Speak to them about the bodies, the dangers of the sea, but be sure to ask about the elven ruins. They explain where it is, and that it is only accessible from the sea. Your chat is interrupted by more bloated bodies; these belonging to a a few Drowners. Quickly cull them, and then return to Yennefer in Kaer Trolde Harbor.

I ,I) l

Ciri's elven friend is waiting on your boat, moored in Kaer Trolde Harbor. You have a wealth of (purely optional) questions to ask him: About why he is helping Ciri (he sees her Elder Blood, a power that must be kept from Eredin). About Caranthir (he reared him into "a golden child"). About Ciri not needing his help soon (he won't force her into a life he wishes for her-can you say the same").

Locations: Kaer Trolde Harbor (Ard Skellig), Marlin Coast(Undvik), · Emhyr var Emreis' Battle Fleet , Characters: Emhyr var Emreis, Fringilla Vigo Enemies: Nilfgaardian Soldiers

~

...::

G

prevent confusion, it is usually best to complete the quests that you've had running for the longest time. So, try the following optimal route:

1 Board your boat in Kaer Trolde Harbor, and quiz Avallac'h (Main Quest:

Battle Preparations). Then complete Main Quest: Veni Vidi Vigo.

I

• Find out 1f Avallac'h rs hiding something.

-

/l At this point, you can attempt any of these objectives in any order. However, to

I Then complete

. OBJECTIVE:

-

[)[CISIONS. DFCISIONS

Main Quest: The Sunstone.

Then complete Main Quest: Child of the Elder Blood.

But most importantly, ask "How's Margarita?" (she is feeling better, and the sooner Eredin is brought here, the better). This is a completely optional objective.

.P I

Tell the witch hunters to leavethe pellar and peasant alone. Neither side can be reasonedwith, and the witch hunters attack you. The next objectivebegins.

•) Tell the pellar this is not your fight. The witch huntersmove to dispersethe peasants, and the fire is snuffedout. The pellar is most dispondantat your actions, and the quest concludes.

0(H'•(>\

,i

1

• Find the body of the pellar's father in the swamps. • Burn the pellar's father's body. • Nearest Signpost: West of The Orphans of Crookback Bog.

• Protect the ritual's participants.

While the pellar gesticulates, bring your sword to bear on a few drowners that attack from the edge of the circle that is closest to the lake. These five wet souls are backed up by a water hag. Be sure all are defeated, and draw them away from the pellar. Fight close to the water. Afterwards, the pellar summons old man Ambros from the flickering flames.

z

Afterwards, it is clear the pellar is afraid of his father's ghost (especially as the wraiths referred to the death of Ambros as patricide). Agree to find the corpse of Ambros, and destroy this bond it has to the wraiths and the land of the living.

Swim or take a boat across the lake towards the marshes, and scout the edge of the bog, west of the Orphan Village. The corpse is in remarkably good condition (you can see where the pellar smashed in his father's skull). Defeat any rotfiends roaming the area, use lgni to set the corpse ablaze, and dismiss the patriarchal specter homing in on the pellar.

_,

QUEST CONCLUSION: FOREFATHER'S GRIEVE OBJECTIVES:

'

• Talk to the Pellar. • Nearest Signpost: Northwest of Blackbough.

Head to the pellar's hut, close to the village of Blackbough, and speak to him. You may ask if he really slew his father, but your conversation ends positively, with the pellar agreeing to sell you any herbs and remedies you need. The quest now concludes s-

ITEM: All Velen Merchants: Discount

~DANGER ALERT

SPOILERALERT

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XXX

--

Location: Boatmakers' Hut Characters: Trader Enemies: Bandits, Wolves ~-----

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Take a stroll through the forested pathway that winds from the Boatmakers' Hut to the southeast, south of Crow's Perch, and you may uncover a trader being attacked by three bandits. As you arrive, the trader turns out to be a bandit too-a ploy to trick any would-be heroes! Quickly slay each of them, and any nearby wolves.

207

- -

-

- -- -

-

Rid her of this specter by placing the ring she gives you on Jackamar's headstone. Something seems odd about this old dear (she's getting her battle dates wrong).

Converging Quests: Main Quest: Bloody Baron (page 71) Location: Blackbough Characters: Old Woman, Lessy Enemies: Ghouls

Jackamar's grave is northwest of here, along the bank of the pond, and up into the woods. This leads to an unmarked cemetery. Dispatch the prowling ghouls, utilize your Witcher Senses to find the gravestone, and deposit the ring on it as requested. Use Keira's Magic Lamp at this point, and you can see the ghosts reunite with each other.

LAYING AN OLD SPIRIT TO REST OBJECTIVES:

~

• Find the old woman's husband's grave. • Place the ring on the grave • Nearest Signpost: North of Blackbough.

OB ECTIVE:

,i

• Return to the old woman for a reward.

Lessy

Old Woman

Locate an Old Woman standing by the bridge overlooking the pond just north of Blackbough. She only appears at night. She emplores you to find the grave of her old husband (Jackamar), and bring a stop to the hauntings she says she's been the victim of.

''

Head into Blackbough, and search for Lessy's hut. Speak to the old woman's grand-daughter, who has some startling revelations about her dear old gran. Then collect your inconsiderable reward. ITEM: Crowns

. .

THESE PEASANTS ARE REVOLTING

Location: Heatherton; Wolven Glade Characters: Peasants Enemies: Peasants, Ghouls

Along the highways and byways of war-torn Velen, expect to encounter clusters of peasants, usually six in number (and sometimes with two on horseback), looting the corpses of the fallen. They are hostile, so avoid or engage them. Woodland Gang: The wooded path east of Heatherton, and northeast of the Wolven Glade. Expect five infantry, and three horsemen.

• • DANGERALERT

SPOILERALERT

Locations: Crows· Perch (Velen), Clan Tordarroch Forge (Undvik), Wolven Glade (Velen) Characters: Fergus, Yoana, General Harmon aep Groenekan, Baron's Quartermaster Enemies: Rock Troll, Bandits, Archgriffin Fergus

NONSENSE SKELLIGE LEGENDS "OBJECTIVES:

~

• Ask if Fergus rs a master armorer. • Nearest Signpost: Crows' Perch. L

208

Fergus, a dwarf and supposed master craftsman with all types of armor, has a forge within the walls of Crows' Perch in Velen. Head there and speak with him. Even though you can request that he make you some armor, you're here looking for a "master armorer." Speak about a durable and lightweight suit, and Fergus reckons it's impossible to make.

Yoana

X: XX

But his helper, Yoana, pipes up that the folk of Clan Tordarroch (on the isle of Undvik) have the tools to make such a piece. Fergus reprimands her for talking to the customers again. Despite this, Yoana describes where such tools can be found-in a cave on the north side of the isle.

/I'

!

If you're foolhardy, you can try approaching from the snowy pathways from the Dorve Ruins to the east, although hiking away from the paths can result in a slip and tumble to your death.

SAILING TO SKELLIGE

Feel free to complete other quests closer to your current vicinity if you wish, since the ocean trek to Undvik (one of the isles on the western side of Skellige) can take a while. The optimal time to visit is during Secondary Quest: The Lord of Undvik (page 146).

TOOLS OF THE TORDARROCH CLAN 1-.

OBJECTIVE:

:

• Get blacksmith 's tools from Undvik. L

The trek to Undvik is perilous, and should be undertaken once you've visited Kaer Trolde with Yennefer, as part of the Main Quest. Once you're free to explore, set sail for Undvik itself, mooring your boat at the Marlin Coast marker. From there, you have a lengthy hike, which follows the path (exactly) that you take during Secondary Quest: The Lord of Undvik: • Venture along the coast to the northwest, to the ship's graveyard. • Find a winding cliffside path heading roughly southwest, then leads you across various small bridges to a massive giant's ship. • Venture past the ship, then to Hjalmar's Camp, and work your way across the heath to the abandoned village of Urskar, on the southwest shore of the central lake (see previous picture). From Urskar, trek up and into a slit-like cave opening, and a subterranean cave system. Take a long drop into a low pool, then work your way up the caverns and tunnels, until you reach a mountain-top ruin-the Clan Tordarroch Forge. When you're here, admire the view near the old ballista (see previous picture). _

AN ALTERNATE ROUTE

'

>

DANGERALERT

ITEM: Quest Item: High-quality Smithing Toots

C--KING UP SIMPLE BUNGS ·_OBJECTIVE· • Bring the tools to Fergus.

~

Now return back to Velen, to Crows' Perch, and finally to the forge of Fergus. Tell him you have his tools. You're about to negotiate some payment, when a high-ranking Nilfgaardian officier (General Groenekan hlmseff) arrives, dismounts, and asks the dwarf about a custom-made set of armor. They go inside to discuss, leaving you with an exasperated Yoana. Speak with her, and you discover she's the one with the talent (and clan hereditary), while Fergus can't even shoe a horse.

,

-

General Harmon aep Groenekan

• Agree to help Yoana demonstrate her prowess by helping her build a set of armor that will out-perform the one that Fergus is constructing for the general. For this, she requires some acid from a draconic griffin-specifically the one seen north of Crows' Perch. If you actually have some, you can hand it to her now, and skip the following contract.

SPOILER ALERT

Related Quests: Main Quest: The Bloody Baron; Main Quest: Witch Hunt Locations: The Hanging Tree; Mulbrydale, Inn at the Crossroads, Heatherton Characters: Hendrik Enemies: Bandit, Rabid Dog

ACCESSING ARCHGRIFFIN ACID : OBJECTIVES:

With the vista ahead of you, turn to the left, so you're facing southwest (roughly), and you should see an unexplored cave opening. Go inside, and prepare to defeat a rock troll. Approach the hearth, using your Witcher Senses to find a chest just to the right of the stone mantle, where you gather the smithing tools Yoana mentioned.

~

• !Master Armorers): Get gland acid from an archgriffin. • Take the gland acid to Yoana. • !Contract): Find the archgriffin using your Witcher Senses and kill it.

X "{ j{

Track this fabled beast to a partly wooded area north of Crows' Perch, and just north of the Wolven Glade marker. Find the road through the northern part of the woods, usually where a group of bandits are hanging out. Introduce them to the sharp end of your sword, before inspecting the area with your Witcher Senses tingling: • There's evidence of bloody body parts and claw prints by the road.

)

• An archgriffin feather is found on the hillside pasture, roughly north, as you exit the edge of the woods.

209

The nest itself is at the top of the hillock, and after a lengthy wing-clipping, you should bring this beast down with a thud and cut out the necessary ingredients for Yoana.

ITEMS:

fF

OBJECTIVE:

Quest Items: Archgriffin Acid Gland, Griffin Trophy, Ingredients: Archgriffin Pancreas, Griffin Feathers

GIVING THE ARCHGRIFFIN

Now you have the acid gland, be sure you cut off the griffin's head (the trophy), and return it to the Baron's quartermaster, who sells his wares on the left side of the archway within Crow's Perch, opposite Fergus and Yoana. He has a reward of crowns for proving you slew the archgriffin. The Contract part of this quest now concludes.

SOME GRIEF

Consult the Bestiary to gain insight into this creature, if combat isn't going your way. The archgriffin is vulnerable to the following:

Bomb: Grapeshot

Oil: Hybrid

Sign: Aard

ITEM:

"

'

··~ MASTER·ARNlORERS I

Back at Crows' Perch, speak to Yoana (not Fergus) at the forge and hand over the acid. She applies it to her handiwork-a spectacular set of plate armor. The general arrives, and Fergus shows off his slightly less robust piece. Amid the confusion and the general's consternation, it is agreed to test both sets of armor to see who is the real artisan. Agree to help Yoana again.

ITEM:

Stand beside a hapless peasant the general has tasked with testing his armor (made by Fergus), while you stand clad in Yoana's best. The general notches his crossbow, and the peasant is brought down with the bolt.

----

Q!JALITY WARES

Yoana can forge the highest quality armor for you from this location, so take advantage of this!

SPOILER ALERT

-- -

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IJ+J ~/

...

(Quest Item): Witch Hunter's Armor

ALERT

- -

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XXX

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Locations: Crow's Perch; Blackbough; Isolated Shack • Characters: Niellen, Margaret, Glenna, Blacksmith, Hanna ' Enemies: Nekker, Wolf, Bear, Werewolf -

'

(CONTINUED)_,."'

YOANA'S HIGHEST

He'll live, but he's not impressed with the tin can he's wearing. The general fires at you, and as Yoana predicted, the bolt doesn't even leave a mark. ·>,-;DANGER

Crowns

The general proclaims the forge to belong to Yoana now, and a dejected Fergus heads off to stoke the fire. Yoana rewards you with a set of armor just for yourself; simply return to her in one day to claim it. The quest now concludes.

YOANA'S BEST PLATE

(}00•

·

• Take the archgnffin trophy to the baron's quartermaster.

1

i

1

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A BLEAK LOOKOUT IN BLACKBOUGH Margaret the sister-in·law

OBJECTIVES: • Talk to the hunter named Niellen.

• Nearest Signpost: Blackbough.

. OBJECTIVES: • Ask the neighbors about Hanna. • Search for signs of Hanna in the woods using your Witcher Senses.

Niel/en /he hunter

Read a Notice Board (such as the one at Crow's Perch) and look for a missive from a local hunter named Niellen, whose wife Hanna has gone missing. He's beside himself with worry. Canter on over to the village of Blackbough, find Niellen (he's usually standing outside his cabin), and speak with him. Niellen's story matches the one he pinned to the Notice Board, but your talk is interrupted by Margaret (Niellens sister-in-law) who mentions a friendship with the butcher's wife. You now have two objectives: 210

Start with an interrogation of the villagers. The chickenplucking Glenna is only a fence-hop away. Ask about Hanna and Glenna reckons she was a Cheerful Glenna the butcher's wife Blacksmith sort, but probably got eaten by wolves (or howlers) while picking mushrooms. Now head over to the blacksmith's, where your conversation yields results from the blacksmith's children (who Hanna minded from time to time) the boy swears he saw Hanna enter the woods with another woman.



TORN TO PIECES Now enter the woods to the northwest of Blackbough. Expect pockets of wild nekkers and wolves to dispatch. Once you reach the objective area, you can find a pack of wolves surrounding a corpse that could be a clue. However, once you dispatch the wolves to clear the way for the investigation, Margaret suddenly interrupts your search. She pleads with you to end the search and lie to Niellen that his wife is dead. You have two opportunities to agree to this. You can: • Agree, receive 55 crowns from Margaret, return to Niellen and lie to him regarding his wife's fate, and receive an additional 1 O crowns.

., q

Slightly southwest of the center of the objective area is a grim discovery; the rotting corpse of Hanna who has been literally torn to pieces. Close by is the body of a dog; examine that to see long cuts made with lengthy claws. Note the claw marks on the ground around the dead dog, too. You know what made these lacerations ... OBJECTIVE:

~

• Find the werewolf lair using your Witcher Senses.

Near to the dead dog are paw marks near an upright stone where the werewolf climbed a tree. Close by is a tuft of fur, and a stench you can follow through the woods. Look up with your Witcher Senses as you spot the scent moving through the tree branches, and track it back to the ground, eventually finding some shredded clothing. While this is happening, expect to encounter more wolves and a bear.

· ~ SEGOND QUEST( NG DECISIONS

•·

, OBJECTIVES: • Search the werewolf's lair.

• Refuse, receive a verbal tongue-lashing as Margaret walks off, and continue your woodland search.

'' !

Now exit and inspect some freshly-dried blood to the side of the structure. Venture under the property, to a hidden cave with a door you need to smash open using Aard.

-

ITEM: Crowns

,P

ITEM: Quest Item: Mysterious Notes

END: A LYCANTHROPELESS ROMANTIC

• Agree, receive 55 crowns from Margaret, and continue to complete this quest. -

Look northwest from the discarded clothes, and find the hunter's quarters (Isolated Shack signpost), and enter the premises. On a bed are some Mysterious Notes. Read them to confirm your suspicions of werewolf activity.

-

• Defeat the werewolf.

Enter the cave, and follow the tunnel until it opens up into a large cavern. If you arrived during daylight hours, meditate until nightfall. Meditate inside the cave, and the wolves (and werewolf) approach from the outside. A wolf charges you, followed by the fearsome werewolf himself! Begin combat with this lycanthrope, whittling his health down to almost naught. As you're about to inflict a killing blow, a shrill voice interrupts you. It's Margaret, again! Revelations abound: It seems the werewolf is Niellen himself! Furthermore, it seems Margrit has become besotted with Nie II en-to such an extent that she lured her own sister to a savage demise by the claws of her own husband! And now no one can stop her love of Niellen. Well, except for you and the hairy beast you've brought to heel. Conclude this quest with an important choice. You can: • Kill Niellen the werewolf, stopping him from murdering the (insane) Margaret, leaving her to flee. • Leave Niellen the werewolf, who slays Margaret despite her protests of love, before turning on you. Niellen will follow you, and plead you put an end to his suffering. Either way, you get a reward. You a key from Niellen's corpse. This opens a chest inside the Isolated Hut, for an additional (random) reward- a diagram and other goods. There are notes in the hut too, revealing the true horrors of lycanthropy. ITEMS: Quest Items: Niellen's Key, Mysterious Notes

~ ~ESI; VELEN· MUD~~OUGH (1)

The Mudploughquestis accessibleduring your explorationof Velen and NovigradduringAct I.

HARAs"slli._GA TROLL*

BOTHERING BORIS: ZOUP-ALA-CORPSE

,

~

..

~I

~---

Locations: Inn at the Crossroads, Boris' Troll Camp Characters: Boris Enemies: Nekkers

Travel into the thick forested undergrowth heading northwest from the Inn at the Crossroads. Close to the river bank is a small collection of rocks, a campfire, and a larger collection of five nekkers intent on swarming over a hapless rock troll. Join in the fray, and slay all of the nekkers. Boris the Rock Troll

211

Afterwards, Boris informs you that his culinary tastes (nekker soup) may have influenced the attack. No matter, you are gifted a small prize (which could be anything from herbs, other junk items, or even an elf head, which elects some additional surprising chatter from you) and the quest concludes.

'Ts~EGQND P

Q!J EST ING DEC IS I 0 NS

O()~y· ·,,.•DANGER

'

VELEN··

GllAYRoc~ (11) xx x

SPOILER ALERT

--

--

,

Unless otherwise stated, the Grayrocks quests are accessible during your exploration of Velen and Novigrad during Act I.

--

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Locations: Mulbrydale, nn at the Crossroads Characters: John Verdun Enemies: Drowners, Wolves

----

~ESIS·

Item: Troll's Surprise

ALERT

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I !

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ITEM:

-

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~

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AT THE LUNCH OF DROWNERS . OB ECTIVE:

,

You can: Head towards the shouts near the riverbank, ideally while running down the hill heading west from Mulbrydale. Unleash your might against three drowners in the area (and any wolves you may attract further up the road), and head down to meet the source of the screaming.

• Or leave him to the drowners, and walk away. Return in a day or so to find his corpse, and more drowners to slay.

John Verdun is a soldier whose army was smashed to bits by the Black Ones. He escaped, but was tied up and left to die when the villagers he ran with found out about his desertion.

Either choice concludes the quest. If you help him, he appears north of the Pontar river (northwest of the Border Post), where he found the refugees that left him for dead. Accept a reward from him, or fight him and his new friends.

A~•~:>•)

DANGER ALERT

--

SPOILER ALERT

--

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Locations: Border Post, Scavenger Camp Characters: Albin Hart Enemies: Ghouls, Alghouls, Bandits

, 1

i

• Untie him, and he thanks you, but has no coin to give you.

---

, : --

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A GHOULISH GATHERING

XXX

The horrors of battle are on display in the boggy ground south of Halver Isle. But the rotting corpses and prowling ghouls haven't stopped a plucky band of scavengers from combing the remains of the slain. Clear the immediate area of enemies, and then go speak to Albin Hart, the scavenger supervisor. Agree to protect his peasant brethren from monsters as they pick the loot from the fallen. • Position yourself on the southern slopes to intercept the monsters when they inevitably arrive. If they get a whiff of the scared peasants, they may choose to attack them instead.

OBJECTIVES: • Protect the scavengers from monsters. • Nearest Signpost: South of Border Post.

• Spend most of your time slaying the ghouls (and alghouls) attacking from the southern slopes at the edge of the woods. • Occasionally dart to the east and stop a few marauding bandits (some on horseback), but don't stay away too long. You will hear the monstrous growls whenever the ghouls approach. • Periodically inspect the objective area perimeter, and always keep an eye on your minimap for moving targets you might not have seen visually. • Expect to slaughter around a dozen foes before your job is done. Albin Hart

• Talk to the scavenger supervisor.

,/J I This quest is also 1

()JJESTING DECISIONS

part of Secondary Quests: Fake Papers (page 214) and Thou Shalt Not Pass (page 216). You may wish to start either of those quests first.

Once a dozen or so enemy monsters have fallen to your blades and magic, return to Albin and collect your share of the loot.

if

HAVE A HART'

If you fail to protect Albin, you may not be able to purchase the fake papers in Secondary Quest: Fake Papers.

ITEM:

212

J

15-50 Crowns• (*depending on how many scavengers survive)

o·-~· '>' • · DANGERALERT

SPOILER ALERT

You wake with Gascogne and Victor long since departed. They've taken the tent, the alcohol, and all your equipment!

SIT, ASPELL OBJECTIVE:

A

• Track down the bards using your Witcher Senses and recover your equipment.

Gascogne

238

XX X

Late into the evening, a heady mixture of roasted apple and various alcoholic beverages has made you tired and inept. You decide that you've had enough, or call for one last round.

Location (and Map page): Beanston Characters: Gascoyne,Victor

At the end of the sunflower fields, on the road from Beanston to Chateau Sarrasin, you may hear the wistful tones of a bard reciting some poetry. Meet Victor and Gascogne, two friendly fellows who seek inspiration anywhere, and summon it using vodka. Would you like to drink? To poetry? Gladly accept to start this quest.

~

• Tell her "leave or there will be blood," and she agrees, transforming into a werewolf, and pouncing on you. Combat can be tricky. Focus on the bandits first and avoid the she-beast by using Yrden to slow her down. Slay her and four bandits with her, before meeting with the village ealdorman for your protection reward. Afterwards, feel free to search Little Red's hairy corpse for her diary.

Enter the village of Beanston during daylight hours (ideally around midday) and looking out for a cluster of villagers on the west side of the settlement, speaking in anxious whispers. Ask what troubles them, and then tell of a band of inhuman bandits that wish revenge on Bertram, one of the villagers. They lay on the description of the bandit's leader (Little Red) a bit thick. She's apparently a she-beast Little Red, the "She-Woll" in a human husk! Bertram ratted on Little Red to witch hunters, a fact that seems a little strange, but agree to help anyway. ~

ITEM: 20 Crowns

END:TROUBLESOMETROUBADOURS You don't want to rely purely on your fists for the rest of the adventure, go southeast toward Beanston, and look for footprints in the objective area using your Witcher Senses. These idiots are easy to track-all the way into Beanston. Make a left at the Notice Board, and find the fools celebrating behind the pub. These two are lovers, not fighters, so they quickly hand over all the stolen equipment you lost (remember to equip it all!). Afterwards, you can agree that the situation is resolved, or order them to strip to their knickers as punishment. You take the clothes (their garb can only be sold as junk-the real prize is revenge!). Either way, the quest concludes.

Victor

< >< - •< •

DANGERALERT

SPOILERALERT

Location: Rannvaig Characters: Lothar, Jonna the Herbalist -

- --

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NITHING TO SEE HERE (OBJECTIVES:

-,

• Talk to Lothar. Investigate the Nithinq, • Follow the tracks and scent using your Witcher Senses.

XX X

Move to the nithing itself, a slightly unpleasant mass of skull and wood bearing Tjalve's name. But there are footprints leading away from the totem.These are tracks to follow (using your Witcher Senses) through the undergrowth to a dead tree where a woman's shawl was dropped. It has a distinctive pattern and smell. Pick up the odor, and follow it back into Rannvaig.

-

OBJECTIVES: • Ask about the shawl's owner.

A

~ • Talk to Jonna, the herbalist.

Jonna the Herbalist

Lothar

250

Check the Notice Board a little way from the beach in Rannvaig, and tackle the following requestmarked "Nithing." It seems a local man named Lothar is having trouble with a cruel and treacherous curse. Locate the abode of the blighted Lothar, and find him tending to his garden. Ask about the curse, and he explains a horse's head on a pole has appeared, with the named of his first-born Tjalve carved on it. Now his son has a fever.

Step into the objective area around town, and begin to quiz the peasants about the shawl. One of the women recognizes it as belonging to the herbalist Jonna. Locate her close to her small dwelling, and speak to this jealous woman about lifting the curse. She tells you how to lift the curse, though Lolar might not be happy.

• Say "so be it", and help Lothar, despite the newly gathered information. You need to reverse the nithing's curse. Head to it and inspect it and inscribe a new target on the shaft. Now return to Lothar for your reward. Afterward, when you return to Rannvaig, your inscription has resulted in the death of Joanna (though you aren't suspected). You've lost a prime source for rare herbs and recipes.

END: SOWING HIS SEED WITH THE HERBALIST HUSSY OBJECTIVE· • Talk to Lothar about how to lift the curse.

It seems Lothar has been more than economical with his lovemaking, and Jonna wants him back in her arms. He doesn't want this though, as it will shame his wife and family.

After either decision is made, the quest concludes. If you reverse the curse on Janna, Lothar awards you with crowns. ITEM: 60 Crowns

'

You can coax him into one of the following, when Lothar wishes death upon Jonna: • Say "can't do that", and he reluctantly heads to Jonna, to save his son and take responsibilities for his actions. The quest concludes. "·~,.

> DANGER ALERT

SPOILER ALERT

Locations: Crossroads, Wraith's Crypt Characters: Skellige Women Enemies: Wraiths, Nightwraith- ----

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Enter the large entrance crypt, where you're able to blow out (and re-ignite) the candles atop the many coffins. Head into the tunnel to the northeast, down the steps, and slay a single wraith at the alcove corner. Then venture deeper into the lower chamber. Two more wraiths must be snuffed out in this alcove tomb. Then it's a wander down a tunnel to the north, to the lowest tomb sanctum. Two wraiths and a nightwraith are lurking lurking in the lowest level of this crypt. Kill the nightwraith, and all other wraiths are banished. Once you are victorious, retrace your steps back to the surface, and explain that the tombs have been cleansed. Well done, witcher. A sacrifice to Freya will be made in your name.

TOMB RAIDER , OBJECTIVES: • • • •

'""'Tf ::

Enter the tomb. Kill the monsters on the lower level of the tomb. Talk to the women waiting outside. Nearest Signpost: Crossroads.

Take a right turn down a dirt path just north of the Crossroads signpost on the on the central western coastal path of the main isle, southeast of Kaer Trolde Harbor. The trail leads to an ominous crypt entrance, and two Skellige women who tell you they're collecting nails cut from corpses to build cursed longships with. They're also hoping you'll rid the nearby crypt of any ghosts to increase their haul. ··

• "' - • DANGER ALERT

SPOILER ALERT

x·y '?

Locations: Gedyneith, Morskogen Forest, Succubus· Cave, Distillery, Blandare Characters: Quarreling Druid, Gremist, Druid Tracker, Ramund, Succubus, Fritjof Enemies: Ghouls, Cyclops, Foglets

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GREMIST THE VENERABLE ALCHEMIST

Gremist

• OB ECTIVES: • Ask the druid about Grernist,

• Nearest Signpost: Gedyneith.

" ):)

I

QUESTING

DECISIONS

This quest is available when you visit the druid's sacred oak in the ceremonial heath of Gedyneith, in eastern Ard Skellig. It can also be started by asking alchemists throughout the lands (including Velen and Novi grad) for a master alchemist once you have this option.

Apparently he is an exceptional alchemist, but as stubborn as an ass. He has many formulae in his head, but will not share them. Move on to Gremist himself, who isn't the friendliest of sorts. Ask him to teach you alchemy. The answer is emphatically negative. Ask how he can be convinced (or that you'll be a good student). He softens a little. He is preparing a tricky ritual, and requires assistance-three favors before he'l accept you as an apprentice: • Bring him a pimpernel from the Morskogen Forest. • Obtain and return with a bottle of spirit from the old distillery on Hail Hill. • Finally, convince Fritjof (who lives near Blandare) to help Gremist perform the rite.

Travel down to the cave by the pond, at the foot of the heather slopes, and listen to a conversation between two druids. Approach the less senior of the two and ask about Gremist.

Agree to these demands, and don't forget to ask for further information on each favor before you depart.

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, /:)

This is a tricky fight. The succubus is a powerful creature that uses magic, and the terrain is not condusive to dodging. Be mindful of her spells and get in close when you can to deliver blows. Slay the succubus and witness a very disturbed Ramund curse you and storm off, with the druid you helped thanking you before he chases the perturbed apprentice.

TH REE FAVORS

The three favors can be attempted in any order (though the quickest route is to complete the Blandare favor first, then the forest, and then the distillery}, All three favors take place on Ard Skellig, between the center of the island (Blandare} and the southeast (the distillery},

OBJECTIVE: • Useyour Witcher Sensesto find and pick a pimpernel.

FIRST FAVOR: THE HARLOT'S PIMPERNEL ~

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~ • Find a pimpernel in the forest. • Search the woods for the missing apprentice and some pimpernel. • Nearest Signpost: South of Druids Camp.

You can detect the succubus' scent easily once she is dead. Use your Witcher Senses to follow it, eventually finding a cave. Enter the cave and find that the succubus has been collecting flowers for a while. Maybe she wasn't so bad after all? Regardless, using your Witcher Senses you can identify and pick the pimpernel. OBJECTIVES: • Follow the succubusinto her lair

• Find and pick a pimpernel.

Or, you can side with the succubus, explaining that she's mostly harmless. The fuming druid storms off, muttering something about returning with reinforcements. Ramund is sent off to pick flowers.

Oruid Tracker

This favor should be completed second, if you're concerned about an optimal route between each favot.

Ride south until the calm forests become more windswept, and the pine trees a little more ragged. In the large Morskogen valley (where the magical cataclysm took place), attack any white wolves you wish, then gallop to the objective area where pimpernel is said to grow, and inspect the bush the ingredient grows on. It seems it was picked recently. Someone else is in the undergrowth-a druid also sent here by Gremist. In fact, a multitude of apprentices have attempted to find this flower, but all have returned unsuccessfully, and unwilling to explain what they found. Recently, one druid failed to return at all. You agree to search the vicinity with this druid tracker. Use your Witcher Senses:

The succubus is surprised you sided with her (especially since she has no intention of coupling with you). Tell her there's another way she can repay you. Follow her along the path, then into her nearby cave lair. It is adorned with bellflowers, kingcups, violets, and most helpfully of all-pimpernels. Use your Witcher Senses if you need to, locate the pimpernel and pick it. The first favor concludes. ITEM: Quest Item: Pimpernel

SECOND FAVOR: THAT'S THE SPIRIT

• You uncover some hoof marks in the undergrowth. Head southeast. • The marks become a trail leading up-slope, to the south. They are bipedal, so not from a horse. A number of footprints (some fresh, others faded); they all lead up the slope roughly southeast. Follow them.

Succubus

There is sound of torture ahead. No wait, it's the sounds of tickling. A young druid named Ramund is giggling with a succubus (now you know why the apprentices were reluctant to explain what they experienced). The tracker druid is most perturbed, and claims Ramund has had an addling spell cast upon him. He readies his staff for combat. You can:

Ramund

• Agree with the druid (that the succubus needs to die) and she will defend herself. OBJECTIVE: • Kill the Succubus.

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This favor should be completed third, if you're concerned about an optimal route between each favor. ,i

Hike up past the snow line in a southeasterly direction from the succubus' cave, utilizing the rocky path to ensure you don't slip and kill yourself (should you venture into the steep slopes of this part of Ard Skellig). At the top of the mountain peak is a flat icy ground, where ghouls are prowling.

This was the location of the distillery storage, but this has long since collapsed and blown away, leaving only a few corpses which attracted the ghouls. Travel down the steep slope to the south towards a rickety wooden bridge and platform up into a tall cave underneath the ruins. These are the ruins you're looking for. The cave is currently home to a lumbering cyclops. Not for long. Once it has been cut down to size, use your Witcher Senses, and inspect the premises:

Make the trip to Blandare in the center of Ard Skellig. Visit the crossroads in the middle of the village, where Fritjof the druid is located. He agrees to meet Gremist, but he has other concerns at the moment; the drought ravaging the village, for starters. Agree to defend the druid after he summons the rain, should Mother Nature be angered by such a ritual. Head northeast, across the planted field, following the druid who has already instructed his pet warg to round up a couple of goats and sheep for the sacrifice.

• The huge boiling vats are intact, though tarnished. • The wooden scaffold has a ladder to climb, and a platform where you can find some mash. • A small raised cabin has some distilling recipes on a bed. On an adjacent bed is an open log book. Gather and read both of them. ITEMS:

Quest Items: Mash, Distiller's Letter, Distiller's Log

Now step over to the distilling machine, examine it closely, and look for a metal vat to add your mash to. Once added (from your Quest menu) it must be boiled. Use lgni a number of times to light the fireplace and rapidly heat the base of the vats. When you mention the vats are hot enough, and must be cooled down, move to the levers on the side of the brewing machinery. Remember the instructions you read-pull the right lever first, then the left, opening a series of valves that cool the vats down with water, and complete the brewing process. Gather the Skellige spirit from the barrel and leave, watching for encroaching ghouls as you go. ITEM:

THIRD FAVOR: FRITJOF IS FEELING PARCHED

,_OBJECTIVES: .....:...-~~~~~~~~~~~~~~~~~~~~~~~~ • Find a druid in the nearby village and convince him to talk to Gremist. • Go lo the ritual site with the druid. • Defend the druid while he completes

the ritual.

Blandare.

• •' .• DANGERALERT

Locations: Blandare,

~ • Talk to Gremist about your reward.

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Make the journey back to Gedyneith, finding and opening the wooden door at the cave entrance by the pond. Gremist is inside, puffing away at a pipe with Fritjof. As you've completed the three favors, Gremist agrees to begin his lengthy ritual, but you are forbidden from watching. Step outside, and wait. Once you've completed other quests, or simply meditated for one entire day (or multiple times during a day and night cycle), return to the cave, where Gremist and Fritjof are lolling around, drunk off their feet. A complicated rituatl indeed! Join them for a tipple, while collecting the following rewards: Ingredients:

Sulfur

Isl,

Alcohest

Isl.

Han Fiber

Isl. Saltpetre Isl~

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Grotto

Djenge Frett

Enemies: Hegal Grossbart, ---

OBJECTIVES: • Return to Grernist.

SPOILERALERT

Grossbarts'

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END: STIMULATION AND ASSIMILATION

ITEMS:

Fritjof

, Characters:

Fritjof is almost immediately successful after he slaughters his animals. Sitting cross-legged at the sacrificial altar on the field, he continues his prayers while foglets are summoned with alarming frequency. With one eye on Fritjof's health, advance and defeat the foglets that appear. Expect around eight or nine in groups of three. Don't venture too far from Fritjof as the foglets immediately swarm and attack him, and he cannot take too many strikes.

• Wait till the next day.

Quest Item: Skellige Spirit

• Nearest Signpost:

between each favor.

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Jesse Grossbart, - --- ~--

Manfred - ----- -

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Grossbart

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I AM THE BEST. ALWAYS WAS . . OB ECTIVE: • Look for the Grossbart

._-. DANGERALERT

SPOILERALERT

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THE WOEFUL MAN: THE LYING MAN

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, Location: Palisade · Characters: Peasant

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On the main road through southern central Ard Skellig, where the wind blows and the plains are sweeping, you may discover the remains of a border between rival clans-now in ruins and known as the Palisade. Aside from nearby nekkers and a wyvern, a rather dejected man is sitting close to the signpost, hoping someone will save him. As you approach, his tone changes and two further peasants appear from behind the wooden walls. Slay all three of these would-be ambushers, and continue on your way.

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~JESTING OECISIONS

SPOILER ALERT

You may speak the women at length about Craven (Main Quest: Nameless). To clear his name, this Craven character attempted to clear his name by traveling to Freya's Garden to defeat Morkvarg; "the vilest man ever to inhabit Skellige," who stole, killed children and pregnant women, and attacked his own clan's lands. Answer how you wish. Afterward, you realize this monsterous Morkvarg has a complex curse upon him. You both decide to head to Freya's Garden in the hope of finding, and dealing with both Morkvarg and Craven. One of the women also hints that Einar, the only islander to escape with his life from a confrontation with Morkvarg, might have further information.

I

I Main Quest: Nameless (page 141) is a closely related quest, and much of the activities present in that quest are completed here, so you may wish to complete these quests simultaneously. This quest also becomes active if you decide to visit the Skellige island of Hindarsfjall and Main Quest: Nameless is yet to be completed. Simply read a notice at Larvik ("Contract: Morkvarg") that requests your help ridding 1 the priestesses of the foul beast known as Morkvarg.

OBJECTIVES:

"

• Talk to Etnar about the curse. • Find the garden where the monster dwells. • Nearest Signpost: l.arvik.

FRESH GRAVES AND RAZED HUTS While exploring the isle of Hindarsfjall, and learning about the werewolf Morkvarg (from a notice pinned to the board outside the tavern, as shown), travel north from the cemetery into the center of the village of Lofoten. If you came here without Yennefer, before Main Quest: Nameless begins, look for a group of priestesses in Freya's Garden, in the temple area to the northeast. The Skellige women (priestesses of Freya) are conducting some kind of ritual. If Yennefer is with you, she interrupts the ceremony, and you ask the whereabouts of Ciri, the "ashen haired" one. Apparently, Ciri was seen before the Wild Hunt attacked, in the stables with a man named Craven (who is cursed by the other priestesses).

Einar is situated across the island to the southeast, in the village of Larvik. Head towards the wharf between the rugged rocks of Larvik harbor. He is preparing to hunt some Nilfgaardians, but stays to tell you what happened in Freya's Garden. Morkvarg had bound the priestesses of the garden, slit their throats, and laughed as he was doing it. Archpriestess Ulve cursed him to remain a monster forever, and Morkvarg grew fur and transformed. This is going to be a difficult curse to lift. Bid Einar farewell.

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CRAVEN SOME WEREWOLF

COMBAT

OBJECTIVES:

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• The right gate is under the waterfall, leading to an underwater cave where a key can be found. This is critical during Secondary Quest: In Wolf's Clothing, but don't head there yet; raise the gate in preparation before continuing. Once the right sluice gate is open, you can continue.

• Fmd the garden where the monster dwells. • Fmd Morkvarg. • Nearest Signpost: Freya'sGarden.

RAMUND'S ASSISTANCE OBJECTIVES· • Find the key Morkvarg mentioned using your Witcher Senses. • Get rid of the werewolf in the garden.

Morkvarg

Head to Freya's Garden; a walk along the main road heading northeast. At the gates, you hear gnawing sounds and muttering. A huge, sinewy werewolf is devoring some meat, lashes out at you through the gate, and flees towards a large oak tree deeper into the gardens. He doesn't seem to be receiving visitors. "OBJECTIVE:

The gate is locked, so continue up the steps to the right, across the ivy-covered stone bridges connecting various parts of the garden together, then head northwest, and into the very middle of the garden to a huge and sacred tree. You pick up a trail of blood immediately (someone cut himself to make a blood offering). Even though you can utilize your Witcher Senses at the tree, and begin to follow a variety of clues, this is part of Main Quest: Nameless. Ignore Craven's trail, and press on, further into the gardens.

OVERCOMING AN UNDYING LYCANTHROPE Sprint past the sacred tree, drop down heading northeast, up some stone steps, and into an overgrown grassy stepped courtyard where there's a wolf to cut down. Then head to the edge of the raised garden and look down onto a lean-to and small canal. Drop down from the lean-to and check the following with your Witcher Senses. There are many prints both old and new. Morkvarg's lair is close. Climb the stone ladder embedded into the wall, and clamber onto the higher ground overlooking a sluice gate and two levers. There is a ruined bridge in this area with a locked gate on the other side. You can't reach that to continue, so inspect this area closely. Utilizing both levers should allow you to open the flood gates. Save your progress, and start yanking those levers! • The left lever changes the gears of the mechanism to lift up one of the three sluice gates. You can see which gate is able to be lifted by watching the three wooden mechanism dowels move up and down between the two levers. Simply use the left lever until the sluice gate you want is ready to be moved. • The right lever moves the actual sluice gate you have chosen. There are three gates: • The left gate opens a watery exit outside, and out of Freya's Garden, if you wish to leave easily. 260

• The middle gate allows access to the further part of the gardens, where both a well and a secondary structure is accessible; to further this quest.

From the gate mechanism turn right (roughly north) and run up and into a cave at the edge of the garden. A few steps into the cave, you witness Morkvarg speaking to the skull of an old friend Ramund about a key he needs. Your objective updates. Though you can "meet" Morkvarg now, it is far better to find the key first. If you lack clues, step into the werewolf's cave, and slay this beast. Once he's down, Morkvarg pleads for you to undo the curse. You can speak at length about his pitiful existence, Craven, a reward, and learn that simply slaying him doesn't end his life. Morkvarg also mentions he eats his own flesh; it boils his tongue. Interesting. Finish him off, as you don't have the wherewithal to end his life. While Morkvarg is temporarily dismissed from his lair, use your Witcher Senses to check the ground; there's a draft from below. OB ECTIVE:

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• Fmda way mto the flooded cave under Morkvarg's lair.

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Ramund isn't much use (since he's a skull on a pole), so return to the garden (having raised the right sluice gate), dive into the canal, swim roughly northwards under the gate, and enter a second cave directly under Morkvarg's lair. Aside from a chest, there's the rest of Ramund's bones here. It seems he is useful after all-grab his key. ITEM: Quest Item: Key to the Chapter House OBJECTIVES: • Unlock the chapter house doors. • Searchthe chapter house.

, • ReadMorkvarg's Journal

Swim back to the gardens, retrace your steps all the way back to the sacred oak, and investigate the chapter house behind the tree. After a thorough inspection, you uncover a chest with Morkvarg's Journal. It makes interesting reading. Aside form Morkvarg's despicable past, it implicates Einar! ITEM: Quest Item: Morkvarg's Journal

THE CURSED FANG OF TORADOR

END: CURSED FLESH AND FLYING FUR

OBJECTIVES:

~

OBJECTIVE:

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• Ask Einar of Larvik why he lied to you about Morkvarg. • Use the fang to lift Morkvarg·s curse or find another way to lift it.

• Collect your reward from the contract giver.

That scheming cutthroat Einar knows more than he is letting on! Back at Larvik, speak to Einar, who threatens to attack you with all his men. You can: • Meet them gladly, and slay all five of these warriors. Afterwards, loot Einar's corpse of a cursed fang. However, you require information from Einar to understand how to use the fang; a more measured approach is needed if you wish to use the fang to complete this quest.

Morkvarg (Human form)

• Use conversation, not swords, to obtain information about a cursed fang, a gift from Einar's dad, telling him to hand it over for the priestesses' sakes. Either way, you leave Einar with the fang, and a plan.

t: 7

The offal and body parts in here are untouched, with no signs of feeding (some are werewolf-shaped!)..

ITEM: Quest Item: Cursed Fang Head back to Freya's Garden, using the wooden mechanism to lift the middle sluice gate this time. Swim through, climb the stone steps to the right, and up onto the higher garden ground you couldn't access from the broken stone bridge earlier. Turn northwards and run up the stepped garden to a large hall structure. Use your Witcher Senses to uncover claw marks on the splintered door. Morkvarg smelled something beyond here.

IF

Inside the hall is a crudely constructed symbol of Freya on the ground, where the werewolf was lured. Use your Witcher Senses:

ITEM: Quest Item: Morkvarg·s Flesh Once inside, Morkvarg appears again. Listen to his tale of woe if you wish, before facing him in combat once more. Now kill him, and while he lies on his side, remove his curse using either of the following: • Feed him his own flesh. This must have been taken from Morkvarg after you "slew" him previously, and talked to him while he lay dying, before he disappeared. • Hand him the Cursed Fang of Einar. However, this only works if you've been told how to use the fang by Einar. If you killed him, the fang is useless. Either item has been previously picked up, and should be accessed from your Quest Items inventory. An unsteady Morkvarg rises to his feet, now in human form, and ready to dash to the nearest tavern. He has a reward for you; promise to let him go and he tells you of a specific loanshark in Novigrad to visit, who keeps his loot safe, and you can have it for dis-enchanting the curse. Agree to this, or find this information out first, and then kill him! Slay him like the deviant he is, then return to the priestesses of Lofoten for your reward, and the conclusion of this quest.

SUMMONING·AND SI.:AYING·MORKVARG

If Morkvarg isn't prowling this area, simply meditate for around four hours, and he should appear somewhere in the garden. Remember that to kill Morkvarg for good, you need to complete the tasks set out below. For now, here are Morkvarg's vulnerabilities, as an ulfhedinn werewolf:

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ITEMS: Saimain Brigandine [Armor): If you use his own meat. Nothing if you use any other method.

Bombs: Moon Oust

Bomb: Devil's Puffball

Oil: Cursed Oil

ITEMS: Deithewn [sword), Werewolf decoction [recipe):

Sign: /gnl

From Novigrad loanshark only.

. ,'WSECQNDitRJ&.,Q1}ESit_SKELLIGE?"'srlKEROOG (1) p

QUESTING

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DECISIONS

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Unless otherwise stated, this quest is accessible during your exploration of Skellige in Act I. Once completed, Secondary Quest: Fists of Fury: Champion of Champions becomes available, once you've completed all the associated Fists of Fury quests (see pages 315-318).

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• Related Quest: Fists of Fury: Champion of Champions Location: Hov : Characters: Gunnar, Lydrik 1 Enemies: Ulle the Unlucky -----~-·

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THE ARENA OF ULLE THE UNLUCKY OB ECTIVE:

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Visit the wooden sentry hut overlooking the ocean, on the hillside village of Hov, and speak to the two warriors chatting about the arena. They are having trouble ridding the arena of a wraith.

• Talk with the villagers about the problem at the arena.

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Offer to help, and ask about the arena (it was where the best warriors across the islands clashed), and the wraith itself (named "Ulle the Unlucky", a man who lost every bout, but couldn't die in the arena, slew a Jar! unjustly and is now cursed to haunts the fighting grounds).

END: GERALT THE SELFLESS . OBJECTIVES:

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• Find a way to send Ulle on to the afterlife. • Return to the warriors. • (Optional)Return to the Spikerooq arena later to collect your precent of the takings. ~

Gunnar

Lydrik

Ul/e the Unlucky

The double gates to the clifftop arena are adjacent to the battlements. Push open the door, and speak to the strange congealed collection of vapors-the wraith Ulle the Unlucky. Speak to Ulle (remarking he's not typical of this type of monster as he's speaking, not shrieking at you), who is resigned to his fate ever to return here. You must now draw your weapon, and fight Ulle.

L

Your bout with Ulle isn't that difficult. Three or four parries and strikes, and he admits defeat, doomed to repeat this process another day from now (meditate and return here to face him again, if you win). After a little lateral thinking, you may figure out that the only way to dismiss this specter is to actually let him win the fight! Accomplish this by simply allowing him to strike you. When your health is almost depleted, the combat stops. Ulle is incredulous. He hears laughter, chalices clanking, and is summoned to join the feast of heroes in the afterlife. Return to the warriors, telling them their ghost problem has been dealt with. • If you talked to the warriors before you handled the wraith, return here in a few days to claim a reward of the profits. • If you ignored the warriors, let Ulle defeat you, and then talked to the warriors, you receive a smaller reward, and no profits. The quest concludes. ITEM: Crowns

00 · • · DANGERALERT

SPOILERALERT ' •• : ;>(

THE ISLAND ATHEIST

-~~~~~~~~~~~~~~~~~~~~~~~~ .OBJECTIVES:

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• Gather books describing religious customs and precedentsand take them to Ivar. • Nearest Signpost: North of Ancient Crypt (Ard Skelliq].

IF GATHERING While exploring the extinct volcano known as Snidhall Isle, you may hear shouts near a small shack. Investigate and watch a warrior sprint towards a balding man with little to protect himself with. Step in. You can: • Watch or help the warrior cut down the man, after which you're shooed away and the quest concludes.

(VAN

You may, of course, elect to find the books first, and then find Ivar, in which case this quest is much shorter.

TOME RAIDER: HEATHEN BOOK GATHERING Ivar the Atheist

• Stop the warrior by challenging him to combat. Afterward, speak to the man you saved. He is Ivar, and the warrior's sister ran off with him rather than serve the Goddess Freya. Ivar doesn't believe in "that rubbish about the gods" and desperately wants to reunite with Irma. To do that, he needs evidence to show the priestesses; about the holes in the principles of religion. Agree to find any texts that may aid his cause, and be on your way. 262

BOOKS.-THEN·BOTHERING

You may now begin the search for five different books, all of which help Ivar learn about the discrepancies with the main religions of the world. Such texts can be difficult to acquire, look for them during searches of dungeons and crypts, or pay a visit to booksellers, such as Marcus of "Books and Scrolls" in Hierarch Square (Novigrad). However, the following locations have a guaranteed copy of each book. Return with a copy of the following:

BOOK: TRISTIANNA

AND ISADOR

Location: Lindenvale, a merchant stall next to the signpost.

ITEM:

BOOK: THE CURIOUS CASE OF VIRTUOUS VEGGA Location: Fancy Shop Owner in Novigrad, southeast of the St. Gregory's Bridge sign post, next to a barbershop and a Notice Board. The text this merchant possesses is among many confiscated from a fallen sorcerer, Aeramas. Other magical oddities required for other tasks can be found here, as well.

Quest Item: Tristianna and Isador (10 Crowns)

BOOK: RELIGION AND LIFE

ITEM:

Quest Item: The Curious Case of Virtuous Vegga (10 Crowns)

Location:Crow's Perch, the merchant in question is found in the lower section of the fort, close to the bridge entrance.

BOOK: CHANGE YOUR LIFE! A HANDBOOK Location: Novigrad Loan Shark, to the northwest of the Southern Gate signpost.

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ITEM:

Quest Item: Religion and Life (10 Crowns)

BOOK: THE CULT OF FREYA Location: Electors' Square, Novigrad. A "priest" of the Eternal Fire turns out to be an alchemist, hiding from the Redania's and the Church's purge of all things remotely magical. It does take some small talk to convince the man to show his wares.

ITEM:

Quest Item: Change your life! A Handbook (10 Crowns)

END: ENLIGHTENMENT OB ECTIVE:

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• Take the books you found to Ivar, he might find them interesting.

When you have tomes worth Ivar reading, journey back to Snidhall Isle, and look for the hut at the base of this volcano. Speak with him again and present the books. After perusing the pages, he vows to travel the world, and plan a way to be with Irma. You can meet Ivar later by the docks in Novigrad, where he's trying to find a job as a sailor.

ITEM:

Quest Item: The Cult of Freya (10 Crowns)

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DANGER ALERT

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SPOILER ALERT

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Locations: Urialla Harbor [An Skellig), Mount Aardeklove Characters: Skellige Women, Old Gunnar Enemies: Endriaga, Sirens, Wraiths, Gargoyles

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TWO TRIALS ON THIS TINY ISLE

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MORE·HASTE!"'L:ESS•SPEED

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Falling while maneuvering across this increasingly dangerous pathway, full of leaps and precise landings, requires you to keep a steady head, and a degree of patience. Save your progress before each new leap. And look for rocks stained with bird droppings to climb on as you continue onwards and upwards. If you fall, there's usually a period of backtracking.

OBJECTIVES: • Talk to the main who oversees the Path. • Reach the start of the Path.

~

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Old Gunnar

After arriving at Urialla Harbor on An Skellig, eavesdrop on a couple of Skellige women, who make mention of the Trial of the Path. Speak to them to find out this is an age-old tradition-only those that return from the trial can consider themselves true warriors. Old Gunnar can tell you more, he lives at the foot of Mount Aardeklove.

From the mossy bridge, leap and grab the ledge. Pull yourself up, and make a series of sharp switchback turns as you zig-zag up the mountain trail. Leap the gaps and pass by two tattered flags showing your progress. Continue west along the trail which flattens out slightly, and leap the gaps along the slope, after sliding down a little. When you can't continue, look left, and perform a series of climbing moves up the stone ledges of the ruined castle battlements above you, in a counterclockwise pattern.

,I)

WITCHER SCHOOL GEAR IS HERE

During your climb, you pass through an old, ruined castle that holds some valuable ] treasure belonging to Witcher Gerd from the Bear School. If you choose to explore, be mindful of the wraiths roaming the abandoned halls. Read more about this by checking Scavenger Hunt: Bear School Gear (page 331).

-

Bring your best endriaga-slaying implements with you, and travel along the path to the northeast, slaying at least two of these beasts as you pass a sunken homestead, and finally meet an older warrior sitting on a bench, at the Trail to Yngvar's Fang (a signpost). He isn't the friendlist of sorts, but he has some information on the paths:

r

There are two offshoots. One leads to the mountain peaks, and the other into the bowels of the earth. Traverse both to prove your valor. Speak with Gunnar at length to gain further insight into the trials if you wish. You're now able to choose which of the paths to start first, though it's easier to try the Trial of Dexterity (the mountain climb) first.

TRIAL OF DEXTERITY: A MAD DASH TO THE MOUNTAIN TOP OBJECTIVE:

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• Collect proof you made it to the top of the peak.

Head up the steps to reach the start of the path. Run forward, over the wooden bridge, and leap the gap before slaying a siren. Wait for two more and defeat them as well. Coax them over with Axii or crossbow bolts. Then move right along the path, leap a gap, and make a tight left turn as you climb up and onto the natural rock bridge. Now dash across the moss.

Save your progress and, as the mists descend, make a large leap across the gap and another along this treacherous upper path, and slow as you spot a strange old man sitting by a door. He doesn't rate your chances. Ignore the door he sits by, and continue along the outer ledge, leaping again and ascending further. Leap a broken bridge with adeptness. Turn back and leap again, and after a final climb, you reach the zenith of Mount Aardeklove. Now you're at the top of the peak, you must fight any harpies before you find evidence to support your dexterity. Rummage around the base of the totem marker, and discover the following token (amongst other items and a treasure chest). Then examine the Place of Power and gather an additional Ability Point before descending. Your descent involves either of the following: • Taking exactly the same route as you did to get here. As always, slow and steady is better than fast and falling! • Or, turn to the right and continue along a new path leading to a long and extremely entertaining slide all the way down to the next path.

264

, ITEMS:

Quest Item: Trial of Dexterity Completion Token, Place of Power

When you surface in this small grotto, be mindful of climbing out. There is a reason Skellige warriors do not rest here because gargoyles reside in this cave! There's skeletal remains showing what happened to the warriors who did not heed Gunnar's warning.

TRIAL OF CONVICTION: A BREATH-TAKING JOURNEY UNDERGROUND

Although it is possible to slide down the slope from the mountain path, leaping off the path usually results in an agonizing death. Instead, you should retrace your steps to where Gunnar was sitting. Then use the main road, before a small detour into the wooded area, to reach the cluster of rocks marking the start of the Trial of Conviction.

Continue to dive through the passage. Near the end, you should notice a chest at the bottom. Pry ii open and take the token within. Keep an eye on your air supply. If you are dangerously low, go to the end of the tunnel and surface to regain air before returning to get the token. Finally you can surface and climb up a ledge here. Follow the path through the cave, performing some more climbs and jumps until eventually you reach the exit of the cave. ITEM:

Quest Item: Trial of Conviction Completion Token

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DON'T DROWN-WHEN

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7.

BREATHE

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QUEST CONCLUSION: A DEED WORTH SHOUTING TO THE FIVE ISLES ABOUT

(This trial involves holding your breath, swimming, and not succumbing to panic. Consult the Training chapter on swimming to help you progress, and use your minimap to spot the direction you must travel in.

. OBJECTIVE:

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• Leave the caverns and talk to the man who oversees the Path .

. OBJECTIVE:

,i

. • Travel through the tunnel and collect proof you made it to the end.

'\

~

L

Enter the cave and drop into the green water. Then, swim southwards as rapidly as your legs and lungs allow. Swim swiftly, and stay as close to the ceiling of this underwater tunnel as you can. Ascend into the air-filled cavern that you eventually reach.

(>*00

~.. -

1

ITEMS:

Gloves, Heavy Armor (Diagrams), Sewant Mushrooms (5), Hardened Leather (2)

DANGERALERT

! 1

II is now simply a matter of returning to Old Gunnar, who is usually at his tent near the seat at the start of the mountain path, and reveal the two tokens you've obtained. He is situably impressed, and offers a variety of rewards for your dexterity and conviction. The quest concludes.

SPOILERALERT

THE TO~ERf©1:!.TTANOWHERES, ·

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XXX

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Locations: Urialla Harbor, Strange Tower Characters: Fisherman, Sigo Buntz

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Enemies: Cyclops, Ekhidna, Golem, Ghouls, Alghouls, Gargoyle,

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Werewolf, Earth Elemental

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THUNDER AND LIGHTNING, VERY VERY FRIGHTENING

Fisherman

~~~~~~~~~~~~~~~~~~~~~~, OBJECTIVES:

• Talk to the villagers.

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• Enter the tower.

For centuries, everything was normal until one day a tower appeared on top of it! Lightning started arcing down from the structure, and it has been responsible for the incessant rain the island has experienced ever since. The waves are too strong for fishing or raiding. Agree to look into this anomaly. Set off on a roughly northwesterly path from the village. Use the path and and you may discover a wandering cyclops on your way to the strange turreted tower that is responsible for the inclement weather. Follow the winding path (watching for ekhidna) until you reach the stone steps and wooden entry into the tower. Head inside, down some spiral steps and through a portal.

:;:;:

TOWER AND RELATIVE DIMENSIONS IN SITU OBJECTIVES: • Defeat the golem. • Talk to the man trapped behind the magic barrier.

After visiting (via a trek across the island, or by boat) the permanently soggy village of Urialla Harbor, you encounter a group of warriors and fishermen muttering in the gathering spot in the middle of the settlement. Approach them, and one fishermen beckons you out of the rain to tell you about a knoll beyond the village.

How very strange. The tower is smaller on the outside than the inside! There's little time to ponder spatial awareness, as the main chamber has a golem guarding three archway barriers of magic.

Sigo Buntz

265

The guardian awakens, and must be battered. After slaying the golem, move over to a magician trapped behind the southwestern barrier. You inform him the entire tower teleported here, and in return, you're told the tower is outfitted with a "Defensive Regulatory Magicon," which essentially means the structure repels intruders. Apparently, to deactivate the defenses, you must find a treatise (Gottfried's Omni-opening Grimoire) hidden somewhere in this tower. Find out more about Sigo the mage if you wish.

'OBJECTIVE:

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.• Find the key to the library.

Use your Witcher Senses to uncover a variety of books (and bodies) strewn across this library. Find the book you seek just left of a slumped corpse (as shown). If you inspect the corpses, it looks like they've been suffocated. -

ITEM:

Quest Item: Gottfried's Omin-opening Grimoire

The tower attempts some poisonous countermeasures as soon as you take the book, so leave the way you came, diving into the water and swim southwest, heading back to the barrier chamber.

DISTURBING INDICATIONS OF FREEDOM Aside from the crumpled remains of others that woke the golem, there's little else in the barrier chamber, so head northeast, out of the chamber and into a strange waterlogged cave tunnel. Swim left (north) at the tunnel junction, and climb out of the water into a rough-stoned cavern with old ruins jutting out of the ground. The tower informs you that beasta countermeasures are in effect!

• Break the tower's defenses with the rnaqe's help. • Talk to the mage.

1

• Two ghouls and two alghouls then warp into view-slay them. • Uh-oh! There's an incoming gargoyle to deal with soon afterwards. • Warning! Then a werewolf is teleported into this chamber. • Phew! The tower runs out of resources and only manages to teleport in a cow. This shouldn't be slain. When the variety of foes are vanquished, move to the small laboratory area in the northeastern part of this cavern, and loot the box on the table to gather the key you need. ITEM:

Y

Quest Item: Key to Library

OBJECTIVES:

,

.,.

• Enter the library. • Find "Gotttried's Omni-opening Grimoire." • Bring the mage .. Gottfried's Omni-opening Grirnoire."

Exit the cavern and swim into the half-submerged tunnel, investigating the other side tunnel at the junction this time. Travel east and dive into the murky water before quickly surfacing again and climbing the steps into the library.

You hand the book over to Sigo, who frees himself from the magic barrier. The tower isn't happy about this, and Sigo warns you that the hardest part is yet to come. You have the option to meditate and prepare. Then agree to head to the central chamber and power down the security measures. Follow Sigo as he rushes out, deactivates the barrier to the northwest, rushes to a central pulpit, and opens a tome to begin incantations. You're on guard duty. The tower spits out an immense earth elemental that must be cut into pebbles.

END: ABURRAGHI V'ARATHERN ... OB ECTIVE: • Talk to the villagers.

' .

The mage speaks to you and, after you request he move the tower away from An Skellig, he duly obliges, and the entire tower departs leaving you standing in midair. A moment later, you're falling into the water. After this enforced exit, swim back to the fisherman, and inform the villagers that the tower (and the inclement weather) are gone for good. They are thrilled with the news (though less so if you inform them their hunting party was killed within the tower's walls). After some fine rewards, the quest concludes. ITEM:

266

Magic Weapon and Items, Diagram, Crowns

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QU EST I NG DEC IS I 0 NS

000~--a band of drunkards who attempted to "plough" the White Lady. Their corpses still litter the fields. Ask where the White Lady has been seen (close to a tower), then barter for a better reward if you wish.

LUZI, SUFFER NO MORE OB ECTIVES: • Look for the bodies of the White Lady'svictims. • Investigate the place where the White Lady attacked. • Follow the tracks.

This foe is cunning, and must be summoned by finding something that belonged to her. Return to Helma back at the settlement, and inform her of this fact. She knows the phantom by name (Luzi) whose parents swore her to an elderly smith from the city. Heartbroken, she ran into the fields and slashed her wrists with a silver dagger. She hands it over. ITEM: Quest Item: Silver Dagger , .. OBJECTIVE: • Throw the silver dagger into the fire to lure the noonwraith out.

Return to the campfire where Micko's men lie rotting and approach the flames. After dropping the dagger into the fire, you wait for a frightening, rotting visage to appear-a mournful but vengeful specter. Time to dance! 299

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END: AFTER LAYING LUZI TO REST

DON'T SUC::CUMB•TO•SPIRITS!

Consult the Bestiary for betterbattle tactics against restless spirit. The noonwraith has the following vulnerabilities:

Bomb: Dimerillum

Bomb: Moon Dust

Oil: Spectre

After Luzi the White Lady finishes her final wail, inspect the tattered remains and gather evidence of your kill. Tie it to Roach, ride back to Helma, and receive your just reward, as the quest concludes.

Sign: Yrden

ITEMS:

~~,,

DANGERALERT

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SPOILERALERT

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Location: Fyresdal (Ard Skelligl , Characters: Vagr, Askel and Nilas, Karli, Mia I Enemies: The Dragon of Fyresdal (Forktaill

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Noonwraith Mutagen, Essence of Wraith, Specter Dust, Noonwraith Trophy, Crowns

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Gadzooks! It seems a fearsome dragon has infested the lands about Fyresdal, and the notice reads like a fanciful tale. A winged serpent, massive in scale, with a fabled treasure to be claimed by the hero to vanquishes it. Vagn the village elder has further information. Find him by the jarl's longhouse near the signpost. Barter for a higher reward if you wish, then ask about those the dragon killedAskel and Ni las. You can view their wounds in their home at the northern end of the village.

BROTHERS GRIM OB ECTIVES: • Talk to the victims' mother. • Examine the victims· bodies using your Witcher Senses.

Karli

THF DRA(iON OF fYRl'SPAL tfC.JR.KTAlll

A TERROR STRAIGHT FROM THE SKJALDS' TALES , OBJECTIVES:

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• Talk to the village elder of Fyresdal. • Nearest Signpost: Fyresdal.

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~JESTING

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DECISIONS

l Find the Notice Board in the southern harbor village of Fyresdal (Ard Skellig), or find the remains of a cow in the fields north of the settlement, to begin this quest. The optimal path is discussed in this section.

Vagr

300

The mother of the two sons lying in readiness for funeral rites is close by, in a house across from Vagr's location. Speak to her as she tends to the bodies of Aske! and Nilas. You can ask about where the bodies were found (in a glade past the river). You can also look at the corpses of the two men, after asking permission. Use your Witcher Senses-there are claw and bite marks but no fire damage.

A SHEEP IN SHEEP'S CLOTHING • Use your Witcher Senses to follow the monster's tracks to the site of the attack. • Follow the monster's tracks using your Witcher Senses.

Travel north out of the village, heading towards a junction in the road. Just past is the corpse of a cow. Use your Witcher Senses to see that this dragon wasn't very strong if it just tore the cow up and left it here. On a nearby rock is cow's blood. Follow the trail of it across the field, heading roughly toward the river, and inspect the corpse of a dog, which was dropped from high up. You peer up at an overgrown siege tower, now the nest of a forktail. Time to rustle up some bait.

,, OBJECTIVE: • Talk to the village elder in Fyresdal about bait.

.

IF

DON'T LET~THIS•FIGHT·DRAG-ON!

Consult the Bestiary to thoroughly prepare for this large forktail confronation. The flying beast has the following vulnerabilities:

Back at Vagn's long house, speak to him about finding an unseasoned sheep. He has one, but it's a bit mangy. And it's difficult to herd. You appear back at the road junction with Mia, a sheep with the listening instincts and controllability of a onewheeled wagon. Try the following:

Potion: Golden Oriole

Mia

• Approaching it from the left if you want to herd it to the right, and vice versa.

OB ECTIVES:

The forktail then swoops in once you're at least 20 yards away, so back up to begin combat with this flying beast. Then prepare to clip the wings of this powerful forktail, and slay this pretend dragon!

Forktail Mutagen, Forktail Trophy, Crowns

· DANGERALERT t':

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SPOILERALERT

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Locations: Svorlag (Spikeroog), Cave of Melusine Characters: Kevan, Britt, Nils Enemies: Sirens, Drowners, Melusine (Ekhidna or Siren) ---

"

Cut the head off this forktail, and return to Vagr. Feel free to lie to him when he asks about the fearsome nature of the creature. If he believes you slew a dragon, you receive your full reward. If not, he cuts the reward appropriately. Then the quest concludes. ITEMS:

i I I

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• Take a trophy from the Iorktait. • Return to the village elder rn Fyresdal for your reward.

• Back up when you reach the siege tower, after leading the sheep to the vicinity of the dead dog.

~

Sign: Aard

Oil: Draconid

END: LYIN' TO VAGN

• Use Axii to guide the sheep.

0

Bomb: Grapeshot

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SEARCHING FOR A THOROUGHBRED SKIRT-CHASER , OBJECTIVES:

d

• Ask Kevan about the contract.

.I) I

QUESTING

• Nearest Signpost: Svorlag .

DECISIONS

This quest is accessible during your exploration of the Isles of Skellige. When exploring the small isle of Spikeroog, visit the Notice Board in the port village of Svorlag to start this quest, or stumble upon the ekhidna cave (and Nils). The optimal path is the former, detailed in this section.

,

1\\ELU.SJNE (EKl-llDNA OR SIRl"'-i)

301

Locate the following: • Odd scales on the altar. • Siren tracks from a particularly large specimen. • Scales showing an odd coloration for a siren. Follow the tunnel, pausing only to climb the right-side ledges and leap to find a treasure chest if you wish. Back in the tunnel, turn the corner to face a great fissure. It seems the old cult of Melusine that used to congregate here prayed to an ancient ekhidna.

A pinned note entitled "Nils' Disappearance" requests information on a groomsman named Nils, who has vanished from the village. His bethrothed (Britt) is out of her mind with worry, and Britt's brother has requested help. Find Kevan by the ocean shore fishing hut. He tells you his sister saw a beast carry Nils off. Others reckon he's done a runner, Kevan since Britt isn't easy to be around, and Nils had a wandering eye. Barter to increase the reward if you wish, then agree to speak with Britt.

, OBJECTIVE:

The trail in the giant fissure cavern picks up again, as you pass some floating barrels ripe for an lgni explosion. Detonate them if you wish, as three more drowners appear to thwart you. Follow the tracks to ledges on the south side of the chamber, leading to exterior cliffs. Crouch down and examine the corpse of a man lying face down. It is Nils. He's been dropped from a great height. Something screeches overhead. Britt wasn't lying. Face the mighty Melusine in combat! A

• Talk to Britt.

Brill

Dash north along the shoreline, climbing the grassy hill overlooking Svorlag, and you soon spot the forlorn Britt standing atop the cliff. She's a weepy sort, but does mention a "shadow of great wings" taking her beloved into a nearby cave.

41'HAVE YOUR FORESEEN COMBAT WITH MELUSINE7

THE MAD AND DANGEROUS DEPTHS

Consult the Bestiary for better battle tactics against this flying banshee. The ekhidna has the following vulnerabilities:

, OBJECTIVES: • Explore the caves Britt mentioned • Find Melusme in the caves

Bomb: Grapeshot

Oil: Hybrid

Sign: lgni

Sign: Aard

END: AFTER CLIPPING THE WINGS OF MELUSINE OBJECTIVES: • Take a trophy from Melusme. • Collect your reward from Kevan. • Tell Britt what happened to her betrothed.

After slicing sections of Melusine to satisfy Kevan's curiosity, journey back to him and explain what happened to Nils. He hopes you might tell Britt, which you can accept or refuse. Choose the former, and she is on the clifftop. Tell her, and she vows to be true to him for the rest of her days. She also hands over a reward for believing her (which you can accept or refuse). The quest then concludes. Journey south via the wilderness pathway that winds past the Old Watchtower, and down to the southern shore. Or journey by boat. You're looking for a cave opening guarded by a gaggle of sirens. Slay at least three before entering the cave system. The place stinks of carrion, so prepare for combat with six drowners as you progress down the initial tunnel. This widens into a waterlogged chamber, where a towering primitive altar to the deity Melusine catches your eye (especially if you use Witcher Senses). Turn and head down the southeast tunnel.

302

ITEMS: Lock of Lamia Hair, Ekhidna Mutagen, Ekhidna Trophy, Crowns'

0000• .• DANGERALERT

SPOILERALERT

:X:XX

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You stumble into the lair of a huge fiend. This is highly dangerous specimen named Morvudd, with unique markings and a frighteful temperament: Let battle commence!

Locations: Rannvaig (Ard Skellig), Castle Ruins Characters: Odhen, Olve Enemies: Morvudd (Fiend)

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\\(lR\'ld.>l> (ftlND) .

SEEKING ADVENTURE, NEVER TO RETURN

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OB ECTIVES:

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I

Q!.JESTING DECISIONS

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More haste and less speed! Before entering the castle threshold, it is most advisable to read up on the best ways to slay fiends, courtesy of the Bestiary chapter of this fair tome. The fiend has the following vulnerabilities:

• Talk to Odhen of Rannvaig. • Nearest Signpost: Rannvaiq (Arg Skellig).

):)

DONT•BE"FIEND•FOOD!

, Bomb:Samum

This quest is accessible after you locate the Notice Board in the port village of Rannvaig (western Ard Skellig) and read the message from Odhen there. You can also find Olve's notice (a young adventurer) too, or simply stumble into Morvudd the Fiend on your travels. The optimal path is the former.

Bomb: Oevtrs Puffball

Oil: Relict Oil

OBJECTIVES·

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• Find the fiend's lair using your Witcher Senses. • Kill the fiend.

Odhen of Rannvaig hasn't seen his son Dive since he went off seeking adventure. He offers both payment and prayers to Freya if you'll help find out what happened to his boy. Travel to the shoreline longhouse and find Odhen moping outside. He explains the lad left with some no-good rogues from Faroe and they went exploring the ruins of the fortress east of here. Dive is wearing a yellow tunic, so you can't miss him.

When the fiend is badly wounded, it spits and blinds you temporarily. When you can see again, it has vanished. On the castle grounds is a corpse-only the entrails were eaten. Find the huge hoof prints to gather that the fiend moved southward. Follow the tracks across the stone bridge and the river to the east. Search the ruined settlement where the beast's nest is-it rears up and attacks again. This time you need to finish it off! Afterwards, you can check the corpse with the yellow tunic the fiend was storing for later. Alas, it is Dive.

OFF-GUARD, THEN EN GARDE!

END: AFTER MORVUDD'S MASSACRE

Odhen

OBJECTIVES:

'

• Examine the castle ruins using your Witcher Senses. : Kill the fiend.

Summon Roach, gallop uphill in a roughly southeasterly direction. Continue up the path through the wooded hillside, onto the heath, and across to the derelict castle. Dismount and enter the overgrown courtyard surrounded by the ruined walls. Around one second later, you realize this is the easiest contract investigation you've ever done.

.:

-, OBJECTIVES: • Take a trophy from the fiend. • Collect your reward.

Once the mighty Morvudd topples to the ground, cut the fiend up into two sets of ingredients and a trophy head to proudly display on Roach's saddle. Now ride back to Odhen, with mixed news regarding his son (dead), and the fiend you slew (also dead), gather your reward, and conclude this quest.

ITEMS:

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Fiend Dung, Fiend Mutagen, Fiend's Eye, Fiend Trophy, Crowns

303

000()

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DANGER ALERT

SPOILER ALERT

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Along the dockside is Tove, a Skellige woman tending to a tanning rack. After her son was lost, her husband donned his coat and went looking for the boy along the cliffs. He never came home, and was found with deep claw marks all over his corpse.

Locations: Kaer Trolde Harbor (Ard Skellig), Kjerag Cliffs , Characters: Bjorg, Rurik, Tove Enemies: Drowners, Abaya (Water Hag) RecommendedItem: Formula: Drowner Pheromones

IN SEARCH OF THE SEAFIENDS OBJECTIVE: • Investigate the place where the drowners were seen using your Witcher Senses. '-

There are two coastal locations that appear on your World Map, both part of the Kjerag Cliffs that protrude on Ard Skellig's western side. Study them carefully and rush to the nearer one.

ABAYA (WAHR HAG)

SOLVING A DROWNER PROBLEM WITH A SILVER SWORD OBJECTIVES:

"

• Talk to the shipbuilder near the Kaer Trolde bay • Nearest Signpost: Kaer Trolde Harbor.

,I)

OJJESTING DECISIONS

,

This quest is available at the Notice Board close to the wharf of Kaer Trolde Harbor in Ard Skellig. Read the notice to commence this quest

Bjorg

Rurik the Boatwright's Apprentice

Tove the Skellige Woman

Bjorg the master boatbuilder has a task for you. According to a notice, the muire d'yaeblen (or "drowners") in Kaer Trolde bay are multiplying and have grown so fierce, they are encroaching on travellers leaving the harbor. Speak to Bjorn by the boatyard, and he explains the drowners are meaner than those on the Continent Rurik (Bjorn's apprentice) and Tove (widow of a man killed by drowners) have seen the ferociousness firsthand. Barter a price for your services if you wish, then begin to search or witnesses. OBJECTIVE: • I Optional) Talk to witnesses of the drowners' attack

~

Close to Bjorg is Rurik the boatwright's apprentice. He tells you of the time him and his cousin were gathering crab traps off the Kjerag Cliffs, and the dreaded muire d'yaeblen flipped over his boat and drowned his companion.

304

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The nearer one is due west of Kaer Trolde, and easily accessible if you travel the path uphill. You may also wish to make the journey by boat When you reach a small rocky harbor, there is a huge swarm of drowned dad to contend with (or flee from). Afterwards, the stench of the drowners is palpable, and can be followed to the second location. The second location is southward, farther down the coast Even though you can reach the location by land, it is easier to take a boat or swim there. When you arrive, there is little but the pounding of waves on the rocks. The stench cloud hits the water, forcing you to dive down in a roughly easterly direction. Swim into a subterranean cave entrance, and follow a trail of footprints using your Witcher Senses. Surface shortly afterward in a long and tight tunnel.

The delightful odor of slime and rotting flesh fills your nostrils. Head deeper into the tunnel, and inspect a junction chamber with a left or right tunnel to head down. Locate the following: • Right tunnel: Just inside the entrance is a pelvis, scratched up with long, wide claw marks. • Right tunnel: Some bloated and scattered bodies litter the rest of the tunnel. This tunnel leads back outside, so return to the other tunnel area. • Left tunnel: A cavern with six drowned dead to sever in a whirl of bloody blades. Watch the poison cloud when you're fighting. Use lgni or bombs to light it and severely damage the drowners shrouded in it • Left tunnel: A side tunnel slope to the east has an animal carcass and scattered bodies. Enter the chamber of broken boats. Corpses litter the area, but some are untouched. They appear to be saved for later, which is odd for a drowner. One of the dead has bruises on his neck and a crushed larynx. It seems you aren't dealing with a drower here as much as a water hag.

PERFUME FOR THE LADY OBJECTIVE: • Prepare a potion using drowner pheromonesand use it to hide your scent.

,,

The hideous hag in these parts won't reveal herself if you don't camouflage your scent, so prepare a potion accordingly. You automatically obtain the formulae for drowner pheromones. Combine the following ingredients with your alchemy knowledge to concoct this potion: Ingredient

Afterward, select the completed potion from the Alchemy menu, and place it in the Potions slot on your person. Head back into the chamber of broken boats, and the flabby fiend soon appears. Prepare for combat with Abaya the water hag and up to six drowned dead!

/F 1111

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RI 'S MORF THAN MUI RF D'YAEBI FN DOWN H rnl

1

Aside from the alchemy potion you need to face Abaya the watery bin!, consult the Bestiary for better battle tactics. The water hag has the following vulnerabilities:

Amount

Puffball

(1)

Dwarven Spirit

(1)

Drowner Brain

(1)

Sewant Mushrooms

(1)

Bomb: Northern Wind

Sign: Quen

Sign:lgni

END: NO MUIRE PROBLEMS : OBJECTIVE:

OBJECTIVE:

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• Hide m the water haq's lair and wait for the monster to return.

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Oil: Necrophage

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• Takea trophy from the water hag. • Collectyour reward from the shipbuilder,

1

/

When the grotesque mess of matted hair and lumpy body parts falls into the fetid water, brandish a knife and cut her head off as a trophy. Then head to the tunnel fork, bear left (east) and exit back into the ocean. Swim to the shore or your boat, return to Kaer Trolde Harbor, and obtain your reward from Bjorg as the quest concludes.

GATHERING·tNGREDIENTS

Do you want to know more about where to find these ingredients, or the formula? The puffball and sewant mushrooms grow in this cave. The drowner brain is obviously pulled from the drowners you've slain. Buy some dwarven spirit from Kaer Morhen (The New Port Inn, for example).

ITEMS:

Water Hag Mutagen, Water HagTrophy, Crowns

ITEM: Magic Item: Drowner Pheromones

05)00

DANGER ALERT

SPOILER ALERT

,I)

Locations: Arinbjorn (Ard Skellig), Mikkjal's Longhouse (Eldberg), Eldberg Lighthouse Characters: Kori, Kraki, Jorund Enemies: Ekhidra, Drowned Dead, Dagr, Bilge Hag,Wraith, Harpy, Penitent (Wraith)

X .'

0 ...lJI ST I NG DI CISIONS

i 8

Kori

PLNITFNT (WJtAITHl

GUESTS ARE NOT WELCOME OBJECTIVES: • Talk about the contract with Jorund from Arinbjorn. • Nearest Signpost: Arinbjorn.

: '"\ ,

Krakl

Jorund, son of Slgvald

Apparently, if a note marked "The Phantom of Eldberg" is to be believed, a dreaded wraith has sprung up on the isle of Eldberg, covering the rugged island in a thick blanket of fog and snuffing the light from the lighthouse. Jorund of Arinbjorn will pay from his own gold if this spirit is driven off. Enter the longhouse next to the Notice Board, and you're stopped by two inhospitable fellows (Kori and Kraki) who don't like foreigners. Before the situation boils over, an older man steps in shoos them away. This is Jorund, son of Sigvald. Over mead and ale, you can ask about the two pests. They are visitors from the Continent and, more importantly, the reason for the monster contract. It seems a wraith was seen on the shore, no one has returned from investigating this mistfilled promontory, and the lighthouse keeper (Mikkjal) is missing. Barter a price for your services if you wish, then agree to investigate the isle.

305

OBJECTIVE:

It is a curse that keeps the specters here. The spirit in question hasn't appeared to you, and you couldn't kill it in the mists anyway. So head back down to the lone longhouse and tell Mikkjal that Penitent haunts this island. The only way to limit its power is to illuminate the lighthouse. But Mikkjal is no warrior, he must be guarded while he sets the fire.

A

• Investigate the isle of Eldberg and fmd Mikkjal's lighthouse.

It is a rough trek north toward the three small masses of rock that make up Eldberg Isle. They are connected by ruined bridges, and the going is slow if you venture from the road. Navigate past flapping ekhidra foes and the rotting wreckage of longships run aground. Look for the remains of a bridge to climb up, then onto the remains of a road. Run northward, jumping any gaps to you need to. Navigate onto the second island, facing down any drowned dead and dagr you wish, before reaching the most northern isle of all. Or, you can sail here, which is a little easier.

.

, OBJECTIVES: . .

Mikk/al

This isn't your average mist. Slow down a little, relying more on your minirnap as you follow the winding path past a bilge hag attack and up onto the heath. Amid the fog are faint green lights hanging from the ethereal rags of wraiths. Face two of them, before you reach a lonely longhouse. The residence of Mikkjal the keeper. Begin a search using your Witcher Senses. Locate the following:

.

You arrive at the base of the lighthouse, and leave Mikkjal to run to the tower while you waylay the penitent leering out of the mists. A named wraith (Penitent) begins its assault on you. You can do little but block these attacks. During the fight it disappears, summoning some minion wraiths (once before the lighthouse is lit, then once afterwards). However, a few moments later Mikkjal's oil does the trick, the lighthouse is ablaze, and the mist lifts. Penitent becomes vulnerable to your weapons. Slay this specter!

/F

HOW TO DISPEl'CURSED

SPECTERS

Consult the Bestiary for better battle tactics against this foul specter. Once you're able to actually harm it, the Penitent wraith has the following vulnerabilities:

• A corpse by the drystone wall that almost managed to find cover. • The front door of the longhouse. Knock on it, and you enter, discovering that Mikkjal is still alive. Mikkjal explains that the wraiths and fog appeared from nowhere. One of the wraiths knew him by name and seemed to control the mists. Obtain the key from Mikkjal. Optionally search the lighthouse to find a letter proving Mikkjal was responsible for extinguishing the lighthouse, and caused the ships to wreck. --

-

ITEM:

-

Quest Item: Lighthouse Key

-

Bomb: Moon Oust

011: Specter

Sign: Yrden

Slgn:Quen

END: STRANGER IN A STRANGE LAND OBJECTIVE:

OBJECTIVES:

• Take a trophy from the penitent.

Venture back out into the mist and follow the precarious path north. Slow down to tackle two wraiths, since running from them may cause you to be overwhelmed by the four harpies along the path. Slay these feathered foes, and two more wraiths before the mist clears and you reach the base of the lighthouse. Locate the following using your Witcher Senses: • A set of glyphs daubed onto the lighthouse tower. They are symbols of bonding.

--

-

-

---

-

I

I i ---

A

• Collect your reward from Jorund.,'

Penitent is dismissed. After speaking to Mikkjal {ordering him to leave the island if you knew he was at fault), head south back to the mainland, and seek out Jorund in Arinbjorn. You inform him of your triumph and are given a just reward. However, as you leave, you are met by one of the scallywags that annoyed you in this long house just before your first meeting with Jorund. This ends in a fight, and Secondary Quest: Stranger in a Strange Land (see page 255) begins automatically. v

- -

Locations: Larvik (Hindarsfjall), Hagumban'sNekker Nest Characters: Thorleif, Sverre Enemies: Nekkers, Hagumban(Nekker Warrior)

ITEMS~

Essenceof Wraith, Wraith Tr~phy~Crow~s~

~

~

FEAR NO DEATH? LONG FOR FAME IN BALLADS? OBJECTIVES· • Talk to the village elder in Larvik. • Talk to the warriors. • Nearest Signpost: Larvik (Hmdarsfjalll.

306

/

.

Locate the following: • The remains of a corpse near the wagon. The victim torn to pieces. • Across the road are pieces of a victim. The beast must have dragged the shredded body into the woods. • Adjacent are nekker tracks-looks this creature.

like a big one. A rare occurrence for

Follow the tracks roughly northeast. It is only a few steps up a hill to reach a cave mouth-the likely spot for the nekkers' nest.

llAGU,\1BAN

(NU .. KEK. \VARRIORI

OBJECTIVES·

,I)

QUESTING

DECISIONS

• Explore the cave • Kill the nekkers in the nest to provoke their pack leader. • Kill the pack leader.

1 This quest is accessible

during your exploration of the Isles of Skellige. Journey to the isle of Hindarsfjall, and find the Notice Board in the port village of Larvik. Or investigate the cave first. The optimal path is the former, and shown· below.

Thorlei/, son of Bear Haugs

A notice marked "Monster on the High Road" piques your interest on the Larvik Notice Board. It calls for a hero. Someone to stand up to the ghastly creature that has been attacking folk on the main road to Larvik. Thorleif, son of Bear Haugs, has set aside a reward for such a fellow. He's found sitting Sverre outside his longhouse on the southwestern side of the village. Pry for further information about the creature, and he mentions that Sverre mustered a crew, but only four came back. Barter a price for your services if you wish, before agreeing to the task, and asking for the location of the four survivors.

Drop down into the cave. The tunnel is filled with poison, so you are wise to watch your air supply while holding your breath before you explore. Slay the single nekker at the small pillar room before continuing eastwards down the tunnel. Dispatch two more nekkers at a second pillar room. This toxin seems to protect their nest, but disperses as you reach a ledge overlooking the main nest itself.

Travel to the northern part of the village, to a long house close to a tree where Sverre is standing with a fellow warrior. They are discussing the enemies who ambushed them-a tactic they weren't sure such base creatures were capable of. Ask Sverre about the attack. You receive a description of the foes, and where the attack took place.

/F

ANNIHILATING·NNEKKER

NEST

Consult the Bestiary for better battle tactics against these waves of homunculi. The nekker warrior has the following vulnerabilities:

FINDING THE NEST OF A SUBTERRANEAN PEST OBJECTIVES·

Drop down into the nest and slowly edge forward until four nekkers appear. Immediately slice them up, which angers the pack leader enough for him to make an appearance. This evolved, sentient nekker warrior named Hagumban is no push-over. Prepare for combat, and beware of up to three additional waves of nekkers appearing, summoned by their leader, as combat continues.

'

• Find the ambush site. • Use your Witcher Senses to investigate the ambush site. • Follow the tracks.

Bomb: Northern Wind

Oil: Ogroid

END: BACK TO LARVIK WITH HAGUMBAN'S HEAD Set off on foot or by horse, travelling northwest along the main road from Larvik to Lofoten. It isn't long before you reach the remains of a cart on a grassy ditch, near the hillside barrows. Utilize your Witcher Senses, and explore the immediate area.

'OBJECTIVES: • Take a trophy from the nekker warrior. • Collect your reward.

II I

During Act Ill: Main Quest: Battle Preparations, you made time to visit Skjall's grave on Hindarsfjall, instead of refusing Ciri's request.

.

.

...

Follow the path south and begin to climb the stone ledges leading up to the griffin's lair. Leap the crevasse, and you reach the nest at the brow of the hill. You warn Ciri to take care, but she refrains from listening. This is to her detriment, as a forktail has taken up refuge in this nest, and charges you both! Slay the forktail. Afterwards, you warn Ciri of her narrow escape, but she seems not to care. She's frustrated by something. You offer to go fishing.

.

If you made three or more negative choices, C1n rs dead, and Something Ends, Something Begins (I) occurs instead.

l For this ending,

the following must also occur:

During Act II: Main Quest: Blood on the Battlefield, you agreed to visit Vizima and presented Ciri to Emhyr. During Act II, you completed The Assassins' Quests (Secondary Quest: An Eye for an Eye, Secondary Quest: A Deadly Plot, and Secondary Quest: Redania's Most Wanted), and during Act Ill you completed Secondary Quest: Reason of State, killed King Radovid, and sided with Vernon Roche. Subsequently, the emperor and Nilfgaardian army won the war over the Redanians and King Radovid.

"" THE IMPATIENT HUNTRESS OBJECTIVE:



• Talk to the hunter.

,

VESEMIR'S TECHNIQUE . OB ECTIVES: • Go to the lake. • Get rid of the bear.

• Fish with Ciri. • Collect the fish (4).

Mis/av

A few months have passed. Dandelion and Zoltan are making merry in the White Orchard tavern, chortling about past conquests. You refuse a flagon of hooch, since you promised you'd be at the huntsman's cottage. If you are romantically involved with Triss Merigold, she joins in the revelry at the tavern table. ti

If you are romantically involved with Yennefer of Vengerberg, she smiles at the festivities from the tavern table.

.,

If you have no romantic entanglements at this point, there is an empty chair at the tavern table.

Time has passed, and it is chilly out. A thin blanket of soft snow shrouds the roads and thatched rooftops. A peasant is having trouble with his horse. Aid him (Secondary Quest: Faithful Friend, see page 205), or continue. You pass a peasant in the village. You might stop by for some of his wife's pie later. Head roughly westward, out of the village, toward the hunter's cottage on the outskirts. Mislav is outside, tanning a hide. He tells you "she" is eager to roam the fields, and learn the ways of the hunter. But she is too impatient.

Travel northeast, passing through the Abandoned Village where you fought the noonwraith. Just beyond, down the slope, is an iced-over lake where a bear is pawing for pollack. You plan to scare the animal off. This is achieved by either slaying it, or frightening it with a bomb or a crossbow bolt Without rods, fishing could be difficult. But you've a little trick to show Ciri. Something Vesemir might have taught you a long time ago . . Choose a bomb, aim and lob it into the fishing hole, and wait for the explosion. The hole cracks open, and four pollack are blown up and onto the ice. Gather them all up, using your Witcher Senses if you can't immediately find one. -

ITEM: Quest Item: Dead Fish 141 335

YOU'LL BE FINE. YOU'RE A WITCHER. OBJECTIVE:

A

• Go for a walk with C1r1.

Follow Ciri as you walk through the woods on this cold, crisp morning. You speak of past exploits and Ciri remarks that you never gave her the piggyback ride that she was promised. She jumps on your back. You dash around and both fall to the snow, laughing. It is time to head back. Follow Ciri in a vaguely northern path, recounting her youth at Kaer Morhen. Past the white orchards. Ciri almost managed to forget today was the day. She rides to Nilfgaard. To her father, Emhyr. Today is the time for Ciri to stop running. If she wishes to enact change, it must be from a throne; not hunting monsters around forgotten villages. Ask her if this was her choice, and that you could have been told, then ask if this is what she wants. It is. You can answer her how you wish, before she hands over her sword, and gives you a long hug. Then she joins the Nilfgaardian company as they set off to crown a new empress.

Locations: Vizima Royal Castle, Redania, Nilfgaardian Garrison, White Orchard Tavern Characters: Emperor's Chamberlain, Emperor Emhyr var Emreis, Master Ort, Cirilla

,,P

DECISIONS. DITISIONS

This quest now concludes. After the Credits roll, you can continue to complete some, but not all Secondary Quests, though the Main Quest has now _fin_is,..h_ed_.__."""'--•"',J

THE GENTLEMAN WILL LEAD. THE EMPEROR WILL FOLLOW. ~OBJECTIVE: • Talk to Emhyr var Emreis .

.J)

o1

' t> t>

During Act II: Main Quest: Blood on the Battlefield, you chose to engage in a snowball fight instead of drinking with Ciri. During Act Ill: Main Quest: Final Preparations, you decided to let Ciri talk to the Lodge of Sorceresses alone instead of going with her. During Act Ill: Main Quest: Battle Preparations, you allowed Ciri to ransack Avallac'h's laboratory instead of giving her Lara Darren's necklace. During Act Ill: Main Quest: Battle Preparations, you made time to visit Skjall's grave on Hindarsfjall, instead of refusing Ciri's request.

If you made three or more negative choices, Ciri is dead, and Something Ends, Something Begins (I) occurs instead.

Emperor Emhyr var Emreis

One week has passed. The war between Nilfgaard and Redania has concluded, and you have been summoned to report to the Emhyr on the search for Ciri. You are beckoned forward by the chamberlain. In the hall, an officer is drilling his troops. What he says depends on who won the war:

t>

For this ending, the following must also occur:

t>

During Act II: Main Quest: Blood on the Battlefield, you made sure not to visit Vizima and did not present Ciri to Emhyr. Or, if the Nilfgaard lost the war, and either Radovid lives, or Dijsktra rules Redania.

There are three variations to this ending. The first two require the following: During Act II, you must have completed The Assassins' Quests (Secondary Quest: An Eye for an Eye, Secondary Quest: A Deadly Plot, and Secondary Quest: Redania's Most \ Wanted); and during Act Ill, you must have completed Secondary Quest: Reason of I State. How this quest ended influences this ending: 1

t>

If you killed King Radovid and sided with Vernon Roche and Thaler against Dijkstra, the Nilfgaardians rule over this land. The emperor moves his troops from Vizima Palace, leave this land, and free Temerian troops reclaim it peacefully. This is Ending Ill (I). If you killed King Radovid and sided with Dijkstra against Vernon Roche and Thaler, Dijkstra rules over this land. He isn't a violent despot, but his troops are seeking clues of conspiracy, driving spies and enemies of the crown away from the land. This is Ending Ill (II).

t>

Ending Ill (I): If the emperor and Nilfgaardian army won the war over the Redanians and King Radovid, the wealth of Novigard is ordered to be guarded from looters. In addition, there is talk about an approaching delegation (probably the Redanians ready to sign a peace treaty). Ending Ill (II and Ill): If the emperor and Nilfgaardian army lost the war over the Redanians and King Radovid, deserters are ordered to be shot. In addition, there are further reports on deserters.

Other courtesans mention the war depending on the outcome, too. You are shown into the emperor's quarters. You inform him Ciri is dead-slain as she attempted to stop The White Cold prophecy. Only Avallac'h knows this apart from you both. Yennefer has decided to stay in the north. And you? • Tell him you have post-war work to do. • Tell him it's none of his business. He asks if Ciri conveyed anything to you about him. Answer him (your response elects a small modicum of sadness depending on how flippant you pretend Ciri was about the emperor): • She regretted not saying goodbye. • That he wasn't a good father.

Did you ignore Secondary Quest: Reason of State? Then Radovid is still very much alive, and rules over this land. The emperor needs to flee from Vizima Palace and witch hunters are everywhere, violently oppressing the population. Uprisings are crushed, and an air of despondency hangs like poisonous cloud. This is Ending Ill (Ill). 336

• Or she didn't talk about him. The emperor requests that you leave. He never wishes to see you again.

THE SWORD AND THE SWALLOW

A BLADE FIT FOR A WITCHER 'OBJECTIVE:

OBJECTIVES:

4

; "\

• Go to the inn.

• Go to the ruined fortress L

• Ending Ill 11111· [Optional]

-

Help the inhabitants

of the village

Gallop from the garrison, traveling south and then southeast along the river road, and into the village of White Orchard.

t>

Some time later, having returned to White Orchard village on the road to Vizima, you sit a spell and speak with some merchants on the old road to the ruined Nilfgaardian Barracks. They speak of the war, and what is to come.

t>

t> t>

Ending Ill (I): They mention the Nilfgaard are fleeing (in reality, they are retreating so the Temerians can fill the power void), and they've left some casks of wine behind.

t>

Master Ort

Ending Ill (11): They mention the fleeing Nilfgaard, and the bandits sensing the void caused by the ensuing chaos. Ending Ill (Ill): They mention that with the Black Ones gone, the witch hunters are moving in. But life will still roll on.

Mount your trusty steed, and ride Roach roughly northward along the road. On the way, you notice one of the following:

t> t> t>

Ending Ill (1): After the crossroads, you pass a large contingent of Nilfgaardian cavalry and infantry troops, having left the Garrison beyond the swamp. Ending Ill (II): At the crossroads, you pass a group of Redanian troops looting the corpses of a merchant caravan you hope they didn't kill.

t>

Ending Ill (I): There are no tents at the threshold of White Orchard, instead the flags of Temeria proudly fly. En route to the tavern, you pass the same contigent of Nilfgaard planning a route out of here. At the tavern, Lord Dagborg is reclaiming the lands for Temeria. Ending Ill (II): The Redanian tents are still there as the leaderless troops of Radovid begin to retreat, and a more chaotic style of government starts. There are propaganda posters of Dijkstra everywhere. His troops are looking for conspiracy agents, and raising taxes. Ending Ill (Ill): The Redanian tents are here, as the troops go from hut to hut, looking for nonhumans and mages alike. As you head past one cottage, a small boy flags you down. Soldiers have half his family bound up in a nearby hut. Enter and slaughter the four Redanian soldiers inside (if you wish). Then ride to the tavern, which bears Radovid's propaganda.

Ending Ill (Ill): At the crossroads, you see the corpses of a merchant caravan rotting in the sun. There are wolves nearby.

Follow the road north, through the small swamp and up the wooden steps of the Nilfgaardian Garrison. Your contact has been waylaid. You wait a few hours. Master Ort the weaponsmith approaches. He has forged the finest blade in over thirty years of sword-making. But what was the inscription you asked for? • "Zireael,"

Enter the tavern and continue to the table where the hooded woman is sitting. You inform Ciri that the deed is done. She asks if the emperor believed you. You don't care either way. You talk of your next contract, and present Ciri's fine new blade. She'll have plenty of opportunities to wield it. .. as a witcher!

Ciri's elvish name.

• "The Flash that Cuts," the blade's name. After you pay him in gems, he tells of a striga prowling the Maribor Forest. But you have a rendezvous at the White Orchard tavern, first. Or perhaps try this weapon out yourself, on a nearby training dummy. ' ITEM: Quest Item: Zireael or The Flash that Cuts

,

, This quest now concludes. After the Credits roll, you can continue to complete some, but not all Secondary Quests, though the Main Quest has now finished.

~--~~~"" '----337

. Congratulations, witcher! You've made it to the end of your main adventure. Before you continue your explorations after the Credits roll, be aware of all the different endings that you can obtain, and how to obtain them. Some of these ending scenes play out prior to the very end of the Main Quest.

The following details the fates of characters prior to the end of the Main Quest.

CONCLUSION 1: THE FATE OF THE BLOODY BARON A Changed Man: The Baron takes his wife Anna to the Blue Mountains, if you killed the tree spirit during Main Quest: The Whispering Hillock, and completed Main Quest: Return to Crookback Bog (since the Baron's wife Anna was turned mad by the crones).

The Hanged Man: The Baron hangs himself, if you freed the tree spirit during Main Quest: The Whispering Hillock, and completed Main Quest: Return to Crookback Bog (since the Baron's wife Anna was turned into a grotesque hag and died).

CONCLUSION 2: THE FATE OF SARA THE GODLING In Godling We Trust: Sara stays in the dream house of Novigrad, if you chose to make a deal with her during Main Quest: Novigrad Dreaming. You can visit Sara and Corrine in the house, where they live together.

Banishment:Sara is cast out of the dream house of Novigrad, if you chose to throw her out during Main Quest: Novigrad Dreaming. She appears during Main Quest: Bald Mountain, having met and befriended Johnny.

CONCLUSION 3: THE FATE OF KEIRA METZ A New Friend: Having fought in the Battle of Kaer Morhen, the sorceress befriended the witcher Lambert, and took him with her on her further adventurers. An odd couple to be sure, if you chose to convince her to head to Kaer Morhen during Secondary Quest: For the Advancement of Learning.

338

A Savage End: Headstrong but very, very wrong in her opinion that she could change Radovid's mind about her magical abilities. She was made an example of and put on a stake in Hierarch Square, if you chose to agree she should go to Radovid during Secondary Quest: For the Advancement of Learning.

CONCLUSION 4: THE FATE OF WHORESON JUNIOR A Changed Man: The doppler named Dudu successfully impersonated Whoreson Junior, and the whoremonger turned over a new leaf as his businesses flourished, if you elected to kill the real Whoreson during Main Quest: Get Junior.

A Pitiful Wretch:The subsequent weeks and the wrath of the Big Four took its toll on the wretched Whoreson Junior, who fell from power into the effluent gutters of The Bits, if you elected to spare him during Main Quest: Get Junior.

,, CONCLUSION 5: THE FATE OF MAGES All Aboardto Kovir:With Radovid's purge of the mag es thwarted by you and Triss-having successfully completed Secondary Quest: Now or Never-the king turns his attention to nonhumans instead. But sorcery is safe. For now ...

On Stakes in the Square:With Radovid's purge of the mages left unstopped by you or Triss-having ignored Secondary Quest: Now or Never-the king and his witch hunters turned Novigrad into a death trap for those of a magical disposition.

The following details the fates of characters after the end of the Main Quest.

CONCLUSION 6: THE RULER OF NOVIGRAD AND VELEN (NO MAN'S LAND) Radovid:A tactical genius, he handily defeated the Nilfgaardians to the south, and Radovid became ruler if you ignored all of the Assassins' Quests, and did not complete Secondary Quest: Reason of State. Radovid's subsequent witch hunt resulted in the murder of thousands of pellars, herbalists, and nonhumans.

339

Dijkstra: The emperor was repelled in the field, Radovid fell victim to assassins, and a shadowy force took up the reins of power, if you completed all of the Assassins' Quests, Secondary Quest: Reason of State, and sided with Dijkstra. A consolidation of his rule and industrialization followed (for the good of his subjects, but contrary to their will).

Emhyr var Emreis:With Radovid falling to an assassins' blade, the Northern Realms fell to the Emhyr's countless legions, if you completed all of the Assassins' Quests, Secondary Quest: Reason of State, and sided with Vernon Roche and Thaler. Emhyr redirected his forces, while the Temerians got their country back.

CONCLUSION 7: THE FATE OF THE EMPEROR Emhyr var Emreis lives!:After Radovid's forces were dealt with, Emhyr turned to those who had conspired against him (soldiers and aristcrats alike) and showed no mercy. This occurs if the Ruler of Novigrad and Velen is Emhyr var Emreis.

Emhyr var Emreis dies!: Boundlessly obedient as long as victory continued, Emhyr's subjects attacked after his string of humiliating defeats, and slew him on the steps of his palace at Vizima. This occurs if the Ruler of Novigrad and Ve/en is either Radovid or Dijkstra.

CONCLUSION 8: THE RULER OF SKELLIGE Cerys an Craite: There was no raiding of foreign shores, as Cerys turned to care for her own people and lands. Skellige prospered greatly, albeit with its fangs of yore dulled. This occurs if you completed the Clan An Craite Quests and sided with Cerys during King's Gambit.

340

Hjalmar an Craite: Despite the war on the Continent ending, Hjalmar vowed to loot and burn the shores of the hated Empire of Nilfgaard every spring, even if he was to drown his own people in blood. This occurs if you completed the Clan An Craite Quests and sided with Hjalmar during King's Gambit.

Svanrige Bran: The young king was no puppet. Tired of the Jarls' incessant

feuding, he transformed the isles into an absolute monarchy like those of the Continent. This was an achievement thick with the blood of his countrymen. This occurs if you ignored the Clan An Craite Quest: Secondary Quest: King's Gambit.

CONCLUSION 9: THE FATE OF CIRI

CONCLUSION 10: THE FATE OF GERALT

Ciri is Dead?: Since the memorable events on Undvik, Ciri is yet to be seen. Which hardly means she's never to return. This occurs if you completed Epilogue: Something Ends, Something Begins I (more negative choices than positive ones during Main Quest: Blood on the Battlefield, Main Quest: Final Preparations, and Main Quest: Battle Preparations).

With Triss: It is hard to believe, but Geralt finally planted roots in far away Kovir. The smell of freshly-baked cakes, an occasional job to undertake, and a fortune to spend as Triss was mage advisor to Kovir's king. The occurs if you completed Secondary Quest: Now or Never, told Triss you loved her, and chose to be with her. If prompted, you also need to ignore the advances of Yennefer during Secondary Quest: Last Wish.

Ciri is Empress: Returning to her paternal home of Nilfgaard, Ciri had the requisite qualities of an empress (political instinct and a sense of simple, human decency). Emhyr prepared to name her his successor. This occurs if you completed Epilogue: Something Ends, Something Begins II (more positive choices than negative ones during Main Quest: Blood on the Battlefield, Main Quest: Final Preparations, and Main Quest: Battle Preparations, and you visited Emhyr during Main Quest: Blood on the Battlefield). Radovid must also be dead (you completed Secondary Quest: Reason of State), and you must side with Roche and Thaler.

Ciri is Alive: Choosing to live as a witcher, on the Path, Geralt taught her all he knew, before they each set off on their own. Rumors spread from the Yaruga to the mountains of Kovir of this ashen-haired adventuress. This occurs if you completed Epilogue: Something Ends, Something Begins Ill (more positive choices than negative ones during Main Quest: Blood on the Battlefield, Main Quest: Final Preparations, and Main Quest: Battle Preparations, and you did not visit Emhyr during Main Quest: Blood on the Battlefield).

With Yennefer: Geralt and Yennefer retreated away from politics to a quiet, calm life together. They ate breakfasts well after noon, most often in bed, passing time on lazy strolls or long conversations. This occurs if you completed Secondary Quest: Last Wish, and chose to be with Yennefer. If prompted, you also need to ignore the advances of Triss during Secondary Quest: Now or Never.

Forever Alone: Sticking to his profession, living hand to mouth, always on the road, ever coinless. A drink with Dandelion to speculate what could have been. This occurs if you completed both Secondary Quests: Last Wish and Now or Never, and told both Triss and Yennefer you wanted to be with them. Or, this occurs if you ignored both these quests, and any romance options with Triss or Yennefer.

341

OVERVIEW Welcome to the Atlas of the Northern Realms, witcher! In this expansive chapter, cartographers have pinpointed hundreds of areas of interest, danger, and general exploration so you can survey the landscape with an increased air of certainty. The following introduction explains how this information is disseminated on a realm, territory, and area basis.

A LAND DIVIDED: REALMS, TERRITORIES, AND AREAS This Atlas is divided into the same realms that you discover on your World Map (and the general map shown previously). However, expect to see far more information than the in-game maps provide.

REALMS The following realms are detailed: White Orchard (page 348): An area once belonging to Temeria, where Geralt spends most of his time during the Main Quest Prologue. Vizima Royal Castle (page 351): The seat of Nilfgaardian power in the North, where Emhyr var Emreis rules with an iron fist. This is a single, interior location.

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Velen (No Man's Land) (page 352): A wartorn and decimated landscape of pestilence and woe, fought over by the Nilfgaardians and Redanians, while the peasant underclass ekes out a pitiful existence.

Other Worlds (page 406): During two Main Quests (The Isle of Mists, and Through Time and Space) you end up visiting hidden and strange locations that are otherwise impossible to access. Make the most of your time here by searching every nook and cranny.

Novigrad (page 369). Encompassing the largest city of the Realms, nearby rural areas, and the second city of Oxenfurt. Ravaged by war, but in better shape than the corpse-strewn south.

The Skellige Isles (page 385): An archipelago off the Continent's western coast-a number of islands ruled over by war like clans and chiefs known as jarls. The most powerful among them rules from a castle on the largest isle, Ard Skellig.

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Kaer Morhen (page 408): The hidden fortress of the Wolf School witchers, this is as close to a home as Geralt knows. The surrounding rugged mountain landscape is both beautiful to behold and dangerous.

TERRJTORIES AND ISLANDS Due to their tremendous size, the regions of Velen, Novigrad, and Skellige have been further sub-divided into smaller land masses known as "territories" (or islands in the case of Skellige). These aren't shown on your in-game maps, and are segmented across naturally-occurring topography, such as rivers and roads, wherever possible. The following territories are detailed: Velen: Crow's Perch (page 353). Novigrad: City of Novigrad (page 370).

Velen: Mudplough (page 355). Velen: Grayrocks (page 356). Velen: The Descent (page 359).

Novigrad: Grassy Knoll (page 378).

Velen: Spitfire Bluff (page 361 ). Novigrad: Gustfields (page 380).

Velen: The Mire (page 362). Velen: Crookback Bog (page 365). Velen: Bald Mountain (page 367).

Novigrad: City of Oxenfurt (page 384).

Skellige

Skellige: Ard Skellig (page 386).

Skellige: Faroe (page 399).

Skellige: Hindarsfjall (page 400).

Skellige: Undvik (page 403).

AREAS When guide cartographers were trudging the mud roads of each and every location, it was deemed necessary to further divide specific realms and territories with a thin dotted line, and name them with a compass direction or area name used in the local vernacular. These are the areas, segments of a larger map zoomed in to show every important element you can interact with or search for.

CENTER I 11 csows . . . .. PERCH-=-----~------

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Ihis village takes its name from the unwanted limbs I

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founded Dy a prominent member of an ancient race of tr North of the village is the pe11ar's cottage.

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A Princess in Distress

p. 75

Last Rites

p. 208

·-----------;--____,

Wild at Heart ------Defender of the Faith (II Fists of Fury: Velen

- -

p. 210

--

p. 205

I

p. 315

Points of Interest

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The Pellar's Cottage

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Blacksmith: Amateur

Chests

'{;J:I:), The villages of Heatherton (recently razed by the Wild Hunt) and Blackbough (where the Baron's men patrol) dominate this mainly forested part of the Crow's Perch Territory. Further north lies the remote Wolven Glade, where rituals aimed at summoning wraiths are still said to take place.

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Ursine Steel Sword (Mastercratted)

' p.

333

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4 ) . Keira's Magical

Hideout Illusion

A long, long time ago, when this land was ruled by forest spirits and

ancient qods, the livingwouldcome here to _pay tnelr respectsto the

dead in the way their floly tome commanded: "Walk thee in darkness, on a path of blood standing under bare sky naked before the gods and their rnessencers. n The pelfar of Blackboughis said to still practice these rituals this very day.

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Looters (I)"

p,

208

Points of Interest

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Cyclops

An example of an area-the

central part of Crow's Perch Territory.

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THE GUI DE'S COMPASS MAP

'1 Note th~t the guide's com;;;;;;aps highlight each :;;;;:r area where ' applicable, and show which way is north, so you won't get lost.

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ICONOGRAPHY AND TOPOGRAPHY:

MAP LEGEND

This Atlas employs a number of icons you may find familiar if you utilize the in-game map. For each area under examination, expect a brief synopsis of the important facts related to that area followed by maps and imagery labeled with the following icons: LEGEND

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Place of Power

An important stone of magic that increases a particular ability. The Sign of the Place of Power is indicated, as well.

Monster Nest

A disgusting collection of spittle, rocks, branches, or other detritus. A Samum, Dancing Star or Grapeshot bomb are required to destroy these nests.

Magic Lamp

These are areas where ghosts are known to have been seen. Produce the Magic Lamp given to you by Keira Metz (page 82) to uncover more at these points.

Gwent Player

Expect a game of Gwent at this location. However, these are rarely seen, as most traders (see "Merchants and Repairs" below) make up almost all of the Gwent players in the lands; so look for them instead.

Gwent Card Purchase Location

Expect to purchase a Gwent card at this location. As with Gwent Players, these sellers may not always be available, so you may wish to buy what they have as soon as possible.

These are important geographical locations and Fast Travel points. ()

Every important quest that appears in your Quest menu is flagged with these icons, and a page number so you can quickly flip to the quest itself. Note that Hidden Treasure Hunt Quests are listed under "Chests". A critical path Main Quest begins at Main Quest l. this point. An optional Secondary Quest begins at Secondary Quest this point. An optional monster hunt can begin at this point. This is usually the location of the quest giver, though most of these quests Contracts can be started by stumbling into the monster's territory. An optional Secondary Quest related to the Gwent Quest card game Gwent begins at this point.

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Fistfight

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Scavenger Hunts

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Epilogue

Horse Race

An optional bout of fisticuffs is available here. An optional race on horseback can occur at this point. (Also known as treasure hunts). An optional treasure hunt to find diagrams for fabled arms and armor of the witcher schools is available here (this isn't a starting point, as these quests can begin at any diagram stash). One of the game's endings begins at this point.

Expect treasure guarded by an enemy or monsters here. The type of enemy is listed.

Interact with the following traders and obtain a variety of services and enhancements. Then check to see if they play Gwent; almost all do.

Armorer

These traders specialize in making protective equipment from materials salvaged in the field, as well as in selling basic equipment. If they have the skill to follow diagrams you bring to them, for a fee and for the materials required, an Armorer can make what you request. These smiths can sell equipment diagrams as well.

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Blacksmith

These traders focus entirely on the sales and creation of weaponry. For your purposes, this means steel swords, silver swords, and crossbows. As with armorer, the blacksmith's individual skill determines what diagrams they can craft from. Blacksmiths may also sell equipment diagrams.

6

Alchemist

Alchemists specialize in selling the materials required for Alchemy, one of the most important skills at your disposal.

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Innkeeper

Expect a variety of consumable goods.

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Barber

Feel free to change the appearance of Geralt's beard and flowing locks at any of these establishments.

Herbalist

Instead of exploring the wilderness for wild flowers, mushrooms, or berries (and any other type of ingredient), feel free to purchase them here, instead.

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A wooden board, usually found within a settlement, with a variety of notes. You can find (and start) some Secondary, Contract, and Gwent quests by reading the missives here.

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POINTS OF INTEREST A variety of interesting areas not immediately obvious include the landscapes. They are divided into the following:

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Smuggler's Cache

A small item, sometimes valuable, hidden inside a chest or a bundle.

Bandit Camp

A (usually) small encampment with humansized foes who are almost always hostile. If you wish to wet your steel blade, venture here.

Person in Distress

A citizen, usually caged and in despair. Free them and they head to a particular location (also indicated).

Abandoned Settlement

A location, sometimes in disrepair, that may have been overrun by monsters. This can also refer to stationary merchants you might wish to speak to after clearing the vicinity of enemies.

Dwelling of Interest

An unmarked location, sometimes a place of business, that you can visit, such as a tavern or local landmark in a city.

Spoils of War

Usually the site of a battle, and now usually pockmarked with bodies of the fallen. Explore these areas for valuables.

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NOTES FROM THE CARTOGRAPHER LOOT CHESTS

Whetstone

Whetstones are often found near 'smithies or workbenches. Whetstones provide a temporary increase to the effectiveness of your equipped weapons but they do not repair durability loss. If you're going on a tough hunt, it helps to know where whetstones can be found.

8

Workbench

Workbenches are similar in function to whetstones. If you use them, they provide a temporary increase to the protection your armor affords. They do not restore lost durability.

6

Merchant

A wide variety of goods can be found here, from rare books to swords, equipment, Gwent cards, foodstuffs, and many other trinkets.

Merchant Rest and Path

Some merchants wander the roads, plying their wares. They tend to use the paths shown, and rest where indicated .

Brothel

If you fancy an evening (or even a morning) of companionship, feel free to visit one of the two knocking shops in Novigrad.

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Loot chests, for the most part, contain random items. However, some chests have more valuable contents than others. What each chest contains is classified as "Good" (white), "Better" (gold), "Relic" (orange) and "Witcher School Gear" (green). Chests can also be discovered while swimming under the water, peering down into the water while on a boat, or by using your Witcher Senses. Submerged underwater chests often yield better loot than those on dry land.

CHESTS Gathering valuable items is extremely important during your adventure, and this guide details the (random) quality of the treasure you should expect to find:

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Good Chest

Expect reasonably valuable (random) items in this type of chest.

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Better Chest

Expect better, more valuable (random) loot.

Relic Chest

An extremely valuable relic is found in this chest.

Treasure Hunt Chest

Loot from the witcher school is found here.

Quest Chest

This chest is utilized in a specific quest. The loot itself is not required to complete the quest. Such chests may also be accessible when this quest isn't active, but it's usually advisable to find them during a quest that takes you to this location. Check the quest you are on to see if the location is mentioned.

Hidden Treasure Quest: Key and Chest

Some chests may be obscured or located in out of the way places. These may require use of a Sign to find (such as a chest hidden under floorboards that must be removed using the Aard Sign). These chests may yield better quality loot, but this is not guaranteed.

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GETTING-THE·BEST

GEAR

To be sure you're getting the best gear, formulae, Gwent cards, and ingredients we recommend keeping your Atlas chapter, or The Witcher3: Wild Hunt Official Map App, at hand; this way, you can be confident you're getting as many nearby chests as possible.

The chest icon is also used to indicate barrels, crates, or otherwise seeminglyinnocuous containers which hold valuable items. So, if you see a chest icon in this Atlas, but no chest in your game, be sure to rummage through any nearby containers.

MERCHANTS We've done our best to mark as many merchants as possible, so when your saddle bags are full and you've become encumbered, you can sell off your haul as quickly as possible.

Some chests can only be opened with a key. Keys might be concealed in lootable areas or on the corpses of the fallen along with clues to read. These chests are are part of short Hidden Treasure Quests (see page 324). GOOD HUNTlNG TO YOU!

It is well worth checking each map area for these two iconswhich show the locations of dungeons within a realm-instead of stumbling into a cavern without the knowledge of the monsters that prowl within. If a dungeon's interior is larger than a house, a map is also included so you can gauge the size of the dungeon you're about to explore. In the event that a map is missing from a location, please use your online guide (free with this book) to check for available updates.

This Atlas could best be described as "exhaustive". It includes the locations of every Witcher Gear diagram and every Relic class item, but the pleasure of exploration and overcoming the obstacles needed to find certain chests has been left to you. We have striven to show what types of monsters may be nearby, but we leave proper preparation up to you. If you're unsure what monsters you might encounter and where, look around, scan the area and turn to this guide's Bestiary for advice on tackling any threats you spot. It's a pleasure to immerse yourself in the search for hidden treasure, and often provide a very palatable sense of the world. While we have given you the locations of chests, we encourage you to obtain and read any lore that might hint a the approximate location of a treasure. Keep your eyes open, however, for the power of observation alone is sometimes enough to learn the story behind a stash. 347

The territory of White Orchard was once part of Temeria, but the advancing Nilfgaardian armies crushed most of the resistance here. This was once a bustling farm of fruit orchards, but now bears the scars of war. It is wise to thoroughly explore this area, completing as many quests as possible (and starting your first scavenger hunt) before moving on to Velen and Novigrad.

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VILLAGE OF WHITE ORCHARD

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The Incidentin WhiteOrchard

p. 66

A Frying Pan, Splck and Span

p, 203

Twisted

p, 204

Firestarter

Faithful Friend

p. 205

Contract: Devil by the Well

p. 274

Something Ends, Something Begins (II)

p. 335

Merchants and Repairs

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Blacksmith: Amateur

Aavilable

Money: Poor

White Orchard is one of the few villages to remain relatively unscathed during the Nilfgaardian conflict. It is recommended to purchase supplies (as well as Gwent cards) here, and complete a few Secondary Quests. The Woesong Bridge is named after a girl who would stand here and look for her beloved's return.

348

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DESERTER TERRITORY: RAVAGED LANDS

p. 327

p. 332

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Lilac and Gooseberries

p,

60

p.

202

Points of Interest '

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This area has bore the brunt of the recent fighting: Cackler Bridge has a number of Monster Nests to burn. The bridge was named in honor of a woman who went mad from unfulfilled love. Crossroads is close to a battlefield, and the road to Vizima or Novigrad. The Ford is now where Nilfgaardian soldiers travel. Before the war, merchants and traders crossed the river here. The Ransacked Village was attacked early in the morning. Most were slaughtered in their beds, but a lucky few fled to the woods. Now they have nothing to return to.

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Deserters

! Roadside Bandits f

Ghouls

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Missing in Action

Points of Interest

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Boat Wreck

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Drowners

FIELDS OF WHITE ORCHARD AND CEMETERY

Scavenger Hunt: Viper School Gear

Points of Interest

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Battlefield Deserter Camp

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Deserters, Deserter Leader

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Wraith

Aard Ghouls Noonwraith

Chests

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Viper Silver Sword

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Scrawled Notes

Quest: Dirty Funds

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Spy's Notes

Quest Deserter Gold

332

p. 324-325 p~

Carts haul grain from all the surrounding villages to White Orchard's mill. An area of gently undulating land on the flood plain, this was once a bucolic backdrop to White Orchard. Now this marks the place where a griffin must be slain. Don't forget to uncover scavenger hunt clues at the small cemetery chapel north of the Mill. 349

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The Beast of White Orchard

p. 63

Points of Interest

C'j=:D

Water Hag

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Bog Horse Cart

Wolves,Warg

Merchants and Repairs Blacksmith: Amateur AvailableMoney: Average

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PreciousCargo

p. 202

!Ono.ath"sBed

p. 63

Points of Interest 5 i DeserterCamp Deserters «TI f Ghoul-Infested Sawmill

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Axii

Wraith

Chests

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Blood-Soaked Military Orders

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p. 324

The Nilfgaardian Garrison at the northern tip of this area guards White Orchard's main river crossing. To the south is a small area of marsh, and a Sawmill close to the Vulpine Woods. White Orchard was famous not only for its premium fruit, but for the top-quality, furniture-grade lumber harvested there, before a griffin was spotted.

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Road Shrine

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Yrden

Bandits Deserters

This stone bridge was, accordingto legend, carved sinqle-handedlyby Grymmdjarr,the heroic founder of Clan an Craite.

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The Sunstone (Possible Start 1)

p. 190

King's Gambit

p.

The Lord of Undvik

p. 146

Possession

p. 150

IMiffil;lij•!llt 6=TI

Armorer: Journeyman

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Blacksmith:

, Available Money: Rich

Journeyman--,- Available Money: Rich~

153

Wraith

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This elemental attacks using fireballs and streams of flame which reduce anything in their path to ashes in the blink of an eye. Like golems and other elementals, poison does not touch it nor does it bleed. Fire-based spells not only do no harm but in fact strengthen it-thus one should by no means think of striking it with lgni. Though vulnerable to silver blades, getting within sword's reach of one is dangerous due to the furnace-like heat they emanate. When fighting a fire elemental one should thus strike from a distance, using frost-spewing and Dimeritium Bombs, for they will do it the most damage. COM BAT TACTICS

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Loot: Golem Heart, Elemental Essence, Greater Dazhbog Runestone, Infused Shard Sub-Species/Named Variants: lfrit Environments: Found in magical ruins. Mages have tried to create and control fire elementals, and often have failed to control them. Vulnerabilities: Dimeritium Elementa Oil, Aard

Bomb, Northern Wind,

Fire elementals can use similar abilities to an earth elemental, with the key difference that fire enhances and empowers them. Being harmed by a fire elemental has effects beyond the immediate harm sustained, since they can light clothes and armor on fire. Simply drawing close to a fire elemental is dangerous, due to the intense heat they constantly generate. The flames can be temporarily extinguished by Aard. Avoid lgni at all costs, this only empowers a fire elemental and re-ignites its flames. Northern Wind bombs are highly effective, freezing the elemental in place. Dimeritium Bombs can prevent it from using certain attacks. Use heavy attacks to speed along the destruction of the elemental. 421

"It just me, or is that gargoyle ogling us?"-Lara Estevann, burglar from Loe Muinne Gargoyles are stone statues brought to life by magic in order to guard mages' laboratories and lairs from intruders. Their appearance alone has scared off more than one prospective burglar. Those who do not take fright at the sight of these horned and winged monstrosities usually die shortly thereafter, torn to shreds by stony claws.

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Gargoyles are extremely dangerous opponents. Etched out of granite or marble, they are able to withstand tremendous amounts of damage and exhibit superhuman strength. One blow dealt from their boulder-like fists will crush even a man clad in heavy armor. Not even those out of reach of a gargoyle's arms can feel safe, for they are able to through hunks of stone with deadly precision. Due to gargoyles' considerable size and weight, the Aard Sign does nothing against them. As beings made of stone, they feel no pain from fire, meaning the lgni Sign is worthless against them, as are weapons meant to cause bleeding or poisoning. It is a witcher's good fortune that they also have a few weaknesses: they feel the sting of a silver blade and are hurt by Dimeritium Bombs, which disrupt the workings of the magic spell which gives them life. COMBAT TACTICS A gargoyle is nearly as sturdy as any earth elemental, but significantly faster, more versatile, and seemingly more intelligent. Aard and lgni are almost entirely useless. Loot: Gargoyle Essence, Morana

Heart, Gargoyle

Dust, Elemental

Lesser Stribog Runestone,

Gargoyle melee attacks may not have the same reach, but they cannot be parried. Evade them.

Lesser

Runestone

Environments: abandoned

Beware while

exploring

ruins and castles.

Gargoyle

statues

Do not linger in front of the gargoyle for long. They can counter overly aggressive witchers by using their poisonous breath.

may allow you to get close before they begin their assault. Vulnerabilities:

Dimeritium

Bomb, Elementa

Yrden can slow a gargoyle down, making it easy to evade their melee attacks, and allow a witcher to strike back.

Oil,

Ouen, Yrden

The safety of range is fleeting versus a gargoyle. They can not only throw rocks with a great degree of accuracy and power, but they can leap into the air and crash down atop or next to a witcher with terrifying speed. Both attacks serve to harm and stun victims. A gargoyle can also stomp the ground with such force that they can stun and partially blind nearby threats. Dimeritium Bombs can weaken the defenses of a gargoyle, but they do little to blunt their offense. Stay focused on limiting the damage

___ 'i:l "If want us to break through this wall, we're gonna need twenty sappers, seven mules and a hundredweight of saltpeter. Or one golem."-Vilmir Brass, foreman at Mount Carbon Golems are mindless matter brought to life by a spell. They obey their creator's orders without question. Their boundless strength, ability to withstand pain, endless patience and the fact that they need not one jot of food or drink makes them the best servants or guards anyone could ask for. Once provoked, they will not tire of battle until they have either crushed their opponent or themselves crumbled into dust. Defeating a golem is extraordinarily difficult: for obvious reasons-it does not bleed, if feels no fear or mercy and it is invulnerable to fire and poison. What's more, a golem's body is as hard as the rock it is sometimes heft out of, so even a silver blade will barely wound it. The monster's only weakness is acid-a blade covered in acrid oil can thus increase one's chances for victory. Golems use no weapons, for they have no need-their fists, weighing over a hundred pounds each, can crush solid granite with one hit. A blow from a golem should thus be avoided at all costs-there is no shield that can stop it, nor sword that can parry it. That is no easy task, for these creatures are able to move with surprising speed. Luckily, their enormous mass means they are not very agile-once a golem begins a charge, it cannot stop quickly, a fact experienced witchers use to their advantage. COMBAT TACTICS Do not attempt to parry the punches delivered by a golem. The sheer weight and power behind them renders such thinking suicidal at best. A charging golem cannot be easily stopped, but a clever witcher can use this to their advantage. Roll out of the golem's path, then strike. Loot: Golem

Heart,

Lesser Stribog

Runestone,

Infused Dust Environments: throughout

Golems

can be found in ruins

the world, abandoned

once created Vulnerabilities:

by those who

them. Dimeritium

Bomb,

Elementa

Oil

Yrden is useful when going toe-to-toe with a golem, but remember that the golem is merely slowed, not helpless. They can still fight despite Yrden's effects, and can still interrupt a witcher's swordplay with a single crushing blow. As with the elementals, a golem can pound the ground with such ferocity, anyone standing near it is knocked prone.

422

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"Baying at the heels of the Wild Hunt are its hounds, fierce beasts which follow it like dust clouds trailing after a comet. Hushed legends speak of them losing their way at times and descending from the night sky to earth, cold and death following in their wake. "-Essi "Blackjack" Daven, trobairitz



Born, or so some experts believe, of magic ice crystal, the hounds of the Wild Hunt race alongside their spectral masters. Like ravenous, feral dogs they are capable only of mindlessly attacking whatever crosses their path. The hounds' chief weapons are their claws and teeth. Their battle tactics rely on knocking their opponents to the ground before tearing them to shreds. Badly wounded hounds fall into a kind of frenzy that adds to their deadly might. These beasts also use their powers over the cold to freeze the ground around them and create sharp spikes of ice. Creatures born of frost, they feel pain from the lgni Sign, and there is also reason to believe Axii can momentarily weaken their drive to kill and somewhat weaken these fierce foes. The hounds' icy nature also means they can draw strength from extreme cold. Thus one should be particularly on guard when fighting them during blizzards or in glacial regions. Elven legends likewise claim they gain strength when a red moon-a known herald of the Hunt's arrival-hangs in the sky.

Loot: Rotten Meat, Sulfur Environments:

Wherever

expect its hounds Vulnerabilities:

the Wild Hunt goes,

COMBAT TACTICS

to follow. Dimeritium

Bomb,

Elementa

Oil,

lgni, Axii

The hounds of the Wild Hunt fight as viciously as wolves or wild dogs. They can be momentarily weakened by Axii, but only momentarily. These hounds hunt in packs, and can quickly overwhelm the unprepared. Do not let them surround you if at all possible, use Yrden to slow any hounds too close for comfort, and break away if needed. The icy nature of the hounds makes them perfect targets for lgni. It also makes it so that any cold environment empowers them. Back off from the hounds if they start forming the ice spikes. These barriers will pierce through you if you attempt to strike. If Yrden can catch multiple hounds in one circle. Throwing in a Dragon's Dream bomb and igniting the gas cloud with lgni can seriously wound a large group of hounds.

"I thought to myself-what's a hunk of ice doing in the middle of some lab? And then that hunk of ice got up and broke my legs. "-Yan nick Lovt, burglar An ice elemental is a mass of frozen water animated by magic. Deprived of consciousness or independent will, this elemental is boundlessly obedient to the orders of the mage who created it. Those orders usually contain but one syllable-kill. Ice elementals have no qualms about carrying out this order nor any particular difficulty in doing so. Gifted with incredible strength, they are completely invulnerable to poison and fire, deprived of sensitive organs, hard as permafrost and all in all incredibly difficult opponents. A witcher's only chance at tipping the scales towards victory is to toss a Dimeritium Bomb-shrapnel made of this metal interferes with the workings of the spell that gives this creature life. Beyond that remains only prayer.

COMBAT TACTICS Ice elementals fight similarly to earth elementals. They can strike with their massive fists, stomp on the ground to knock over their targets, or send a ripple of ice carving through the terrain at their foes. As with other elementals, avoid attacking the elemental from the front if you can, dodge its attacks as they cannot be parried. and make extensive use of Yrden to slow it down.

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Loot: None Environments: Appear to be summoned by powerful sorcerors in combat, though some have been sighted in Skellige. Vulnerabilities: Dimeritium Bomb, Elementa Oil

423

HYBRIDS Hybrids come in various shapes and sizes, but one of the key defining traits of these monsters is that they mix physical aspects of other creatures. A perverted mix of man and bird of prey could describe a harpy, while a griffin could be likened to an eagle melded with a tomcat.

"Most monsters don't actually keep any treasure in their lairs. Harpies, though-they things." -Letha, Viper School witcher

like shiny

It is hard to say what is most repulsive about harpies and their cousins, the shishigas: their hideous appearance, the overwhelming stench of rot and bird excrement that clings to them or their bloodcurdling screech. Suffice it to say that even rats, who dwell happily among the rankest fecal matter and rotten waste, give their nests wide berth. Harpy nests are most often found atop high cliffs or rocky ravines. Sure signs of having strayed near one are crumbling human and animal remains, guano-streaked rocks and feathers littering the ground. Harpies and shishigas hunt in flocks consisting of a handful to up to twenty individuals. Though rather cowardly and cautious, harpies fiercely defend their nests and will not hesitate to attack when outnumbering their foes. During combat they use their ability to fly to dive swiftly to strike their victims one by one before soaring back up out of reach. They can kill with their wings or their sharp beak and talons. Once on the ground they move slowly and clumsily, and thus no longer present much of a threat.

Loot: Harpy Feathers, Harpy Talon, Harpy Egg, Raw Meat

"A merchant once told me I reminded him of an erynia. Naturally, I immediately teleported him to one of their nests, so he could see for himself how ill-fitting a comparison it was."-Lytta Neyd, the sorceress also known as Coral Hard as it is to imagine, the erynias found in Skellige are even more repulsive (and dangerous) than harpies, their close relatives. Though well-rotten carrion is their food of choice, they will not turn up their noses at fresh meat, man flesh included. When they spy a potential victim, erynias, like harpies or shishigas, will try to make full use of the strength of their numbers and their ability to control the skies. They will circle above their prey then attack from several directions at once, striking with razor-shark talons and tearing their targets to shreds. While attacking they aim for the neck, eyes and other vital organs, often causing their prey to bleed to death as a result. In this way a small flock of erynias is able to make quick work of larger and better-armed victims, who often are not able to defend themselves effectively from several opponents attacking at once.

COMBAT TACTICS

Loot: Erynie Eye, Infused Shard Environments: Found all throughout the main Continent and Skellige. Nests: Yes, typically found in difficult to reach locations. Tall cliffs and abandoned human structures, such as castle towers, tend to be favored. Vulnerabilities: Grapeshot, Hybrid Oil, Aard

Harpies, erynias, and all their varied sub-species, favor flying and hunting in packs. This could mean a handful of five or six individuals, upwards of twenty. Approach known nesting grounds with extreme caution. When provoked, harpies and erynias begin circling them from above, swooping alone or in groups of two or three. If they are grouped close enough during a dive, you can catch multiple harpies with area-of-effect abilities or bombs. lgni is effective against harpies, able to light them on fire and bring them out of the air. Yrden is good for situations where a witcher is surrounded by many harpies in close proximity. Harpies and erynias often come to a hover in front of humanoid victims before lashing out with their talons. Use that moment to prepare a counterattack, or Aard to bring them to the ground. Like many flying creatures, a bolt from a crossbow, or a good blast of Aard, can be enough to ground a harpy or erynias. They can also be knocked out of the air with a well timed counter-attack. If a witcher is close to one of these grounded creatures, they should take advantage of this moment of weakness and execute them quickly, before they recover. If many individuals in a flock are converging around a witcher, they should use Aard to blast a path to freedom. Grapeshot can also be used, but one should be mindful of the blast radius. Erynias are more vicious than their harpy cousins, able to cause bleeding wounds that can overwhelm even a witcher.

424

"Aye, half-eagle, half-tomcat, just like on the lord's crest. 'Cept this 'un was carryin' me dead cow 'stead of a scepter."-Griffin attack witness, name unknown Griffins were once only found high in the mountains, where they would hunt marmots and wild goats. When humans encroached on their lands, however, griffins soon discovered a new source of much more plentiful and easier-caught prey: cows, sheep, and shepherds. Though still wary of main roads and towns (where folk with the means to hire a witcher are likely to dwell), these half-eagle, half-wildcat creatures have gone from rarities to oft-encountered pests known throughout the Northern Realms. Especially hated are the subspecies known as royal griffins and archgriffins. Griffins mate for life and when their partner is attacked they will defend it to the death. For this reason they are often considered the embodiment of courage, loyalty and fighting spirit. This last attribute no one would deny them-when provoked, they will not cease their attack until they have torn their opponent to shreds.

Loot Griffin: Griffin Egg, Griffin Feathers, Mutagen,

Griffin

Infused Dust, Raw Meat

Loot Archgriffin:

Archgriffin

Mutagen,

Infused

Shard, Amber Dust Sub-Species/Named Archgriffin,

Variants:

Royal Griffin,

Opinicus

Environments:

nesting

near Oxenfurt,

and even in White Orchard. Nests: Yes. Griffins are fiercely protective and their nests, approaching

of their a known

nesting location should be done with caution. Vulnerabilities:

Grapeshot,

Griffins find their victims using their extraordinarily perceptive sense of smell. After drawing near to their chosen target they attack by swooping down from great height. Their muscular mass combined with their swift speed mean this blow alone is often enough to end the fight. If, however, the victim survives this aerial assault, the griffin will immediately engage it in direct combat, making use of its sharp, curved beak and powerful talons.The wounds it deals are deep and cause powerful bleeding. Even worse, griffins do not have any true weaknesses, except for their vulnerability to hybrid oil and certain kinds of bombs.

COMBAT TACTICS Griffins enjoy toying with their prey, swooping in from the skies and raking victims with their talons. A shot from a witcher's crossbow, or a well timed Aard, can bring a griffin to the ground, but this only means the fight truly begins. Grounded griffins make excellent targets for explosive crossbow bolts, just be sure to fire them from a safe distance.

Griffins have been sighted

in Skellige, Velen, the wilderness

life-partner

,, ,,

L

You can use Northern Wind bombs to freeze a griffin in place, useful if you need a moment's respite. On the ground, a griffin is stil incredibly dangerous. They can roar at such a high pitch that even a witcher can be put off balance, pounce from great distances claw and bite at prey. From the sky, griffins try to repeatedly claw at their targets as they sweep past, or attempt to dive onto their prey. Archgriffins also spit highly corrosive acid at their targets, weakening armor and leaving the man under it exposed to its talons.

Hybrid Oil, Aard, Quen

Every slash or bite from a griffin can cause serious bleeding. Counter this by casting Quen, or with Swallow potions to regenerate any wounds sustained throughout the battle. When facing a griffin on the ground, try to stay in and around the reach of your silver sword. If you are too far, the griffin may try to tackle you. This can be very difficult to avoid, and failing to do so could result in death. Watch the wings of a griffin while fighting it on the ground. Each swipe from the wing talons is telegraphed by that wing being raised high. Try to evade to the side of the griffin to score hits on its unprotected side.

425

"Out at sea, if you hear a beautiful woman singing, turn the ship around at once. You understand? Even if it means sailing straight back into a storm."-Arike of Hindarsfjall, advice given to his son before his first solo voyage Like skilled hunters setting out wooden ducks to lure in drakes, sirens and lamias lure men nearusing their own bodies as decoys. They can transform to resemble beautiful human maidens, though with tails covered in silver scales instead of legs. Once a naive sailor gets within arm's reach of these beautiful creatures, their fair faces suddenly turn to fang-filled, fish-like maws, and lovely tails promising unknown delights become sharp, death dealing talons. One legend claims sirens and lamias were once friendly towards men-and supposedly were even known (albeit on rare occasions) to accept some sailors' clumsy attempts at courtship. In our day, however, they are decidedly aggressive, perhaps soured by the numerous kidnappings of carried out by frustrated sea salts. Whatever the truth, one thing is certain: these days the monsters display no signs of good will, and so when spotting them one should immediately reach for one's silver sword. Sirens and lamias (the sirens' more dangerous cousins) usually hunt in flocks, making use of their numbers as well as their ability to move effortlessly through water and air. Loot Siren: Siren Vocal Cords, Water Essence, Shell Loot Lamia: Lock of Lamia Hair, Water Essence, Lamia Mutagen,

Seashell

Sub-Species/Named

COMBAT TACTICS

Variants:

Lamia, Ekhidna,

Melusine Environments:

Sirens can be encountered

costal regions throughout

On the ground, however, they are virtually defenseless, and so a wise tactic is to damage their fin-like wings to force them to land. The lgni Sign also proves effective when fighting against them. Threatened or injured sirens will let out a terrifying shriek, leaving their opponents stunned while they escape, and their sisters swoop down for an easy attack.

in

Velen and Novigrad.

Skellige is also a major breeding

ground

or sirens.

Vulnerabilities: Grapeshot, Hybrid Oil, lgni, Aard

Sirens work in packs, akin to harpies and their ilk. They have been spotted attempting to lure in victims by transforming their appearance to that of an attractive human woman, a deception that quickly ends the moment they become aggressive. Sirens can move as quickly in water as they do in the sky. When sailing in siren-infested waters, expect to see the monsters transition from the seas to the air as they surround their prey. Aard, Grapeshot, and a witcher's crossbow are enough to ground a flying siren. Sirens of all types are especially vulnerable to lgni, as well as any bombs that can set victims afire. It is possible to counterattack a siren as they dive out of the air at their target. This grounds them and can severely wound them. As with the harpy, a grounded siren is a siren that has all but presented themselves for execution. Witchers presented with this opportunity should not hesitate. Sirens prefer swooping on their prey, slashing with their claws, or tails as they sweep past their victims. They rarely stay still in the air, but are at their most vulnerable when they do so. Wounded sirens can produce an ear-piercing screech that stun their attackers. Other sirens can use this moment to rescue their sister, diving in on the enemy and allowing their injured to escape.

"Again?! Good grief, woman, I'm spent. . "-Lester of Smallton to a succubus, a few days before taking a vow of celibacy Unlike other monsters, succubi and menads feel no desire to kill, do not crave human blood and usually do not, in fact, mean any harm at all. They are motivated by one thing and one thing only-an insatiable lust. They try in vain to slake this by engaging in sexual acts with any other humanoid species they encounter. While it must be admitted that their "victims" rarely put up much resistance, this does not mean succubi and menads do not present any danger: their never-ending advances, though pleasurable at first, have pushed more than one man to madness or even death. Succubi and menads usually can be found near human settlements, including small villages and populous cities. They prowl at night, though when stricken by serious need they will leave their lairs during the day as well. They shower their affections on men as well as women, the young as well as the old, the ugly as well as the beautiful. Some of them are particularly fond of pastors and other holy men, whose seduction they treat as a sort of game.

Loot: Perfume, Flowers, Succubus Mutagen Sub-Species/Named Variants: Salma Environments: Succubi will try to live close to their 'prey', near towns and villages. Bolder succubi have been known to inhabit cities. Vulnerabilities: Hybrid Oil, Ouen

Though succubi are peaceful by nature, when forced to fight they will defend themselves fiercely. One should thus not be fooled by their fair appearance-under the velvety skin of their arms lie muscles of iron, and a blow delivered with their rear, goat-like legs or the thick horns on their head can easily crush bone. COMBAT TACTICS Clever witchers may be able to talk down a succubus, with stories of witchers seducing a succubus and allowing them to flee a region whispered among commoners. Should a witcher choose to slay a succubus, they must act quickly. Succubi are known for the surprising brute strength. They can also be accomplished spell-slingers in their own right, commanding fire with natural aptitude. The simple flashes of fire that a succubus can call upon can disrupt any sword technique a witcher is capable of, and there is no defense save for Ouen, or frantic rolls away from the flames.

426

Relentlessness is key. A succubus cannot be allowed to control a battle. Explosive bolts or Aard can disrupt their spellweaving, Northern Wind can freeze them in place. A witcher will succeed in slaying a succubus if they can pin them down and unleash a flurry of silver sword strikes.

INSECTOIDS The two varieties of insectoid are notorious for the terror they've wrought upon unsuspecting humans and nonhumans alike. The arachasae are regular contracts for witchers, due to their propensity for blending into a forest and preying on travelers, farmers, and the animals they tend to. Endrega are the worst sort of ant, possessing massive size and strength, and worse yet, organization.

,;.... -- _..:_ __..:..::-::-:c:.~~-;;::--·-·. r ·~ ARACHASAE . i

I

·~ "N'arache aen woed endicen [Let sleeping arachasae lie]."-Elven

proverb

o.,., I'.;;

-"' ""-. ;;

Powerful pincers, a maw filled with razor-sharp teeth and venom glands packed with deadly toxins, these constitute the arachas' deadly arsenal. Since people and farm animals make up an important part of these creatures' diet, contracts on arachasae in turn constitute an important source of witcher coin. Once native to the far south, this invasive species migrated north over the course of decades, adjusting as it went to new climates and temperatures. It found damp woodlands and swamps most hospitable and made them its home, making use of the muck and moss found there as blankets during its winter hibernation. The arachas hides its unprotected, sack-like abdomen under a covering of hollow tree-trunks worn on its back.

0 (:

,,

f'

,z

At first glance, a stationary arachas often looks like a part of the forest undergrowth, a fact it uses to deadly advantage when hunting. It usually begins a battle by spitting venom, then tries to grab its prey with prehensile feelers in order to drag it within reach of its crushing pincers.

~---

"That's the kinda john we call an 'armored arachas.' Hard and prickly on the outside, but get 'im undressed and everything's soft and squishy.''-Foxy Lisa, Maribor prostitute An arachas' only weakness is its soft, sensitive abdomen. Some arachasae hide this under hollow tree stumps, while other, "armored" varieties exist which have grown a thick carapace that covers all the more delicate parts of their bodies. An armored arachas is a true behemoth. It uses its enormous mass to knock over and trample its victims then devours their crushed remains. Like all arachasae, it is highly venomous, and thus Golden Oriole should always be consumed before fighting it. It is also worthwhile to stock up on healing potions and crossbow bolts before setting out, for this arachas' thick plating can withstand a great deal of damage, making battles with it a long and exhausting affair. COMBAT TACTICS Once provoked, arachasae of both varieties quickly attempt to close the gap between them and their prey, either by skittering across the ground, leaping at their victim, or by spitting a sticky secretion and dragging the unlucky soul to them. 111 close combat an aracnas is brutal and fast, its sharp foreclaws lashing out at incredible speeds. Skilled witchers can actually parry these strikes and temporarily stun them.

Loot: Arachas Eyes, Arachas Venom, Chitin Scale, Arachas Mutagen Environments: Arachas stalk caves and forests throughout the known world. Velen in particular has seen dangerous members of this species take up residence in recent years. Vulnerabilities: Golden Oriole, lnsectoid Oil

If both forelegs are raised and its mouth is exposed, the arachas strikes with such force that no man, or witcher, alive can hope to stop it. This happens with such speed that the attack may still strike true even if the victim knows it's coming. Golden Oriole is a must against all insectoids. Bites from an arachas are inherently venomous. They're also fond of spitting venom at distant targets. Yrden can slow aracnasae down just enough that melee combat is made simpler. Good bolts for a crossbow can be of great help against arachasae, particularly when they open their mouths wide. The armored variety of arachasae can resist sword strikes even more than the other species. The carapace surrounding their abdomens are particularly problematic.

427

"Lazy, good-for-nothing men are sometimes called drones. That's an insult to endrega drones, who at least get off their arses to fight."-Evelynn Harker, herbalist Endrega males (called 'drones') are gluttonous creatures whose only aim in life is to eat, fight and reproduce. Yet when venturing outside their nests, these aggressive hunters attack any and every creature they come across. Endrega drones live but brief lives, the culmination of which comes in the autumn when they fertilize the queen. They pass the time leading to that moment protecting the colony's territory. Weaker drones die in these battles, while the largest and strongest survive. These elect individuals' genes are passed down to the next generation of endregas, while they themselves are killed after fertilization takes place and their bodies used to feed the hive during the long winter months.

Loot: Endrega Heart, Endrega Chitin Plates, Venom Extract, Chitin Scale Environments: Found in around caves or abandoned structures in Velen and Skellige. Nests: Endrega nests can be found in caves or secluded forested regions, typically within reasonable distance of potential food sources. Vulnerabilities: Golden Oriole, lnsectoid Oil

Drones are easy to identify thanks to their distinctive, cone-shaped abdomens. Unlike other endregas they can attack from a distance, sending out volleys of poisoned quills. As with all of their kind, bleeding has no effect on them and insectoid oil does them great harm.

COM BAT TACTICS Endrega drones can shoot poisoned quills at distant targets from their abdomens, or attack with their pincers. Golden Oriole can neutralize the poison and prevent aggravated damage from the wounds. Drones are extremely aggressive and territorial. Once they get close, they try to stay close. If multiple drones are present, Northern Wind bombs can halt one or two of the beasts, giving witchers a moment to regain control of the situation. Yrden is also useful at containing drones. Endrega do not bleed as profusely as men and witchers do. It takes several good swings to crack tlleir natural armor.

"Scared of these endregas, are you? Just wait till you see the warriors. "-Klaus Altman, forester Endless waves of endrega workers are enough to overcome most attackers, but when confronting more dangerous foes, endrega colonies unleash their larger, stronger members-the so-called warriors. This caste lives only to fight, and gets ample opportunity to do so while defending the colony's borders or conquering new territory. An endrega warrior's main weapon is its long tail, which is tipped with a club-like growth and spiked with venomous quills. Powerful abdominal muscles allow it to swing this tail with enough force to kill most lesser opponents in one blow. Endrega warriors also use their mass and strength as a weapon by charging their opponents in an attempted to knock them over. As invertebrates with sectioned carapaces, endrega warriors do not bleed profusely, yet recoil in great pain when hit with a blade coated in insectoid oil. Loot: Endrega Heart, Endrega Chitin Plates, Venom Extract, Chitin Scale Environments: Found in and around caves or abandoned structures in Velen and Skellige. Nests: Endrega nests can be found in caves or secluded forested regions, typically within reasonable distance of potential food sources. Vulnerabilities: Golden Oriole, lnsectoid Oil

428

COMBAT TACTICS Warriors are as vicious as endrega drones, with the added danger in the form of their poison barbed tail. The tail can counter a witcher's swordplay with ease, and warriors are known to advance on an enemy with the tail first. As with other endrega, the warrior strain can strike quickly with its jaws and forelegs. It can also charge headlong into the enemy in an attempt to knock them off balance.

"I thought the workers were harmless. I thought wrong."-Janne

the Gimp, trapper.

Workers are the most numerous, and thus the most frequently encountered, caste of endrega. Within the colony their duty lies in building nests and cocoons, acquiring food and caring for eggs and larvae. When threatened they summon warriors to aid them, yet if forced to defend themselves they will-and do so surprisingly well.

I

Endrega workers are most often found traveling in groups of half-dozen or more members. They move slowly, yet when attacking, they are capable of covering the distance to their victim in the blink of an eye. Like all of their kind, endrega workers are highly venomous. Their bite is toxic, as are any wounds dealt by the bony growths on the ends of their limbs. They can also spew acid to great effect from a distance of several paces. Their usual tactic is to surround their enemy and attack him from several sides at once. Like all insectoids they do not suffer particularly from bleeding, yet are caused great harm by insectoid oil. Loot: Endrega Embryo,

Endrega

Heart, Venom

Extract, Chitin Scale Environments: abandoned

Found in and around caves or

structures

Nests: Endrega

in Velen and Skellige.

-z

:;;; ....

,... ¢.

z.

nests can be found in caves

or secluded

forested

regions,

reasonable

distance

of potential

Vulnerabilities:

c;

COMBAT TACTICS The pincers and forearms of a worker are venomous, but they can be parried to open the work up to further attacks.

Golden

typically

Oriole,

within

food sources. lnsectoid

Oil

Workers can be surprisingly troublesome to inexperienced witchers, thanks to the speed with which they can use their claws. Sidestep their initial attacks to bring their flanks within reach.

? ~....... ~-

..;v

'""::J

.,.c

~: ~ 'i "' .L "Barely nicked me, I'll be fine."-Last words of an unknown hunter Though all arachasae are highly venomous, this breed produces an especially strong toxin. A few drops are enough to kill a grown man, unless that man is a witcher, whose mutations will neutralize small amounts of this venom. Large quantities, however, will kill anything they touch, with mutations only prolonging an inevitable and painful death in such instances.

""" .,,_ ....

-c..3"'

Venomous arachasae produce colossal amounts of this toxin and deploy it during combat in many ways. Before striking a venomous arachas will cover its pincers and teeth with a thick coating of this deadly liquid. It will then squirt the venom at its to its opponent to weaken it, and once locked in direct combat, will continue spraying the noxious ooze all around itself, meaning every breath brings its victim closer to death. Like other members of this species, venomous arachasae use prehensile feelers to grab and immobilize their prey. When attempting to fight such a creature a witcher should drink Golden Oriole, which will reduce his body's vulnerability to poison, and then attack from a safe distance with crossbow or bombs before dealing the finishing blows with a silver sword enhanced with a coating of insectoid oil. COMBAT TACTLCS Loot: Endrega Lesser Glyph

Chitin

Green Mutagen,

Environments:

Variants:

Venomous

of the species,

Vulnerabilities:

Endrega Heart,

Venom Extract, Chitin

Sub-Species/Named

members

Plates,

of Yrden, Endrega Embryo,

Golden

Lesser Scale

Harrisi

arachasae,

The poison a venomous arachas secretes during combat is so toxic, simply breathing the fumes around it is enough to kill the average man and threaten the life of a witcher.

like other

Fighting this variety of arachasae up close requires Golden Oriole. Venomous arachasae are best engaged from afar, leveraging bombs and the highest quality crossbow bolts to weaken the threat. Engage with a silver sword only when the gas bag on the back of the arachas is emptied to avoid a spray of poison.

favor caves or forests. Oriole, lnsectoid

Oil

429

NECROPHAGES Local legends have painted necrophages as the dead risen, cursing and hungering for the living, but this is far from the case. It's true that where war, death, and pestilence go, necrophages inevitably follow. Defined by an insatiable lust for flesh, living or dead, the various species of necrophage have seen a population explosion as wars have ravaged the Continent.

"An alghoul's basically a badarse ghoul"-Yarpen

Zigrin, dwarven warrior

Alghouls differ from normal ghouls in size, strength, coloring and, most importantly, intelligence. Whereas ghouls and graveirs are primitive creatures unfit to plan even the simplest ambush, alghouls and their kindred (such as cemetaurs) are capable of forethought, and are thus much more dangerous. Ghouls seem to possess wits enough to at least know a brighter mind when they see it, and so let alghouls and cemetaurs lead their packs. A pack so led will terrorize all in its path, attacking not only lone travelers but also caravans and even farmsteads. When encountering such a pack the alghoul should be eliminated as a first priority, leaving the other beasts for once their leader is gone. One be particularly careful when fighting alghouls around dusk and at night, when they fight with doubled strength.

Loot: Alghoul Bone Marrow, Alghoul Claw, Rotten Meat Environments: Battlefields and any location where a large number of corpses can be found in shallow graves or left out to rot. Nests: Found among ghouls and graveirs protecting nests, or leading packs of other necrophages. Vulnerabilities: Necrophage Oil, Axii

During combat alghouls and cemetaurs try risky maneuvers aimed at knocking their opponents to the ground so the others can finish the job by tearing them to shreds. Like a normal ghoul, an injured al ghoul can fall into a frenzy and attack with blind fury. An experienced witcher knows to get out of its way on such occasions and strike from behind, while for an inexperienced witcher, such a turn of events often marks the end of his Path. COM BAT TACTICS Alghouls are smarter and more powerful than ghouls or graveirs, making them the greatest threat in a ghoul pack. An otherwise coordinated pack becomes less so once the alghoul has been dealt with. When enraged, an alghoul grows spines on its back. This makes attacking it a very dangerous proposition, as the spines are harmful if you use melee attacks. Axii can force the spines on an alghoul to retract, with the added benefit of temporarily stunning the creature. An alghoul can emit a piercing scream to stun nearby victims, as well as send nearby ghouls into a raging frenzy.

"When at the water's edge, you gotta be quiet. First of all, so as not to scare the fish. Second, so you don't attract drowners."-Yanneck of Blaviken, fisherman A drowner resembles a corpse dredged from the bottom of a pond. It is sickly blue or green in color, with slime and sludge oozing out of every pore and the acrid stench of rot wafting off of it. That is why it is often thought drowners-along with their more dangerous cousins: vodniks, mucknixers and drowned deadarise from the bodies of those who drown in shallow water: lost travelers falling into bogs, children who swim too far from the shore or, in the case of vodniks, inebriated peasants who stumble off narrow swamp trails. Like so many other beliefs about monsters, this one is false. While drowners do look like humans from a distance, witchers, who have the dubious pleasure of examining them from close quarters, have reported the numerous ways in which their anatomy differs from our own. Their scaly skin, gills and dorsal fins suggest drowners and their like are an entirely foreign species.

----

--...v-·

-----·

Loot: Drowner Brain, Drowned Dead Tongue, Water Essence Sub-Species/Named Variants: Drowned Dead, Mucknixers, Vodnicks Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Nests: Drowners that congregate in large enough numbers inevitably create nests near sources of water and food. Vulnerabilities: Necrophage Oil, lgni

The adaptations mentioned above make drowners excellent swimmers, well-suited to the muddy waters of the ponds and lakes in which they dwell. They often cluster near human settlements, which are for them an excellent source of food. Cowardly creatures by nature, they usually stick to eating scraps they dig out of rubbish piles and animal carcasses. Yet if a lone traveler or careless fisherman strays into their territory, they turn from scavengers to fearsome predators. They can attack with lightning speed, taking their victim by surprise and pulling him into the water to drown. If not particularly hungry at the moment, they will keep their prey under the water for a few days, aging it until it grows deliciously tender and rotten. Drowners are particularly active at dusk and during the night, especially if the rain is falling, at such times they will even leave their watery homes and venture inland. Drowners, mucknixers, vodniks, and drowned dead all live in putrid, rotting filth, and so have developed a high resistance to poison. Though humanoid in form, they are primitive creatures no more intelligent than carp or pike. That is why spells affecting the mind, the Axii Sign included, are ineffective against them. Yet they are particularly vulnerable to magic drawn from the element of fire, including the lgni Sign.

COMBAT TACTICS Drowners are predominantly pack creatures by nature, usually in groups of three or greater. You know they have spotted you if they burrow into the ground. This is a sure warning sign that they're preparing to ambush if you encroach further on their territory. Drowners are quite weak to lgni, susceptible to being !rt afire and stunned while they screech in agony. When attacked by multiple drowners, it's possible to catch the pack in an Yrden trap, then blast the drowners with lgni. You can counterattack the claw swipes from a drowner, causing a bit of extra damage to them. However, this can be quite difficult when multiple drowners are attacking. They can interrupt your counterattacks with their own attacks. Drowners try to leap at a witcher from beneath the ground. Watch for disturbances at your feet, and roll or dodge to safety. 430

Drowners react to the deaths of their fellows by screaming in pain. This show of mourning leaves them defenseless for several seconds.

I

~Ml;

"If night ever catches you in the swamps, stay put and wait for dawn, even if it means standing waistdeep in water with leeches crawling down your trousers. Most important of all, if you see a light in the fog, never, and I mean never, go towards it."-Johannes Strudd, guide

Fog is the traveler's foe. In the forest, it can make one lose one's way , at sea, it can send one sailing into the rocks. Yet such dangers are nothing compared to the monsters known as foglets which sometimes lurk within it. These creatures have powerful arms and claws like Zerrikanian kinjals, yet what makes them truly dangerous is their mastery of deception, beguilement and disorientation. Many times they need not attack at all, instead simply driving their prey to madness or into boggy marshlands, after which they wait patiently for it to drown in the muddy waters. Foglets may appear wherever thick fog can arise: swamplands, mountain passes or the shores of rivers and lakes. If no fog is forthcoming, they create or summon it themselves. Quickly thickening air undisturbed by the wind infallibly signals a foglet is present-and preparing an attack. Thick clouds of mist not only allow foglets to remain unseen, but also serve as their weapons. By manipulating fog they can separate travelers from each other, hide trails and deafen noise. Like ghastly glowworms, their bodies emit a pale light they use to lure those lost in the fog towards the ravines, swamps or caves in which they make their lairs.

-------~ Loot: Fogling Teeth, Fogling Mutagens, Fifth Essence Sub-Species/Named Variants: Tangalore, lgnis Fatuus Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Also found in swamp-like locations and areas where fog can occur naturally. Vulnerabilities: Moon Dust, Necrophage Oil, Ouen

Even if a traveler spies his pursuer and manages to attack, the foglet can disappear into thin air before the blade hits its target. Some foglets are additionally said to possess an ability to create complicated illusions rivaling that of human mages. Whether that is true or merely one of the dark legends men tell about these mysterious monsters remains uncertain. When fighting foglets, a witcher must remain calm and keep his wits about him no matter what. Since foglets can take on immaterial form, a slight shimmer of air or a rustle in the grass might be the only clues a witcher has to their location. Casting the Aard Sign at these beings will cause them to become tangible, giving purchase to blades and other weapons. COMBAT TACTICS Rapidly thickening fog tends to be a sign that fog lets are close. Prepare Quen if the fog is accompanied by snarling. Foglets create illusions of themselves that can cause physical harm, while the the real foglet stalks the area. Damaging the illusions disrupts them, and can reveal the foglet's location.

While fog lets can disappear, watching for moving patches of fog or grass swaying in a path leading directly to their victims is one way to identify their location. It is possible to counterattack a foglet as they materialize to attack, a good way to begin your offense. Yrden is particularly useful for buying a witcher time to react to a foglet ambush, slowing down the monsters and disabling their invisibility. Moon Dust bombs can keep foglets from turning invisible and disrupt their illusions.

"Ghouls creep and crawl at night, Eating everything in sight, In a snap they'd eat you, too, Chop you up for a ghoulish stew!"-Children's rhyme Ghouls and graveirs are hard to describe. In part, they resemble humans-yet on the whole, they are the utter negation of all that is human. Though they have arms and legs like men, they walk on all fours like dogs or badgers. Though they have eerily familiar faces, one searches them in vain for any sign of sentiment, reason or even a spark of consciousness. They are driven by one thing and one thing only: an insatiable craving for human flesh. ----......:y---

-

Ghoul nests can put 1uu up again.nfour or more ghoul.< all at oner Loot: Ghoul Blood, Venom Extract Sub-Species/Named Variants: Graveirs Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Nests: Ghouls create nests near prime feeding locations, and have been seen working with alghouls and, occasionally, a grave hag. Vulnerabilities: Necrophage Oil

Ghouls and their more dangerous cousins, graveirs, usually feed in small groups, at times led by an alghoul. Since they delight most in the taste of fresh carcasses, they appear wherever newly-dug graves are to be found: cemeteries, crypts, catacombs and battlefields. Whenever the opportunity arises they hunt the living as well, especially when they have strength in numbers. In a one-on-one fight with a trained witcher, a ghoul poses little threat, but one must remember that wounded individuals can erupt in a mad frenzy. At such times they attack fiercely, paying no heed to their own safety and brushing off all wounds. One must likewise bear in mind that ghouls and graveirs are particular dangerous around dusk and at night. COMBAT TACTICS A lone ghoul is a threat only to careless or unskilled witchers. While not explicitly vulnerable to Yrden, this trap Sign slows ghouls down for easy dispatching. Ghouls are rarely found alone. Packs of three or more often circle around Geralt rapidly, attacking from the flanks while he is occupied by another. Setting Yrden down at your feet allows you to better react when the rush inevitably comes. Do not attack a ghoul too aggressively with your sword. They can counterattack through your own strikes, trading their blood for some of Geralt's. Ghouls can leap at Geralt from quite a distance. Be ready to dodge this attack, or have Quen refreshed to tank the hit. Listen for ghouls shuddering and snarling in place after an injury. This is a sign that they are enraged. They will aggressively leap at their victims, sprint around them to confuse them. Enraged ghouls will also regenerate their wounds. Alghouls can be found in command of higher level packs of ghouls and graveirs.

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"Cremation, now that's one thing men could learn from gnomes. Burying bodies out in the fields, why, it's like laying out a welcome mat for monsters! Best case scenario, some ghouls will sniff them out, eat their fill and be on their ghoulish way. But if, gods forbid, a grave hag takes to feeding at your cemetery, you'll have no end of trouble. "-Jacques de Villepin, Oxenfurt Academy Few monsters' names fit as well as grave hags'. As one might guess, they resemble aged, deformed women who loiter near graveyards and battlefields. Grave hags feed on human corpses, and in particular on the rotten marrow which they slurp from human bones using their long, prehensile tongues. Once a hag has devoured all corpses within reach, she turns takes to killing men and burying them in the cemetery as she waits for them to decompose. Grave hags use their tongues in combat to grab or flog their victims. Claws built for digging up buried bodies serve just as well as weapons to rend flesh. Though clumsy in appearance, grave hags move and attack at great speed-sometimes even a witcher's reflexes are too slow to avoid their blows. Grave hags are territorial creatures. Their lairs resemble caricatures of human homes and are built near burial sites. They venture out at night to hunt, stalking straggling travelers or mourners too lost in their grief to notice the setting of the sun. On rare occasions hunger-driven grave hags will hunt during the day. They are less dangerous at such times, for sunlight weakens them considerably. If at aU possible, fight gra1'1? hag.< duriag rhe day.

Ar night, they grow bolder and stronger

Loot: Grave Hag Ear, Hag Teeth, Venom Extract, Greater Triglav Runestone, Grave Hag Mutagen Sub-Species/NamedVariants: Mourntart Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Nests: Grave hags have been seen near ghoul nests. Some are intelligent enough to create dwellings of their own, as opposed to resorting to natural locations near feeding grounds. Vulnerabilities: Black Blood, Necrophage Oil, Yrden, Ouen

COMBAT TACTlCS Grave hags are territorial and aggressive when provoked, using their great speed to rapidly close on prey. You should always have Ouen active, and Yrden prepared for use, in the event that a hag is spotted before combat begins. This provides the best chance to defend yourself. The tongue of a grave hag can surprise even veteran witchers with the speed and range it can lash out. Being struck by it can cause temporary blindness, leaving the victim unable to properly defend themselves. However, a well-timed counterattack can sever the tongue. While not explicitly vulnerable to lgni, igniting a grave hag can give a witcher a needed respite from their assault. The claws of a grave hag are sharp, but not enough that skilled swordplay cannot defend against them. A well-timed parry can stop a maddened hag's claws. The follow-up counter-attack can then open the grave hag up to successive silver sword blows. Black Blood can be effective at stopping a grave hag that has gotten the best of a witcher in the melee. This is another useful way to push back against their relentless assault.

"Course it reeks. Think they're called rotfiends because they smell like roses?"-Vesemir, witcher of the Wolf School Rotfiends resemble decomposing human bodies that have been stripped of their skin. Their presence is given away by the overwhelming stench of the rot which gives them their name. Devourers are a particularly dangerous kind of rotfiend marked by an insatiable appetite for human flesh. Rotfiends and devourers were once rarities, but in the present age of constant warfare and violence they have become a veritable plague, particularly around battlefields and in disease-stricken areas. Though they feed mainly on carrion, they will at times attack the living. They usually feed in large groups and thus present a danger to lone travelers-especially considering their speed, which is more than a match for a horse at full gallop. The rotfiend's decomposing body is filled with gasses which are poisonous even to those who, like witchers, are immune to most other toxins. These emissions are also highly flammable, meaning any spark, not to mention a carelessly-cast lgni sign, can lead to an explosion. This is particularly likely after a rotfiend dies, when its body thrashes around in uncontrollable tremors.

-~Loot: Rotfiend Blood, Greater Rotfiend Blood, Necrophage Skin Sub-Species/NamedVariants: Devourers Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Nests: Approaching rotfiend nests is particularly dangerous, due to the explosive nature of the monsters themselves. Vulnerabilities: Necrophage Oil

Rotfiends and devourers feed in the twilight hours and at night, when they become much more dangerous than during the day.

COMBAT TACTICS Similar to ghouls and alghouls, rotfiends roam in packs. They are fast enough to run down horse riders, so be wary when traveling near known rotfiend haunts. The gasses building up within a rotfiend's body are highly unstable and become even less stable as combat with them wears on. When a rotfiend begins to spasm uncontrollably in place, it could be a sign that they're about to explode. It is not safe to stand near these creatures, nor is it wise to try slaying them with a silver sword in this state. They will more than likely explode, possibly ending a witless witcher's career. lgni can trigger rotfiend explosions quicker. This can be a useful attribute to exploit when confronted by multiple rotfiends.

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l

~iiiiiiiiiiii!l'.ilii!5iiii5!Eaiiii:!iiiE!i!!E:!iiEiii!!!E!!iiiiB!!l!!!B!!iE53iii3~iiiSi255iiiiiiiiiiii!il!!ii!!!!~~~ "Folk say water hags are drowners' wives. If that be true, 'tain't no wonder why they're so ornery." -Shemhel of Dregsdon Some tales mention water hags and swamp bints masquerading as lost old women to lure travelers back to the rickety shacks they build in the wetlands. In truth, only a blind man, or a sighted man blinded with drink, could mistake the rank sludge and rotting carrion of a water hag's den for a cozy cottage, and the hideous hag herself for an innocent grandmother. Their wrinkled, wart-covered bodies stand nearly two yards tall, colored a pinkish-green and stinking of muck and fish. Bony growths two spans long stick out from their backs, with hair like a tangle of seaweed and claws that would make a werewolf proud completing the picture. Like drowners, with whom they often share hunting grounds, water hags and swamp bints dwell near shallow streams, rivers and wetlands. Though bulky, they are excellent swimmers. They can even swim through thick mud with astonishing agility, surfacing beside their victims to attack them with their sickleshaped claws. They are also able to form this mud into balls, which they toss to temporarily blind opponents. Water hags are particularly active and dangerous during rainstorms, conditions which furthermore hinder the use of the lgni Sign, usually the most effective weapon against all moisture-loving creatures. Loot: Water Hag Teeth, Venom Extract, Water

COMBAT TACTICS

Essence,

Water hags can 'swim' through mud as swiftly as they can through water, and they can use this to ambush their prey. Slow the water hag down with Yrden. A clever witcher can catch a hag with Yrden just as it bursts from the ground, allowing plenty of time to savage it with their silver swords.

Ducal Water, Ribleaf

Sub-Species/Named Environments:

Variants:

Battlefields

Bilge Hag, Abaya

or any location

where a large number of corpses can be found in shallow graves or left out to rot. Water hags prefer to be closer to water sources. Nests: Water hags have been known to enthrall drowners,

using them to guard their lairs. Like

grave hags,

a water hag is intelligent enough to

make their own lairs near water. Vulnerabilities: Quen,

Northern Wind, Necrophage

Oil,

lgni

The brutal power of a water hag may be familiar to those who have faced a grave hag, but possibly more threatening is their ability to throw balls of mud at the faces of their opponents in order to blind them, and they do this with frightening accuracy. Witchers must keep their eyes focused on a water hag attempting this maneuver so they can evade it with time to spare. Water hags have been known to work alongside drowners, making these ancient hags some of the most dangerous monsters. In these situations, it may help to carry Dragon's Dream bombs. Combining them with a shot of lgni may set the hag and the drowners on fire. Northern Wind bombs are another way to contain a water hag, freezing them and making them more susceptible to physical harm.

OGROIDS Ranging from massive cyclopses to the deceptive nekker, the ogroid family of monster is surprisingly diverse, requiring a variety of tactics and approaches to fighting them. One thing that ultimately defines the ogroids are their propensity for brute strength, even the dimunitive nekkers can grow into terrifying forces of nature.

"How about this... we take a big stake, sharpen its tip, jam it in the cyclops' eye, then sneak out of the cave disguised as sheep. How's that not a good idea?"--Odess Thaka, traveler. Died tragically on Spikeroog Cyclopses can easily be recognized by the single eye located in the center of their foreheads. If for some reason that is not visible, other tell-tale signs are their enormous size, incredible strength and a seething hatred for all humans. Evidence suggests cyclopses can live for an incredibly long time. The one well-preserved specimen whom scholars have examined and documented-a body found in 1112 and taken to Oxenfurt specialists-was over three hundred years old at the time of its death. The remains of this specimen could until recently be seen in the Academy's zoological museum, but they were removed from display after students tried to dress the cyclops in a toga, damaging it significantly in the process. As in the case of giants, one can only guess at the strong and weak points of a cyclops. Its heft alone precludes effective use of the Aard Sign, while its enormous physical strength would make its blows particularly deadly. Cyclopses are most likely vulnerable to ogroid oil. As monsters with relatively welldeveloped minds, they might also fall under the influence to the Axii Sign. Loot: Cyclops Eye, Old Bear Skin, Infused Shard, Orens

COMBAT TACTICS

Sub-Species/Named Variants: Speartip

Cyclopses go where they want; even a witcher should move to the side if a cyclops is charging forward.

Environments: Prefer caves and mountain regions. Caer Mohren's witcher trainees have long been tested by a cyclops lurking in the caves near the aging castle.

The strongest witchers cannot parry or block any punch or slap delivered by a cyclops, and a mere hop backwards may not be enough to stay out of reach. Roll to the side or behind a cyclops to evade their attacks and reach their vulnerable flanks.

Vulnerabilities: Ogroid Oil, Axii, Quen, Grapeshot, Yrden

Do not stand in one place when fighting a cyclops. They rarely flinch from anything a witcher can do to them, so they keep trying to fight no matter how many cuts from a silver blade they take. If a cyclops raises both hands in the air, avoid being anywhere close to the front of it. The resulting ground-pound flattens even the toughest warriors. Cyclopses can also leap into the air, knocking over anyone or anything too close to where they land. Axii can temporarily confuse a cyclops, giving the witcher time to recuperate while the creature rages at something else. Getting close to a cyclops is dangerous, but still a necessity for slaying one. The Yrden Sign can help witchers do more work every time they get within sword range of these monsters. 433

"Fled one time in my life from the ice giant. And know what? I'm not a bit ashamed."-Rasmund Kvaalkje, Clan Torrdarroch oarsman This powerful, primeval monster is quite possibly the last of its race. The ice giant resembles a man in many respects, but is blue as frost and taller than a tree. Though it seems capable of reason, all attempts to communicate with it to day have ended in the same way-quick and painful death. It is hard to provide a detailed description of the ice giant, for no witcher has ever faced it. It is known only from tales and second-hand reports that mix fact with legend. Skelligers claim its skin is blue because it was born of snow and ice, which is, of course, clearly impossible-though it does indeed seem capable of withstanding the fiercest frosts and in fact seems to draw strength from them. It can bind other creatures to its will, sirens in particular. It treats its victims cruelly and is particularly fond of human flesh. It uses simple weapons made from items looted from the bodies of those it has slaughtered. COMBAT TACTICS

Loot: Elemental Essence, White Bear Pelt, White Wolf Pelt, Lesser Glyph of Yrden, Lesser Zaria Runestone, Infused Crystal Environments: An ice giant has been observed in Skellige; if any exist on the Continent, they've yet to be discovered. Vulnerabilities: Ogroid Oil, Quen

Though similar to the cyclopses in terms of combat ability, there is one aspect of the ice giant that must be cautioned: reportedly, the monster draws its strength from cold weather with blizzards allowing them to reach their physical peak. Creatures such as the siren can be bound to the will of an ice giant. Witchers should coat their silver swords in oil that affect any potential allies to the ice giant to help eliminate them more quickly. A Horrval Horn was once crafted to help repel sirens attacking skelligers, knocking them out of the sky with a single blast of noise. Having the horn would be of great use against an ice giant directing them to attack its enemies. As with a cyclops, evasiveness and footwork are your best defenses against an ice giant. Use Yrden to improve your chances of avoiding any attacks I

"Man must riddly talk. But no tricksy. Or troll boom man head."-Rock

troll dwelling, in a cave on Undvik

If while hiking high in the mountains you come across a walking stone, do not think your eyes deceive you. Instead, draw your sword-for before you stands a rock troll. True, not every encounter with these creatures ends in a fight-while not particularly intelligent, trolls are capable of reason-but it is better to prepare for the worst. Otherwise, your hike might end not on the summit, but in their stew. Trolls are able to use fire and simple tools, and some of them have even mastered the basics of common speech. Though linguistic nuances such as conjugations and declinations escape them, they are extremely fond of riddles, rhymes and all sorts of wordplay, a fact a witcher in possession of a bit of wit can use to his advantage. If a fight proves inevitable, one must watch out for the stones these trolls throw with great strength and shocking precision. Their powerful, heavy fists also present a danger, for they can buckle even the sturdiest breastplate or cuirass. Since their backs are covered in a layer of rocky growth, blows delivered from behind will not do them much damage. They must thus be fought directly, standing face to faceand preferably armed with a sword covered in a fresh coating of ogroid oil. Troll information is continued on the next page with ice trolls.

Loot: Troll Skin, Infused Dust, Troll Mutagen

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I

"Our winter's cold and deep, frostbite eats your feet, snow falls down and hides the ground and ice trolls wake from sleep!"-Folk song heard in northern Kaedwen Climbing to the top of snow-covered peaks is never a safe endeavor. One can slip and fall into a ravine, be buried in an avalanche, or stumble across ice trolls. Unlike the rock trolls found at lower altitudes, these permafrost-dwelling monsters treat every man they encounter as a possible ingredient for a tasty meal. Luckily ice trolls live atop high mountain ridges so inaccessible they rarely encounter humans, and some suppose this is why they have not mastered the basics of common speech. Others claim their harsh mountain home has stripped them of an ability they once possessed, for in a land of never-ending cold there is no room for mercy or understanding. Ice trolls are crueler than their rocky kin. Though they use similar tactics in battle (tossing stones and swinging with their mighty fists) they are heartier and stronger than rock trolls and thus more dangerous. Like rock trolls, their backs are covered in thick protective armor, meaning one should never strike them from the rear. Meanwhile their mass means that the Aard Sign cannot move them. Lastly, never think of attacking them during a blizzard. At such times they draw power from the surrounding cold and fight with increased strength. COMBAT TACTICS Trolls of both varieties are vicious fighters, and unfortunately must be fought head on. The armor of stone or ice on their backs armors them too well for flanking tactics . ... ~:~:: .. Loot: Troll Skin, Cave Troll Liver, Infused Shard, Troll Mutagen Sub-Species/Named Variants: Cave Troll Environments: Trolls prefer rocky and mountainous terrain. They have been known to claim bridges. Vulnerabilities: Ogroid Oil, Quen

Running away from a troll does not guarantee safety, as they can throw stones with alarming speed and accuracy. The power and weight behind every punch thrown by a troll means that they cannot be parried. A witcher must be adept at evasion, striking when the opportunities appear, then dodging the inevitable counter-attack. Some rock trolls can actually be reasoned with, making it possible for a witcher to avoid a fight altogether. This is not the case with ice trolls. Ice trolls become noticeably more powerful during snow storms. If you can avoid fighting them during during such weather, do so.

"Take heed, gents, there's nekkers under this here bridge. If you all cross at once, without slowing or stopping, there's nothing to fear. But if your cart throws an axle and you get stuck out there ... Well, close your eyes and pray to Melitele. "-Kurt Hammerbach, city guardsman in Vengerberg A lone nekker is harmless. Five are dangerous. Ten can kill even a veteran monster slayer. Particularly troublesome are the larger, stronger individuals known as warriors, as well as the rare breed of nekkers known as phoocas. Nekkers and phoocas live in the dark woods that grow in damp, mist-filled valleys, in colonies of one to several dozen individuals. They dig deep burrows for lairs and connect them with a network of narrow tunnels. Using these passageways they are able to move at great speed within and around their colonies. Nekkers always attack in groups and by surprise. They try to surround their prey as quickly as possible, cutting off all escape routes. Luckily their attack is for the most part disorganized, for nekkers are not gifted with great courage and individual nekkers will often hesitate before overcoming their fear and striking. When fighting them one can use this moment of hesitation to kill the braver individuals before finishing off those who remain in the back. Loot: Nekker Blood, Nekker Claw, Nekker Eye, Nekker Heart, Nekker Warrior Liver, Nekker Warrior Mutagen Sub-Species/Named Variants: Nekker Warrior, Hagubman Environments: Nekkers can be found in numbers across the world. They prefer locations near roads, where 'food' regularly passes by. Nests: Nekker nests can be defended by large numbers of nekkers, with the occasional nekker warrior among them that must be defeated. Vulnerabilities: Northern Wind, Ogroid Oil, Yrden

COMBAT TACTICS Individual nekkers are weak, easy marks compared to other monsters; Nekkers do not tend to fight as individuals. If you see one, expect anywhere from 2-10 more. Nekkers overwhelm their targets through sheer numbers, surrounding them, then pummeling and clawing victims to death. Even veteran witchers can fall prey to this. When facing large groups of nekkers, take advantage of bombs such as Northern Wind or Dancing Star. Sufficiently powerful explosives can help thin out a nekker swarm with ease. Aard can knock a nekker to its back, allowing for swift execution. Aard can also knock over several nekkers at once, a good way to break through large groups of attackers.

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RELICTS Relicts are beasts that are truly unlike any other category found on the Continent. From the brutish fiends and charts, to the tree-like leshens, and the deceptive sylvans, all relicts could be given another name-demon. Relicts are among the rarest monsters a witcher can face, and are arguably the most dangerous. If the Path leads to a contract on one of these marks, prepare as thoroughly as possible.

"Your package? Your brother picked it up. You know, you two're damn near identical. .. Hey! Where you running off to?! "-Hanne Kluger, Postmaster Dopplers, also known as vexlings or changelings, are beings able to take on the form of any humanoid or animal they please. This transformation is no mere illusion able to be shattered with a simple spell, but an authentic and complete metamorphosis. This means no protective amulets or witcher medallions signal a doppler's presence-they emanate the same aura as the being whose form they have assumed. This, combined with their incredible intellect and cunning, would make dopplers supreme assassins or thieves-had not nature endowed them with generous and timid spirits which make them avoid the shedding of blood at all costs.

Loot: Doppler Mutagen, Assorted Items and Equipment Vulnerabilities: Relict Oil

When backed into a corner, dopplers can present a grave danger by taking on the form of their assailant (and along with it his strengths and abilities). The sum result is to force the assailant to battle against himself-a battle few can win. Like other relicts, dopplers are extremely vulnerable to silver, and so a silver sword should be used when fighting them. Silver has the additional useful property of forcing a doppler to change form on contact. COMBAT TACTICS When a doppler assumes the form of its attacker, it gains some of its skills. In the case of the doppler hunted by Geralt, he gains the ability to use the Active Shield mode for Quen, and can even use blasts of lgni. Additionally, the doppler's swordplay is nearly on par with that of the witcher, he can parry and strike just as swiftly. Be patient when fighting the doppler. Do not attack when his Active Shield is clearly visible, as the resulting detonation can knock Geralt to the ground. Focus on counter-attacks and parrying. A proper counter creates the best opportunity to land an attack or two of your own. Yrden and Axii both provide openings to exploit against the doppler. Axii is slightly less useful in that a single strike breaks the effect on the doppler, while Yrden can be used to effectively corral the monster and allow for multiple strikes to land. After defeating the doppler in Geralt's form. you are given a choice to spare it or finish the fight. If you choose the latter, the doppler drops the Geralt disguise and assumes the form it tried fleeing you with. The fight actually becomes simpler, as the doppler loses the ability to use magic signs, and its swordplay is significantly less aggressive. Stay patient and remember your defense, exploit openings to the fullest, and you can win.

"Charts are smaller than fiends, true. But still big enough to kill."-Agnes Black Forest

Thistle, herbalist from the

Charts are the somewhat smaller kin of fiends and bumbakvetches. Yet any witcher who thinks their diminutive stature means they present no danger commits a grave error-the kind that can end his career permanently. These denizens of dark and ancient woods are some of the most dangerous monsters known to man. Legends often mistake charts for sylvans, ascribing to them the ability to speak, stand on two legs, gobble up cabbage, play pranks and work mischief around the household. The arrival of a true chart in a region soon puts an end to such tales. The creatures do not speak, at best communicating with each other through grunts, snorts and moans. They get about on four legs and as for their "mischief." They destroy farmsteads, devouring anything that can be devoured, including cabbage, if such is available, but also extending to poultry, pork, the family dog and then the family itself.

~--Loot: Chor! Hide, Raw Meat, Chor! Mutagen Sub-Species/Named Variants: Howler Environments: Chorts make their homes where they please, which means that the Continent and Skellige have been home to these vicious, adaptable beasts. Vulnerabilities: Devil's Puffball, Relict Oil

Charts fight with little finesse, running straight towards their opponent and trying to knock him to the ground with the force of their charge. After downing their foe they bite, kick and strike with their clawtipped paws. Due to their size and four-legged posture, they are mostly unperturbed by the force of the Aard Sign, and the regenerative powers of their body allow any wounds they receive to heal at a rapid pace. COMBAT TACTICS Charts are speed and brute strength personified, rivaled only by fiends among relicts. They use their arms to pummel, claw, and smash their prey. They also charge with such speed they can barely control themselves as they smash head first into their unfortunate victims. A stand-up fight against a chart is not an option, even for a witcher. Use their size and speed against them: bait them to charge, roll aside, and hope they run headlong into something they can just charge through. While they recover from this mishap, you can freely cut into their flanks. A less direct tactic involves using Devil's Puffball bombs to poison the chart. If you can drag it through the toxic fumes, it will breath in the poison, and ideally help resolve the fight sooner.

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"I regret to inform Your Grace that Your Grace's son fell while hunting a fiend. He died on the spot, along with his squire, his guide, the beaters, his peasant entourage and his hounds. "-Kavin Jell, manager of the Villepin Estate near Vizima Fiends are walking mountains of muscle capped with horned, tooth-filled heads. Like their rarer cousins, bumbakvetches, they live in thick forests, swamps and bogs. When possible they avoid humans, but when not possible, they kill them, and without much difficulty. Their size alone makes fiends and bumbakvetches extremely dangerous-one blow from their powerful paws can kill a horse along with its fully-armored mount. Their enormous heft also makes them invulnerable to Aard: even witchers specializing in the power of Signs could not move one even an inch. Furthermore, any wounds they receive heal at lightning speed. If that weren't trouble enough, fiends need not rely on their strength and Stamina alone when fighting. They can also call on a more refined weapon: the third eye located in the center of their forehead, which they use to draw their prey into a state of hypnosis. During these times their victim does not see anything beyond this single burning eye-the last thing they see before their death.

~--Loot: Fiend Eye, Fiend Mutagen, Fifth Essence, Fiend Dung Sub-Species/Named Variants: Morvudd Environments: Fiends roam and live where they want, but are extremely rare to ever encounter. Caves and forests tend to be their preferred hunting grounds. A fiend has been sighted near Bald Mountain. Vulnerabilities: Samum, Devil's Puffball, Relict Oil

A fiend's only weakness is its fear of loud noises-bombs such as Samum or Devil's Puffball are thus quite effective when fighting this monster. Furthermore, a blade covered in relict oil can increase a witcher's chances of victory, or at least of walking away from the fight. COMBAT TACTICS Consider fiend as one would a chort: incredible speed, strength, and a single-minded desire to kill-only more ferocious, larger, and angrier. They fight very much the same, and can be taken advantage of in similar ways. The fiend's third eye defines this monster as a force with which to be reckoned. It can lure victims into a state of hypnosis, where all they see is the third eye glowing in the darkness. Inexperienced hunters will die in the seconds that follow. Witchers know to follow that burning eye, and understand to use that to judge precisely when to evade. A fiend attempting its hypnosis can be interrupted by Signs. A well timed Samum bomb can permanently disable the fiend's third eye and prevent any use of hypnosis. Fiends are not particularly vulnerable to fire, but it can help to use lgni or other fire-setting bombs to maintain the pressure on the monster.

"We never hunt in these woods. Never. Even if it means the whole village starves."-Mulliver, ealdorman of Hoshberg in lower Aedirn Leshens dwell in dense, primeval woods. Fiercely territorial creatures, they hunt with stealth and cunning as their only companions. They use their inborn magic to control the plants and animals within in their territory-and so, when stalking them, half the battle is merely getting near enough to strike. Leshens old enough to earn the appellation "ancient" wield advanced skills and tactics that make them particularly dangerous.

~oot: Leshen Resin, Ancient Leshen Mutagen, Fiber, Timber, Leshy Mutagen, Infused Shard, Hardened Timber Sub-Species/Named Variants: Kernun Environments: Leshens are known to make forests their home, and they will rarely stray from their territory. Vulnerabilities: Dimeritium Bomb, Relict Oil, lgni, Quen

In some areas of the world these creatures form the center of local cults. Peasants living near their woods make offerings to them, usually of hares and birds, though human blood is not unheard of. This fact has given rise to many legends about helpful leshens chasing game towards hunters, helping lost travelers find their way in the forest or saving them from bandits. Sadly, these tales do not have an ounce of truth in them. Leshens see men only as sources of energy on which to feed. They drain the life force of those who live nearby until only limpid husks remain. Some leshens create magic totems that increase their strength, in such cases these totems should be destroyed before or while fighting them. Furthermore, some leshens can create for themselves a kind of immortality in the following way: the leshen wounds a lost traveler passing through its woods with its claws and casts a black magic curse on him. For as long as the individual marked in this way stays near its territory, the leshen will be reborn every time it dies. Such leshens can only be defeated by driving away or killing the person they have marked. In combat leshens use not only their long claws but also their many allies: wolves, who unfailingly answer their call, or ravens, which harass and distract the leshen's opponent. Lesh ens are also able to bend plant life to their will and make it aid them in battle. It is a witcher's good fortune that leshens do have one weakness-they are extremely vulnerable to the lgni Sign.

COMBAT TACTICS Leshens do not fight alone. They can summon swarms of crows to distract and harass their enemies, even call upon wolves to fight with them. When facing a leshen, watch for them to dig their root like arms into the ground. This is a sign that they are commanding the roots to strike. This attack has surprising range, and can only be rolled away from. Leshens are slow, but powerful melee fighters, and can cause serious injury if allowed. Dodge or roll away from the swipes of their claws. lgni, and any bombs that can potentially cause fire damage, such as Dragon's Dream, are useful against leshens. While a leshen burns, it will be unable to defend itself.

437

"Sylvans are cruel, greedy and treacherous. Still, I prefer them to dh'oine." -Yaevinn, legendary Scoia'tael commander Sylvans and yakshas, a kindred species, are extremely rare woodland creatures whose appearance combines traits of goats and rotund men. These beings usually pose little danger, for they limit their contact with humans to playing harmless (though often bothersome) tricks and eating crops from their fields. Loot: Leather, Orens Sub-Species/Named Environments:

Variants:

Fugas

Typically found closer to farms

and larders where they can feed. A yaksha known as Fugas has been seen at Bald Mountain. Vulnerabilities:

Samum,

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Sylvans and yakshas resemble men not just in appearance but also in behavior-though it must be said they have adopted more of our vices and weaknesses than strengths. Lazy by nature, they would gladly spend every day in idleness, puffing on pipes, gorging on rich foods and downing strong drinks. Since sylvans and yakshas enjoy partaking of the fruits of others' labors without asking permission, men do not take to them kindly and at times, fooled by their awkward appearance, will try to solve this problem using force. This often ends in tragedy, for sylvans, despite their corpulent frames, are astonishingly strong and agile. They also emit a powerful and extremely unpleasant scent which can cause even a witcher, whose line of work accustoms him to foul stenches, to gag and feel faint. Watch out in particular for yakshas, which are fiercer and keener on fighting than normal sylvan.

COMBAT TACTICS Sylvans (such as Fugas, the guardian of the Bald Mountain caves) are deceptive in appearance. That they are fat, and look clumsy, hides almost absurd amounts of physical strength. Melee combat against a sylvan is difficult, even for a witcher. Evade the physical strikes from a sylvan, do not attempt to parry or counterattack.Yrden can allow a witcher time to bring a silver sword into play, but a sylvan can counter this by breathing intense flames that melt through the best armor. If close-quarters combat is not going well, you should be prepared to make use of long-ranged options. A powerful crossbow loaded with good bolts can keep you relatively safe, while still effective at slaying this beast.

SPECTERS Men and women who have died in horrible circumstances, who were not laid to rest in proper graves, who felt abandoned or betrayed by those they called lover or friend, or those who simply have regrets over their life, all can potentially return to the world of the living as vengeful wraiths. Dealing with these monsters is a common contract for witchers as war sweeps the known world.

"Some men have got good reason to fear their own shadows."-Svargmitt, An Skellig druid Monsters most commonly claim innocents as their victims: tardy merchants, reckless children and travelers who wander into dark woodlands out of misplaced curiosity. None of the above need fear hyms, however. These wraiths only latch onto particularly despicable individuals who have committed some unspeakable crime. To all others, they remain completely invisible. When they do show themselves to the one they torment, they appear as a tall, shadow-clad, humanoid silhouette with long, sharp claws. Yet hyms do not sink these claws into their victims. Instead, they sap their strength indirectly, through inflicting suffering. Speaking in a voice only the victim hears, they drive him to commit acts of violence, aggression and self-harm. A hym will seize on a guilty person's worst fears and weave out of them hideous visions, slowing driving the poor soul into madness. Those tormented by a hym are incapable of restful sleep, for they are tormented by ever-more-frequent, incredibly-realistic nightmares. At times the victim will become extremely on edge, yelling pleas or threats at invisible phantoms or confessing his guilt out loud in the hope this will end his torment. This act does not, however, bring any relief, for the hym will not leave until it has addled its victim's wits completely or driven him to suicide.

COMBAT TACTICS Once a hym is exposed possessing a victim, the witcher way of exorcism comes into effect. Moon Dust keeps this spectre corporeal, while a silver sword coated with specter oil finishes the task. Hyms do not move quickly, compared to other spectres. Their ethereal claws have great reach, and they can sap the life out of their victims with a mere brush, which makes up for their slowness. Evade or roll past the claws and try to strike the hym before it can react. Be aware that after several strikes, the hym will teleport to another corner of its room. Loot: Wraith Essence, Specter Dust, Amethyst Dust, Emerald Dust, Sapphire Dust, Infused Shard Environments: Hyms can take possession of humans, though they prefer targets who have committed grave crimes, or are emotional and easier to manipulate. Vulnerabilities: Moon Dust, Specter Oil, lgni

438

The battle against Udalryk's hym takes place in two phases, one in the main chamber of his old home, and one in the basement. During the first phase, damage the hym whenever possible, using Moon Dust bombs to keep it physically present. This is a long fight, and unless you are significantly stronger than the hym, you will be at this for a while. When Udalryk begins to succumb to the hym's madness, immediately use Axii on him to force him to remain calm. lgni and Yrden are both great help at keeping the pressure on the hym. Being lit on fire doesn't have particularly dramatic effect on the hym, but it helps keep it more visible. Yrden slows down the already slow specter, making it easier to deal damage. When the hym retreats to the cellar, pursue it quickly before it can regenerate. The cellar has candles you must light with igni to help keep the hym corporeal. Continue fighting defensively, evading its claws and striking as openings present themselves until the hym succumbs.

I

"Nightwraiths exude this immense sadness, this helpless wrath ... I fear them, same as anyone. But most of all I feel sorry for them."-Aelline Altsparr, elven trobairitz. Compared to other creatures of the night (katakans, nekurats and werewolves, for example) nightwraiths (and their rarer cousins, duskwraiths) might not seem all that dangerous. After all, one might ask, how much harm could a pale, withered woman in a tattered dress do? The answer: quite a bit. Instead of finding this out the hard way, avoid crossing fields and meadows at night at all costs.

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DISASSEMBLED COMPONENTS # ITEM 1

# ITEM 2

# ITEM3

# ITEM4

# ITEM 5

iI'.iifiy

Oathbreaker Armor lmpera Brigade armor

10% 100%

25%

25%

Silk

20%

20%

35%

Silk

1105

18.9

200

94

150

25%

1216

10.08

300

113

160

-10% 35%

Zireael armor

1394 11.58

200

143

170

-10% 30%

40%

Great Sun armor

1905

16.03

300

104

180

-10% 30%

t09

1.5

100

84

30

10

10%

153

1.99

100

70

35

100

196

3.46

100

74

40

Cidarian gambeson Skellige gambeson Kaedweni gambeson

472

10%

Meteorite ingot

Leather straps

Amber dust

Meteorite silver plate Draconide leather Draconide leather Draconide leather Draconide leather

Leather scraps

Leather straps

Ruby dust

Dark steel plate Leather straps Glowing ingot Dwimeryte ingot

Leather straps Sapphire dust Leather straps Leather straps

Emerald dust Glowing ingot Lunar shards

Leather straps Leather straps Leather straps

Thread

Cotton

Thread

Silk

Thread

Leather scraps

25%

35%

Silk

40%

40%

Silk

40%

Silk

40%

45%

Silk

10%

7%

15%

Linen

10%

15%

10%

15%

linen

Leather scraps Leather scraps

10%

15%

10%

25%

Linen

Leather

25%

25%

Ruby dust

RELIC CHEST ARMOR

Verden archer's gambeson Bounty hunter's gambeson

s ~ #

%

"'zz

...J

~ z

0

w

""o» "'~za: #

Min

100

73

50

10%

15%

10%

30%

Linen

Leather

3.89

100

70

60

10% 20%

0%

20%

linen

teamer

4.51

100

74

65

10%

0%

25%

Linen

Leather

w

cc

w

c

Kg

224

3.62

241 250

"';;:

c,

Spikeroog aketon

"'a: w

a:

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0

< a: => 0

Min Max Min

w

"'

w

"' => w:;;;w a:w zw :3"':c a: w Ci: "' "' "' RESISTANCES 0

=> ...J

z a:

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100

;:!: z w ::;; w -' w

w u a: w

0

zw

a:

a:

RESISTANCES

:J:

"' :3

"'

DISASSEMBLED COMPONENTS # ITEM 1

3%

1%

1%

1%

Linen

13

3%

1%

1%

2%

Linen

14

17

3%

1%

1%

2%

Leather

100

13

21

1%

1%

3%

Leather

100

17

15

3%

2%

2%

6%

Linen

101

100

19

19

3%

3%

3%

3%

Leather

Tracker's boots

615 1.28

100

105

23

3%

3%

3%

4%

Leather

Assassin's boots

117 1.52

100

15

27

3%

3%

5%

Leather

Trapper's boots

122

2.02

100

13

32

1%

1%

2%

Leather

Swordsman's boots

136

2.82

100

14

35

2%

2%

3%

Leather

Mountain Folk boots

181

3.02

200

25

40

3%

2%

2%

5%

Leather

Axeman's boots

138

2.36

75

13

41

-3%

2%

2%

2%

Leather

12

1.78

100

12

90

1.28

100

Tracker's boots

101

1.52

Hunting boots

104

1.64

Cavalry boots

Guardsman's boots

118

Reaver's boots Executioner's boots

3.22

100

16

45

139 2.32

100

16

49

158

100

18

53

3.37

100

3%

-3%

-3%

2%

3%

3%

4%

4%

4%

5%

5%

5%

6%

Campaigner's boots

158 2.92

100

13

57

-3%

2%

2%

2%

Captain's boots

192

100

15

61

-3%

3%

2%

4%

Alder Folk boots Elegant Nilfgaardian shoes Skellige festive slippers Radovid's slippers

210 259

3.72 5.5

100

23

5%

5%

5% 5%

6%

Leather Leather

Leather scraps Leather scraps

# ITEM 5

Thread Thread

Thread Thread

String

Thread

Dye

Thread

Oil

Thread

String

Thread

Fur square

100

Ruby dust

Iron ore

Leather straps

Thread Thread

Thread

Meteorite ore

Oil

Thread

Dark steel ingot

Linen

2 String

Thread

Thread

100

Oil

Thread

Fur square

100

2%

String

Hardened leather Leather scraps Leather scraps

1.65

-2%

String

Dark iron ore

Leather scraps Leather scraps

0.76

66

Thread

Thread

91

5%

# ITEM 4

Thread

Fur square

59

-3%

# ITEM3

Thread

200

0.6

70

5%

5%

Hardened leather Hardened leather Leather scraps

Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps Leather scraps

6.77

470

27

65

# ITEM2

Iron ore

1%

2%

100

Condottiere's boots

474

:J:

I-

Linen String

Dark iron ore Leather straps

Iron ore

CRAFTED ARMOR Crafting once again yields some of the best protection a witcher could ask for, with the Feline, Ursine, and Griffin Witcher Gear providing bonuses that, when stacked with the right build, glyphs, and runestones, can make Geralt into a world-beater.

CRAFTED CHEST ARMOR I-

w

::J:

"'w:;: a: c.. NAME

c

Kg

121

5.08

~ :J -.: :>

0

Min Max

I-

#

z "" "'fia: "'# #

a:

100

81.6

30

-.: a:

:> 0

w

0

0

::;: a: -.: #

"'z

zw

z

_,

w

§ "'::;: "' ;:!: ;:!: _, 0 w

;:!: zw

a:

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#

%

0 :>

z

co

co

::;:

a:

w _,

:>

w

w

a: w

0 zw

a:

a:

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"'so :5

RESISTANCES

DISASSEMBLED COMPONENTS # ITEM 1

# ITEM 2

# ITEM 3

# ITEM 4

# ITEM 5

LIGHT Warrior's leather jacket

9%

15%

12%

18%

Linen

Thread

Leather

1445 15.2

100

372

150

10% 10% 100%

25%

Linen

Draconide leather

256

3.89

100

142

62

10% 20%

20%

Linen

Leather

272 4.51

100

167

67

10% 25%

25%

Linen

Leather

Ard Skellig aketon

288 5.28

100

210.2

92

10%

30%

Linen

Hardened leather

Leather straps Leather straps Leather straps Leather straps Meteorite silver plate Leather straps Leather straps Leather scraps

Salmian brigandine

249

100

207.2

92

20%

Linen

Hardened leather Hardened leather Hardened leather Hardened leather

Leather straps Leather straps Leather straps Leather straps

Draconide leather Draconide leather Draconide leather Draconide leather Draconide leather Draconide leather

Leather straps Leather straps Leather scraps Leather scraps Meteorite ore Leather straps

Hardened leather Dark iron ingot Dwimeryte ingot Hardened leather

Dark iron ingot

Cidarian gambeson

120

1.62

100

78

32

10% 10%

7%

15%

Linen

Leather

Skellige gambeson

157

1.99

100

94

38

10% 15%

10%

15%

Linen

Leather

Kaedweni gambeson

201

3.46

100

106

42

10% 15%

10%

25%

Linen

Leather

Spikeroog aketon

238

3.62

100

143

54

10%

10%

30%

Linen

Leather

Shiadhal's armor Verden archer's gambeson Bounty hunter's gambeson

Cidarian cavalry armor

12.6

330

16.4

100

~;~~~ian halberdier's

369

17

Angrenian cuirass

501

12

Mag Deira cuirass Ban Ard breastplate Nilfgaardian guardsman armor Hindarsfjall heavy armor

15%

25%

30%

20%

15%

233

97

20%

15%

30%

Linen

100

232

102

20%

20%

30%

Linen

100

250

107

25%

25%

35%

Linen

880 24.9

100

350

157

-10% 25%

30%

30%

Leather

1004

100

359.2 162

~10%

30%

35%

Silk

100

378.2 167

-10% 30%

35%

40%

21.8

20%

1135 34.2

100

413

177

-10% 30%

40%

45%

Thyssen armor

1297 24

200

431

180

20%

20%

35%

Hardened leather Hardened leather Hardened leather

lmpera Brigade armor

1574

300

424

180

-10% 35%

25% 40%

40%

Silk

Feline armor

458 12.2

100

224

105

10% 5%

20% 5%

5%

Enhanced Feline armor

576

100

290

135

10%

30%

10%

1097 24.3

11.2

12.6

5%

5%

Superior Feline armor 2014

15.3

100

354

165

10%

5%

35% 10% 10%

~~~;rcrafted Feline

2163

20.2

100

412

190

10% 10%

45% 10% 15%

Griffin armor

446 6.67

100

166

75

Enhanced Griffin armor

547 7.39

Superior Griffin armor 2089 20.8

Ursine armor

414 8.36

100

242

5%

110

5%

5%

Geralt Shirt Hardened leather Draconide leather Draconide leather

10% 10%

330

150

10%

10% 15%

100

422

190

15%

15%

100

260

120

5%

Hardened leather Draconide leather Draconide leather

10%

100

-10%

Geralt Shirt

20%

5%

15%

Enhanced Ursine armor Superior Ursine armor

6.9

100

322

145

-10% 10%

10% 20%

2117 19.4

100

380

170

-10% 15%

15%

~;;;'~;rcrafted Ursine

2821 22. 7

100

436

190

-10% 25%

25% 25%

577

20%

Geralt Shirt Hardened leather Draconide leather Draconlde leather

Leather scraps Thread

Cotton

Thread

Silk

Thread

Leather scraps

Thread

String

Silk

Amber dust

Thread

Silk

Thread

Leather scraps

Rope

String

Nails

Steel plate

Leather scraps Leather scraps Meteorite ore

Steel plate

Wire Steel plate Silk Wire Ruby dust Sapphire dust

Steel ingot

Glowing ingot Dwimeryte ingot

Lunar shards Quicksilver solution Glowing ingot

Hardened leather Meteorite ingot Hardened leather Dwimeryte ingot

Meteorite ingot

Silver ingot

Silver ingot

Linen

Dwimeryte ingot Glowing ingot

Glowing ingot Fifth essence

Hardened leather Meteorite Ingot Hardened leather Dwimeryte ingot

Dark iron ingot

Steel ingot

Silver ingot

String

Dwimeryte ingot Glowing ingot

Glowing ingot

Steel ingot

Iron ingot

6 Chitin scale

Steel plate Dark steel plate Dark steel plate Dark steel plate Dark steel plate Dark steel plate Dark steel plate Glowing ingot Hardened timber

Leather straps

Linen

Optima mater

475

CRAFTED GAUNTLETS zw

5

I-

w u a..

:r

t!:J

a: m ;;:

0

c

Kg Min Max

74

1.32

NAME

I-

w

(!I

u

0

""en

z

0

~ a:

#

#

#

a: 0 :;: a: --' 0

cc

z

a: ::::> cc

;'! zw :;: w --' w

w u a: w

0

z

w a:

c:

:r

en :3 en

RESISTANCES 2%

2%

DISASSEMBLED COMPONENTS # ITEM 1

3%

Linen

5%

5%

15%

Linen

Leather straps Leather scraps Leather scraps

-10% 4%

4%

6%

Linen

Steel ingot

10%

2%

2%

6%

Linen

4%

4%

9%

Linen

Assassin's trousers

455

1.4

100

210

30

Axeman's trousers

172

5.1

100

81.6

37

Sapper's trousers

268

3.7

100

118.8

50

5%

5%

7%

Linen

Lyrian hardened leather trousers

349

5.27

100

138.4

63

-10% 8%

8%

10%

Mahakaman trousers

498

5.63

100

186.5

85

-10% 10%

10%

223

3.54

100

80

37

10%

1%

350

# ITEM 2

10%

1%

10%

Dark iron ore

3%

Silk

Leather

Hardened timber Steel ingot

Leather scraps Hardened timber

15%

2%

5%

Silk

Leather

97.2

39

3%

25%

3%

7%

Silk

Leather straps

100

97.2

43

-10%

3%

3%

10%

7%

Silk

Leather

100

124

53

-10% 5%

5%

15% 10%

Silk

Leather

100

61.6

285

2.64

100

Ursine trousers

246

3.44

Enhanced Ursine trousers

313

4.24

String

Steel ingot

2%

2.59

Leather straps

Leather straps

Leather

25

219

Timber

Linen

Silk

10%

Twine

15%

6%

49

Thread

linen

3%

108

String

Dark iron ore Dark iron ingot

15%

100

Thread

Leather straps

3%

4.84

# ITEM4

Dark iron ore Leather straps Leather straps

Dark iron ore

268

# ITEM 3

# ITEM 5

String

String

String

Meteorite ore Meteorite ore

Leather scraps

Leather scraps Dark iron ore

Silver mineral

Silver ore

Steel ingot

Leather straps

CRAFTED BOOTS

162

1.32

100

210

1.56

Assassin's boots

276

Mountain Folk boots Axeman's boots

0

1%

1%

2%

Leather

1%

1%

3%

Leather

3%

2%

2%

4%

Leather

38

3%

2%

2%

5%

Leather

42

-3%

2%

2%

2%

Leather

38.6

18

100

47.4

22

1.88

100

56.6

26

569

3.88

200

90.4

503

2.86

100

88.4

3%

Guardsman's boots

597 3.26

100

101.6

47

2%

2%

Reaver's boots

654

100

107.2

50

4%

4%

2.46

-3%

2%

3%

4%

5%

5%

6%

5%

5%

5% 6%

Executioner's boots

801

5.42

100

115.B

54

Condottiere's boots

1107 3.96

100

143

66

Alder Folk boots

1555

7. 13

200

170.4

80

-3%

5%

5%

5%

461

4.3

100

77.22

37

3%

1%

5%

1%

1%

670

5.1

100

102.4

49

3%

2%

5%

2%

2%

301

2.42

100

54.4

25

1%

1%

3%

1%

611

4.06

100

85.6

39

2%

2%

3%

2%

573

3.46

100

91.6

43

1%

1%

5%

2%

Ursine boots Enhanced Ursine boots

839

5.8

100

115.6

-3%

53

-3%

Leather Hardened leather Leather scraps Hardened leather

5%

3%

3%

5%

5%

3%

Leather scraps Leather scraps Leather scraps Meteorite ore Leather scraps Leather scraps Leather scraps Thread

Thread Thread

Thread

String

Thread

String

Thread

Oil

Thread

Steel ingot

Thread

Oil

Dark iron ore

Steel ingot

Oil

Dark iron ore Dark iron ore

Thread

Leather

Leather scraps Leather scraps

Hardened leather Hardened leather

Dark iron ore Dark iron ore

Leather straps Steel ingot

Hardened timber Leather straps

Hardened leather Hardened leather

Meteorite ore Meteorite

Thread

Leather scraps

ore

Silver ore

Thread

Hardened leather Hardened leather

Dark iron ore Dark iron ore

String

Fur square

Steel ingot

Leather scraps

Thread

2 Oil

Steel ingot Steel ingot

String

;:!

CRAFTING MATERIALS This list of crafting materials shows you the wide variety of items that can be found in the field or in merchant inventories across the world. Not only do many of these items find use in recipes as is, they can be broken down into other material components that suit your needs as well.

COMMON

COAL DYE FEATHER FIBER GLASS OIL SAP TIMBER LEATHER PELT CHITIN WIV< GUNPOWDER

MATERIALS

Coal Dye Feather Rber Glass Oil

Sap Timber Leather straps Fur scrap Chitinous shell Wax Zerrikanian powder

16 20

2 62

LEATHERAND

Common Common Common Common Common Common Common Common Common Common Magic Common Magic

CRAFTING MATERIALS

LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER LEATHER

HIDES

Cured leather Deer hide Goat hide Hardened leather Horse hide Leather scraps Nilfgaardian Special Forces insignia Old goat hide Old sheepskin Parchment Pig hide Redanian special forces insignia Temerian Special Forces insignia Worn leather pelt

METALS AND ALLOYS

32 40 32 66 140 B

Common Common Common Magic Common Common

10

Common

DARK IRON

24 48 24 34

Common Common Common Common

SILVER

10

Common

14

Common

16

Common

GOLD

IRON

METEORITE

STEEL

PELTS

DARK STEEL WHETSTONE SMITH TOOLS SMITH TOOLS SMITH TOOLS COITON COITON

corros corros FIBER FIBER SAP IRDN STEEL

Gnomish whetstone Elven armorer's tools Dwarven armorer's tools Gnomish armorer's tools Thread String Linen Silk Twine Rope Resin Wire Steel line

16 32 12 26

12

Magic Common Master Magic Common Common Common Common Common Common Common Common Common

METEORITE SILVER GLOWING LEATHER LEATHER LEATHER LEATHER

White Bear hide Wott hide White wolf hide Old Bear hide

>:

146 48 64 80

Common Common Common Common

DIMERITIUM

Gold ore Iron ore Nails Iron ingot Dark iron ore Dark iron ingot Dark iron plate Silver Silver ore Silver ingot Silver plate

10 100 Master Common Common 4 Commoo 23 Master 46 Master 92 Master Master 25 Master 50 Master 100 Master

Meteorite ore Meteorite ingot Meteorite plate Steel ingot Steel plates Dark steel ingot Dark steel plate Meteorite silver ingot Meteorite silver plate Glowing ore Glowing ore ingot Dlmeritium ore Dimeritium ingot Dimeritium plate

30 60 120 6 12 52 104 110 220 81 162 162 324 648

Master Master Master Master Master Magic Magic Magic Magic Relic Relic Relic Relic Relic

477

PRECIOUS GEMS

BLACK PEARL

AMBER

AMETHYST

DIAMOND

Pearl Black pearl dust Black pearl Amber dust Amber fragment Amber Flawless amber Amethyst dust Amethyst Flawless amethyst Diamond dust Diamond Flawless diamond

CHITIN SCALE

100 65 130 75 150 150 300 60 120 240 150 300 600

Magic Master Magic Master [md] Magic Relic Master Magic Relic Master Magic Relic

EMERALD

RUBY

SAPPHIRE

INFUSED

Emerald Flawless emerald Ruby dust Ruby Flawless ruby sapphire dust Sapphire Flawless sapphire Infused dust Infused shard Infused crystal

250 500 100 200 400 110 220 440 30 60 120

Magic Relic Master Magic Relic Master Magic Relic Magic Magic Relic

DIAGRAMS This list of diagrams shows the required materials needed to make the items they specify. These diagrams range from creating weapons and armor, to making runestones and glyphs to enhance them, to taking existing crafting materials and turning them into other items needed for higher strength weapons and armor! Also important are the repair kits that can be made for weapons and armor. You can save yourself a lot of money with repairs if you can keep repair kits in your bags, especially during lengthier quests that keep you far from towns and in frequent combat.

CRAFTING COMPONENT DIAGRAMS Some diagrams require materials you can't find naturally anywhere else, but if you take basic materials and combine them, you can get more advanced materials that go into more advanced crafted items.

CRAFTING COMPONENTS

Journeyman Journeyman Journeyman Diagram: Hardened timber

- CRAFTER

Diagram: Silver ingot Diagram: Maribcr-style silver ingot Diagram: Silver plate Diagram: Meteorite ingot Diagram: Meteorite silver ingot Diagram: Meteorite silver plate

Journeyman

50

10 Silver mineral

Journeyman

50

Silver ore

Journeyman Master

100 60

Silver ingot Meteorite ore

Master

110

Meteorite ingot

Master

220

Meteorite silver ingot

Master

162

Glowing ore

Master

162

Dari< steel ingot

Master

324

Oimerilium ore

65 0.1

Diagram: Glowing ore ingot Diagram: Refined dimeritium ore Diagram: Dimeritium ingot Diagram: Mahakam-style Dimeritium ingot

Master

324

Dimeritiumore

130 0.1

Diagram: Oimeritium plate

Master

648

Dwimeryte ingot

Diagram: Resin Diagram: Zerrikanian powder

Journeyman

10 0.1 16 32

Journeyman

12

Journeyman

12

Thread Linen Timber Hardened timber

10 0.1

Resin

20 0.1 12 0.1 22 0.1 44 0.1

0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 10 0.1 10 0.1 21 0.1

Diagram: Leather scraps Diagram: Leather cured using the Rivian method Diagram: Hardened leather Diagram: Oraconid leather Diagram: Zerrikanian powder Diagram: Iron ingot Diagram: Steel ingot Diagram: Tretogor-style steel ingot Diagram: Steel plate Diagram: Dark iron ingot Diagram: Dark steel ingot Diagram: Mahakam-style dark steel ingot Diagram: Dark steel plate

Journeyman

Leather straps

I

Journeyman

32

Leather scraps

Journeyman Journeyman

12 12

Timber Timber

Resin Resin

Journeyman

12

Timber

Resin

Iron ore Iron ore

Coal

Iron ingot

Coal

Journeyman Journeyman Journeyman

Silver ingot

32 0.1

Journeyman Master Master

12 46 52

Steel ingot Dark iron ore Dark iron ore

Steel ingot

Master

52

Dari< iron ingot

Steel ingot

Master

104

Dark steel ingot

32 0.1 65 0.1

Journeyman

Meteorite silver ingot Glowing ingot

sap 62

Saltpetre

REPAIR KIT DIAGRAMS These unique items are invaluable in the field, especially in the middle of a long and grueling quest. Feel lucky if you manage to find these diagrams in the field. Buy them immediately if you find a merchant carrying them.

REPAIR KITS - CRAFTER

24 0.1

478

Diagram: Master's armor repair kit

CROSSBOWS AND BOLTS DIAGRAMS The most effective crossbows in the game are crafted, and by the endgame you want to have powerful bolts on hand to help soften up grave threats, particularly during some of the more dangerous witcher contracts.

CRAFTED RANGED - SMITH

0.1 0.1 11 0.1 0.1 0.1 27 0.1 12 0.1 14 0.1

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Bodkin bolt Blunt crossbow bolt Broadhead bolt Precision bolt Split bolt Exploding bolt Bait bolt Tracking bolt

Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman

39 39 57 47 47 134 62 72

Fiber Fiber Fiber Timber Timber Hardened timber Hardened timber Hardened timber

Iron ore Iron ore Iron ore Iron ore Iron ore Iron ore Iron ore Iron ore

Silver ore Silver ore Silver ore Silver ore Silver ore Silver ore Silver ore Silver ore

Feather Feather Feather Feather Feather Monstrous feather Monstrous feather Monstrous feather

Monstrous saliva

Blasting powder

CRAFTED STEEL WEAPON DIAGRAMS Weapons found in the field can be very useful, especially when you take them to a blacksmith in order to have them broken down for materials needed to make the more powerful weapons found in diagrams.

CRAFTED STEEL WEAPONS - SMITH

22 24 22 22 18

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Temerian poniard Velen longsword Dorian sword Maribor sword Bremervoord blade Nilfgaardian longsword Gemmerian steel sword Novigrad longsword Blade from the Bits Witch hunter's sword Witch Slayer Skellige longsword Spikeroog longsword

Journeyman Journeyman Journeyman Master Master Journeyman Master Journeyman Master Master Master Journeyman Master

10 10 12 16 16 24 108 20 120 108 108 89 89

Leather straps Leather straps Leather straps Leather straps Leather scraps Leather straps Leather scraps Leather scraps Leather straps Leather straps Leather Hardened leather

Iron ingot Iron ingot Iron ingot Steel ingot Steel ingot Iron ingot Dark steel ingot Iron ingot Dark steel ingot Dark steel ingot Dark steel ingot Iron ingot Steel ingot

Monstrous blood Monstrous blood

Master Master

140 140

Leather straps Leather straps

Dark steel ingot Dark steel ingot

Silk Silk

Master Grand Master

181 725

Leather Leather

Dark steel ingot Dwimeryte ingot

Monstrous blood Monstroos blood

Grand Master Grand Master

710 925

Leather Leather

Dwimeryte ingot Dwimeryte ingot

Monstrous blood Ruby dust

2

Monstrous blood

Monstrous claw

SMITH

Grand Master Grand Master

913 1091

Monstrous feather Leather scraps

Dwimeryte ingot Dwimeryte ingot

Monstrous daw Monstrous bone Ruby dust

Monstrous brain Monstrous saliva

Journeyman

150

Leather straps

Iron ingot

Emerald dust

Venom extract

Master Master Master Grand Master

133 223 379 1079

Leather straps Feline School steel sword Feline School steel sword 1 Feline School steel sword 2

Iron ingot Leather straps Leather scraps Leather scraps

Ruby dust Dark steel ingot Dark steel ingot Dwimeryte ingot

Monstrous saliva Ruby dust Ruby Ruby flawless

Monstrous claw Monstrous tooth Monstrous bone

Master Master Master Grand Master

50 142 194 709

Leather scraps Griffin School steel sword Griffin School steel sword 1 Griffin School steel sword 2

Steel ingot Leather scraps Leather scraps Leather scraps

Monstrous brain Dark steel ingot Dark steel ingot Dwimeryte ingot

Monstrouseye Monstrous dust Monstrous blood Monstrous egg

Monstrous claw Monstrous feather Siren vocal cords

Diagram: Ursine steel sword 30 Diagram: Ursine steel sword - enhanced

Master Master

46 150

Steel ingot Leather scraps

Monstroos essence Dark steel ingot

Monstrous tongue Monstrous hair

Monstrous bone

72 Diagram: Ursine steel sword - superior

Master

362

Leather straps Ursine School steel sword Ursine School steel sword 1 Ursine School steel sword 2

Leather scraps

Dwimeryte ingot

Monstrous blood

Monstrous claw

Leather scraps

Dwimeryte ingot

Monstrous saliva

Monstrous tooth

139 Diagram: Ursine steel sword - mastercratted Grand Master

694

Sapphire dust

479

CRAFTED SILVER SWORD DIAGRAMS The difference between a silver sword found in disrepair from a treasure chest, and a crafted one may not seem massive at first. However, the most powerful silver swords are those found in the Feline, Ursine, and Griffin School diagrams. It is well worth seeking out the materials to craft the initial level of each blade, and seeking out the diagrams to craft their improved versions, but as you can see from the lists here, the materials required can take a witcher across the known world many times over!

CRAFTED SILVER WEAPONS - SMITH

Diagram: 30 Oisglair Diagtrarn: 30 Gven'nel Diagram: 31 Mastercrafted silver sword Diagram: 30 Eirtithrad Diagram: 52 Tor'haerne Diagram: 53 An'ferthe

Journeyman

152

Leather straps

Silver ingot

Journeyman

152

Leather straps

Silver ingot

Journeyman

154

Leather straps

Silver ingot

Master

152

Leather straps

Silver ingot

Master

258

Leather scraps

Master

266

Leather scraps

Meteorite silver ingot Meteorite silver ingot

Monstrous blood Monstrous blood

Master

251

Leather scraps

Master

297

Leather

Grand Master

725

Leather

Grand Master

243

Leather scraps

Grand Master

680

Leather straps

Meteorite silver ingot Meteorite silver ingot Dwimeryte ingot

Monstrous blood

Meteorite silver ingot Dwimeryte ingot

Monstrous blood Monstrous blood

I

Diagram: The 49 Digger Diagram: 136 Faustino

CRAFTED SILVER RELIC WEAPONS - SMITH

47 Diagram: Griffin silver sword 51 Diagram: Griffin silver sword - enhanced

Master Master

233 254

74 Diagram: Griffin silver sword - superior

Master

370

139 Diagram: Griffin silver sword - mastercrafted

Grand Master

694

36 Diagram: Ursine silver SWllfd

Master

182

53 Diagram: Ursine silver sword - enhanced

Master

266

74 Diagram: Ursine sliver sword - superior

Master

368

Diagram: Ursine silver sword 146 mastercrafted

Grand Master

729

Leather scraps Griffin School silver sword Griffin School sliver SWllfd1 Griffin School silver sword 2 Leather straps Ursine School silver sword Ursine School silver sword 1 Ursine School silver sword 2

Meteorite silver ingot

Monstrous eye Ruby dust

Monstrous hair

Leather scraps

Dwimeryte ingot

Ruby

Monstrous heart

Leather

Dwimeryte ingot

Ruby Hawtess

Monstrous dust

Silver ingot Leather straps

Meteorite silver ingot

Monstrous brain Monstrous egg

Monstrous tongue

Leather scraps

Dwimeryte ingot

Monstrous blood

Monstrous dust

Leather scraps

Dwimeryte ingot

Monstrous feather

Monstrous heart

Silver ingot

Monstrous brain

Monstrous dust

Leather scraps

Meteorite silver ingot

Nigredo

Monstrous saliva

Leather scraps

Dwimeryte ingot

Albedo

Monstrous hair

Leather scraps

Dwimeryte ingot

Rebis

Monstrousessence

CRAFTED ARMOR DIAGRAMS Crafted armor has a greater chance to have multiple additional effects that enhance your current character build.

CRAFTED ARMOR - ARMORER

28 37 42 256 46 48 47

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Kaedweni gambeson Spikeroog aketon Shiadhal's armor Verden archer's gambeson Bounty hunter's gambeson Ard Skellig aketon

Diagram: Salmian brigandine 53 Diagram: Cidarian cavalry armor 61 Diagram: Redanian halberdier's armor 86 Diagram: Angrenian cuirass

480

Journeyman Journeyman Journeyman Journeyman Journeyman Master

184 212 1282 230 238 236

Linen Linen Linen Linen Linen Linen

Leather Leather Draconide leather Leather Leather Hardened leather

Leather straps Leather straps Meteorite silver plate Leather straps Leather straps Leather scraps

Thread Thread Thread Silk Thread Thread Rope

Silk Leather scraps String Amber dust Silk Leather scraps String

Master Master Master Master

198 266 306 428

Linen 4 Linen 6 Linen Linen

Hardened leather Hardened leather Hardened leather Hardened leather

Leather straps Leather straps Leather straps Leather straps

Nails Leather scraps Leather scraps Meteorite ore

Steel plate Steel plate Steel plate Dark steel plate

CRAFTED ARMOR- ARMORER

Ci"'

~~ 12 t:: 0"' ~;:)

"'g

~s ~; ..... _ 80 96 373 392 27 32 31 31 30 30

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Feline armor Enhanced Feline armor Superior Feline armor Mastercratted Feline anmor Feline gauntiets Enhanced Feline gauntlets Feline trousers Enhanced Feline trousers Feline boots Enhanced Feline boots

Master Master Master Grand Master Master Master Master Master Master Master

399 478 1866 1961 133 160 155 155 149 151

GeraltShirt FelineAnmor Feline Armor 1 Feline Anmor 2 Leather Feline gauntlets 1 Silk Feline Pants 1 Hardened leather Feline Boots 1

Hardened leathef Hardened leather Dracooide leather Draconlde leather Dari< iron ore Hardened leather Leather Silk Dark iron ore Hardened leather

82 96 392 476 27 38 35 38 26 47

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Griffin armor Enhanced Griffin anmor Superior Griffin armor Mastercratted Griffin anmor Griffin gauntlets Enhanced Griffin gaunUets Griffin trousers Enhanced Griffin trousers Griffin boots Enhanced Griffin boots

Master Master Master Grand Master Master Master Master Master Master Master

412 479 1961 2379 134 188 173 191 129 236

Geralt Shirt GriffinAnmor Griffin Armor 1 Griffin Armor 2 Leather scraps Griffin gauntlets 1 Silk Griffin Pants 1 Hardened leather Griffin Boots 1

91 389 519 27 38 30 34 30 38

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Enhanced Ursine anmor Superior Ursine armor Mastercratted Ursine armor Ursine gauntlets Enhanced Ursine gauntlets Ursine trousers Enhanced Ursine trousers Ursine boots Enhanced Ursine boots

Master Master Grand Master Master Master Master Master Master Master

455 1946 2594 136 190 152 171 150 190

Ursine Armor Ursine Armor 1 Ursine Armor 2 Leather Ursine gauntlets 1 Silk Ursine Pants 1 Hardened leather Ursine Boots 1

Dari< steel plate Dark steel plate Dwimeryte plate Dwimeryte plate Nails Dark steel ingot Hardened timber Dark steel ingot Leathef straps Dark steel ingot

Hardened timber Lunar shards Quicksilver sokrtlon Monstrous tongue Hardened timber Leather straps Leather scraps Hardened timber Hardened timber Leather straps

Moostrous dust Monstrous blood Monstrous hair Monstrous hide Monstrous tooth Monstrous claw Monstrous brain Monstrous heart Monstrous eye Monstrous bone

Hardened leather Hardened leather Draconide leather Draconide leather Meteorite ore Leather Leather Silk Meteorite ore Hardened leathef

Meteorite silver plate Meteorite silver plate Dwimeryte plate Dwimeryte plate Leather straps Meteorite silver plate Meteorite ore Leathef straps

Leather straps Linen Monstrous hide Rfth essence Thread String Leather scraps Meteorite silver Ingot

Monstrous eye Monstrous feather Monstrous heart Monstrous brain Monstrous dust

Hardened leathef Hardened leather Dracooide leathef Draconide leather Dark iron ore Leather scraps Leather Silk Dark iron ore Hardened leather

Dark steel plate Meteorite silver plate Dwimeryte plate Dwimeryte plate Silver mineral Dark steel ingot Sliver mineral Hardened leather String Dark steel plate

Linen String Monstrous essence Optima mater Leather straps Meteorite ore Leather scraps Dark steel ingot Fur square Leather scraps

Monstrous tongue Monstrous blood Monstrous egg 1 Monstrous essence 2 Monstrous claw

Monstrous hair Monstrous hide Monstrous plate Monstrous tongue Monstrous tooth Monstrous liver Monstrous brain Monstrous blood Monstrous claw

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:!:

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"~ ;! "' 0 ~v

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~~ ... 6 ~/ ~

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6 o

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CRAFTED GAUNTLETS -ARMORER

21 Diagram: Knight's gauntlets 27 Diagram: Assault gaunUets Diagram: Nilfgaardian guardsman's 29 gauntlets

:;.::o..

-2 ..... ~

Journeyman Journeyman Master

76 100 84

Leather scraps Leather scraps

Master Master Master

80 107 134

Leather Leather Leather

Master

144

Leather

Dark steel ingot

String

Linen Linen Linen Linen

Steel plate Dark iron ingot Dark iron ingot Hardened leather

Dark iron ingot Leather straps Leathef straps Dark steel plate

CRAFTED PANTS - ARMORER

20 27 35 40

Diagram: Diagram: Diagram: Diagram:

Axeman's trousers Sapper's trousers Lyr\an hardened leather trousers Mahakaman trousers

Master Master Master Master

102 136 176 198

Leather straps

1 String

Leather straps

481

CRAFTED BOOTS - ARMORER

21 17 18 30 28 41

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Axeman's boots Guardsman's boots Reaver's boots Executioner's boots Condottiere's boots Alder Folk boots

Journeyman Master Master

72 92 156

Master Master Master Master Master Master

106 86 90 150 140 206

Leather scraps Leather

Leather scraps Leather scraps Thread Meteorite ore

Thread Thread String Thread

String

Leather Hardened leather Hardened leather Leather scraps Hardened leather Leather

Leather scraps Leather scraps Leather scraps Thread Leather scraps Leather scraps

Thread Thread Thread Dari< steel plate Thread Thread

Oil Steel ingot Oil Oil Dark steel ingot Dari< steel ingot

Leather

1 Leather straps

RUNESTONE DIAGRAMS Runestones are an important part to making Geralt as ready as possible for anything that he faces. Always be on the lookout for materials that can help you craft greater runestones, and hoard those as much as possible until you start reaching some really nice weapons that you know will get the most benefit out of a runestone.

RUNESTONES

- CRAFTER

19 Diagram: Lesser runestone

Master

95

31 nmestone Diagram: Greater Stribog 93 runestone Diagram: Lesser Dazhbog 34 runestone Diagram: Greater Dazhbog 102 runestone

Master

155

Master

465

Master

170

Master

510

39 ~~~~~~~~Lesser Devana

Master

170

Diagram: Greater Devana 117 runestone

Master

510

Diagram: Lesser Zoria runestone Master

195

Diagram: Lesser Stribog

41

Diagram: Greater Zoria 123 runestone

Master

615

44 ~~~~~~~~Lesser Morana

Master

220

Diagram: Greater Morana 132 runestone

Master

660

Black pearl dust Runestone lesser Rune stribog lesser Runestone lesser Rune dazhbog lesser Runestone lesser Rune devana lesser Runestone lesser Rune zona lesser Runestone lesser Rune morana lesser

Infused dust Amethyst dust

Amber dust

Ruby dust

Sapphire dust

Emerald dust

Diagram: Lesser Triglav 49 runestone 147 Diagram: GreaterTriglav runestone Diagram: Lesser Svarog 22 runestone Diagram: Greater Svarog 66 runestone Diagram: Lesser Veles 22 run est one Diagram: Greater Veles 66 runestone Diagram: Lesser Perun 22 runestone Diagram: Greater Perun 66 runestone Diagram: Lesser Chemobog 22 runestone Diagram: Greater Chemobog 66 runestone

Master

245

Master

735

Master

110

Master

330

Master

110

Master

330

Master

110

Master

330

Master

110

Master

330

Runestone lesser Rune triglav lesser Runestone lesser Rune svarog lesser Runestone lesser Rune veles lesser Runestone lesser Rune perun lesser Runestone lesser Rune elemental lesser

Diamond dust

Monstrous saliva

Monstrous dust

Monstrous brain

Monstrous

essence

GLYPH DIAGRAMS The other half to enhancing your equipment, glyphs can help with Sign-focused builds immensely, so stock up on the materials needed for glyphs if you want to get the most out of Geralt's magic.

GLYPHS - CRAFTER

48 51 152 41 122 46 137 38 113

482

Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram: Diagram:

Lesser Glyph of Axii Greater Glyph of Axii Lesser Glyph of lgni Greater Glyph of lgni Lesser Glyph of Quen Greater Glyph of Quen Lesser Glyph of Yrden Greater Glyph of Yrden

Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman Journeyman

239 717 254 762 204 612 229 687 189 567

Glyph infusion lesser Glyph aard lesser Glyph infusion lesser Glyph axii lesser Glyph infusion lesser Glyph ignl lesser Glyph infusion lesser Glyph quen lesser Glyph infusion lesser Glyph yrden lesser

Sapphire dust

Infused dust

Emerald dust

Infused dust

Amber dust

Infused dust

Ruby dust

Infused dust

Amethyst dust

Infused dust

RUNESTONES Runestones can be used to enhance a socketed steel or silver sword with a permanent enchantment that increases weapon damage, adds persistent conditions to enemies and augments spell power. Once a runestone has been embedded, it cannot be removed without destroying the weapon. Runestones can be crafted from diagrams or purchased from merchants. Crafting lesser and greater runestones will help reduce the cost of upgrading but requires assistance of higher-level craftsman that may be difficult to find early in the game.

0"'

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!i§ «l>Z 25;:i

GLYPHS Glyphs are the equivalent of runestones but for armor. By placing a glyph on a socketed piece of armor, a witcher can enchant the item with a passive bonus that augments existing Sign abilities. Lesser glyphs may only provide relatively weak bonuses but can be combined with other lesser glyphs to create greater glyphs with significant boosts to Geralt's potential. In order to enchant a piece of armor, a Glyph of Infusion must be prepared first. The base component to all armor enchantments, Glyphs of Infusion can be found by looting containers and corpses. Additionally, crafters like the blacksmith and armorer sells Glyphs of Infusion in their shop. For those who wish to extensively upgrade multiple pieces of gear, it is recommended you purchase the diagram for crafting Glyphs of Infusion as soon as possible.

Axii lgni Quen Yrden

Greater Glyph of Aard Lesser Glyph of Axii Greater Glyph of Axii Lesser Glyph of lgni Greater Glyph of lgni Lesser Glyph of Quen Greater Glyph of Quen Lesser Glyph of Yrden Greater Glyph of Yrden

Increases Axii Sign Intensity. Increases lgni Sign Intensity. Increases Quen Sign Intensity. Increases Yrden Sign Intensity.

Lesser glyphs are specific enchantments you can place into armor upgrade slots in order to receive passive bonuses to Sign abilities. They may be found in containers, nests and the corpses of monsters. Additionally, these enchantments can be found in shops in later stages of the game. The most economical option is to learn the basic techniques and materials needed to craft your own glyphs as needed. Students of advanced crafting techniques may learn greater enchantments that can be used to combine multiple lesser glyphs into a single greater glyph. This is an excellent way to augment your equipment while keeping additional upgrade slots open for other enchantments. Be warned! Once an enchantment is in place, it is impossible to remove without destroying the item.

717 254 762 204 612 229 687 189 567

Relic Magic Relic Magic Relic Magic Relic Magic Relic

10% 2% 10% 2% 10% 2% 10% 2% 10%

Silk Silk Silk Silk Silk Silk Silk Silk Silk

Infused dust Infused dust Infused dust Infused dust Infused dust

483

HORSE UPGRADES Roach is a loyal companion, but a horse has limits. You can stretch those limits by finding horse upgrades. These are earned by winning horse races around the world.

SADDLES

BLINDERS

Roach is fast, but can only maintain a full gallop for so long before slowing down to catch their breath. Saddles increase the amount of Stamina available.

Fighting from horseback will eventually cause the horse to buck it's rider to the ground before running a safe distance away from the skirmish. To prevent this from happening, remember to keep moving, timing heavy attacks as you ride by, or you can use Axii to calm Roach yourself. You can also use these blinders to slow down the rate Roach panics.

10

Saddle

100

Enhanced saddle

125

12

10

25

Superior saddle

150

13

12

30

Horse blinders

100

0.1

20

Mastercrafted saddle

175

15

14

35

Racing horse blinders

125

0.2

40

Racing saddle

200

12

16

40

Zerrikanian blinders

150

0.4

60

Enhanced racing saddle

225

13

18

45

Superior racing saddle

250

15

20

50

Mastercrafted racing saddle

275

16

22

55

Zerrikanian saddle

300

13

24

60

Enhanced cavalry saddle

325

14

26

65

Superior cavalry saddle

350

16

28

70

Mastercrafted cavalry saddle

375

17

30

75

Cavalry saddle

400

16

32

80

20

SADDLEBAGS Geralt can carry a substantial amount of items with him from the start, but as you progress through the adventure, you'll find that it isn't enough. Thankfully, you can increase the amount of weight Roach can carry through the use of saddlebags.

Saddlebags

100

Rugged saddlebags

175

Zerrikanian saddlebags

350

2.5

30

3.5

14

70

20

100

ALCHEMY Alchemy components contain alchemical substances that allow them to be used in making oils, bombs, and potions. You can acquire alchemy components by picking herbs that grow throughout the game's world, by defeating monsters and harvesting their remains, or by purchasing them from alchemists and herbalists you will encounter. While more expensive than harvesting items in the wild, it can save you a great time of time when needing specific materials to complete a recipe. Be aware that some monster remains function both as alchemy and crafting components. Remember: formulae must be found in the world as loot, or purchased from vendors. The formulae names will clearly tell you what the result will be. Rather than listing the formulae separately, we have placed the required materials to create items, if applicable.

MINERALS Minerals are naturally occurring inorganic compounds which includes a range of materials from common sulfur to highly prized solutions and precious gems. During your adventure, minerals can be found by looting containers or purchasing them from alchemists and herbalists. NAME

s

Kg

RATING

NAME

s

Kg

RATING

NAME

s

Kg

RATING

Alchemy paste Alchemists' powder Ursine fat Calcium equum Dog tallow

30 25 20 16 10

0.2 0.1 0.4 0.1 0.3

Common Common Common Common Common

Ducal Water Fifth Essence Lunar shards Optima mater Phosphorus

14 60 40 50 15

0.1 0.1 0.2 0.5 0.1

Common Magic Magic Magic Common

Quicksilver solution Saltpeter stamrnerorc's Dust Sulfur Wine Stone

27 10 14 8 38

0.1 0.1 0.1 0.1 0.7

Common Common Common Common Magic

ALCOHOLS Alcohols serve as a base component for low-level alchemical formulae. They are also used to replenish alchemical supplies including potions, decoctions and bombs. Strong alcohols like cordials, spirits, and vodkas should not be confused with lesser alcohols like beer and wine. Lesser alcohols are not used for crafting but rather recreational use only. Some of the alcohols here are crafted from other spirits, and they have their material requirements listed.

Alcohest Cherry cordial Dwarven spirit Mahakaman spirit Mandrake cordial Nilfgaardian lemon Homemade pepper vodka Redanian herbal Temerian rye White Gull

484

10 25 20 45 40 2 36 32 100

0.8 0.7 1 0.7 1.1 0.7 0.7 0.8 0.8 1.3

Common Common Common Common Common Common Common Common Common Common

1

Empty bottle

1

Empty bottle

Mahakaman spirit

1

Empty bottle

Redanian herbal

1

Cherry cordial

1

Nilfgaardian lemon

1

Balisse fruit

1

Mandrake cordial

White myrtle petals

1

Cherry cordial

1

Arenaria

MONSTER REMAINS Monster components are selected from the corpses of fallen enemies and function as base components for many alchemical recipes. Additionally, these items can be taken to a crafter who can prepare these items into poweriul components used for crafting relic equipment. Some monster remains here are the result of recipes.

Drowner brain

30

0.7

Master

Ghoul's blood

30

0.2

Master

Nekker blood

30

0.2

Master

Rotfiend blood

45

0.3

Magic

Leshen resin

51

0.9

Magic

60

0.4

Magic

30

1.1

Master

Devourer's blood Alghoul bone marrow Nekker claw

30

0.4

Master

Harpy talons

45

0.6

Magic

Alghoul claw

60

0.8

Magic

Specter Dust

30

0.2

Master

Gargoyle dust

45

0.3

Magic

Grave hag's ear

30

0.2

Master

Harpy eggs

30

0.6

Master

45

0.95

Magic

55

0.65

Magic

Griffin's egg

60

0.9

Magic

Wyvern egg

70

0.85

Magic

75

1.25

Magic

Endrega embryo Cockatrice egg

Crystalized essence Elemental essence

Monstrous brain Monstrous blood Monstrous blood Monstrous blood Monstrous blood Monstrous blood Monstrous bone Monstrous claw Monstrous claw Monstrous claw Monstrous dust Monstrous dust

Monstrous egg Monstrous egg Monstrous egg Monstrous egg Monstrous egg Monstrous

Erynia eye

45

0.65

Magic

Cyclops' eye

60

0.65

Magic

Fiend's eye

75

1.25

Magic

1.6

Master

45

1.7

Magic

Golem's heart

45

1.85

Magic

Necrophage hide

162

4.4

Magic

Troll hide

177

4.5

Magic

Ekimmara hide Berserker hide Chart hide

192

4.6

Magic

294

8.6

Magic

309

8.8

Magic

324

8.8

Magic

564

9.9

Magic

essence

604

10.1

Magic

Vampire saliva Werewolf saliva Drowner tongue Cockatrice stomach

30

0.4

Master

60

0.8

Magic

30

0.7

Master

45

0.5

Master

Fogle! teeth

45

0.3

Magic

Chitin scale Monstrous feather Monstrous claw

Chitin scale

essence essence

Magic

30

Gargoyle heart

Forktail hide

Monstrous

1.05

Master

Wyvern hide

Magic

45

Magic

0.9

Magic

Master

Arachas eyes

0.3

30

9.8

0.5

Master

45

544

30

0.7

Magic

Basilisk hide

Light Essence

30

0.4

Master

Magic

Nekker eye

60

Magic

Magic

Magic

Magic

1.2

1.25

0.75

0.55

1.3

0.75

45

60

30

75

Essence of wraith

Master

Endrega heart

Werewolf hide

Monstrous feather Monstrous essence

0.3

45

45

60

Monstrous blood

Nekker heart

30

Nekker warrior'sliver

Dark Essence

essence

Resin

Harpy feathers Griffin feathers Lock of lamia hair Nightwraith hair

Cave troll liver

Monstrous essence Monstrous essence Monstrous

Water

Monstrous blood

Monstrous essence Monstrous eye Monstrous eye Monstrous eye Monstrous eye Monstrous eye

Monstrous feather Monstrous blood Monstrous hair

Hag tooth

60

0.5

Magic

Water hag tooth

75

0.7

Magic

Vampire fang

105

1.2

Magic

30

0.6

Master

45

0.9

Magic

Arachas venom Basilisk venom

Monstrous feather Monstrous featller Monstrous hair Monstrous hair Monstrous heart Monstrous heart Monstrous heart Monstrous heart Monstrous hide Monstrous hide Monstrous hide Monstrous hide Monstrous hide Monstrous hide Monstrous liver Monstrous liver Monstrous plate Monstrous plate Monstrous plate Monstrous saliva Monstrous saliva Monstrous tongue Monstrous blood Monstrous tooth Monstrous tooth Monstrous tooth Monstrous tooth Venom extract Venom extract

Monstrous dust

Monstrous blood

Monstrous dust Monstrous essence Monstrous blood Monstrous hair Monstrous hair

Monstrous saliva Monstrous hair Monstrous blood Monstrous blood Chitin scale Chitin scale 0

Chitin scale

:::

Monstrous saliva Monstrous saliva

Monstrous saliva Venom extract Vampire saliva

SUBSTANCES Substances are distillates and base chemical components required for high-level alchemical formulae. While these materials can be found in the world, all substances have recipes that allow you to craft them from other natural herbs and alcohols.

Albedo

13

0.1

Magic

White Gull

Crow's eye

Allspice

Mistletoe

Hydragenum Nigredo Ouebrith Rebis Rubedo

34 35 18 27

0.1 0.1 0.1 0.1 0.1

Magic Magic Magic Magic Magic

White Gull White Gull White Gull White Gull White Gull

Verbena Crow's eye Verbena Verbena Crow's eye

Ergot seeds Han fiber Puffball Ergot seeds Han fiber

Ranogrin Hellebore petals Long rube Allspice Mistletoe

Vermilion

30

0.1

Magic

White Gull

Verbena

Ergot seeds

Han fiber

Vitriol

23

0.1

Magic

White Gull

Bloodmoss

Allspice

Ranogrin

26

Beggartick blossoms Green mold Hornwort Nostrix Mistletoe Puffball Beggartick blossoms Hellebore petals

Pringrape Nostrix Balisse fruit Pring rape Ranogrin Green mold Bryonia Hornwort

485

HERBS Herbs include a variety grasses, roots, fruits, and flowers can all be found growing naturally in all regions of the world. They can be found at any time during your journey. Harvesting these items is free and can provide you with an endless supply of alchemical ingredients that can be used for crafting oils, potions and other alchemical substances. Herbs take up very little weight. As such, it is highly recommended that you pick up as many herbs as you can stand to harvest. The sooner you have all the crafting materials you need for your recipes, the sooner you can start harvesting herbs simply to make money selling your excess materials to vendors. Below is a list showing the standard coin value and weight of all Herbs in the game, as well as lists for each major region you visit that show what herbs can be harvested, as well as the environments they are commonly found within.

Arenaria Balisse fruit Beggartick blossoms Berbercane frun Bison grass Blood moss Blowball Bryonia

Cortinarius Crow's eye Ergot seeds Fool's parsley leaves Ginatia petals Green mold Han fiber Hellebore petals

0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1

0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1

HERBS FOUND IN WHITE ORCHARD

15

2

Ranogrin Ribleaf Sewant mushrooms Verbena White myrtle petals Wolfsbane Buckthom

0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1

0.1 0.1 0.1 0.1 0.1 0.1 0.1

HERBS FOUND IN NOVIGRAD CONTINUED

NAME

TYPE

LOCATION

ADOITIONAL NOTES

NAME

TYPE

LOCATION

ADOITIONAL NOTES

Arenaria Balisse Fruit Barbercane Fruit Blowbill Bryonia Buckthorn Celandine Cortinarius Crows eye Fools Parsley Leaves Hellebore Petals Honeysuckle Hop Umbels Ribleaf Verbena White Myrtle Wolfsbane

-

Cultivated terrain Fields Mountains, swamps Fields Walls, rockfaces only underwater Fields, forests Forests Fields, barren Fields, next to roads Forests Fields Fields Cultivated terrain Fields Fields Fields, forests, mountains

-

White Myrtle Celandine

Large bush Small

Fields Fields, forests

-

Pring rape

Leafy plant

Fields, forests

Aanogrin Wolfsbane Hellebore Petals Cortinarius Pigskin Puffball Mandrake Root Barbercane Fruit Sewant Mushrooms Ribleaf

Small, stocks Tall flowers Small Mushroom Mushroom Flower Berries Mushroom Small, leafy

Grows in multiple regions

Blood moss

Moss

-

Hornwort

Moss

Bryonia Nostrix Buckthorn

Vine Wall vine Seaweed/coral

Fields, forests Fields, forests, mountains Forests Forests Forests, caves Fields, forests Mountains, swamps caves Cultivated terrain Swamps, rocks, caves, mountains Moist, rocky terrain, and underwater Walls, rockfaces Walls, rockfaces Only underwater

Plant Berries Field plant Vine Seaweed/coral Small Mushroom Tall bush Tall weed Small Large bush Large bush Small, leafy Herb Large bush Tall flowers

Grows in sunny locations.

May attract monsters

-

Grows in groups

-

HERBS FOUND IN NO MAN'S LAND

Druids and herbalists sell them.

-

-

Grows in multiple regions

-

May attract monsters

HERBS FOUND IN SKELUGE

NAME

TYPE

LOCATION

ADOITIONAL NOTES

Celandine White Myrtle

Small Large bush

Fields, forests Fields

-

NAME

TYPE

LOCATION

ADOITIONAL NOTES

Han

Weed

F1elds

can be near other herbs/ foliage

Arenaria

Flower bush

Fields

Beggartick Blossoms

Medium bush

Fields, swamps

-

Large fields that receive plenty of sunlight

Pringrape

Leafy plant

Fields, forests

Druids and herbalists sell them

Large bush Tall weed Tall leaves Tall flowers Large bush Small Moss

-

Fields Fields, swamps Fields Fields, barren Fields, next to roads Fields

Han

Weed

Fields

Homwort

Moss

Aibleaf

Small, leafy

Cortinarius

Musthroom

Fields Fields, next to roads Fields, swamps, homes Fields, forests, mountains Fields Forests Shoreside Moist, rocky terrain, and underwater Cultivated terrain caves, crypts, dungeons,

Plant Flower bush Field plant Tall bush Tall weed Large bush

-

Ginatia Petals Fools Parsley Leaves Moleyarrow Wolfsbane Hop Umbels Hellebore Petals Bloodmoss

Balisse Fruit Beggartick Blossoms Blowbill Crows eye Fools Parsley Leaves Ginatia Petals

Sewant Mushrooms

Mushroom

Caves, crypts, dungeons,

mines

-

Honeysuckle Hop Umbels Long rube Moleyarrow Verbena White Myrtle Celandine Mandrake Root

Large bush Large bush Mushroom Tall leaves Herb Large bush Small Flower

Fields Fields Fields, Fields, Fields Fields Fields, Fields,

Buckthorn

Seaweed/coral

Only underwater

May attract monsters

Pringrape

Leafy plant

Fields, forests

Ranogrin Wolfsbane Barbercane Fruit Hellebore Petals Cortinarius Pigskin Puffball Sewant Mushrooms Ribleaf

Small, stocks Tall ftowers Berries Small Mushroom Mushroom Mushroom Small, leafy

Blood moss

Moss

Fields, forests Fields, forests, mountains Mountains, swamps Forests Forests Forests, caves Caves Cultivated terrain Swamps, rocks, caves, mountains Moist, rocky terrain, and underwater Walls, rockfaces Walls, rockfaces Only underwater

mines

grows in groups

-

-

Grows in multiple regions

-

HERBS FOUND IN NOVIGRAD

486

Hop umbels Homwort Longrube Mandrake root Mistie toe Moleyarrow Nostrix Puffball

NAME

TYPE

LOCATION

ADOITIONAL NOTES

Arenaria Balisse Fruit Beggartick Blossoms Blowbill Crows eye Fools Parsley Leaves Ginatia Petals

Flower bush plant Flower bush Field plant Tall bush Tall weed Large bush

Fields Fields Fields, swamps Fields F1elds, barren Fields, next to roads Fields

Fields, sunny

Han

Weed

Fields

Can be near other herbs/ foliage

Honeysuckle Hop Umbels Long rube Moleyarrow Verbena

Large bush Large bush Mushroom Tall leaves Herb

Fields Fields Fields, caves, rocky terrain Fields, swamps, homes Fields

-

sunny

Grows in groups

-

-

Hornwort

Moss

Bryonia Nostrix Buckthorn

Vine Wall vine Seaweed/coral

Prefers sunnier locations.

Grows in groups

Can be near other herbs/ foliage

caves, rocky terrain swamps, homes

-

forests forests

Druids and herbalists sell these

-

-

Grows in multiple regions.

May attract monsters

HERBS FOUND IN KAERMORHEN NAME

TYPE

LOCATION

ADDITIONAL NOTES

NAME

TYPE

LOCATION

AOOITIONAL NOTES

Arenaria Balisse Fruit Beggartick Blossoms Berbercane Fruit Btowbill

Flower bush Plant Flower bush Berries Field plant

Prefers sunny fields. -

Hop Umbels

Large bush

-

Bloodmoss

Moss

Buckthom Bryonia Celandine Cortinarius Crows eye Fools Parsley Leaves Ginatia Petals

Seaweed/coral Vine Small Mushroom Tall bush Tall weed Large bush

Fields Fields Fields, swamps Mountains, swamps Fields Swamps, rocks, caves, mountains Only underwater Walls, rockfaces Fields, forests Forests Fields, barren Fields, next to roads Fields

Han

Weed

Fields

Hellebore Petals Honeysuckle

Small Large bush

Forests Fields

Grows in sunny locations

May attrack monsters -

-

Grows in groups

Can be near other herbs/ foliage

-

Homwort

Moss

Longrube Mandrake Root Mole yarrow Nostrix Pigskin Puffball

Mushroom Flower Tall leaves Wall vine Mushroom

Fields Moist, rocky terrain, and underwater Fields, caves, rocky terrain Fields, forests Fields, swamps, homes Walls, rockfaces Caves, forests

Pringrape

Leafy plant

Fields, forests

Ribleaf Ranogrin

Small, leafy Small, stocks

Sewant Mushrooms

Mushroom

Verbena White Myrtle Wolfsbane

Herb Large bush Tall flowers

Cultivated terrain Fields, forests Gaves, cryps, dungeons, mines Fields Fields Fields, forests, mountains

May be scld by druids and herbalists Grows in multiple regions

-

-

ALCHEMIC CREATIONS AND RECIPES Alchemy requires formulae and the materials necessary to use them. Once you have both, you can begin crafting the most useful aspects of Geralt's arsenal! The following sections list both the names of the creations, and the materials necessary to craft them. Notice how with potions, oils, and bombs, to create an improved version of an item, you need to create the previous version first. Those material requirements are listed for your convenience. Once you have created an alchemy item, it has a limited number of uses before it must be replenished. If you have strong alcohols in your inventory, Geralt will use them when he meditates to restore his stocks of potions, decoctions, oils, and bombs' In other words, loot all the alcohol you can carry (unless it belongs to someone else and is in plain view of the guards . . that is if you don't want a fight on your hands).

POTIONS A witcher can drink potions to temporarily alter stats. Potions that provide mild boosts to performance present no drawbacks; they only increase toxicity, but that can also be beneficial depending on character build. Enhanced and superior strength potions greatly enhance your performance. Some potions offer mild boosts with no drawbacks, while others dramatically boost a handful of stats. Geralt can only tolerate up to 100 points of toxicity before he becomes poisoned. While poisoned, you experience a slow loss of health over time. Character abilities can raise the 100 toxicity limit to over 200. While potions cannot be purchased, shops are a great source for finding new formulae. By learning new formulae, you can increase the strength of existing potions and unlock new effects to diversify your abilities. Most potions require alchemical substances, which are obtained from common components found in the environment and monster loot. Meanwhile, high end potions require rare ingredients.

POTIONS

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NAME

Potion of Clearance

Black Blood Enhanced Black Blood

Superior Black Blood

Blizzard

Enhanced Blizzard

Superior Blizzard

Cat Enhanced Gat Superior Cat

EFFECT

RECIPE REQUIREMENTS

s

#

-

- - - - -

100

15

30

3

1

Dwarven spirit

2

150

# ITEM2

# ITEM3

# ITEM4

# ITEM5

# ITEM6

# ITEM7

- -

- -

- -

-

-

-

-

-

-

Sew ant mushrooms

4

Ghoul's blood

-

-

-

-

-

-

-

1

Black Blood

1

Hellebore petals

5

Sewant mushrooms

5

Ghoul's blood

-

-

- -

White Gull

1

Enhanced Black Blood

5

Hellebore petals

5

Sewant mushrooms

1

Han fiber

1

Dwarven spirit

5

White myrtle petals

1

Gotem's heart

- -

3

1

Alcohest

1

Blizzard

1

Celandine

5

White myrtle petals

30

4

1

White Gull

1

Enhanced Blizzard

1

Celandine

4

White myrtie petals

240

3

1

Dwarven spirit

4

Berbercane fruit

2

150 15 480

4

1

Alcohest

1

Cat

5

Berbercane fruit

1

Cortinarius

3

Water essence

300 15 720

5

1

White Gull

1

Enhanced Cat

4

Berbercane fruit

4

Cortinarius

1

Moleyarrow

#

#

# ITEM 1

Returns all spent Ability Points to the available pool so that you can redistribute them. Cannot be brewed. Purchased only from specific vendors for a high price. Witcher's blood injures vampires and necrophages when they wound him. Witcher's blood injures and knoeks back vampires and necrophages when they wound him. Vampires and necrophages start Bleeding when near the Witcher. In addition, the witcher's blood injures and knocks them back when they wound him. Stows down time for everyone except wrtcher for a short period atter killing an enemy. Slows down time for everyone except witcher for a short period atter killing an enemy. Great slowdown. Slows down time for everyone except witcher for a short period atter killing an enemy. Great slowdown. Alsc, with 3 Adrenaline points, actions don't cost any stamina.

15

45

4

1

Alcohest

300 15

60

5

1

100 25

15

2

150 25

20

300 25

Grants sight in total darkness.

100 15

Grants sight in total darkness and immunity to hypnosis. Extended duration. Grants sight in total darkness and immunity to hypnosis. Extended duration.

Water

essence

-

- -

1

Nostrix

1

Rebis

-

- -

- -

1

Golem's heart

- -

-

-

1

Sewant mushrooms

1

Re bis

-

- -

1

Buckthom

-

-

- -

-

-

- -

Allspice

1

1

Aether

z_

POTIONS CONTINUED

Increases maximum Vrtality.

100 25

60

Dwarven spirit

Wolfsbane

Dark Essence

Enhanced Full Moon ~~~aJ;J ~~;~~ m Vitality.

150 25

90

Alcohest

Full Moon

Crow's eye

White Gull

Enhanced Full Moon

Mistletoe

Blowball

Light Essence

Full Moon

Superior Full Moon

Golden Oriole

Enhanced Golden Oriole

Superior Golden Oriole

Killer Whale Maribor Forest Enhanced Maribor Forest Superior Maribor Forest Petri's Philter

Increases maximum Vitality. Extended duration. Heals Vitality by an amount equal to current Toxicity. Grants immunity to poisons, neutralizes the effects of poisons already in bloodstream. Grants immunity to poisons, neutralizes the effects of poisons already in bloodstream. Extended duration. Neutralizes the effects of poisons already in bloodstream. Extended duration. Poisons now heal instead of doing damage. Increases breath supply while underwater by 50% and improves vision while diving. Accelerates the generation of Adrenaline Points. Accelerates the generation of Adrenaline Points. Extended duration. Accelerates the generation of Adrenaline Points. Extended duration. Grants 1 Adrenaline Point upon consumption. Increases Sign intensity.

Enhanced Petri's Philter

Increases Sign intensity. Extended duration. Increases Sign intensity. Superior Petri's Extended duration. Signs Philter always apply their special effects. Accelerates Vitality regeneration. Vitality Swallow regeneration pauses for 2 seconds upon receiving damage. Accelerates Vrtality regeneration. Extended Enhanced Swallow duration. Vitality regeneration pauses for 2 seconds upon receiving damage. Accelerates Vitality regeneration. Extended Superior Swallow duration. Regeneration works in and out of combat for all levels of the potion. Accelerates Stamina Tawny Owl regeneration. Accelerates Stamina Enhanced Tawny regeneration. Extended Owl duration. Accelerates Stamina Superior Tawny Owl regeneration. Extended duration. Never expires at night.

Verbena

Crow's eye

Celandine

Light Essence

120 4

1

Alcohest

Golden Oriole

6

Blowball

300 20

180 5

1

White Gull

Enhanced Golden Oriole

4

Blowball

HJO 15

180 3

Dwarven spirit

Balisse fruit

Buckthorn

Drowner tongue

100 20

30

Dwarven spirit

Berbercane fruit

Alghoul bone marrow

Drowner tongue

150 20

60

Alcohest

Maribor Forest

Berbercane fruit

Crow's eye

Drowner tongue

300 20

90 5

White Gull

Enhanced Maribor Forest

Berbercane fruit

4 Crow's eye

Hellebore petals

100 25

30

Dwarven spirit

Arenaria

Specter Dust

150 25

60

Alcohest

Petri's Philter

Arenaria

300 25

90 5

White Gull

Enhanced Petri's Philter

100 20

20 3

Dwarven spirit

150 20

20 4

300 20

4

5

4

Arenaria

4

Celandine

Buckthorn

4

Buckthorn

Celandine

White myrtle petals

Enhanced Swallow

Berbercane fruit

White myrtle petals

Owarven spirit

Verbena

Arachas venom

45

Alcohest

Tawny Owl

Verbena

300 20

60 5

White Gull

Enhanced Tawny Owl

Verbena

100 25

30

Dwarven spirit

Cortinarius

Endrega embryo

60

Alcohest

Thunderbolt

90

White Gull

Enhanced Thunderbolt

Dwarven spirit

Honeysuckle

Alcohest

White Honey

Honeysuckle

WMeGull

Enhanced White Honey

Honeysuckle

Ribleaf

Nekker heart

Swallow

20 5

White Gull

100 20

30

150 20

Enhanced White Honey Superior White Honey White Raffard's Decoction Enhanced White Raffard's Decoction

Immediately restores a large portion of Vitality.

150 30

Superior White Raffard's Decoction

Restores Vitality immediately and fully. Grants immunity to damage for a short duration.

300 30

-

Ursine pheromones

~f~h~~ will not attack the

300 19

90

150 15

90

100 15

90

1

Dwarven spirit Alcohest

3

White Gull Dwarven spirit Dwarven spirit Dwarven spirit

White Raffard's Decoction Enhanced White Raffard's Decoction Berbercane fruit Drowner brain Green mold

1

4

Han fiber

Wolfsbane

auebrith

Ranogrin

Ouebrith

Ribleaf

Vermilion

Ranogrin

Rubedo

Specter Dust

1

Longrube

Drowner brain

Celandine

AJcohest

Increases Attack Power. 150 25 Extended duration. Extended duration. Grants 100% critical hit chance during 300 25 storms. Clears Toxicity and cancels all 150 active potion effects. Clears Toxicity and cancels all 300 active potion effects. Clears Toxicity and cancels all 100 active potion effects. Immediately restores a portion 100 30 of Vitality.

Drowners will not attack the witcher. Nekker pheromones Nekkers will not attack the witcher.

Dwarven spirit

1

l 50 20

Enhanced Thunderbolt

Drowner pheromones

1

60

Increases Attack Power.

White Honey

5

Dark Essence

100 20

Thunderbolt

Superior Thunderbolt

488

300 25 180

Wolfsbane

6

4

Drowner brain

4

Celandine

Wolfsbane

Arachas venom

Wolfsbane

Fool's parsley leaves

Cortinarius

Fool's parsley leaves

Endrega embryo

Cortinarius

Fool's parsley leaves

4

Crow's eye

2

Vitriol

Mandrake root

Sew ant mushrooms

Verbena

Bryonia

Ouebrith

White myrtle petals White myrtle petals

Balisse fruit

Hellebore petals

Vitriol

Ribleaf

Bryonia

Nekker heart

Ribleaf

Bryonia

Pringrape

Bison grass

Vermilion

Ergot seeds

Hellebore petals

Sewant mushrooms Drowner brain

Puffball

4

Mole yarrow

DECOCTIONS Decoctions are incredibly powerful potions that are created using mutagens and other alchemic substances. These brews are incredibly toxic, limiting Geralt's ability to use decoctions along with other potions until his body naturally fights off the worst of the decoction's effects. However, each decoction grants powerful benefits in exchange for that toxicity. Remember, as with potions, you must buy the formulae for them from vendors such as herbalists or druids. You can clear the effects and toxicity from a decoction by drinking White Honey. You can also restore decoctions through meditation as long as Geralt has strong alcohols in his inventory.

DECOCTIONS

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# min # ITEM 1

Katakan decoction

Increases critical htt chance.

10

80

Arachas decoction

Reduces damage received based on armor and inventory weight: less weight carried and lighter armor means less damage is taken.

10

80

30

Dwarven spirit

15

80

30

15

80

30

15

80

30

16

80

30

16

80

30

Dwarven spirit Owarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit Dwarven spirit

30

Cockatrice decoction

All alchemy creations can be used one additional time.

10

80

30

Archgriffin decoction

If any Stamina is available, strong strikes consume all of it and reduce the struck foe's Vrtality by 10% after their normal damage is calculated.

11

80

30

Water hag decoction

Damage dealt is increased when Vitality is at its maximum.

11

80

30

Nightwraith decoction

Geralt's maximum Vitality is increased with each foe killed. This increase lasts until he meditates or fast travels.

11

80

30

Ekimmara decoction

Damage dealt to foes regenerates Vitality.

12

80

30

Chort decoction

Provides complete resistance to the Stagger effect and reduces the Knock-down effect to Stagger.

12

80

30

Fogle! decoction

Increases Sign Intensity during cloudy weather.

13

80

30

Wyvern decoction

Each blow landed increases Attack Power until either the fight ends or damage (other than that from potion Toxicity) is taken.

13

BO

30

Doppler decoctton

Increases critical hit damage when attacking from behind.

13

BO

30

Troll decoction

Regenerates Vitality during and outside of combat.

14

80

30

14

BO

30

Wraith decoction

Provides complete immunity to the Knockdown, Hypnosis, Stun and Blindness effects. Attack Power grows over the course of a fight until reaching a maximum threshold. Adrenaline Points are generated more Quickly than normal until the first successful enemy attack. Increases the amount of weight the witcher can carry without being overburdened. Combining fast and strong attacks with Sign abilities increases Attack Power for melee attacks and Sign Intensity when casting. Each foe slain accelerates Vitality regeneration for the duration of the battle. Whenever a single hit drains more than a third of Vrtaltty, a Ouen shield is activated which protects against the next attack.

Earth elemental decoction

Increases resistance to Vitality-depleting critical effects applied during combat. The resistance level rises the longer the critical effect is applied.

17

80

30

Dwarven spirit

Ekhidna decoction

Performing actions that consume Stamina regenerates Vitality.

17

80

30

Dwarven spirit

Ancient leshen decoction

Each Sign cast increases Stamina regeneration for the remainder of the fight.

17

80

30

Dwarven spirit

Basilisk decoction

Applies a random beneficial effect at dusk and dawn. The effect lasts for six hours.

18

80

30

Werewolf decoction

Running, sprinting and jumping outside combat does not use Stamina.

1B

BO

30

Dwarven spirit Dwarven spirit Dwarven spirit

Noonwraith decoction Succubus decoction Alghoul decoction Fiend decoction Forktail decoction Grave hag decoction

Nekker warrior decoction Mounts never panic. 50% increase to mounted combat damage. Leshen decoction Griffin decoction Reliever's decoction

A portion of the damage dealt by enemies is reflected back on the attacker. Taking damage raises damage resistance (up to an upper limit) for the remainder of the fight. Increases damage dealt and decreases damage taken against wraiths.

14

80

30

18

80

30

19

80

30

19

80

30

20

80

30

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RECIPE REQUIREMENTS

EFFECT

NAME

o.,,

~~ i';lt:: ow I- ::i zo Ul ~

Dwarven spirit Dwarven spirit Dwarven spirit

# Katakan mutagen Arachas mutagen Cockatrice mutagen Archgriffin mutagen Water hag mutagen Nightwraith mutagen Ekimmara mutagen Cho rt mutagen Fogle! mutagen Wyvern mutagen Doppler mutagen

Verbena

Troll claw

Crow's eye

Honeysuckle

Noonwraith mutagen Succubus mutagen Lesser red mutagen Fiend mutagen Fork tail mutagen Grave hag mutagen Wratth mutagen Earth elemental mutagen Ekhidna mutagen Ancient leshen mutagen Basilisk mutagen Werewolf mutagen Nekker warrior mutagen Leshen mutagen Griffin mutagen Lesser red mutagen

Ginatia petals

Ergot seeds

Arenaria

White myrtle petals Crow's eye Ribleaf

f"'

..,

Berbercane fruit

-

/

White myrtle petals

Sewant mushrooms Mandrake root

Puffball

Cortinarius

Fool's parsley leaves

Blowball

Moleyarrow

Celandine

Han fiber

Longrube

Mistletoe



~1

Blowball

'"'"""'

~3

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Green mold Alghoul bone

Allspice

Ir.

marrow

Buckthorn

Hellebore petals

Fool's parsley leaves

Moleyarrow

Bryonia

Longrube

Cortinarius

Blowball

Nostrix

Balisse fruit

Pringrape

Ribleaf

Berbercane fruit

Mandrake root

Ginatia petals

Honeysuckle

Blowball

Fool's parsley leaves

Beggartick blossoms

Beggartick blossoms

Hop umbels

Fool's parsley leaves

Aanogrin

Moleyarrow

Pring rape

Oil

Bryonia

Wott"s liver

Lesser green mutagen

Lesser blue mutagen

Essence of wraith

Arenaria

OILS Oils provide additional attack power against specific types of enemies for a limited number of strikes. When the oil is completely rubbed off the blade, it no longer provides that effect. You can restore oils through meditation and strong alcohol. Oils can mean the difference between life and death in tough battles, so be sure to know what you're getting into before you start a fight, and prepare accordingly!

OILS

Enhanced beast oil Wolfsbane

40

Ursine fat

Cursed oil

30

60

Alchemy paste

Enhanced cursed oil

10

20

Dog tallow

Arenaria

15

40

Ursine fat

60

Alchemy paste

50% Attack power versus Beasts

30

60

Cursed oil

10% Attack power versus Cursed Ones

10

20

Enhanced cursed oil 25% Attack power versus Cursed Ones

15

Cockatrice stomach

Celandine

Puffball

Bison grass

Rubedo

Puffball

Wottsbane

Balisse fruit

Wolf's liver

Cave troll liver

Wolfsbane

Mistletoe

Rubedo

Ekimmara hide

Nekker eye

Fool's parsley leaves

Arenaria

Mandrake root

Ekimmara hide

Devourer's blood

Fool's parsley leaves

Mandrake root

Ouebrith

Ginatia petals Ginatia petals

White myrtle petals White myrtle petals

Hom wort

Bryonia

Bison grass

Albedo

Puffball

Ranogrin

Hom wort

Honeysuckle

Puffball

Hom wort

Blood moss

Hydragenum

Puffball

Allspice

Honeysuckle

Bucklhom

Essence of wraith

Allspice

Honeysuckle

Albedo

Rotfiend blood

Beggartick blossoms

Arenaria

Pringrape

Cortinarius

Devourer's blood

Beggartick blossoms

Arenarta

Pringrape

Hydragenum

Arenaria

Mistletoe

Wolf's liver

Longrube

Mistletoe

Ergot seeds

Re bis

Fifth Essence

Wine Stone

Cortinartus

Wolfsbane

Ribleaf

Fifth Essence

Wine Stone

Cortinarius

Wottsbane

Vermilion

Cocl