Complete The Witcher 3 Wild Hunt. Walkthrough of the game - Velen

Subscribe
Join the “koon.ru” community!
In contact with:
Printable version of the page:
Read and watch all the latest about games
Having secured the support of Vesemir, Geralt went in search of his beloved Yennefer, who, after a long absence, made herself known with news from Verbitz. Arriving at the meeting place, the witchers were faced with the consequences of a bloody war: practically nothing remained of the former village. However, this did not stop Vesemir from confidently picking up the trail of the sorceress and thanks to this, continuing his search.

Kaer Morhen

Witcher stronghold on the river Gwenlech

Yennefer of Vengerberg.


While enjoying carefree hours in the company of the charming Yennefer, Geralt completely forgot about training with Ciri. Having finished with the water procedures, we use our witcher’s senses to find the key on the table. We can also look around and talk to the sorceress, who, regardless of the chosen line, will ask us to finish our business first. Having unlocked the door, we go downstairs and find Vesemir dozing off and Ciri, who preferred practice on the pendulum to boring theory. Further training will continue in the lower courtyard, so we immediately move there or agree to run along the walls. In the second case, we follow the student, overcoming simple obstacles. If you come across stairs on the way, then be sure to use them: falling even from a small height is fraught with the loss of a significant part of your health.

Vesemir will shame Ciri for her irresponsible attitude towards sources of valuable information, and then assign everyone to pairs. Starting with the very basics, we draw our steel sword and deliver three quick and three powerful strikes. We perform two dodges and somersaults, as well as three series of blocks. In order not to lose sight of stronger and more dangerous enemies, we use “Target Lock”. Next, open the quick access menu and select the indicated signs one by one, checking them in action. Moving further away, we hit Vesemir with one practice bomb with a quick throw, and with the second, with a targeted throw, we hit one of the illuminated dolls. We apply everything we have learned in sparring with Vesemir and finish the training by sheathing the sword.

Ciri hits the doll with such force that its helmet flies off the wall. Rushing after him, Ciri disappears. Geralt's attention is drawn to the doll: pulling back a piece of fabric, he discovers the child's face. Suddenly a blizzard begins, and horsemen of the Wild Hunt appear literally out of nowhere, one of whom rushes at Ciri with a sword.

Temeria, road to Vizima

May, 1272

The events in Kaer Morhen turned out to be just a bad dream, but Geralt cannot shake the feeling that Ciri is in danger. If desired, we tell Vesemir about the nightmare, after which he will want to study the letter from Yennefer for missing details. We share the most frank things with our older comrade or keep silent about the joys with Yennefer on a stuffed unicorn.

Lilac and gooseberry

Using a silver sword and the “Igni” sign, we deal with the ghouls who attacked us and collect useful items from the corpses. Using our witcher senses, we discover a crystal skull belonging to Yennefer along the path and pick it up. Having saddled the horse, we go after Vesemir. At the crossing we come across a griffin greedily eating a merchant's horse. Before flying away, the griffin will attack Vesemir and take with him the torn carcass of the animal. We accept a reward of 50 crowns from the very grateful merchant or refuse it. Let's ask Bram if he knows anything about Yennefer's whereabouts. He will advise you to go to the village of White Garden, where visitors often stop at the only tavern in the area.

Geralt of Rivia.


Having reached the White Garden, we go into the tavern and meet its owner Elsa. She, like her brother, has never seen the sorceress and recommends turning to travelers with this question. Valuable information can only be obtained from Gunther O'Dimm, who is familiar with Dandelion's ballads firsthand. He will talk about a scout from the Nilfgaardian garrison who was present during the conversation between Yennefer and the garrison commander. After leaving the tavern, we encounter aggressive peasants. If you use the “Aksiy” sign in the dialogue, then in a fist fight you will have to sort things out with only two opponents. Having defeated them, we go straight to the Nilfgaardian garrison.

The guards at the gate will let us into the camp without any questions as soon as we introduce ourselves as a witcher. In the tower we meet captain Peter Saar. Before providing information about Yennefer, he will want us to kill the griffin that is bothering his people. The herbalist Tomira will help with bait for the monster, and the hunter Myslav will help with the search.

Beast from the White Garden

Road signs provide quick transitions between them on the map, thus eliminating the need for long horse rides. From the Nilfgaardian garrison we move to the Bridge of the Mourner and from there we get to the hunter’s dwelling. Having knocked on the door and not receiving an answer, with the help of a witcher’s instinct we find traces on the ground and follow them south, towards the forest. Myslav was busy tracking down wild dogs - even more dangerous creatures than wolves. We agree to help so that, having killed the wolves, we can gain additional experience and at the same time learn the history of Myslav.

When the hunter leads us to the place where the griffin tortured young soldiers, using the witcher's senses, we examine the fire, bottles and dried blood on the ground. A little further, to the south, traces of the Nilfgaardians begin. Continuing along the road, we jump under the destroyed bridge and collect useful items from the chests. Immediately after the bridge we turn left, climb up the rocks to the very top and find a griffin’s nest. We examine the soldier’s body, the remains and the female royal griffin. At night, the soldiers surprised the female royal griffin, killed her and burned the nest. This was the reason for the outrages of the angry male throughout the area. Having received the second level, we acquire one of the skills and drag it to the empty cell on the right. Inside the nest you can find some money, and the soldier next to the griffin has a Velen sword.

The herbalist Tomira is trying to alleviate the suffering of the griffin's next victim - the young girl Lina. On her advice, we get to the river and collect buckthorn from the bottom. At the same time we buy everything from Tomira necessary ingredients to create useful elixirs. For example, the Swallow elixir allows you to effectively restore health both during and after a battle.

Returning to the tavern, we inform Vesemir that we have accepted an order for a griffin from the Nilfgaardian captain. We share all the information we have obtained and begin to fulfill the order. First of all, we make the “Thunder” elixir (increases attack power) and transfer it to the quick access slot in the inventory. Following Vesemir, we go to an open field, where we ambush the griffin. Before meeting with a dangerous enemy, we receive a crossbow from our partner.


In the battle with the griffin, we use a silver sword and the most effective sign “Aard”, and also do not forget to use the elixir “Thunder” to increase the damage done. We dodge the enemy's sweeping blows with somersaults and, every time he is in the air and dives at us, we knock him out with a targeted shot from a crossbow. The second half of the fight will continue near the mill in the north, so, without thinking twice, we call Roach and get to the appropriate place. Several surprise attacks will appear in the griffin’s arsenal: we protect ourselves from receiving damage with the “Quen” sign. Having won, we collect useful items from the corpse, including the trophy and the griffin mutagen. The mutagen is available in the tab of the same name in the “Skills” section - transfer it to the specified cell to increase your maximum health. A mutagen and a skill that have the same color and are in the same field will give an additional increase to the bonus. We deliver the head of the griffin to the captain of the Nilfgaardian garrison as proof of the completed order.

Peter Saar will tell you that Yennefer went to Vizima. For the work done, the captain will offer a reward of 150 crowns - accept or refuse. Before leaving the camp, we clean out all the barrels and bags with provisions and other useful items, which are not under the gaze of soldiers, and we will repair worn-out items at the blacksmith. Next, we return to the tavern to Vesemir and tell him new information about Yennefer.

Incident in the White Garden

A conflict breaks out between the visitor and the owner of the tavern, in which Vesemira intervenes. The situation is heating up to the limit and now the peasants are ready to rush at us with weapons in their hands. Having dealt with the enemies, we meet Yennefer outside, accompanied by Nilfgaardian soldiers. There are a lot of questions for the sorceress, but she will be able to answer them only upon arrival in Vizima, where Emperor Emhyr var Emreis is waiting for us with an interesting proposal. At this point, our paths with Vesemir will diverge: he will return back to Kaer Morhen, and we will go directly to Vizima. On the way we are attacked by the Wild Hunt. As a result, every single soldier dies, and Geralt and Yennefer miraculously escape.

Vizima, capital of occupied Temeria

A day later...

Having gained strength after a long trip, with the instructions of Chamberlain Mererid, we make ourselves presentable before the audience with the emperor. In preparation, we meet Morvran Voorhis, the commander of the Alba division, who wants to know what happened to his people on the way to Vizima. Then, if before starting the game you transferred saves from the second part of the game or turned on decision simulation, a series of questions will follow regarding the key decisions made in The Witcher 2.

Audience

We choose any outfit we like (or better yet, all three at once), put on the doublet, pants and shoes in the inventory and inform the chamberlain that we are ready to meet the emperor. Let's demonstrate our ability to bow, and then learn how to do it correctly by choosing the second answer option. It would also be a good idea to collect a variety of useful and not so useful things in your rooms.

Emhyr var Emreis.


We get to Emhyr’s office and, if desired, express our respect with a bow. The Emperor will get down to business without further ado and ask you to find his daughter Cirilla, who is being pursued by the Wild Hunt. Yennefer and Emhyr’s large army will help us in our search for the girl. The chamberlain will take us to Yennefer's library, where we can remember the past and discuss a plan of action. The sorceress admits that magical rituals were not enough to discover Ciri, and in addition to this, she attracted the attention of the Wild Hunt. The last hope remains for the traditional and most reliable way– tracking. We must find Ciri before the Wild Hunt does. The girl was last seen in Velen and Novigrad. Yennefer's informants - the merchant Gendrik in Velen and Triss Merigold in Novigrad - will share the information they have. The sorceress herself will go to the Skellige islands, where there was a large release of magical energy. We take our things from Chamberlain Mererid and examine the entire castle before leaving it. Having reached the exit, open the world map and select Velen on it - the Hanged Tree.

Velen, North Temeria

Five days later...

Nilfgaardian liaison

We get to the tavern “At the Crossroads” and ask its owner about Hendrik. A minute later, three bandits will visit the tavern and ask why we carry two swords with us - we provoke our interlocutors, answer them with restraint or in a friendly manner. When choosing the first option, in limited space, we deal with enemies with powerful blows and fry them with the “Igni” sign. One way or another, the owner of the tavern will tell you that Gendrik lives in the village of Vereskovka. Again, if we showed aggression, then there will be more soldiers waiting for us outside. You can avoid meeting them by leaving the tavern through the back door on its right side.

Arriving in the destroyed village of Vereskovka, we find the only survivor and save him from wild dogs. The peasant will tell you in detail and in colors about the events that happened last night. As it turned out, the riders of the Wild Hunt got to Hendrik before us and, after much painful torture, killed him. We examine Hendrik's body in the house and in the shoe we find a hidden key, which next room We unlock the hatch in the floor, having previously discovered it with the witcher’s sense. Having gone down to the cellar, we activate the witcher’s sense and interact with the secret lever in the form of a torch in the doorway. From the opened cache we take out Hendrik’s things, among which we find interesting notes concerning Cirilla, the baron, a certain witch in the swamps and other strange circumstances.

Witch hunt

In the village of "Podlesie" we learn about where the witch lives from one of three sources - from an elderly man near the tree at the western entrance, from two gossips, having overheard their conversation from a distance, or from the husband of a peasant woman, having paid him 50 crowns or enchanted him with a sign “Axiy” (requires level 1 “Deception” skill).

To the east of the village we move along the path along the pond until we come across a lonely stone at a fork. Then we turn right, deal with four neckers near the crashed cart and get to the witch’s hut. The girl will see out the local residents who are pestering her and, seeing us, will hasten to hide. Entering the house, in the room on the left side, using the witcher’s sense, we find a skull on a shelf against the wall, touch it and go through the portal.

Morvran Voorhis.


We go up the stairs and greet our old friend the sorceress Keira Metz. Witch hunters, eager to exterminate everyone who practices magic, forced her to move to this wilderness. Having asked about Cirilla, Keira admits that in addition to us, a certain mysterious elven sorcerer, hiding in the ruins not far from Polesie, was also interested in her. Without thinking twice, Keira will agree to take us to him.

Northwest of the village of Styozhki

A few hours later...

To the touch

Having descended into the dark dungeon, on the other side of the bridge we notice three horsemen of the Wild Hunt and ask Keira to immediately teleport us to them. However, something will go wrong and, after passing through the portal, we will find ourselves in a nest of drowners. Keira, like us, was transported to an unknown place. We destroy the enemies, swim underwater to the other side and get out to the bridge along the easy one (left branch) or along a slightly more difficult path (right branch). We destroy doors with simple blows with a sword or the “Aard” sign, and clear areas with toxic fumes with the “Igni” sign.

We move to the southern part of the dungeon and, again, along the direct, safest, or roundabout path, we get to Keira. First of all, we destroy two rat holes, marked on the mini-map with the “Igni” sign, and only then we finish off the remaining rats. The sorceress will once again try to persuade us to leave this place, but, ultimately, she will agree to continue the search for the elf.

The morpho-projection of the elven sorcerer left a message with a hidden meaning for Ciri, allowing her to find a secret passage. We go down, clear the path with the “Igni” sign and go right, simultaneously killing several ghosts. We climb up the ledges, get to the elf’s projection and listen to the second message about Kelpie, Cirilla’s horse. Silhouettes of a hunting dog and sea ​​monster, which are traps, so it is better not to touch them. Instead, we jump into the water, swim through the depths to the other side and, with the help of a witcher’s sense, discover the silhouette of a horse on the wall. Having activated it, we return to Keira and go into the opened room, where we, in turn, activate another silhouette on the wall - the silhouette of a swallow.

Having passed through the portal, we are transported to a hall with a golem, which will mistake us for enemies. The enemy is slow, has powerful, but rather predictable blows, and also occasionally hits the floor, forming a shock wave around himself, and runs like a battering ram, swinging his arms in all directions. We try to keep our distance and attack the golem in the back with a series of powerful blows at the moment when he is distracted by Keira. Having won, we climb up and, guided by the mini-map, we get to the next portal, which still opens by touching the silhouette of a swallow on the wall.

This time we ended up exactly where we had planned from the very beginning. All that remains is to overtake the Wild Hunt in the great hall. The sorcerer summons White Cold, which begins to ooze from three tears. While Keira is trying to close them, we must stay close to her, within the magical shield, and protect her from the hounds of the Wild Hunt. When the exhausted Keira falls into our arms, we can flirt with her or show indifference.

Keira Metz.


On the way to the last projection we will encounter the warrior of the Wild Hunt - Nitral. The battle will conventionally take place in three stages, each of which ends with the appearance of the hounds and the full restoration of Nitral’s health under an impenetrable shield. We try to attack the enemy synchronously with Keira and use the Quen sign to protect ourselves from Nitral’s quick attacks. Having won, we climb up the left side and listen to the message. The elf asks Ciri not to linger here and warns about dangerous witches from the Crooked-Ear Marshes. Keira will share a little information about these witches and hand over the book “Mistresses of the Forest” - we read it in the inventory. Next, with the help of the witcher's sense, we find notes on the floor near the fire near the wall on the left side, on the table - a flask with a potion, on a barrel near the rubble on the right wall - herbs and, finally, on the front wall - a secret passage. We receive another item from Keira - the eye of Nehalena. We use it to dispel the illusion and, turning right, get to the surface.

Mistresses of the forest

After reading the book “Mistresses of the Forest”, received from Keira Metz, we get to the Crooked-Ear Marshes and examine the wooden statue. The only path will lead us to an orphanage where five orphans and an old woman looking after them live. The most talkative of the children will mention a certain Ivasik, whom nothing passes by in the swamps, but we will never be able to find out where to find him. Grandma will punish Arek for being too talkative and forbid him to leave the house. Let's try to talk to the boy again, after which we'll ask the other children to help us distract the grandmother. They will agree, but on the condition that we play hide and seek with them.

Having counted to twenty, we begin the search. With a witcher's sense, it won't be difficult to track the movements of children and determine their location accordingly. The first and second children hid in the bushes and in a haystack behind the house in the east, the third in the house in the west, and the fourth in the bushes behind the house in the south. The children will lure grandma outside, and we can ask Arek about Ivasik.

We deal with the drowners and the water woman in the indicated area, and then follow the tracks on the ground to find Ivasik’s hole. As it turns out, Ivasik has lost his voice, so before he talks about Ciri, we must help him. We follow the priest, simultaneously destroying the drowners. Next, we go up to the crow's nest and kill a flock of harpies, shooting them down with a crossbow and finishing them off with a silver sword. We take the sealed bottle from the nest and bring it to Ivasik. Having regained his voice, the priest will talk about the wounded Cirilla, who headed towards the shelter, about witches and about the difficult relationship with her grandmother. We set off back to the shelter, defeating a couple of drowners and a water woman along the way. Ivasik will calm the grandmother down and persuade her to arrange a meeting with the witches for us.


Having arrived at the ancient oak tree, we make our way into the cave underneath it, having previously dealt with the wolves and the werewolf next to the entrance, marked on the mini-map with an icon in the form of an arch. We swim underwater and meet a ghost imprisoned in a tree. He will reveal the terrible secret of the Mistresses of the Forest and warn about the danger threatening children.

If you don’t trust the ghost, he will go into deep defense and summon spiders. We cut the branches, and then the heart itself, destroying the annoying spiders in between.

If you believe the ghost, then we begin preparations for the ritual, which will require a crow feather, a black wild horse and the remains of the ghost’s body. The Crow Feather should already be in the inventory, provided that we took it from the nest along with the sealed bottle. For the remains, we go to the tombstone in the western part of the specified zone and discover it with the help of the witcher's senses, but before that we destroy many drowners and a water woman. Next, we go to the clearing, tame the black horse with the “Aksiy” sign and, returning to the cave, perform the ritual.

The headman will be waiting for us outside. Having received a reward from him in the form of our own ear, we are transported to the witches’ shelter and learn from them new information about Ciri.

Ciri's story. Escape from the swamps

Ciri, finding herself in the Crooked Ear Marshes, escaped from the Mistresses of the Forest, who wanted to feast on her, and immediately became the object of attention of the Wild Hunt. The girl has only a steel sword in her arsenal and, instead of dodging, she can instantly move over short distances. Her health regenerates on its own, outside of combat. We cut down the hounds of the Wild Hunt, which endlessly appear from the gaps until we get bored, and then we get out of the Crooked-Ear Marshes, focusing on the mini-map.

Bloody Baron

You won’t have to wait for a warm welcome at Vronitsa Castle if we previously killed the bandits in the “At the Crossroads” tavern: the local residents will flee to their homes, and the baron’s people will bravely try to stop us. It is still not possible to go further than the main gate, directly to the baron’s chambers, so we ask for help from the old man sitting alone on a barrel in the center of the settlement. For 15 crowns, he will tell you how to get into the castle bypassing the gate. We get to the chapel in the northwest outside the castle, jump into the river and swim through the secret passage under the rock. Having met a water woman in the cave, we destroy her and climb along the ledges to the very top. We continue to run forward until we find ourselves in a drained well. We go up the stairs and meet the baron in the garden.

Having said goodbye to the guests, the baron takes us into his office and offers us a drink of vodka for the meeting - we agree or refuse. One way or another, the Bloody Baron will introduce himself as Philip Stenger and talk about Ciri.

Ciri's story. Wolf King

Having broken away from the enemies and fallen off the cliff, we continue to move forward along the old riverbed in search of help. Having met the little girl Gretka, we save her from hungry wolves and learn about the wolf king and his pack, who will not allow us to go further. We destroy six more wolves and fully examine the torn body of the peasant. The nature of the wounds suggests that there really is a wolf king walking around somewhere nearby. We prepare for the fight by collecting three blue wolf-killers and two white dog-parsleys around the area. Having finished with the next group of wolves and having made oil for the sword according to Vesemir’s recipe, we will follow Gretka into the cave and deal with the werewolf. In gratitude for the saved life, the peasant will take us to his master, who is the Bloody Baron.


After feeding and drinking Ciri and Gretka, the Baron allowed them to stay in the castle, even though neither of them turned out to be his daughter.

Family matters

The Baron will offer an agreement - to find his wife Anna and daughter Tamara in exchange for additional information about Ciri. Before the search, we get the go-ahead to look around the rooms. Let's follow the baron to the third floor and first look into Anna's room. Using our witcher senses, we pay attention to the wall, the picture, the hole behind the picture, the closet and the bent candlestick inside it, a vase of flowers on one table and a mess on the other. The trail of the smell of aged wine will lead us back to the stairs - we pick up the talisman that has fallen into the gap between the boards in the floor. In Tamara’s room, we take out a rusty key and incense from the closet and pay attention to the doll by the bed. We ask the baron about everything we managed to find. The Baron will give a tip to the fortune teller, from whom Anna most likely received the medallion.

Bandits gathered in front of the sorcerer's house, intending to get even with the old man for writing out the wrong prescription for their comrade Edric. The bandits will refuse the money, but will gladly accept the new recipe. We can also kill them or enchant them with the “Axii” sign (requires the “Deception” skill of level 2).

The fortune teller admits that he made the talisman for Anna. A specific accessory was supposed to protect Anna from evil forces. The fortune teller does not know where Anna and Tamara are, but he can ask the spirits about it. Before the divination, we must find his goat Princess.

Having received the bell, we transfer it to the appropriate cell in the inventory and follow the tracks on the ground towards the west until we encounter wolves, and then a goat. We select the bell in the quick access menu and, periodically ringing it, head home. At some point the goat will back away - we catch up with it and deal with the bear. Returning to the sorceress, we learn from the spirits about Anna’s cursed child, who turned into an Igosha. The old man will advise removing the curse from Igosha, thereby turning him into a chura. We open the glossary - bestiary and in the “Cursed” section we read the information about Igosha.

Upon returning to the castle, we find the stables blazing on fire. Baron's man will ask you to save his brother Austin, who remains inside the stable - we agree or refuse. In the first case, we get inside along the stairs on the left side of the building. We cut the barrels with a sword, go down the stairs, then quickly open one of the corrals with a horse and, guided by the mini-map, we get to the exit, going around the wreckage on the right side. A heroic deed will not go unnoticed, so the next time you visit the castle we will receive 20 crowns from the rescued groom.

Having heard the bitter truth about himself and his family, the drunken baron will become furious and rush at us with his fists: in battle we use powerful attacks, occasionally dodging or putting up a block. After a series of revelations, closer to midnight, the baron will take us to the place where he buried the baby. Igosha just got out of the grave - we attack him or turn him into a chura.

In the first case, we deal with the ghosts and Igosha himself, using the “Aksiy” sign whenever he begins to restore his health. Having obtained the blood of Igosha, we go to the Vorozhei to carry out the ritual. Following the old man, we get to the wolf tract: we light the fires on three stones and, fighting with numerous ghosts, do not forget to re-ignite the extinguished lights, otherwise the ritual risks dragging on for a long time.

Bloody Baron.


In the second case, we return to the castle, simultaneously destroying ghosts and calming Igosha with the “Aksiy” sign. We try not to move too far away from the baron in order to prevent Igosha from turning into a huge monster. The baron will name his unborn daughter and bury her according to all the rules. We sit down at the grave and meditate until the next midnight, when we can call upon the chur. Following the chur, we get to the barn, where, with the help of a witcher’s sense, we find a horseshoe, a bracelet on a barrel and clothes on the ground. Then, continuing to follow the road, we come across the corpse of a horse and examine it, having previously destroyed the foulbrood.

On our own or together we get to the fishing hut on the river bank, where Wojciech lives with his family. It turns out that the grandmother from the orphanage in Crooked Ear Marshes is Anna, the wife of the Bloody Baron. Tamara is most likely in Oxenfurt. Returning to the baron, we tell him about our daughter and, having received the Redanian travel document, we set off for Oxenfurt. There we find Tamara and give her a choice - to return home or go with Graden. Despite all our attempts to explain to her that the baron really regrets what he did, the girl remains unshakable in her decision to stay with her new friend.

Once again we return to the castle and put an end to the family matter, adding details to the story about Anna.

Ciri's story. Horse racing

One day, gathering around the fire after a hunt, the conversation turns to who is the best at handling a horse. Without thinking twice, Ciri and the baron enter into a bet, putting the most valuable thing they have on the line. To win the races, you need to quickly rush forward along the route specified on the mini-map, while doing your best not to let your opponent get ahead. One way or another, we will have to forget about the reward for a while, because, out of nowhere, a basilisk appears and attacks us.

Ciri's story. From the shadows

We unleash a flurry of blows on the basilisk every time it descends to the ground, and we dodge its poisonous claws. Having disarmed the baron, the basilisk will take him to the top of the tower. We pull ourselves up along straight ledges on the rocks right in front of the road sign and, having climbed up, we finally deal with the enemy. After saying goodbye to the baron and warning him about the Wild Hunt, Ciri will go to Novigrad.

Novigrad

Bonfires of Novigrad

In Hierarch Square we witness how Caleb Menge publicly burns the sorceress Felicia Corey and the doppler Lacharel. Having reached Triss Merigold's house, we find several robbers in the courtyard, stealing the last things of the sorceress. From them we learn that Triss may be hiding in the Rotten Grove with the King of the Beggars. Caleb Menge will soon appear and order the guards to take the marauders away. He will also warn us that there is no place for magic and crime in the city.

You can learn about the location of the Rotten Grove from the beggar sitting on the top beam in the west, or by following the pickpocket who will appear in the northern area when we approach the crowd. In the first case, to get into the grove, it is enough to say the password “The old pig produced gilts,” and in the second, pay 50 crowns or enchant the guard with the “Aksiy” sign (the “Deception” skill of level 2 is required).

Caleb Menge.


Triss Merigold joined an influential community of beggars and thereby provided herself with cover. The King of the Beggars, Francis Bedlam, seeks to overthrow Caleb Menge and seize power in the city. After asking Triss about Ciri, we set off with her to complete the order. The informant, who was supposed to get an important ingredient, gave in to the guards and threw the bag of magickalium into the canal. One way or another, we will have to make a foray under water. Going down to the basement, we destroy the drowned man and, using the witcher’s instincts, activate the secret button on the column. Having got out, we get to the place where the package is supposedly located. We dive into the water and, with the help of a witcher’s sense, find a package at the bottom, almost next to the bridge. Returning to Triss, we go to the customer’s grain warehouse. If desired, you can receive a deposit of 150 CZK.

Entering the warehouse, we use our witcher’s instincts to find three small cracks on the walls and place one crystal in each of them. Then Triss will activate the spell, after which we will have an extra minute for a frank conversation. As if on cue, the rats leave the warehouse in friendly formation, and in their place appear the witch hunters who were called by the customer. Having dealt with the enemies, we take a double rate from Brandon for the inconvenience caused and receive from Triss the coordinates of the oneiromancer Corina Tilly, who specializes in predictions from dreams.

Dream in the big city

Rudolf de Joncker, the owner of the largest bank in Novigrad, invited Corina Tilly to his newly acquired house to rid it of ghosts. Going up to the bedroom on the second floor, we find a priest over the body of a oneiromancer, who, upon seeing us, will hasten to hide. While in a dream, a girl mutters about a certain doll in the attic. Climbing even higher, we clear the passage with the “Aard” sign and in the next room we select a drawing of a cradle from a chair, and a rag doll from a bench. We examine the drawing in the inventory in the “Items for tasks” section, go back down to the second floor and in a small room we put the rag doll in the cradle. Next, open the next drawing from the door and go down to the basement through the door under the stairs. Inside the oven we find the priest Sarah, who decided to play a trick on Corina by sending her terrible dreams.

Sarah will flatly refuse to leave the house - we allow her to stay, but on the condition that she lags behind Corina, or we drive her away using a reliable method. For the second option, you need to purchase burdock from an herbalist, put it in the oven and set it on fire with the “Igni” sign. Returning to Korina, we tell her about the tricks of the priest and agree on the next meeting at the Golden Sturgeon tavern. We notify Rudolph, who is waiting outside, that the house is free of ghosts or that we could not do anything.

Having met Korina in the Golden Sturgeon, we share our memories of Ciri, after which we plunge into a dream in which we see Buttercup and a swallow. Having woken up, we tell the dreamer about what we saw and learn from her that Buttercup has inherited a brothel called “Sage and Rosemary”.

List of harlots

In the brothel we meet our old friend Zoltan, together with whom we expel a bunch of tramps from the establishment. We tell Zoltan about Ciri and the Wild Hunt pursuing her, after which we learn from him about the disappearance of Dandelion. Using our witcher senses, we select Buttercup’s diary from the chest of drawers under the window. In it we find a list of girls that the loving bard dated. Buttercup should tell at least one of them about his immediate plans. We open the “Items for tasks” section in the inventory, read the diary and before leaving we will talk with Zoltan again about all the girls.

Triss Merigold.


We get rid of Vespula from the company of racketeers in any of three ways: by paying 200 crowns, intimidating him with the Beggar King, or by dealing with the enemies in battle. There will be no problems with the other girls - Elihal, Molly and Marabella: each of them will tell interesting story about Dandelion, but nothing more. In the case of Molly, if you wish, you can compete in horse racing with General Morvran Voorhis himself and, if you win, receive a saddle with 70 cells.

There are two ways to get into Rosa var Attra's house - by introducing yourself to the guards as a fencing teacher or by independently making your way into the villa. In the second case, we go around the villa on the left side until we come across the stairs near the fountain. Then, going down, we run along the rock, jump over the gap and climb up the ledges. In the garden we meet Rosa var Attre, who will cover us in front of the guards and order us to be taken to the training hall.

Let's follow the captain of the guard inside the house and, taking the wooden sword from the stand, go down to the training hall. Having changed clothes, we begin training: in both rounds we attack the opponent with powerful blows to the bitter end. Rose's twin sister Edna var Attre will join us later. Rose admits that the relationship between her and Buttercup did not work out because he praised the talents of a certain Tsiranka. Having said goodbye to the sisters, we return to the brothel to Zoltan and ask him about the troubadour from Kovir. As it turns out, Buttercup has fallen head over heels in love with a girl named Priscilla, who performs every evening at the Kingfisher with the Renard and the Foxes troupe.

Having arrived at the indicated place, being outside, we meditate until 18:00 and go into the establishment to meet Zoltan and listen to Priscilla’s solo performance. Having finished, the girl will tell you that Dandelion was planning a raid on the treasury of Sigi Reuven, tried to help Ciri, and also got involved with the Bastard Younger gang, which subsequently chased him through the entire city. Since then nothing has been heard from the bard.

Hunt for Junior

In the baths we will be received as welcome guest: We leave our things in the locker room and follow the eunuch. Bastard Junior, having secured the support of a certain influential gentleman, managed to ruin relations with everyone with whom he could, so Sigi Reuven, Francis Bedlam and Carl Varese intend to expel him from the Big Four. Instead of showing up for the meeting, he sent his men to surprise the members of the triumvirate and carry out a bloody reprisal against them. Armed with the first thing that comes to hand, we help the bigwigs of the underworld hold back the onslaught of their enemies. For Tesak, such insolence on the part of the Younger was the last straw, and he intends to find and punish the traitor at any cost, even if this means raising awareness of all of Novigrad.

Sigi Reuven will remember our past grievances, but will not refuse help. He will advise you to look for the Bastard in own home, as well as in the casino and arena he owns.

In Bastard Younger's house, using the witcher's senses, we examine things on the floor on the first floor, and on the second floor, things on the floor and a rack with objects on the wall.

We bribe, enchant (required by the “Deception” skill of level 2) or kill the gatekeepers at the entrance to the arena. In the peaceful option, we agree with Igor, who is involved in organizing the fights, about the work and agree to take part in the fight in the ring. Before this, don’t forget to replenish your supplies of the “Swallow” elixir and buy food, since in the ring we will have to survive four rounds without the possibility of ending the fight early. Having won, Bastard Junior will appear and order his people to kill us. Peaceful and hostile options will lead to the same outcome: we consistently deal with a large number of enemies, not allowing them to surround ourselves. Having finished with everyone, among Igor’s things we find a note that talks about the hiding place and how to get to it. Actually, we get to this very hiding place and, with the help of the witcher’s instincts, activate the secret mechanism in the form of a torch to the right of the wall. We go into the secret room and take out a mysterious letter from the chest. From it we learn that Bastard the Younger works for King Radovid.

King of the Beggars.


We enchant (required by the “Deception” skill of level 2) or kill the gatekeepers at the entrance to the casino. With the peaceful option, you will have to play three games of Gwent, without mentioning Bastard the Younger in a single word, so as not to provoke aggression from your enemies. Peaceful and hostile options will lead to the same outcome: we consistently clear all three floors of enemies. On the top floor in the room we find a dwarf named Rico, who is a spy for the Beggar King. He will tell us that Bastard Junior has become friends with the Redanians. However, we will already know this information if we have previously visited the arena. We free or leave Rico tied up. If we choose the first option, we can then go to the Beggar King and receive a silver sword from him.

Returning to Reuven, we tell him about the Younger’s connections with the Redanians, after which we go to the partisan camp near Oxenfurt, led by our friend Vernon Roche. At the entrance to the camp we encounter Ortensio - we enchant him with the “Axii” sign or defeat him in a fist fight. Roche will agree to connect us with Radovid, but before that we will have to meet with the contact at the bridge in Oxenfurt. Having arrived at the place, together with Roche we go to the chess club, where, to our surprise, King Radovid himself is located, who will hand over Bastard Junior to us in a heartbeat.

Ciri's story. Visit to Junior

Doppler Dudu was captured by Bastard Junior, and Ciri and Dandelion were thinking about how to save him. Without thinking twice, the girl decided to get into Willy’s house on her own. We go up the stairs, climb even higher along the ledges and, having reached the balcony along the roofs, we penetrate inside through the window. In the battle with Willy, for the first time, we use a special gift that allows us to effectively inflict significant damage on one or several enemies at once. Having won, we free Dudu Bibervelt, clear the first and second floors of enemies and leave the house.

Service for Radovid

At the audience, King Radovid will want us to bring to him the living sorceress Philippa Eilhart, who is seeking to restore the Lodge of Sorceresses.

Treasures of Count Reuven

Reuven is ready to use his influence to find Dandelion, but before that we must help him investigate a mysterious robbery. Having gone down under the baths, we follow Sigi to the treasury. The only witness - the troll Bart - turned out to be powerless in the face of clever thieves who destroyed the wall with explosives, and before that they somehow traveled a long way through a sewer canal with poisonous pop mold. Attempts to follow the trail of the thieves did not lead to anything good: Reuven lost his man, and even encountered a monster that forced him to return back.

Sigi Reuwen (Dijkstra).


Having drunk the antidote for pop mold, we use our witcher senses to examine the burst pipe above the break, the pipe grate lying near opposite wall, and a piece of pipe at a fork. We move along the canal along the blue line on the mini-map, simultaneously destroying the drowners. Having reached the next section, we find the bottom of a vessel near the grate, presumably a fragment of a homemade bomb, and, having thoroughly studied it, we return to Reuven with a report.

While visiting the baths, thieves threw a homemade bomb into the pool drain, which detonated behind the wall next to the treasury. Using our witcher's senses, we find oil in the water of the far pool, and a silver cap near the edge. On the ill-fated day, the late Margrave Henkel was among the visitors, under whom the robber apparently disguised himself. Sigi will give you the coordinates of Henkel's mansion and ask you to go there immediately.

In the fight with the forktail, we use improved oil against draconians and the most effective sign “Aard”. The enemy, having received a serious injury, will try to hide - we overtake him in a dark cave, following the trail of blood to the ground, and finish him off, adhering to the same strategy. Having obtained the forktail liquor, we return to the fortress of Kaer Morhen to race with Excel. If you win, you can receive boots from the mountain people as a reward from the witcher.

The last test

Lambert received the most important task - to fill the phylactery with the power of the Circle of Elements. Having met the witcher in the fortress, we go with him to the pond, simultaneously destroying the harpies. Last time, Lambert left the boat tied to the pier, but it was not there. We continue to walk along the shore until we come across numerous drowned people and a water woman. Having dealt with them, we get into the boat opposite Lambert and move to the cave on the other side of the lake.

Once at the entrance to the cave, the screams of a child begin to be heard from somewhere nearby. Despite Lambert's warnings that this is just an illusion, we can independently convince ourselves that he is right and find ourselves in the trap of the fogs. Having finished with the enemies, we return to the cave and go inside. Climbing along high and not so high ledges, we move deeper into the cave, where we find the Old Grotto, lightly sleeping. Without approaching the cyclops, we climb up the ledges on the right side and leave the cave. Otherwise, before getting out, we enter into battle with a large enemy and actively use the “Aksiy” and “Quen” signs during the battle.


On the way to the Circle of Elements we meet several trolls who will be against us going further, which will cause aggression from Lambert. We quickly get to the next cave, pass through it and on the other side we again enter into dialogue with the local inhabitants. We negotiate peacefully with the trolls or deal with them in battle, after which we rise to the Circle of Elements, light four torches located in the corners, and place the phylactery on the altar. After having a heart-to-heart talk with Lambert, we take the phylactery filled with power and return back to the fortress.

Interference

We go up to the room at the top of the tower and communicate with Yennefer, who is extremely dissatisfied with the progress of preparations for the ritual to remove the curse from Uma. A conversation about a bed may end with the sorceress remembering her affair with Triss, and then, if she does not apologize for her words, in a rage she teleports us straight into the river far outside Kaer Morhen. One way or another, we help Yennefer restore the functionality of the megascope, namely, we find and eliminate the reason that disrupts the operation of the crystals. We go down to the first floor, pick up the potestikvisator, approach the source of magical interference - boxes with dimerite bombs against the wall, to the left of the large cage next to Vesemir and Uma - and interact with it. Returning to Yennefer, we take part in a conversation with Ida Emean, one of the members of the Lodge of Sorceresses. She will give some advice on lifting the curse and at the same time remind you of the prophecy of Itlina, in which Ciri plays a key role.

Being a guest is good, but being at home is better

Vesemir will insist on an alternative method - to remove the curse with the help of folk traditions- and for this he will take Uma to the mountains for the whole night. Free time We dedicate ourselves to chatting with friends over drinks. When Yennefer goes to bed, we join her or continue gatherings in an all-male company, having fun in more and more sophisticated ways in proportion to the amount of alcohol consumed.

Va Faill, Elaine

The next morning, Vesemir and Uma return from the mountains to no avail, so all hope remains in the ritual. Having collected the ingredients from the table, we prepare an elixir from them in the “Alchemy” section according to the “Herbal Extracts” recipe and give it to Yennefer. This time everything will go as it should, and Uma will be disenchanted: under the body of the ugly creature was hiding Ciri’s companion, the elf Avallac’h. He will tell you that Ciri is on the Island of Mists and that she is being pursued by the Wild Hunt in order to obtain the Elder Blood and, with its help, open the gates to our world for an army of thousands.

Brothers in Arms

The inevitable battle with the Wild Hunt is becoming closer to reality every day. The battle for Kaer Morhen is expected to be serious, therefore it would not be amiss to enlist the support of our friends and just good acquaintances, including Triss, Dijkstra, Roche and Zoltan from Novigrad, Keira Metz from Velen, Emhyr var Emreis from Nilfgaard, Crach, Myshovur, Cerys and Hjalmara from Skellige. For most of them you will have to provide a service, i.e. complete one or more additional quests, but there will also be those who unconditionally agree to come to Kaer Morhen.

Island of Mists


On the shore of Skellige Island we find any free boat and on it we get to the Isle of Mists, where the recommended character level starts at 22. In this case, all previously uncompleted tasks will be automatically failed.

Following the magic firefly received from the elf Avallak'h, we fight off the annoying harpies on the water with a crossbow, and on land - from the tangapors. We get to the house on the top of the hill, in which the gnomes who survived the shipwreck took refuge. They will let us in only after we bring their missing comrades to them - Ivo, Gaspar and Ference. Having received information about their location, we set out to search.

On the shore we deal with a couple of waterwomen and at the top of the rock we find Ivo, who, having tried to go down, will eventually fall to his death. We find the second gnome named Gaspar sleeping inside the tower. He suffers from narcolepsy, so we try not to move too far away from him, so that if something happens, we can wake him up after another attack, and at the same time protect him from tangapores. We find the third gnome Ferens dead in the swamps, having previously dealt with the demon: in battle we use the signs “Quen” and “Aksiy”. Returning to the hut with the only surviving gnome, we find a cold and not breathing Ciri on the bed, who, having merged with a magical firefly, miraculously comes to life in our arms. We ask the girl about her adventures or immediately go to Kaer Morhen. The dwarves, without waiting for us, sailed away on the boat, and meanwhile the ship of the Wild Hunt appeared on the horizon. We convince Ciri to use the portal and take us to the witchers' refuge.

Battle of Kaer Morhen

After a short but warm meeting, we convene a council in the fortress, at which we scrupulously discuss the plan of preparation for the upcoming battle against the Wild Hunt. We make a choice in favor of elixirs (we will get “Thunder” and “Excellent Swallow”) or traps, filling holes in the wall or clearing out the arsenal. A few hours later, when all the preparatory work is completed, we go outside and watch the arrival of the Wild Hunt. Yennefer will create a magical barrier around Kaer Morhen, Triss will stop the first enemies approaching the fortress with a rain of fire, and Lambert and I, having saddled our horses, will go into the forest for reconnaissance. To avoid combat, we try not to get close to the hounds and close the portals from a distance with a targeted throw of a dimerite bomb. If there are not enough bomb supplies, you can use the Irden sign. With the appearance of Imlerich, our invisibility will disappear, so we signal Triss with a crossbow shot into the sky, but we still won’t receive support.

Meanwhile, Ciri will not want to sit in the fortress and will come to the aid of Vesemir and Triss, surrounded by enemies. Using new abilities, we make our way to the roof of the red-haired sorceress and destroy the warriors and hounds.


Having dealt with numerous opponents, but not Imlerich, not without the help of the fiery rain, we return on horseback to Kaer Morhen and first of all close the gate by going up to the lever on the wall. However, the horsemen will continue to advance and take Lambert by surprise, to whose rescue Keira Metz will come to the rescue. Next, we retreat to the courtyard, where we also destroy a large number of enemies, and then we go to the main gate, which Eskel was supposed to open, but for some reason has not yet done so. We get to Triss and together we deal with the warriors and hounds.

Eskel and Ciri will successfully fight Caranthir, after which the latter will hasten to hide. We destroy every single one of the warriors and open the gates for friends. Using the usual methods, we close all the portals of the Wild Hunt as soon as possible, if necessary, replenishing the supply of dimerite bombs from boxes scattered everywhere, and we get to the main gate at Triss’s request.

Yennefer, having lost her last strength, will lose consciousness, thereby leaving Kaer Morhen without any defense and allowing the Wild Hunt to break through the last line of defense. Having reached Ciri, Eredin tries to lead her through the portal, but Vesemir stops this attempt by desperately rushing at the enemy. After this, Imlerich begins to brutally beat the witcher and intends to kill him, so Ciri decides to voluntarily surrender to the Wild Hunt. Taking advantage of the opportune moment, Vesemir takes out a dagger and thrusts it into Imlerich, who in turn kills the witcher. Shocked, Ciri falls into a state of uncontrollable anger and, through a deafening scream, releases energy of such strength that the Wild Hunt has no choice but to retreat. Avallac'h, who suddenly came to his senses, is tasked with stopping the Explosion of Power.

Landscape after the battle

After the burial of Vesemir, we meet with friends at the wall of Kaer Morhen and discuss with them the past battle, which could have ended very tragically. The Wild Hunt turned out to be stronger than we expected, so Yennefer offers to enlist the support of powerful sorceresses and for this she has already entered into an agreement with the emperor so that in exchange for help he would amnesty the Lodge of sorceresses and provide her with refuge in Nilfgaard.

After several days, Avallac'h was still unable to teach Ciri to control her power. The girl still blames herself for Vesemir’s death and therefore turns to us for advice on how to overcome depression: we suggest drowning your grief in alcohol or having fun playing snowballs. When choosing the second option, we try to hit Ciri with targeted throws, while dodging the retaliatory snowballs. We replenish snowball reserves from places where snow accumulates.

The next morning, Ciri will ask to go with her to Bald Mountain, where Imlerich himself will be present at the Sabbath of sorceresses, whom Ciri intends to kill in revenge for Vesemir. If we convince Ciri to drop by the emperor, then, if we wish, we can receive a reward of 2000 crowns from the latter.

Bald Mountain


Ard Kerbin is the home of the Mistresses of the Forest, who, as it turns out, secretly communicate with the Wild Hunt. We get to the village in the depths of the island and, sitting by the fire, chat with the locals. At the annual festival, three young men and women are given the honor of meeting the Mistresses of the Forest. The old man will direct us to Tekla, who is engaged in the selection of the Chosen Ones who will be lucky enough to visit the tops of the mountain. Along the way we will meet an old friend - Ivasik. He will advise you not to get involved with witches, and especially not with Imlerich.

Ciri, being a young and beautiful girl, will easily pass the selection to meet the witches, and for this we will have to accept a rather simple challenge. When Tekla throws an ancient coin into the water, we jump down and dive into the water. Having destroyed the drowners with a crossbow, using the witcher’s instincts we find a coin at the bottom of the underwater cave and together with it we return back to Tekla. Next, following Tekla’s assistant, we get to the gate at the top and go into the cave. The gatekeeper Fugasse will give us a death sentence as soon as we show him the troublemaker’s coin. In battle we use the “Quen” sign, which, in addition to protecting against blows, also removes the negative effect of fire. Having won, we use the game “rock, paper, scissors” to determine who will go where: we are for Imlerir, and Ciri is for the witches.

Having gone down to the waterfall, we jump into the gap and get to the heart of the oak roots, where the Mistresses of the forest are located. We consistently destroy the witches one after another, using a special gift and dodging attacks more often. In the end, one of the defeated witches will rip Vesemir's medallion from Ciri's neck and fly away in an unknown direction.

We rise to Imlerich, who is sitting at the very top of the mountain, and, after short conversations, we enter into battle with him. Having come close to the enemy, we dodge his attack to the right and deliver two quick blows to the back, then quickly jump back or protect ourselves in advance with the “Quen” sign. Periodically, Imlerich will be covered with a white coating and, thanks to this, teleport behind us. You can avoid an unpleasant attack on the sly by cooling the enemy with the “Igni” sign. In the second half of the battle, Imlerich will drop his shield and will be permanently covered in a white coating. We still give preference to the “Quen” sign, but now we will have to show more skill, dodging first back and then forward when the enemy is behind our back. After the third attack, the commander of the Wild Hunt will stop for just a few seconds - this is our chance to inflict as many quick blows on him as possible. Having won the victory over Imlerich, together with Ciri we are transported to Novigrad.

Final preparations

At the Sage and Rosemary brothel we will be met by Dandelion and Zoltan, who will tell us about latest events. Things are not going very well for Yennefer, Triss and Avallac'h, so each of them needs help from us.

Through time and space

Avallac'h is impressed with how quickly we dealt with Imleric, but we should not forget that this is only the beginning of the journey, because Eredin still has two of the strongest commanders under his command. Avallac'h hopes to win over one of them, Ge'els, to our side by revealing to him the truth about Eredin, who killed the elf king Oberon and subsequently took his place. You can find Ge'els in Aen Elle - in the land of the Alder people, which is the home of the Wild Hunt and all other elves from parallel world. You can get there through a unified system of passages in other worlds. In our world, such a passage is hidden in the basement of one of the ordinary houses in Novigrad. Having reached the indicated place, we break through the wall with the “Aard” sign and go through the portal.


Finding ourselves in a destroyed desert world, we follow Avallac’h to the portal at the other end and destroy the sandworms that have come running. As soon as the portal opens, we immediately go through it and move to the next world. We go around the first rock, then the second and go down the slope on the right side. We quickly cross a meadow with red plants and stone pillars, then climb up again and reach the next portal. We swim to the next portal, which will take us to a snowy world. At the exit from the cave, we melt the ice wall with the “Igni” sign and quickly go down the slope, from one shelter to another. We smoothly shift to the right side and immediately behind the destroyed building we slide down an even steeper slope. In one breath we go down to the next building on the left side and, jumping down, quickly light a fire on the ground. Thanks to warmth, we will quickly replenish the health lost in the cold. Having dealt with a couple of hounds, we get to the farthest building and, having passed through it, roll down. Without leaving the heat sources, we destroy several more enemies and finally reach the lighthouse.

Avallac'h will tell you that Ciri once saved us from the Wild Hunt and since then Eredin has not stopped pursuing her. After a short but meaningful conversation, we are transported to Tire on Lia, find Ge'els and convince him to come with us to Novigrad.

Oneiromancer Corina Tilly will conduct a dreaming session for a guest from a distant world to show him how Eredin killed King Oberon. Having received irrefutable evidence, Ge'els will agree to help us and tell us how to lure Eredin to our world with the help of the Sun Stone located on Skellige. Then, when the leader of the Wild Hunt is trapped, Ge'els promises to leave him without support.

Pay

During all the time that Ciri spent in Novigrad, she managed to acquire not only good acquaintances, but also make enemies. The first on the list of whom Ciri wants to see is Bastard Junior. If earlier we left Willie alive, then you can find him in the Scraps: from the pathetic and degraded member of the Big Four to the lowest strata of society, not a shadow will remain, so Ciri, instead of killing him, will consider that life has already fully punished him his. If we killed Willie earlier, then we go to his hideout. Having enchanted the bandits at the entrance with the “Axiy” sign (requires the “Deception” skill of level 3) or dealt with them in battle, inside we find the doppler Duda, who has taken the guise of Bastard Junior.

Next, we go to the “Golden Sturgeon” to visit the waitress Beya, who, risking her life, helped Ciri in the search for Buttercup. We drive away the bandits by force or word and, after thanking Beya, we go to Zastenye to the camp of traveling circus performers. Valdo and Aegar helped Ciri with money and sheltered her when she encountered difficulties in a large foreign city. Waldo will complain about the lack of horses, so necessary to leave Novigrad due to harassment from the Temple Guard. After riding horses with Aegar, we agree or refuse to participate in the adventure. In the first case, we take part in stealing horses, and in the second, we sort things out with Aegar in a fist fight. We make our way into the stable, having previously climbed onto the roof from a wooden platform, go down the stairs and slowly approach the table. Having picked up the key, we unlock it front door and lead the horses away right from under the noses of the guards. If it was not possible to act silently, then first we deal with the guard, and then, before leaving the stable, we calm all the horses with the “Aksiy” sign.

It's darkest under the street lamp

Avallac'h.


Philippa Eilhart fell into the trap of her former lover Arthur, who decided to take revenge on her for past grievances in an original way: when the sorceress, succumbing to Arthur’s persuasion, turned into an owl in order to hide from the persecution of Radovid, he chained her in dimerite shackles. Soon Arthur was executed, and Zoltan purchased the owl at auction. A few days later, the dwarf lost the owl at cards to a non-local person. Using hydromancy, Triss will determine that Philippa is in Dijkstra's baths. Arriving at the place, we find Dijkstra himself and Philippa, who caused destruction in the room. Chasing the sorceress, we deal with Dijkstra’s enchanted people, as well as the troll Bart, or convince him to let us pass further, saying that we want to help his new mistress. Having overtaken Philippa, we destroy the summoned fire elemental, using the “Quen” sign in battle and avoiding purple traps. Having won, we go upstairs and neutralize the sorceress. Dijkstra will not want to part with Philippa so easily, so in return we provide valuable information about the Emperor of Nilfgaard or enter into an open conflict, during which Dijkstra will have his second leg broken.

The Great Escape

Yennefer learned that the sorceress Margarita Lo-Antille was being held in Oxenfurt prison, from which until recently not a single prisoner had been able to escape. Abbot Faria was the only one who managed to break free, so his knowledge will be useful to us in the process of liberating Margarita. Having waited for the fugitive to appear, we try to talk to him, but he, sensing danger, will hasten to hide. After we catch the Abbot, he will share his escape story, and also talk about the guards who often drink and about the tunnels through which you can sneak into the prison unnoticed.

It makes sense to turn to Zoltan for help only if we previously ignored the problem of sorceresses who wanted to escape from the city (quests “A Matter of Life and Death” and “Now or Never”). In this case, the dwarf will agree to deliver strong drinks to the prison and give them to the guards.

Having met Yennefer, we follow her to the well, through which we descend into the ruins under the prison. We swim underwater, go into the room on the right side and deal with the cemetery woman. Then, using the witcher's instincts, we discover a mechanism on the wall without the most necessary part - a lever. We get to the next room, where we destroy several drowners and remove the lever from the mechanism on the wall near the doorway. Returning to the previous mechanism, we insert the lever into it and thereby open the secret door. Next, we go left, break through the flimsy wall with the “Aard” sign and deal with one foulbrood and three ghouls. At the end of the tunnel, through a small gap on the right side, we penetrate directly into the prison block.

Depending on whether Zoltan helped us or not, we sneak past the drunken witch hunters or deal with them. One way or another, the enemies on the second floor will have to be killed, after which we learn from Margarita that the cell can only be opened with the key that the chief of the guard always carries with him. Having got out, we deal with the numerous Redanian soldiers in the courtyard or, if they are drunk, we sneak past them. As the battle progresses, you can always run into a building to catch your breath and replenish lost health. Next, we go up to the prison warden’s office, kill him and take the key to the cell. Returning to Margarita, we release her from captivity and leave the prison.

Final preparations (continued)


Philippa Eilhart.

Ciri is worried that Philippa and Margarita are showing increased interest in her - we offer to go with her or send her alone to talk with the sorceresses who want to recruit the girl to the Lodge.

Tango threesome

A declaration of love from both Triss and Yennefer at the same time will lead to both sorceresses coming forward to propose a pleasant evening for the three of them at the Kingfisher. Having arrived at the indicated establishment with a bottle of good wine, we go up to the second floor and knock on the door of the room. Triss and Yennefer will appear before us in all their glory, but the sudden happiness will not last long: the girls will chain us to the bed and, having celebrated their small victory over us, will leave the room imposingly. And only the next morning Buttercup will look into the room and free us after a night spent on the bed, being shackled.

Preparing for battle

Having met with her allies in the port, Yennefer will tell you that, despite the agreement with Emhyr, the last sorceress - Fringilla Vigo - is being held in the imperial dungeons. We inform Avallac'kh about our readiness and set off in full force to the Skellig Islands. The Nilfgaardian fleet led by the emperor also arrived there, with Fringilla on board.

Veni Vedi Vigo

Having received a letter from Yennefer about the inviolability of the Lodge, we meditate until midnight and swim to Emhyr’s ship from the one closest to the fleet road sign. Avoiding illuminated areas, we climb aboard along the anchor on the right side of the bow of the ship, convince the emperor to release the sorceress, and together with her we return to Ard Skellige.

Sun stone

Mousovur will help us in our search for the ancient artifact. Depending on whether we helped Keris and Hjalmar (quests from the Collapse - “The Chosen of the Gods”, “Lord of Undvik” and “The Queen’s Gambit”) or not, Keris (Hjalmara) or Svanrige will become the new king of Skellige. In the first case, this will lead to war between the clans, and in the second - with Nilfgaard. We go to Kaer Muir, where we help Mouseman deal with Lugas the Mad and his people, or to Kaer Trold, where we kill Nilfgaardian soldiers. One way or another, Mousefur will direct us to the skald Eyvind, who may certainly know something about the Sun Stone.

We trick Eyvind into giving the coordinates of the cave, saying that we are collecting material for an adventure novel. Otherwise, the bard will quickly see through the lie and refuse to help us. An alternative option involves meeting with the pearl fisher, who can be reached by swimming underwater into a cave in the west. Having received the necessary information, we deal with the drowners and return to Yennefer.

Ciri will tell you about a certain laboratory that Avallac’h chose to visit without unnecessary witnesses. Philippa will search for the elven ruins where the Sun Stone is likely located.

We take a boat to the entrance to the elven ruins on the northern side of the mountain and, together with Philippa, we go inside. Moving forward, we deal with the drowners, the siren, having previously knocked it out with a crossbow, and the golem. Next, the sorceress will donate blood to the guard Fiallan, after which we will be able to get to the room with mirrors. Using the mini-map as a guide, we take roundabout routes up to the mirrors and activate each of them exactly once, having previously destroyed the spirit nearby. Then all that remains is to pick up the Sun Stone and leave the ruins along the same path that you got into them.

Child of the elder blood

Having met with Ciri and Yennefer at the entrance to Avallac’h’s laboratory, we deal with the golem and go inside. Having looked around, we’ll talk to the sorceress and go downstairs, where we’ll find family tree Elder Blood. In the last room we will meet an elf who will tell you about Avallac’h’s true, not entirely rosy for Ciri, intentions. We calm down the upset Ciri or allow her to give vent to her emotions, destroying everything in the laboratory that comes to hand.

Ge'els.


Ciri, having learned that her friend Skjall died during the battle with the Wild Hunt, will want to visit his grave - we agree or refuse to join her. In the first case, Yennefer will take us to the island of Hindarsfjall, to the village of Lofoten. Not finding Skjall’s grave in the local cemetery, Ciri remembers that the bodies of exiles are thrown into a special pit intended for dead sheep. After we give Skjall a proper burial, the villagers will accuse us of breaking the law, but then come to the conclusion that they have no right to condemn the person who saved their lives.

On thin ice

Having finished with all the affairs on Arda Skellige, we inform Avallac’h about our readiness to go to the island of Undvik, where, after all the preliminary discussions of the upcoming battle, we call the Wild Hunt to our world with the help of the Sun Stone. Caranthir appears first and casts a spell with his staff, thereby freezing absolutely everyone and everything within a radius of several hundred meters. Ciri, despite her previously made promise, is the first to rush into battle in order to interrupt the effect of the spell as soon as possible.

We get to the ghostly ship of Naglfar, simultaneously dealing with the warriors and hounds, and in a short battle we defeat Caranthir without much difficulty. However, at the last moment, the commander substitutes his staff, the powerful energy from which throws us far back. Before Caranthir grabs Ciri, she manages to teleport to an unknown location.

Meanwhile, Geralt gets rid of the icy shackles and undertakes to finish what his ward started. We constantly approach the enemy, moving from side to side to avoid the ice spheres, and strike him as many times as possible. Slow ice elementals won't cause any problems, so you don't have to be distracted by them at all. The defeated Caranthir teleports us to the bottom of the sea - we swim to the surface and watch as Ciri once again escapes from the ghostly horsemen.

Having reached Naglfar, we witness the murder of Kran an Craite and enter into a decisive battle with the leader of the Wild Hunt, Eredin. At all three stages of the battle - on the ship, on the top of the rock and again on the ship - we adhere to the same tactics as in the battles against Imlerich and Caranthir. Only unlike generals, Eredin deals a little more damage at close range and carries out more massive attacks from a distance. Also, do not forget to actively use the most effective signs “Igni” and “Quen”. Before his death, Eredin will tell you that Avallac'h is supposedly a traitor, and his only goal was to take Ciri and use her power in his own interests.

Tedd Deireadh. The hour of the end

Yennefer will take us to a safe place, and soon after this the gate between the worlds will open. We follow the sorceress, first on foot, and then on horseback. Next, we climb the slope, staying close to Yennefer so as not to die from the snowstorm, and dealing with the hounds of the Wild Hunt. Once at the bridge, where the magic barrier begins to operate, we pass through the gap made by Yennefer and finally get to the tower. As it turned out, the culprit of all this was Ciri, who set out to stop the White Frost. Regardless of our persuasion, the girl will step into another world. Her further actions will depend entirely on previously made decisions.

Something ends, something begins


Decisions that affect the main ending of the game:

Quest “Landscape after the battle”

1) Play in the snow (positive) or get drunk (negative)
2) Go straight to Velen (positive) or visit Emperor Emhyr (negative). Receive a reward (negative) or refuse it (positive)

Quest “Last preparations”

3) Go to a conversation with the sorceresses Philippa and Margarita (negative) together with Ciri or send her alone (positive)

Quest “Child of the Elder Blood”

4) Allow Ciri to wreak havoc in Avallac’h’s laboratory (positive) or calm her down (negative)

Quest “Child of the Elder Blood”

5) Visit Skjall’s grave with Ciri (positive) or abandon this idea (negative)

Most positive actions, including ignoring Emperor Emhyr or visiting him but refusing the reward, will lead to the first ending.

Most of the positive actions plus visiting Emperor Emhyr and receiving a reward, as well as completing the side quests “An Eye for an Eye”, “Deadly Plot”, “Enemy of the People” and “Affairs of National Importance” (will open provided that you have agreed in an amicable way with Dijkstra to release Philip from the Baths), in which we take Roche’s side and kill Dijkstra, will lead to the second ending.

And finally, most negative actions, regardless of whether we visited Emperor Emhyr or not, and also accepted the reward or refused it, will lead to the third ending.

Ending 1

Two weeks later, Geralt arrived in Vizima to tell Emhyr about the tragic disappearance of his daughter Ciri. Finally, the emperor will wish to never see us again. After some more time has arrived, we go to the ruined fortress to meet with an old acquaintance - Master Ort - who made a unique silver blade especially for us. Having added the finishing touches to the sword, we get to the tavern in the White Garden and present the gift to Ciri, who decided to become a witcher secretly from her father.

Ending 2

Geralt returned to the White Garden along with his friends Triss, Zoltan and Dandelion. Having reached the hut of the hunter Myslav, we immediately head from there to the meeting place with Ciri. At the girl’s request, we will visit the griffin’s nest, where we will deal with the suddenly appearing forktail, and then we will go down to the lake. We scare away the bear in any way, after which we throw a bomb into the hole and collect four dead fish. Returning to the village, Ciri will talk about her decision to become the heir of Emhyr and, accordingly, lead the Nilfgaardian empire.

Ending 3

A week after Ciri's disappearance, and possibly her death, Geralt went to the swamps of Temeria, where he met a werewolf named Berem. Berem agrees to lead us through the swamps straight to the only surviving witch - the Spinner. On the way, we deal with a group of peasants from the nearest village who caught a she-wolf that was bothering them for a long time. Having reached the shelter, we destroy the Spinner and several drowners. Geralt finds Vesemir's medallion in the house and after some time finds himself surrounded by drowned people drawn from all over the swamps.

After watching several introductory videos and cutscenes, we are finally given control of the hero. The place where he is located seems to be already familiar to us. This room is similar to the one Triss and I were in once. This time our hero is not alone either. Who is this naked beauty sitting gracefully on the couch?

A little patience, now you will find out everything.


KAER MORHEN


A simple starting educational quest, during which we will be able to admire Yennefer without clothes (for the first, but not the last time in the game), be touched by little Ciri (hurry to see, because you will not see her like this again in the game), refresh your memory of the faces of your brothers on the witcher's craft (hello guys, long time no see), take a quick look at Kaer Morhen and, most importantly, master the basics of witcher combat under the command of Uncle Vesemir. Get ready for a lot of cutscenes. True, you can squander them if you wish, but I wouldn’t do that. Without them, the quest will lose the lion's share of its charm. And it won’t hurt to get comfortable with the controls.

1. After the introductory video, we finally get control of Geralt into our own hands. Our first task is to find the bedroom key using our witcher senses. You won't have to look for long - it lies on the table near the door. We take it and open these very doors. Now you can leave the room, but you can linger to exchange a couple more phrases with Yen and examine other objects in the room. They do not carry a plot load; rather, they add a few touches to the portraits of the main characters.


2. After leaving the bedroom, we go down to the floor below and talk with Vesemir. Then the game itself will take us from the castle to the upper courtyard, where Ciri is training on the pendulum. Talk to the girl (in the dialogue you can safely choose any line you like: it will only affect the content of Ciri’s answer, but not the further plot), and then go to the lower courtyard to the rest of the witchers. Running to your destination in a race with Ciri is optional. If you do run, then the girl’s subsequent reaction to the mini-competition that took place will depend on who comes first.


3. After a short conversation in the lower courtyard, the actual training will begin. The game will tell you in great detail and show you how to use swords, witcher signs and bombs, and then let you practice all this yourself in sparring with Vesemir. However, you can skip the tutorial. In this case, the next video will immediately start, during which the Wild Hunt will appear to us.

And then Geralt, unexpectedly for us and for himself, wakes up in the forest under a tree. Vesemir sits next to the fire. It turns out that Kaer Morhen, Ciri, and the Wild Hunt were just a dream. Welcome to real world, White Wolf! After a short or not so brief conversation (depending on the selected answer options in the dialogue), the witchers will set off. The quest is completed.

WHITE GARDEN: LOCATION MAP


Designations on the map

1. White Garden Tavern

2. Nilfgaardian garrison

3. The Herbalist's House

4. The place where buckthorn grows

5. Hunter's House

7. Mill

8. Grandma (beginning of the quest "The frying pan is like new")

9. Dwarf Willie's Forge

10. Duni Veldervelt (beginning of the quest "Missing Person")

11. Battle site

12. The house where Bastien and Rosen are hiding

13. Merchant (beginning of the quest "Valuable Cargo")

14. Cart with valuable cargo

15. House of Odolan

16. Abandoned village, midday

17. Place of power (Irden), bear

18. Smuggling

19. Ruined castle, bandit camp

20. White Garden Cemetery, Place of Power (Igni), crypt with the remains of Kolgrim

21. Cache with treasures, the beginning of the quest "Temerian Treasures"

22. Place of power (Quen)

23. Deserted village

24. Bandit camp

25. Treasure under guard

26. Place of power (Aksiy)

27. Treasure under guard

28. War trophies

29. Place of power (Aard) and the lair of ghouls

30. Treasure cache

31. Treasure cache, beginning of the quest "Deserters' Gold"

32. Bandit camp

33. Place of power (Quen) and the lair of ghouls

34. Lair of Ghouls

35. Deserted village

36. Treasure under guard

37. Bandit camp

38. Hut near the mill

LILAC AND GOOSEBERRY

1. This quest will begin under the same tree at the fork in the road where the previous quest ended, and it will begin with an attack by a flock of ghouls, the number of which depends on the selected difficulty level. We deal with the corpse eaters and hit the road. Although no, stop. First, we will collect the ingredients from them and tear off the flower petals from the ant herbs growing nearby. My advice to you: in The Witcher 3 grab indiscriminately all the alchemical components that come your way and come to hand. Don't be picky. Finding a specific root later when you need it will be extremely difficult. Also, take the quest item with you - crystallized raven skull, left over from Yen. Much later, after completing the side quest on Skellige "The Last Wish" or even later, after moving the events of the main plot to Kaer Morhen (Act II), you will have the opportunity to return the skull to its rightful owner and receive for it 50 units experience.


That's it, now you can go. We spur the Roach and follow Vesemir at a brisk trot.

2. Suddenly, a griffin blocks the witchers’ path. The winged beast attacked a merchant's cart, killed the horse and is now peacefully feasting on fresh food, while under the cart the merchant woman whines half-dead from fear. At the sight of the monster hunters, the griffin retreats, taking with him the slaughtered filly. The merchant is overjoyed by the help that suddenly arrived and is even ready to pay for it. He will also advise you to ask the regulars of the tavern in the village of White Garden about the woman wanted by the witchers. Geralt is free to accept the payment or refuse.


In the first case he will receive + 50 CZK to the existing 250, and in the second - sincere Gratitude a saved person and a little later, but completely free, four fried chicken legs from the innkeeper from the White Garden. After the conversation, the task will be updated and instruct us to visit that very tavern (see 1 on the map). We get back into the saddle and follow Vesemir. You won't have to travel long.

3. After exchanging a few words with the owner of the tavern and leaving Vesemir to enjoy cold vodka, Geralt goes to question the visitors of the drinking establishment. The most informative will be Gunther o'Dim(sits at a table near the entrance to the tavern). It turns out that he saw Yennefer quarrel with the commandant of the local Nilfgaardian garrison and then gallop away from the White Garden. The Witcher has no choice but to pay a visit to the “blacks”. If the witcher agrees to have a drink with Gunther, then his Backpack will be replenished bottle of alcohol, necessary for the production of elixirs.


The two Kmets, who settled not far from Vesemir’s table, need not be disturbed. When you try to talk to them, they will either be rude in response, or, being enchanted by Axiy, they will only say that they saw a woman in black and white, but they do not know where she went. A scientist in a wide-brimmed beret and not at all sleepy or in spirit. It is useless to torture him about Yennefer, but he will happily teach the witcher to play gwent. However, gwent is already one of the side tasks, and therefore we will leave it aside for now.

About the further fate of the scientist

In addition to playing gwent, the scientist enjoys discussing wars as such. Actually, he left Oxenfurt only in order to see the war with his own eyes. Geralt will do his best to dissuade the learned man from personally visiting the front line, but he will not listen to the witcher’s advice. A little later in Velen, under the Gallows Tree, Geralt will find an unfinished book from his gwent teacher. There, our hero will also find a gwent card that belonged to the scientist, if he did not bother to win it during his stay in the White Garden.


Unfinished book


4. In the courtyard of the tavern, Geralt will once again manage to get into trouble. Three local gopniks decide to mock the white-haired mutant. Whatever answer options you choose, you won’t be able to avoid a massacre, but if you choose a response with an enchantment, then there will be one less opponent. So, we give the impudent people a tambourine, saddle Roach and go to the nilfs (2).


5. The commandant of the Nilfgaardian garrison refuses to name Yennefer’s location, but is also in no hurry to send the witcher out of the gate, and all because he has a problem, the name of which is “ griffin". Now, if the witcher rids the area of ​​the winged creature, then we can talk about the sorceress. There is nothing to do, Geralt agrees to fulfill the order. This activates the quest “The Beast from the White Garden”, and until we complete it, there will be no progress on the current quest will.

6. Having completed the quest “The Beast from the White Garden”, we return to the tavern (1) to Vesemir. The last moments of the witchers’ stay in the White Garden will be overshadowed by the massacre, and then, as if nothing had happened, Yen will appear and inform Geralt that His Majesty Emperor Emhyr wants to see the witcher urgently.


7. The path to Vizima will not be without adventure, but once at the Royal Castle, our hero will be able to relax and take a bath. They will comb his hair, shave him and ask him about the affairs of the recent past. It is during these inquiries that players will have the opportunity to transfer from The Witcher 2 V The Witcher 3 your choices and decisions. If you imported your saves from the previous part at the very beginning, then the questioning scene will be automatically skipped. This will complete the “Lilacs and Gooseberries” quest, and the “Audience” quest will start.

THE BEAST FROM THE WHITE GARDEN

The quest is given by the commandant of the Nilfgaardian garrison upon first meeting with him. He will tell the witcher where to start hunting the griffin. Hunter Myslav can show you the place where the creature first attacked the Nilfgaardian patrol. Who knows, maybe he will also be able to indicate the location of the beast’s lair? You should talk to the herbalist Tomira about the herb needed to make the bait - buckthorn. Whom to visit first is up to you.

1. (optional) Tomira lives near the turn to the sawmill (3). It is difficult to confuse her house with another - around it there are a lot of herbs suitable for collecting, planted in neatly organized beds. We need buckthorn. According to the herbalist, it grows at the bottom of the river, in the place where the riverbed widens (4). It seems that the witcher will have to go diving.


2. If the indicator of herbs suitable for collecting is not disabled on your mini-map, then finding buckthorn will be as easy as pie. Based on the icons on the mini-map, we select a place to dive. Having dived, we turn on the witcher's sense. It works the same underwater as it does on land. There are a lot of buckthorn bushes at the bottom, but one portion is enough for us.


3. (optional) Having obtained the grass, we go to meet the hunter. He lives on the outskirts, south of the White Garden (5). If Myslov is not at home, then Geralt will come to use his witcher instincts. By holding down the corresponding button, we will examine the path in front of the hut. The tracks left by the hunter will lead the witcher straight to him.


4. (optional) The hunter is ready to take the witcher to where the Nilfgaardians died, but first he would like to deal with a pack of wild dogs prowling nearby. Geralt is free to either keep the hunter company, or insist that he show him the place of the griffin’s attack immediately. In the second case, we will immediately go to watch the carnage, and in the first, only after we finish with the dogs. By the way, if you help Myslov, then you can later find out about his past and also get 350 units of experience.

5. (optional) Having arrived at the scene of the griffin’s attack, we carefully examine it using the witcher’s senses. We will be interested in bottles and fire pits left by soldiers, huge bloody puddles on the ground and boot prints near the road sign. Having discovered the latter, Geralt decides to find out exactly where they lead. Using his witcher senses, he sets off in the footsteps of the Nilf soldiers.


6. The tracks will lead the witcher to the lair, or rather, to what is left of it. Bones and pieces of human bodies are scattered nearby, but they are not what attracts Geralt's attention. The corpse of a female near a ruined nest is the reason for the extreme aggressiveness of the cannibal griffin. Now only witcher blades will be able to calm down the creature raging with grief. The investigation is over. It's time to return to Vesemir in the tavern and discuss the plan for further action.


7. We give Vesemir the buckthorn and say that we are ready to hunt. He will give us the recipe for Thunder and take us to where we can set a trap (6), and just before the battle he will also present us with a crossbow. The fight with the griffin will take place in two stages. It will start in the fields where the bait was. We shoot down the flying beast with a crossbow, then hit it with a silver sword, if possible staying to the side or behind it; bounces/rolls are welcome. Then the wounded creature will fly away. We are looking for her near the mill (7). The battle tactics remain the same.

8. Having killed the griffin, we go to the commandant (2) for a reward (300 crowns) and for information about Yennefer. However, the witcher can show pride and refuse the money, but in this case he will receive nothing but information about Yen. The decision must be made quickly, otherwise the game will do it for you.


AUDIENCE

1. Quest in the spirit of interactive cinema. First, Geralt will be washed, shaved and forced to answer questions from the Nilfgaardian general Morvran Voorhis regarding some of the decisions we made in the process of playing through The Witcher 2: Assassins of Kings. Activation of the interrogation stage, if desired, can be disabled before the start of the game in the section Settings main menu, since for those playing on a PC and having the ability to import their saves left over from the previous part, it may not seem particularly relevant. However, for console players, interrogation is the only way their past choices and decisions can be factored into the current game.

2. When hygiene and interrogation are finished, we will be asked to choose audience outfit with Emhyr, and then the emperor's chamberlain will teach us bow correctly. You will have to study and prove in practice that the lesson has been learned; you won’t be able to get away with it (the correct answer is: “Left leg forward, right hand on your chest”). Then the witcher will be taken to the emperor. Regardless of whether he bows or not, regardless of the answer options chosen, Geralt will receive the task find Ciri and will carry it out throughout the first half of the game.


2. After the audience with Emhyr, a conversation with Yennefer will take place. She will give Geralt some clues as to where to start his search, but she won't give him what he wants. :) They will have to separate again. The sorceress will open a portal and disappear, and Geralt will take his clothes and weapons from the chamberlain and also set off. The "Audience" quest will end, and four main quests will begin at once: "In the Footsteps of Ciri" (a general quest covering the entire first act of the game), "Nilfgaardian Messenger" (the quest that starts the search for Ciri in Velen), "The Bonfires of Novigrad" (a quest that opens searches in Novigrad and its surroundings) and “On Skellige!” (a mission that allows you to open locations of the archipelago and begin searching on the islands). The front doors in the castle's throne room are a quick transition point that provides access to the global map and previously open locations. I advise you to go first to Velen. Missions in other territories may not yet be feasible for your low-level hero.

FRYING PAN LIKE NEW

On the bank of the river, not far from the place where the buckthorn grows (see the quest “The Beast from the White Garden”), there is a hut (8). An old woman stands near the hut and talks to herself. To start the quest, Geralt needs to talk to his grandmother and agree to help her.

1. The essence of what happened is simple: some time ago, some visiting gentleman begged the old woman for her only frying pan and retired with it in the house, near which it now stands. Soon, however, the guest left the hut and went to God knows where, but the granny never received her frying pan back. She would be glad to get inside and take the vessel, but she doesn’t know how - the house is locked. Geralt, unexpectedly for himself, decides to help, because he has not yet had orders for a frying pan.


2. The locked door problem is solved by Aard. We knock it out, go inside and look around using the witcher’s senses. In the room to the right of the entrance you will find a corpse with traces of violent death, and next to it someone’s cracked monocle (let’s grab the find). In the next room, on the table near the stove, there will be a quest frying pan, scrubbed clean. It looks like the soot was scraped off to make ink. A burnt letter, part of which can still be read, lies near the stove. It also makes sense to raise it.


3. We take the frying pan and take it to the old lady. Having received her loss back, the granny will thank the witcher with food. This will complete the quest. We will find out the name of the owner of the monocle later during execution side quest"Deadly Plot"

Easter egg? Coincidence?

PLAYING WITH FIRE

The quest is given by the dwarf blacksmith from the White Garden, Willie (9). One of his fellow villagers burned down his hut and forge, and he really wants to find out the name of this bastard. After completing the quest, Willie will become available for trading and crafting.

1. The fire victim will tell the witcher that on the night of the arson he heard some sounds behind the house. Geralt decides to start his investigation from there. Using his witcher senses, he searches for at least some traces and finds them.


2. Traces of human boots lead Geralt to the river. Here the trail ends, but the witcher does not intend to give up so easily. On the same bank of the river, but on the other side of the bridge, he discovers more traces, human ones mixed with Utopian ones.

The footprints of men's boots from the shore lead back to the village, to one of the houses. The arsonist was attacked by the drowners and was bleeding. Geralt enters the hut. He is sure that the attacker will be betrayed by the wounds left by the monsters.


3. That’s right, on the right side of the hut the drunken Nepelka can barely stand on his feet. His hand is bandaged. The arsonist will ask you not to say anything to the blacksmith and will even offer a modest amount as payment for silence. Geralt can either accept the offer or still take the guy to Willy.

4. If Geralt takes Nepelka’s side, he will receive 20 crowns of gratitude, and will lie to the customer that he did not find anyone. If Geralt decides to hand over the attacker to the victim, then Nepelka will have to be led to Willy either by force or by first enchanting him with Axiem. The blacksmith will not stand on ceremony with his neighbor, but will hand him over into the hands of Nilfgaardian soldiers. The witcher will receive the same 20 crowns for his efforts. This will complete the quest.

MISSING

The quest will begin either after reading the corresponding announcement on the notice board, or after talking with Dunya Veldervelt, the brother of the missing person (10). Quest must be completed before Geralt leaves the White Garden. Otherwise, the missing brother and his buddy in misfortune will die of hunger. Their bodies will remain lying in the hut (12) where they were hiding.


1. If the witcher agrees to help Dunya find the body of his brother Bastien, who did not return from the battle, then the guy, taking the dog with him, will go to the place of the battle and wait for Geralt there (11).

2. As soon as Geralt joins Dunya, he will tell you that the locals who participated in the battle painted an identification mark on their shields - a flower. Now, using these flowers, our hero will have to find the missing Bastien. You can't do this without a witcher's instincts.

3. A shield, presumably Bastien's, will be found on the western edge of the battlefield near a charred corpse. Almost immediately the dog will pick up the scent, and Geralt, turning on his witcher senses, will run after it. Dunya won’t be left behind either.


4. The race will end at a dilapidated hut (12). It turns out that Bastien, although wounded, is alive. Sitting next to him is the Nilfgaardian who led him out of the battle. For several days, the former enemies took care of each other. Duni wants to take his brother home, but he refuses to leave Rosen. The Witcher can influence the customer’s decision: persuade him to take the Nilfgaardian with him or agree that it is too risky. Whatever the decision, Geralt will still receive his fee.

VALUABLE CARGO

A misfortune befell a merchant who was on his way to trade in the Nilfgaardian garrison: he was thrown from his seat on a pothole, the mare and the cart ran into the swamps, and there she perished. The merchant is afraid to go to the swamps himself, but he really needs one chest from the cargo that he was carrying. Would Geralt agree to look for him? Agree. For a fee, of course.


1. The trace of the cart will be found nearby, at the very beginning of the swamps. The cart itself will be found in the depths of the swamps, near a huge boulder (14). There will also be a valuable chest and dead driver with an arrow in the knee of the neck (you need to inspect the cart and the area around it with your witcher's senses turned on). It turns out that the customer was deceiving.


2. You can, of course, not bother and simply, without asking unnecessary questions, return the chest to the customer. In this case, the witcher will receive 20 CZK for your troubles, and the quest will end.

3. If our hero decides to get to the bottom of the truth, then at first he won’t be able to have a heart-to-heart conversation with the liar. The false merchant will jump into the saddle and rush away. Geralt will gallop after him. It is enough to hit the fugitive once with a sword while on horseback for him to fall to the ground. Otherwise, the chase will end in the Temerian camp, where the witcher is attacked by fellow pseudo-merchants. After falling from a horse or after the death of his accomplices from a witcher's sword, the customer will become more accommodating. It turns out that this is not a merchant at all, but a Temerian partisan, and he was not hunting for expensive goods, and behind the chest with medicines. Geralt is free to hand over the saboteur to the nilfs, release him on all four sides, or release him after taking the chest of medicines for himself.


In the first case, Geralt will receive 30 CZK from grateful Nilfgaardians, in the second - the same amount of crowns, but from a grateful pseudo-merchant. In the third case, our hero's catch will be 50 CZK and 5 portions of swallow grass.

ON DEATHBED

1. The quest is issued after the first conversation with the herbalist Tomira. During the conversation with her, inquire about the condition of her patient, and then offer help. The unfortunate wounded girl Lina dies. You can try to save her by giving Swallow, a witcher's elixir, to drink.


2. We go in search of ingredients for Swallows. We will need: five servings of swallow grass, one drowner's brain and one bottle Krasnolyudsky alcohol. Grass grows in abundance near the forest between Crossroads, the Burnt Village and the bandit camp (19). It can also be obtained by completing the quest “Valuable Cargo” (see above). Drowned people are found along the riverbank and in the swamp in front of the Nilfgaardian garrison. You can buy dwarf spirit from the tavern owner or try to find it. Two bottles are kept in Odolan's house (15) and another is hidden among the contraband goods under one of the bridges (18).


3. Having all the ingredients on hand, prepare the elixir. Then we return to Tomira and give her the Swallow. Now all that remains is to wait and pray that the potion will help the girl and she will survive. In gratitude, the herbalist will give the witcher some alchemical ingredients and recipes, and 50 crowns in addition.

Consequence. Geralt will be able to find out about Lina’s fate later if he takes a break from searching for Ciri in Velen and looks again at the herbalist in the White Garden. The elixir worked, the girl felt better, and then the Nilfgaardians took her. Tomira never heard anything more about her. The continuation of Lina's story will be told to Geralt by a Nilfgaardian soldier from the Army camp "Center", who is in love with the unfortunate girl. He was the one who took her when she felt better. However, there was no final recovery. The wounds have healed, but Lina will no longer be the same. She doesn't talk and doesn't recognize anyone. Whether her condition is a consequence of eating the Swallow or being attacked by a griffin, now it is unlikely that anyone will be able to answer this question. Maybe it would have been more humane to let her die?

ORDER: FALING AT THE WELL

There are three ways to receive an order for dashing, or rather for midday: 1) take the corresponding announcement from the notice board; 2) start a conversation with Odolan, who famously ordered; 3) wandering around the location, accidentally stumble upon a midday circling near the well. In the latter case, there will be no information about the customer in the hero’s Journal, and Geralt will begin hunting the monster, seemingly on his own initiative (see paragraph 2 ff). But since we have a guide here, we will consider the most full version this quest.

1. From the notice board in the White Garden we take an order for dashing at the well. Then we go to the customer, Odolan (15). He lives in a house on the western outskirts of the village. In the process of discussing the details of the contract with him it will be possible haggle and squeeze out a few more crowns. However, you shouldn’t be too impudent and inflate the price. If the irritation bar fills up faster than you agree, then the witcher’s wages will automatically drop to the original level of 20 CZK. After finishing the conversation, search Odolan's house for dwarven alcohol. It will be needed to make Swallow, an elixir that is very useful in the battle with the midday.


2. Now is the time to look around the place and decide what to do next. Therefore, we go to the cursed well (16). You can only see the mysterious dashing during the day. One look at him will be enough for Geralt to understand who he has to deal with. We read the entry in the Bestiary about midday creatures, learn about their characteristics and vulnerabilities, and then begin to find out what exactly binds this particular ghost to this particular well. To do this, we carefully study the ground right next to the well and the dilapidated huts standing nearby, using the witcher’s senses. In one of them (the one to the left of the village gate) Geralt will find yellowed diary, skeletal remains men and traces of blood on the floor.



3. Read the diary and find out what, perhaps, exactly bracelet binds the noonday to this place. We need to find this bracelet, and at the same time other (besides the skeleton) traces of the tragedy that once happened here. We turn on our witcher senses again and notice on the floor bloody trail. It leads to the entrance to the house. Near the threshold preserved bloody handprints and signs of a struggle, but there is no body nearby. This means that they could get rid of him, the witcher decides. And then he notices rope, wound around one of the pillars supporting the roof of the well. Interesting.


4. It turns out that the skeleton of a woman, the owner of the diary, is suspended on a rope. His left hand is missing. Most likely, she was wearing the bracelet mentioned in the notes. Under his weight, the bone fell off and remained lying at the bottom of the well. There is nothing to do - you will have to jump down. Once in the water, we dive and, with the help of the witcher’s instincts, find a memorable item. We get out of the water and examine the find. That's right, a bracelet. Now is the time to get out of the well and deal with the noonday completely. To find the way out, keep an eye on the mini-map: a flooded tunnel leads to a nearby lake. We'll have to dive again.

5. The investigation is completed. Now we need to prepare for the fight with the midday. To do this, the witcher will need ghost oil and elixir Martin. Where to look for ingredients for the Swallow is described above (see the quest “On my deathbed”). For Ghost Oil you will need bear lard and arenarium (such a plant). Arenaria grows in abundance in the arable land in front and behind Odolan's house (15) - look for low herbaceous bushes with small white flowers.


Bear fat can either be found or knocked out from bear. One, by the way, is hanging around nearby. He guards Place of power(17), which allows us to temporarily strengthen the sign Yrden. This sign will also be very useful to us in the battle with the noonday, as it will prevent her from switching to invulnerability mode. And before the battle, you can herd Nilfgaardians into the garrison and strengthen your swords and armor on the grindstone and workbench, respectively.


6. Having prepared for the fight, we return to the well. We burn the girl's skeleton and bracelet. If you don’t do this, then you won’t be able to kill the noonday once and for all. In battle, we cast Yrden and try to lure the ghost inside the formed circle. If a monster suddenly turns from light to dark and translucent, then chopping it with a sword in this state is useless. Run/roll to the side, cast Irden and wait for the enemy to get into the circle. The trap sign will return the midday woman to her previous appearance and make her vulnerable to the sword.


7. Having finished with the midday meal, do not forget to remove the remaining pile of ashes from it. It falls out emerald dust, necessary for making swords from the Snake School. Then go to Odolan (15). It's time to receive the promised payment - 20+ CZK. However, the witcher can refuse the money. In this case, they will give him a gift amethyst(you can get amethyst dust from it - a crafting component). That's it, the quest is completed.

WITCHER ANCIENTS: SNAKE SCHOOL EQUIPMENT

1. The quest will start as soon as you find one of the drawings. There are two of them: for steel sword and for silver sword. The first of them, as well as the interrogation protocol of its former owner, the witcher Kolgrim, is located in the camp of bandits who settled in the ruins of a castle (19) not far from the Burnt Village. It’s simple: we clear the territory and take loot from the chests, bales and bags standing right there. A drawing and interrogation protocol are hidden in one of them.


2. From the interrogation report it will become clear that somewhere in the vicinity of the White Garden lie the remains of a witcher from the school of the Snake. Geralt's task is to find them. You should search in the crypt in the White Garden cemetery (20). Both the cemetery itself and the crypt from the inside are guarded by some of the highest-level monsters in the location, not counting the griffin - level 7 ghosts. Therefore, it is better to go there as a hero of level 3+.


3. We break down the door to the crypt with Aard. The drawing of the silver sword and Kolgrim's letter will lie on the floor on the right side. As soon as Geralt picks them up, the quest will be considered completed. Now all that remains is to find the necessary components and a skilled blacksmith capable of forging legendary swords - best in Prologue. A quartermaster from the Niflian garrison will do just fine. The emerald dust necessary for creating swords falls from the noonday (see the quest "Funny at the Well") and, if random is on your side, from a ghost guarding the Place of Power, improving the Axii sign (26).

Characteristics of the Snake school set


TREASURE HUNT: DIRTY MONEY

1. Search the abandoned camp (30) and take “Notes” from the chest. Let's read them.

2. Let's go to bandit camp(32) and arrange a complete cleansing there. The purpose of our unfriendly visit is a chest in the corner of the tent, to the right of the entrance. Once Geralt looks into it, the quest will be completed.


TREASURE HUNT: DESERTERS' GOLD

1. Search the abandoned camp (31) and take the “Spy Notes” document from the box. Let's read it.

2. We go to the hut near the mill (38). It’s better to visit there before killing the griffin (see the quest “The Beast from the White Garden”), otherwise later there will be level 7 deserters there - serious rivals for a low-level hero. We go inside and go down to the basement. We knock down the door blocking the path with Aard.


3. There are four chests in the cache, but we need the one to the right of the entrance. Let's take it from him random bun(blade or piece of armor) and the quest will be completed.

TREASURE HUNT: TEMERIAN VALUES

1. We collect the corpse of a Temerian soldier lying on the shore. Then we find a treasure chest (21) at the bottom of the river and take from there the document “Military Orders Soaked in Blood.” Let's read it.


2. We go to the hut near the mill (38). It’s better to visit there before killing the griffin (see the quest “The Beast from the White Garden”), otherwise later there will be level 7 deserters there - serious rivals for a low-level hero. We go inside and go down to the basement. We knock down the door blocking the path with Aard (see the quest "Deserters' Gold").

3. There are four chests in the cache, but there is only one quest chest - it is highlighted in red when the witcher’s sense is activated. Once we open it, the quest will be completed.


Surreal selfie after a successfully completed quest

DLC TEMERIAN ARMOR

Full set Temerian armor from the add-on is sold in the White Garden from the merchant whom we saved from the griffin at the very beginning of the Prologue. The merchant stands at the entrance to the village, not far from the tavern. To purchase the set, you will need to upgrade your Witcher to 4 levels and accumulate 676 CZK. In principle, if you do not spend money from the very beginning and do not refuse contracts, then by the end of the Prologue the required amount will be accumulated.


Characteristics of the Temerian set

Temerian horse equipment not as interesting as clothes for a witcher. These are ordinary things that clearly do not reach the “master” level. To buy the complete set - blinkers, saddlebags and saddle - you will have to shell out 595 CZK. A bit much, IMHO.

OTHER POINTS OF INTEREST

In the vicinity of the White Garden there are several points of interest (they are marked with question marks on the game map) containing valuable loot or allowing you to slightly increase experience. Bandit camps, War trophies And Treasures under guard will replenish your gear stash with good pieces of equipment, useful recipes and drawings, as well as rare alchemical ingredients and crafting components. Destruction lairs of monsters will bring some experience. To do this, the lair must be blown up with Dancing Star, Samum or Grapeshot bombs (any will do). Saltpeter, necessary for their manufacture, can be found in the deserter camp near the mill (38), in a chest at the well, or bought from a blacksmith. Stripping deserted villages from monsters will allow residents to return to their homes. Merchants will come there with them, offering rare goods: blueprints, recipes, alchemical ingredients and crafting components.


Working in the fresh air improves health and prolongs life :)

Hi all! Until you start reading this guide about the endings of the game The Witcher 3, I warn you that it consists of solid spoilers (which is obvious), and therefore you should not read it if you do not want to know in advance how the story will end.

In total, the game has 3 global endings and hundreds of smaller plot variations. The storyline itself is quite long, and therefore during its passage there will be a lot of small choices that will not directly affect the ending. Let's start with them.

To begin with, I propose to understand how decisions previously made in The Witcher 2 affect The Witcher 3: Wild Hunt:

If you still have saves from the previous part, you can easily transfer them to the third Witcher. These saves will have a small impact on the development of future events. If you don’t have such saves, then you can use a special in-game function to generate previously made decisions. We will be offered to do this almost at the very beginning of the game, in the castle in Vizima. Namely, before the audience with King Emhyr, during a conversation with his general, Morvran Voorhis. We simply choose the answer we like to the questions he proposes. All of them are listed under the spoiler with corresponding comments on how this or that choice will affect the game:

Questions about simulating decisions made in The Witcher 2

1) What was the fate that befell Prince Arianna?
- We killed him (in this case, his mother, Louise La Valette will not talk to us during the quest to find Buttercup's former lovers).
“We persuaded him to surrender (in this case, his mother will talk to us and we can go together with her and General Voorhis to the races on the estate).

2) With whom did you continue your journey after what happened in Flotsam?
In the third Witcher we can only meet Vernon Roche (nothing is heard about Iorveth). So it's like choosing here. Unless, if you chose the path of Iorveth, Roche will be angry with you “offscreen”.

3) Who did you help in Loc Muinne?
This choice has almost no effect on anything.
- Triss helped (she will never even mention it).
- Helped Anais/Saskia (in this case, Voorhis will only say in passing that you only “moved the pawns on the chessboard.” Saskia is not in the game at all).

4) How did you deal with Sheala De Tanserville?
- They killed her (there is a plot bug here, since with this choice you will meet her again in the Oxenfurt prison, but she will be dying and this meeting will be fleeting).
- They released her (you will also meet her in this prison).

5) How did you deal with Leto from Guleta?
- They killed him (accordingly, you will not have the opportunity to see him)
- Saved his life (you can meet him again when completing the quest “The Fall of House Reardon”, which can be taken in the village of Zalipye. He will be in the barn on the second floor, after which the quest will continue and he will ask you for help. If you If you help him, he will help you in defending Kaer Morhen."

Also, if in the second Witcher you got a tattoo while drinking in Flotsam, you will be able to see it on yourself in The Witcher 3 (in the simulation you cannot make such a choice, so the only option is to go through the second part).
Next, I propose to consider options for the ending of the main storyline. Globally there are only three of them.

Main endings in the game The Witcher 3:

Main endings in the game:

All three endings are somehow “tied” to Ciri and her relationship with Geralt. It is how you treat her throughout the game that will influence the ending of the main plot.

Ending No. 1 is “tragic”: Cirilla goes through the portal to fight White Frost. It is implied that she dies. Geralt, in terrible experiences, goes to the swamp to look for the last witch who escaped Tsirina’s sword. After the death of the witch Spinner, he will find a box in her hut, and in it - Vesemir's medallion. Afterwards, exhausted from grief, he allows the monsters who have come running to gnaw him to death.

For this ending you have to make at least three of four decisions:

Act Two: Quest “Landscape after the Battle” During a conversation with Cirilla, offer her a drink rather than play in the snow (this will not show parental care towards her).
Act Two: Quest “Landscape after the battle” When you visit Emperor Emhyr with Ciri, take the money he offers (this will insult Ciri).
Act Two: Quest “Last Preparations” Do not let Ciri go alone to the council of the Lodge of Sorceresses (this implies that we will show distrust of her).
Act Three: Quest “Preparing for Battle” Refuse to go together with Cirilla to the grave of her friend Skjall.

Thus, in order to activate this ending, we must act as a bad father throughout the plot, falling in every possible way in her eyes and not thinking about her feelings and experiences.

Ending No. 2 - “good”: Having passed through the portal, Cirilla remembers all the pleasant moments that connect her with Geralt and returns to Nilfgaard, where her father Emperor Emhyr is preparing her to take the title of empress.

For this ending you have to make at least three out of four decisions + three required ones:


Act Two: Task “Landscape after the battle” During a visit to the Emperor of Emhyra, we refuse the money he offered.


Act Three: Quest “Preparing for Battle” We go with Cirilla to Skjall’s grave.

Mandatory decisions:

Act Two: Quest “Landscape after the battle” We go with Ciri to Emperor Emhyr
Second Act: we finish the storyline of quests in the second act about the assassination attempt on King Radovid: “An Eye for an Eye”, “Deadly Conspiracy” and “Enemy of the People”.
Third Act: we finish the task “Matters of State Importance” in which, after the murder of Radovid, we choose the side of Vernon Roche, thereby we will allow the Nilfgaardian army to prevail over the North.

So Geralt's in this case acts as a good father for Cirilla, but not the best, since he forces her to do what she never wanted - to bind herself with the shackles of the imperial burden.

Ending No. 3 is “the best”: Geralt becomes an excellent father for Ciri and understands her like no one else. Remembering all the moments connecting her with Geralt, Ciri returns from the portal back to him. Geralt goes to Emhyr and reports that Cirilla is dead. Afterwards, they meet with her in the tavern, where Geralt will give Cirilla a new sword. Cirilla becomes a witcher and gets the freedom she always wanted. Geralt teaches her everything he knows and sets her free on the highway. After this, “news about the ash-haired witcher will spread from the banks of the Yaruga to the mountains of Kovir.”

For this ending you have to make at least two of four decisions + one mandatory:

Second Act: Task “Landscape after the battle” We play snowballs with Cirilla, and do not drink.
Act Three: Quest “Last Preparations” We release Ciri alone to the council of the Lodge of Sorceresses.
Act Three: Quest “Preparing for Battle” We allow Cirilla to destroy Avallac’h’s laboratory.
Third Act: Quest “Preparing for battle” We go with Cirilla to Skjall’s grave.

Required decision:

Act Two: Task “Landscape after the battle” Instead of going with Cirilla to Emhyr, we immediately sail to Bald Mountain.

Also, depending on the situation in the war between Nilfgaard, the North and Redania, this ending has 3 variations. For the 1st and 2nd variations, you must complete the quests related to the murder of King Radovid: “An Eye for an Eye,” “Deadly Conspiracy,” “Enemy of the People” (in Act 2) and “Affairs of State Importance” (in Act 3 -eat). In the last quest we will be asked to make a choice. Depending on it, we will get the first 2 options for the development of events:

Option 1: We take the side of Roche Vernon and kill Radovid. As a result, Temeria becomes a vassal state under the auspices of Nilfgaard and continues to develop. Emhyr completely conquers the North and eliminates the opposition.

Option 2: We take Dijkstra's side and kill Radovid. As a result, Dijkstra will become king of Redania and take the North from the Nilfs.

Option 3: We do not fulfill the conditions of the previous 2 options. As a result, Radovid is alive and wins the war, and Emhyr dies at the hands of the opposition.

However, possible endings are presented in the video below. Enjoy watching!

Now let's sum it up by briefly describing the endings of both the main characters and the secondary ones.

The endings of the main and minor characters in the game The Witcher 3:

Endings of main and minor characters:

Cirilla

  • Ending #1: Ciri dies in the fight against the Wild Frost. It is implied that Geralt commits suicide by allowing the monsters to kill him.
  • Ending No. 2: Cirilla goes to her father Emperor Emhyr and takes the title of empress.
  • Ending No. 3: Ciri becomes a witcher, and Geralt becomes a good father for her. He teaches her everything he knows and sends her on a free voyage around the World, giving her the freedom that she has always been looking for.

Geralt

The end of Geralt's storyline is tied to his love. At the end of the game, depending on the choices we made, Geralt will end up with one of his girls (or none of them):

  • Triss: To stay with her, we complete the side quest “Now or Never.” Then we confess our love to her and ask her to stay. At the same time, you cannot confess your love to Yennefer. At the end of the story, Geralt and Triss remain in Kovir, where Triss will become an adviser in the service of the local king, and Geralt will lead a quiet, settled life with her.
  • Yennefer: To stay with her, we perform the side task “The Last Wish”, in which we help Yenne take control of the genie. Yenne asks him to cancel her last request, which states that fate itself connects her with Geralt. Does she do this in order to understand whether her feelings with Geralt are real or are these just the tricks of the genie? Jin lifts the spell, but Geralt and Yenne's love does not disappear. After the events of The Witcher 3, they remain together and lead quiet life full of romantic experiences. At the same time, you cannot confess your love to Triss.
  • Lone Wolf: If during the game we confess our love to both Yenn and Triss, we will end up alone. The women will find out about the witcher’s love affairs and will say: “We’ve had enough of loving you.” Geralt continues his journey alone, interrupting from order to order, but only in small things and from time to time he remembers and regrets the lost love. Also, this ending can be activated if you do not confess your love to either Yenn or Triss.

Emperor EmGyr

If we kill Radovid and take the side of Vernon Roche, then Emhyr subjugates the entire North.
If we leave Radovid alive or take Dijkstra’s side, then Emhyr dies at the hands of his own people as soon as he begins to suffer defeat after defeat during the war.

Throne of Skellige

Keris an Craite: having become the ruler, she unites the Jarl clans and with it the whole of Skellige.
Hjalmar an Craite. Having become a ruler, he regularly conducts bloody raids on the Nilfs until his death, and a bloody future awaits his homeland Skellige.
Svanrig Bran: he can become a ruler during the quest “The King's Gambit”. He proclaims on Skellige absolute monarchy, that leads to bloody battles between the Jarls of Skellige.

Throne of Temeria

Radovid: if he is not killed, he will rule the North and defeat the army of Nilfgaard. The hunt for sorcerers will continue in full swing until not a single one of them remains alive.
Diijkstra: if we take his side, the Nilfs will be expelled from Temeria, and the North will begin to prosper.
Emhyr: if we choose Roche's side, then Temeria is declared a vassal state under the auspices of Nilfgaard. At the same time, the North is conquered by Emhyr.

Baron

If we kill the monster under a tree, the Baron will take his mentally ill wife to the mountains, where he will protect her and try to heal her with the help of a local elder.
If you help the monster under the tree, the Baron's wife will turn into a monster, and he himself will commit suicide.

Keira Metz

If he is persuaded to go to the witcher fortress of Kaer Morhen, then in the end he and Lambert will remain together and go on a joint journey.
If she is allowed to go and convince Radovid, she will soon realize that she is able to change his mind, but it will be too late and she will be burned in the city square.

Bastard Jr.

If we kill him, Doppler Dudu will reincarnate into him and take his place.
If we leave him alive, he will end up being killed by members of the Big Four.

Sorcerers

If we, together with Triss, help them escape from Novigrad, then Radovid will switch his anger to the non-humans.
If we don’t help, they will all be killed.

All of the above options are outlined in the following video. Enjoy watching!

General tips for completing The Witcher 3:

The main decisions that will mainly influence the endings appear after the battle in the witcher fortress Kaer Morhen (Act No. 2). Therefore, I recommend making a save after this moment and remembering it so that you can always return to it and replay the next part of the story to choose a new ending. It's also worth completing all the side quests. Firstly, many of them influence the variation of game endings, and secondly, the plot part side missions is also at a high level, and you will get a lot of positive emotions from completing it. Enjoy your game!

VELEN - NO MAN'S LAND

Story missions

Start

Nilfgaardian liaison.– After an audience with the emperor, we receive three search directions - Velen, Novigrad and the Skellige islands. Yennefer advises starting the search with Velen. Let's go to Velen. Following the sign, we find an inn where we can find out about the spy we need. It is better to disperse peacefully with the bandits who appear there. Since later, if we kill them, we will have to make extra maneuvers to get to the Bloody Baron. The innkeeper will point us to the village of Vereskovka. The Wild Hunt visited Vereskovka. Let's find one survivor, he will indicate where the agent lived. Once on the spot and having conducted an investigation, we take the next steps.

Baron

Bloody Baron.– Having arrived in Vronitsy, we go to the baron. The baron has guests, the commander of the Nilfgaardian garrison. But he literally leaves immediately. We begin a conversation with the baron. It will also depend on your actions in the tavern. But the conversation will take place in any case. The Baron will confirm that Ciri was with him for some time. We need details.

Ciri's story. King of the wolves.– The Baron will tell you how Ciri came to him. The actual story will be in the first person. That is, we will play as Ciri. After watching the video of Ciri running away from the Wild Hunt, we fall into a ditch, and from there we begin to act on our own. We must remember that Ciri does not have a witcher’s sense, she does not even have a silver sword. But she knows how to identify wounds and brew potions. Therefore, when we need herbs, we simply look around and look for what we need. Ciri will have to fight the werewolf.

Family matters.– The Baron will interrupt his story and offer Geralt a deal. Find the baron's wife and daughter in exchange for the rest of the information about Ciri. We agree to help the baron. We inspect the rooms of the baron's wife and daughter. Based on the evidence found, we are conducting further investigation.

Help the princess.– One of the clues will lead us to the local sorceress. When we approach his hut, we will stumble upon a small gang of spiteful critics who want to deal with the sorcerer. You can shred everyone, or you can reach an agreement in peace. The choice is yours. Next, the witch will meet us and agree to help. He needs to talk to the spirits. But to begin his fortune-telling, he needs a goat, which just ran away at the sight of the bandits. We go in search of a goat. After we return the goat, the magician will perform a ceremony and we will learn about the dead child of the baron’s wife. She had a miscarriage. We also learn that the child was not even buried, but simply buried. And now we have to deal with Igosha.

Family matters (continued).- We return to the fortress. There we watch the stable burn, and no one puts it out, because they are afraid of the drunken baron. Before we punch the baron in the face, we can save the stableman who is stuck there with the horses. We need to climb up ladder to the second floor of the stable and from there begin the rescue operation, sweeping away the interfering rubbish with Aard or a sword. When we save the stableman and the horses, we can stop by the baron too.

After we bring the baron to his senses, we learn from him details about his wife and daughter. We find out where he took the stillborn child. We are preparing for the meeting with Igosha. There are two options: kill the monster or turn Igosha into Chur. You decide. If we kill Igosha, there will be dancing with a tambourine in the presence of a fortune teller. If we managed to turn him into Chur, then he will show us the road along which the baron’s wife and daughter escaped. In both cases, we find ourselves in the hut of the fisherman Wojciech, who helped in the escape. We learn that Anna, the baron’s wife, was dragged away by a monster, and his daughter Tamara is safe with his brother, who lives in Oxenfurt.

Ciri's story. Horse racing.– Having shared the information received with the baron, let’s listen to another story about Ciri. As in the first case, we play as Ciri. The Baron will tell you that they went hunting, and Ciri simply killed a boar with a sword. Then a dispute arises over who will overtake whom. Bet the baron's black mare and Ciri's witcher's sword. The Baron is taking part in a race against Ciri. After Ciri wins (?), they are attacked by the Basilisk. This is where the baron ends the story.

Family matters (Tamara).– Having learned that his daughter is in Oxenfurt, the baron gives us a travel document with which we can freely cross the border river Pontar. We go to Oxenfurt and find Tamara there. Tamara joined the witch hunters and joined the order Eternal Flame. She is not going to return to her father. And with the help of new friends, he wants to try to free his mother. We can report to the baron on the results of the meeting.

Keira Metz

Witch hunt.– Even when we were conducting an investigation in the house of the murdered agent Gendrik, we would have two clues to further search - this is the baron and the unknown witch with whom Ciri allegedly quarreled. Go to the baron or find a witch, the order in principle does not matter here. Although, on the other hand, having found a witch, we will already have some advantages. We will learn more about the witches from Crooked-Ear Marsh and quite a lot of other facts that will be useful to us in the future. We can find out the location of the witch by eavesdropping on the conversations of local residents of the village of Podlesie, or we can find it on our own. Having found her house in the forest near Podlesye, we will find her talking with the local residents. Noticing us, she quickly says goodbye to the peasants and retires to the house. We follow into the house, there we pay attention to the skull on the shelf, which is surrounded by a strong aura. A portal will immediately open into which we will enter. There we find our old friend, advisor to King Foltest, sorceress Keira Metz.

To the touch.– After exchanging pleasantries with Keira, we find out that she knows nothing about Ciri. But on the other hand, she will tell you that an elven sorcerer visited her and was interested in Ciri. He also asked to warn him if she appeared nearby. Keira and Geralt go to the elf's hideout. They find neither Ciri nor the elf there. But they meet with the Wild Hunt. As a result: we receive information about the witches from the Crooked-Ear Marshes, how to find them, Keira’s artifact - the Eye of Nehalena, and the Magic Lamp, which will become ours a little later. And also a lot of positive emotions from communicating with Keira Metz.

Witches

Mistresses of the forest.– Let’s read the book about witches that Keira will give us, from it we learn that a sweet path leads to witches. On the western outskirts of the Crooked Ear Marshes we find a wooden statue of a woman hung with gingerbread. We follow the path deep into the swamps. We go to a small settlement. We find children there, but we don’t really have time to talk; a woman appears and drives us away. One of the children managed to let it slip that they needed to find Ivasik in the swamps, who knew everything. The boy was put in a corner as punishment. We find a solution on how to talk to him in order to find out about this Ivasik. Then we find Ivasik himself. After some twists and turns, Ivasik helps us organize a meeting with the witches.

Ciri's Story: Escape from the Swamps.“After we settle all matters on Whispering Hill and return to the witches, they will come to us.” Three disgusting creatures that vaguely resemble people. We learn that the woman who performed the duties of a servant and looks after the children is the baron’s wife. The witches, choking and spitting saliva, will tell how they wanted to eat Ciri, only one thing held them back, the fact that Imlerich, the king of the Wild Hunt, was eager to get her. But even in this case, they were about to cut off Ciri’s feet, but she escaped.

Family matters (continued).– We return to the baron and report that we have found Anna. After we listen (or don’t listen) to the baron and determine the degree of guilt of both the baron and his wife in what happened, we will listen to the baron’s story about Ciri.

Ciri's Story: Out of the Shadows.“The baron interrupted his story when they were attacked by a Basilisk. The whole intrigue of this battle is tied to the fact that Ciri is forced to use her ability to move in space and time. In the future, you will see for yourself when you see how Ciri, with one swing of her sword, cuts through the warriors of the Wild Hunt, clad in powerful armor made of meteorite steel. In fact, this Basilisk is a rag doll for her and nothing more. But... The plot! After Ciri flew to the tower to save the baron, she was forced to flee, because she knew that the Wild Hunt would inevitably appear here. Ciri gets ready, says goodbye to the baron and leaves for Novigrad.

In principle, nothing is holding us here anymore; we can go further, to the same Novigrad.

+ Additional tasks for the story

Ciri's room.– Look around Ciri’s room. Read the book you found. Give the toy to Gretka, who is sitting in the kitchen. Our game storage is in this same room. You can get rid of accumulated junk, but it’s a pity to throw it away.

Return to Krivoukhovy Marsh.“We can respond to the last request of the baron, who asked us to provide assistance at Crooked Ear Marshes.” To do this, we need to go to the village of Steigery to the already famous headman.

Uma.– This is not a quest or task. When we say goodbye to the baron, a strange creature suddenly bursts into his chambers. A man twisted by some kind of magic, as well as a spell.

Additional tasks

Funeral pyres.– The task can be received from the priest of the Eternal Fire, the same one who prays by the road and one of the guards is trying to drive us away, even if we are just galloping past on Roach. It is west of the village of Yavornik. It will be necessary to burn several burial grounds. The reward... not everything is clean with these burial grounds, and therefore the reward depends on your decision. 60 or 200 CZK.

Wild Heart.– The task can be obtained from the notice board in the village of Yavornik. The case of the missing hunter's wife. In the end, you need to kill the werewolf. You can watch the walkthrough of this quest.

Lynching.– At the crossroads “Gallows Alley”, we have to decide the fate of the Nilfgaardian deserter. (The quest may not be available if you have already completed Keira Metz’s quest “A Friendly Favor.”)

Fake papers.– Not far from the “Border Post” sign, a man sells counterfeits. The quest will most likely be irrelevant for us if you have completed the Bloody Baron's quests. Since it is proposed to buy a fake traffic certificate. The Baron will provide us with a real letter and for free.

Graveyard hyenas.– North of the Gallows Tree, on the battlefield, marauders will ask to be protected from ghouls while they do their job. Reward 30 crowns.

Fists of Fury: Velen.– Do you want to become the champion of Velen? Then this quest is for you. Having defeated three fighters, we meet with the champion (now former, probably).

Gwent: Velen players.- Everyone plays gwent. Blacksmiths, merchants and the baron too.

Horse racing: Vronitsy.– To the west of the baron’s castle you can take part in horse racing.

Master armorer.– The quest will begin if you ask the blacksmith in Vronitsy to forge armor for you. The Skellige Islands must be accessible to complete the quest.

Magic lamp.– The task will appear during the passage of the main quest with Keira Metz – “By the touch.” Even before sending the elf to the shelter, Keira will mention this lamp.

Invitation from Keira Metz.– We will receive an invitation when we leave the elf’s shelter into the fresh air. We can only accept or not accept this invitation.

Mouse Tower.– We receive the task from Keira Metz if we agreed to her invitation. She asks us to remove the curse from the island of Kolomnitsa. The curse is associated with the Pestilence Maiden and the Plague Catriona. .

Friendly favor.“The quest will begin if we agree to provide Keira with one more small favor, namely, to find the missing merchant and the goods he was supposed to deliver. Having delivered the found drugs, we can stay for a romantic dinner, with all the ensuing circumstances. This choice will not affect your relationships with other sorceresses in any way.

For the benefit of science.– The quest will start as soon as we wake up after spending the night with Keira. Returning to Kolomnitsa, we will find Keira there, who needed notes from a magician working in the tower. By default, we took the magician's records... but why?

Fall of House Reardon.– The task can be taken from the notice board in the village of Zalipye. The action will take place in the abandoned Reardon estate. There are two scenarios for the development of events. If you transferred the save from the second part of the game and the Witcher Leto is still alive, then you will find him there. If you killed Summer in the second part, then several ghosts will meet you at the estate and that’s it. .

Ghosts of the past.– Continuation of the previous quest, only on the condition that you still have Leto alive.

Uncles.– We will receive the task from the sorcerer whom we encountered while completing the Bloody Baron’s quests.

A lady in trouble.– At a fork in the road near an empty village, between the village of Podlesie and the village of Klyki, we can meet a crying woman. Her fiance went into the forest and did not return. The reward... well, I didn’t take it...

Defender of the Faith.– At the road sign Duen Hen we will meet a woman who asks to raise the statue that was knocked over by vandals.

Dangerous cargo.– On the highway, not far from the intersection to the village of Svorki on the western side, you can find a cart with infectious corpses. There are no rewards.

Dog life.– Approximately in the middle between the villages of Rudnik and Lyamki, near the sanctuary, we will find a dog fighting with wolves...

Fool's gold.– DLC 8 The quest can be picked up in the village of Svorki. Removing the curse that fell on the villagers.

Opium for the people.– If you follow the road to the south from the sign “Yard of the Idle Lover”, then very close you will find ruins in which two men are arguing. To complete the task you must have the Eye of Nehalena.

Cheese and dark forces.– Visit the ruined Aeramas manor. Signpost east of Oxenfurt.

Death on fire.– To the west of the “Old Hrychi” quarry, there are two houses. In one of them, bandits want to roast an elf. We can save her. Reward – 20 crowns.

Blood ties.– In the tent city between Gostiny Dvor and the Headquarters of the Nilfgaardian Army, we will meet a woman who wants to find her son...

Games of cats and wolves (DLC).– The quest will only appear if you have this DLC installed. Order for Lesnoe dashing in the village of Dobrovo.

There is no passage.– This quest to acquire a fake letter to pass through the cordons of Redanian soldiers can arise if you suddenly really wanted to get to Novigrad or Oxenfurt without completing the Bloody Baron’s quests in Velen.

Witcher orders and treasure hunts

Witcher orders

Forest monster.– We take the task from the notice board, which is located not far from the “Border Post” sign. The customer is the commander of the Redanian patrol. Reward – 30 crowns.

Screaming.– We will receive the task in Vronitsy. Let's meet Kurolisk. Reward - you can bargain up to 270 coins, but you can also leave them to raise an orphan.

Griffin in the hills.– The task will appear during the completion of the quest “Master Armorman”, in Vronitsy.

The missing brother.– We take the order from the notice board at the tavern “At the Crossroads”. The customer is Bruno, the little man is sitting in the far corner of the tavern. Reward – from 210 to 300 coins. But even if the amount is agreed upon, the customer will balk. Therefore, it is better to have a well-pumped Axis. Monster Glagoglaz.

Leshachikha.– We take the order from the notice board in Podlesie. Let's meet the noonday. Reward – we can request 239 coins.

The Gravedigger's concerns.– In the village of Zalipye we take an order on the notice board. We agree with the caretaker of the cemetery. We are hunting for the cemetery woman. Reward – you can request 260 coins.

Mysterious footprints.– The task is given by a hunter from the village of Zalipye. Let's meet the devil. Reward – you can request 270 coins.

Monster from the swamps.– The task can be removed from the notice board in the village of Steigers. Reward – you can bargain for 270 coins. Let's meet with an unusual fogman. To complete the task you will need the Eye of Nehalena.

Missing patrol.– We can get the task from the quartermaster at the headquarters of the Nilfgaardian army. He also appears in the task “Blood Ties”.

The secret of the village Styozhki.– The task can be removed from the notice board in the village of Rudnik. The reward is that you can bargain with the nilfs for 270 crowns, but we also take money from the local residents, because they were the ones who dug up Ekimma, which is what all the fuss is about.

Ghost of the Highway.– We take the task from a peasant who sits near one of the houses in the village of Benkovoye. Reward – we bargain for 275 CZK. We will meet two ordinary and one royal Wyvern.

Treasure Hunt

Queen Zuleika's Treasure.– We go out to the “Coast of Lost Ships” and meet a bunch of bandits. After a showdown at one of the fires on some matting, we will find a note.

Expensive mistake.– If you walk along the coast to the north, from the place where they were looking for “Zuleika’s Treasures,” we will find another note near one of the corpses.

Drowned wealth.– From the sign Alley of Gallows, we go ashore. We follow the “Hidden Treasure” sign marked on the map. We will find a corpse and a note with it...

From fire to fire.– The “Hidden Treasure” sign is located approximately halfway between Svorky Village and Marauders Bridge.

Hidden from the whole world.– From the Marauders' Bridge, we'll run along the road to the southeast, just a short distance to the "Hidden Treasure" sign. There are three bandits, one of them has a letter. After reading the letter, we find out where the treasure is.

Accident.– From the village of Svorki directly north across the bridge, to the abandoned village. We clear the area of ​​the drowned people, and then follow the “Hidden Treasure” sign and find a corpse that has an unsent letter.

No luck, no luck.– The Hidden Treasure sign is located approximately halfway between the Devil's Pit and Marauder's Bridge signs.

The dead are unarmed.– On the map between the villages of Duen Hen and Styozhki on the western side there is a sign “Hidden Treasure”. There's a bandit camp there. The main one has a note, something like a diary...

Flooded chest.– On a small island between Kolomnitsa and New Cemetery, red brick ruins. On one of the corpses we will find a note stating that they hid the chest in the water. There are probably at least five chests flooded there. (or more?)

Don't play with the gods.– On the map between the villages of Duen Hen and Styozhki we will see two “Hidden Treasure” signs located nearby and a “Place of Power” sign. These are elven ruins. Guarded by middays. Don't try to find both treasures at once. One of them, like the “Place of Power,” is located underground. You will find yourself there when completing the quest “By the touch”, with Keira Metz.

An unheard request.– If you go south from the village of Klyki, along the western spit, then almost at its very end we will reach a burnt house. And on the approach, the corpse of a peasant leaned against the fence. A water woman will also be in charge there. The place is marked on the map as "Hidden Treasure".

Equipment

Witcher antiquities: equipment of the Griffin School.– The ruins of the fortress at the “Lonely Rock”, the baronet’s castle “The Last Bastion”, the grave of the witcher George in the “Dragon Slayer Grotto”.

Witcher antiquities: equipment from the School of the Cat.– The “Old Hogs” quarry, the elven ruins of “Est Thayer”, the ruins of the “Drahim” castle, the wreck of the “Flying Deer” ship, in the east of the village of Ursten there is a cave designated as a breeding ground for monsters. Between the signs “Dragon Slayer Grotto” and “Bandit Camp”, on the island a little to the west, there are barely noticeable ruins. Dungeon under the "Temple Island". Not far from the "Temple Island" to the northeast, sign "Cave".

Witcher Antiquities: Equipment of the School of the Bear.– Signpost “Ruined Bastion”.

– A place near the Kimbolt Road sign. Marked on the map as "Hidden Treasure". + See the task “Flooded Chest”.

Witcher antiquities: equipment from the School of the Wolf.- (The well is in the garden of the Bloody Baron. On the map it is marked as the entrance to the cave.)

And keep her safe. But this will not be as easy as it seems.

Geralt no longer wants to be a puppet in political games, and now he will do what he wants - search for Yennefer, travel the world, kill monsters, or again take one of the political sides.

In the events of The Witcher 2: Assassins of Kings, the Nilfgaardian Empire pursued a secret policy of killing the kings of the server, and now that these lands have weakened, they have launched a full-scale offensive.

The remaining kingdoms regroup and war rages on in an attempt to repel the invaders.

In the third part we will meet many characters familiar from previous series: Buttercup, Eskel, Lambert, Triss, Zoltan, Leto and others. The appearance of some of them depends on your actions in the second part.

The outbreak of war will affect the character of all characters.

Storyline Features

  • Completing the storyline will take about 50 hours, and completing side quests will take the same amount. The speedrun took the developers 25 hours. In addition, two paid add-ons will be released at the end of 2015 and the beginning of 2016, which will add another 10 and 20 hours of gameplay;
  • The Witcher 3: Wild Hunt ending has 36 various options. At the same time, 3 versions of epilogues were created. Therefore, we can conclude that we will have 3 very different endings, and another three dozen different variations;
  • Geralt must face the Wild Hunt, Ciri is the key to defeating it;
  • The third part is the final part of the trilogy (however, the developers do not rule out the appearance of new games in this universe). We will be able to find answers to all remaining questions, and learn many details, for example, about why Geralt lost his memory (from the events of the first Witcher);
  • The developers announce a big surprise that awaits players: “This is the last part of the trilogy, and our main goal is to end it with a big surprise.” However, any good plot has extraordinary twists and surprises, so this is not surprising;
  • Geralt will not act as the savior of the world, and the events themselves will be darker than in previous parts. He would like to avoid all this, but, one way or another, he will become participants in important events;
  • The world will be alive and connected. Various actions and decisions made, will be reflected differently in future events. This applies not only to the global plot, but also to every “ordinary” NPC who will remember whether we helped him or, on the contrary, harmed him, and change his attitude towards us;
  • It will be possible to import saves from the second part so that the game reflects all the decisions you made from the previous part. The import will definitely be in the PC version, it is not yet known about consoles;

The storyline will be great
How could she be different in the company of such women?

Walkthrough

Lilac and gooseberry

Location: White Garden

Reward: 150 experience

After years of separation, Yennefer finally responded to Geralt's call. She sent him a letter, smelling, of course, of lilacs and gooseberries. In it, she asked Geralt for a meeting in Verbitsy, a village near Vyzima, on a matter of extreme importance. The Witcher flew headlong to the appointed place, but was still late: the troops simply wiped the village off the face of the earth, and Yennefer drove away. With the help of Vesemir, Geralt managed to discover the trail of the sorceress, along which the two witchers decided to move on. Yennefer rode north in great haste, racing straight across rough roads and across battlefields. She was in a hurry. Perhaps something threatened her...

We receive this task from the beginning of the game. Geralt received a letter from Yennefer, where she assigned him a meeting place in Verbitsa. But when he and Vesemir arrived there, there were only burnt houses.

The main storyline of The Witcher 3: Wild Hunt begins with the search for Yennefer.

We go to the nearest village White Garden. Despite the fact that witchers destroy monsters and try not to interfere in the affairs of ordinary people, many do not like them, including in the village where we come. You should not count on a warm reception, and try not to draw your sword at every bad word addressed to you, otherwise there will be no one left in the village.

We need to ask local residents if they have seen a woman in black, smelling of lilacs and gooseberries. The right person is in the same tavern where we arrive - this is Gunther O'Dimm:

He will say that the scouts of the Nilfgaar garrison saw her. A new goal is marked on the map we go there and talk with the Commandant of the garrison. He will say that he knows where Yennefer went, but before saying where she went, he will ask you to kill the griffin that is terrorizing the Cape inhabitants.

We receive an additional task: The Beast from the White Garden (read its walkthrough on a separate page).

Having killed the griffin, we return to the commandant, he talks about where Yennefer went. We return to the tavern, to Vesemir, to tell him about this new information and hit the road.

But a brawl breaks out in the tavern; several local men decided that the witcher guests were to blame for all their troubles, and decided to use weapons to make their lives happy once and for all.

It will not be possible to escape the battle, so the men will have to be sent to the next world. At the same time, I listened to the farewell wishes from the female half, “go away and don’t come back.” We leave the tavern, and... Yennefer herself meets us:

The scouts reported to her that witchers had appeared in the White Garden, and she realized that it was Geralt. Unfortunately, there is no time for conversations and a warm meeting; Yennefer says that Geralt urgently needs to meet with the emperor.

We hit the road and watch a video about the attack of the Wild Hunt.

This completes the Lilac and Gooseberry task, and a new one automatically begins: .

In the end, it was Yennefer who found Geralt. The longtime lovers did not have a moment to enjoy the meeting: Yennefer demanded to go to Vizima as quickly as possible, where the Emperor of Nilfgaard himself was waiting for the witch. Although the former capital of Temeria was only a few miles away from the White Garden, the journey evoked many emotions...

Audience

Location: Vizima
Gives a task: given automatically
Reward: ?

Geralt searched for Yennefer for many years, but she was found herself. She appeared at the inn in the White Garden, accompanied by Nilyfgaardian soldiers. There was no time for long greetings, since the sorceress. got drunk on a hasty departure. Geralt and Yennefer left the White Garden in the company of the Nilfgaardians, but only the witcher and the sorceress reached Vizima. On the way, the travelers were attacked by the Wild Hunt, a cavalcade of ghostly horsemen, whom the drunken people consider harbingers of war. Gerala's questions only multiplied. What has Yennefer gotten herself into again? How did the Hunt find them? Why did you chase them? Why was he called to Vizima? Only one person could give him the answers - the Emperor of Nilyfgaard Emhyr var Emreis, the White Flame Dancing on the Mounds of Enemies. The most powerful man in the world.

This task starts automatically after the task is completed.

We have a meeting with the emperor, but before that we need to put ourselves in proper shape and answer several questions, according to which the game will determine what actions you took in the previous part and introduce them into the plot.

The task is not difficult at all. We answer the questions, then go to choose clothes from three, almost identical, stupid-looking black doublets.

After which we will be taught how to bow, and actually meet with the Emperor, who will tell you that his daughter and heir, Ciri, has appeared. And that the Wild Hunt is chasing her. Nilfgaar scouts cannot find her, and he asks Geralt to join in this task, with the words “both you and I know that you will take on this.”

There really is no choice. We take up the search and go to Yennefer, she will tell you the details.

After which we take our things, and the task is completed.

The following tasks start automatically:

In the footsteps of Ciri
- Nilfgaarian liaison
- Bonfires of Novigar
- On Skellige

We can do them in any order, but Yennefer advises starting with the Nilfgaar messenger.

The conversation with the emperor was brief but meaningful. The emperor's daughter, and once the witcher's student and friend, Ciri, returned from... very far away. She was in mortal danger, for the Wild Hunt was on her trail. Emhyr knew that he had to get to his daughter, whom he had not seen for so long, before the ghosts overtook her. At first he tried to find her with the help of Yennefer. It turned out, however, that her localizing spells attracted the attention of the Wild Hunt. So it became clear that Ciri would have to search without the help of magic, using generally accepted methods. And few people were better at reading the traces of various rads than my old friend Geralt of Rivia. Emhyr promised him mountains of gold in exchange for help, but I know that the witcher did not take the job for mercantile reasons. Ciri was the most dear person in the world to him. The witcher would do anything to save her.

Nilfgaardian liaison


Gives a task: given automatically
Reward: 100 experience

In search of Ciri, Geralt reached Velen. Anyone who has not been to these parts will never understand how lousy this place is. In those days it was called No Man's Land. Why? The emperor had not yet occupied it, Temeria was defeated, and the Redans had already managed to retreat north. Nobody ruled this region, and this “nobody” turned out to be a very nasty ruler. Geralt had to find an agent named Gendrik, who was working on Ciri’s case, and get information from him regarding the girl.

We need to meet with the Nilfgaardian contact in Velen and find out everything he found out about Ciri. We use the quick transition to Velen, after which we run to the indicated place on the map.

We will come to the tavern, where we will immediately be “run over” by dirty warriors of a dull appearance. You can kill them (by the way, if you don’t kill them, one of the points in the task will be marked as uncompleted), but in this case difficulties will arise in the future task Bloody Baron. Or you can avoid a fight, for example, by simply saying that you are a witcher - in this case, they will lose the desire to get to the bottom of you (and the owner of the establishment will thank you for the peaceful resolution of the issue).

We talk with the owner of the establishment he will tell you where the person we are looking for lives in Vereskovka. Let's go there.

The village greets us with snow and cold... it immediately becomes clear that the Wild Hunt has been here. We find the only surviving resident, talk to him, he will tell you what happened.

How the Wild Hunt found out about the spy remains a mystery, only that they tortured him and then killed him. We go to his hut and examine the body. We will find a key in the boots, and in the next room there is a secret passage to the basement.

In the basement we again use our witcher senses and find a lever disguised as a candle:

We use it, and a hidden chest with documents opens. From which it becomes clear where the “requested object” (Ciri) was seen. The quest ends and we get two new ones: Bloody Baron and Witch Hunt. You can tackle them in any order.

However, Hendrik was already dead - he was killed by the Wild Hunt. The ghostly riders were also looking for Ciri, just one step ahead of Geralt. The Witcher was able to find only fragmentary notes from the agent about his ward, but from them it became at least known that Ciri was visiting the Bloody Ram, the self-proclaimed ruler of Velen, and had a quarrel with some witch, presumably living near the village of Podlesie.

Bloody Baron

Location: Velen - No Man's Land
Gives a task: given automatically
Reward: ?

A Nilfgaardian agent found out that Ciri was visiting a certain ram, the self-proclaimed ruler Velen. This man was plagued by his temper and cruelty, which is why he was called the Bloody. But the witcher was not one of the timid, and certainly not afraid of nicknames that owed their origin to the bodily juices of the body. Therefore, he went to Vronitsa, the residence of the Bloody Baron, to ask him about Cyril.

The task points to the baron's castle let's go there. It is worth noting here that if in the mission you killed the baron’s soldiers then getting into the castle will be problematic, but possible. I left them alive and got to the baron without any trouble.

The Baron is a smart man, and will immediately understand who we are and why we came. After a short dialogue and cutscene, the game will let you play from Ciri’s perspective for the first time:

Of the available abilities, Tsilya only has a dash (space), and overall she feels much weaker than Geralt. Therefore, with a small pack of dogs that will have to be killed, difficulties may arise.

If it doesn't work out at all, keep in mind that the difficulty of the game can be changed at any time. Just set it to the lowest.

Playing as Ciri will slowly prepare you for the fight with the Werewolf, in particular, you will need to collect ingredients to create anti-werewolf oil. Everything you need will be at hand collect the herbs you come across and search the corpses of wolves.

After a while there will be a fight with Volkolak; for me personally it was much easier than the previous packs of wolves:

And it just so happened that after the battle she was brought precisely to the Baron. But for information about what happened next, he will ask for mutual help to find his missing wife and daughter. At this point, the Bloody Baron task ends, and a new one begins: Family Matters (an optional task is also given to search the room in which Ciri was staying).

The first meeting with the Bloody Baron left Geralt with mixed feelings, and the baron himself did not seem so bloody. Although, maybe it was just an appearance? In any case, it turned out that Ciri actually visited Vronitsi some time ago. For further information about the girl, the baron set his own price.

Family matters

Location: Velen - No Man's Land
Gives a task: given automatically
Reward: ?

The baron turned out to be an experienced negotiator and fully understood the value of the information he possessed. He agreed to tell Geralt about Ciri only on the condition that the witches would find his wife and daughter. The women disappeared shortly before the events described, and the ram, even turning the whole of Velen upside down, was unable to find them.

Prepare yourself for a very, very long task. So, the Baron asks us to find his relatives. We start by inspecting their rooms, of course, using our witcher senses.

It’s worth noting one more point here: even being in one place (in this case, a room) and finding and examining various elements highlighted in red; after viewing some, new ones may appear.

In the room you will be examining there are many such “appearing” elements. Explore until you find a "wine vapor" that will lead you to a staircase where you will find a medallion. After which we return and talk to the Baron again.

From the conversation it will become clear that the matter is murky, and there is something he is not telling. In any case, at the moment there is nothing left to do but go to the next goal - the sorceress.

Intermediate reward: 150 experience.

Near the fortune teller’s house we will see aggressive warriors who are going to do something bad to the fortune teller. Since we need it, we will have to cool them down. First, choose option 4: “What do you want from the sorcerer,” then 1: “I’ll cure Edric, and you’ll go from here.” Fortunately, you won’t have to go anywhere or treat anyone separately Geralt will verbally say what needs to be done, and the warriors will leave.

We go into the fortune teller’s house, talk, talk about the situation, the fortune teller agrees to help, but... his goat “Princess” has disappeared somewhere, and without her he won’t be able to help. There is nothing left to do but go in search of the goat. An additional task begins: To help the Princess.

To the aid of the Princess

While searching for information about the baron's wife and daughter, Geralt came across a man called a sorceress. This husband, at first glance, seemed to him to be an extraordinary person, and this impression only intensified when he declared that he could tell Geralt everything that had happened to Anna and Tamara, provided that he returned the runaway goat named Princess. Having no other choice, the witches went in search.

The task is small, but troublesome. First, you should know that there will be a bear next to the goat you need to find. I found and killed the bear before I found the goat. But what will happen if he attacks you when you are leading a goat? You can check, but I advise you to kill the bear first. It will be approximately in the center of the zone highlighted by the task.

To find the goat, we use our witcher senses and follow the tracks. Sometimes the tracks are interrupted, and you will need to look around carefully to find where they continue. One way or another, we find the goat, after which we ring the bell (constantly) and lead the goat along with us. If you run too far away, the goat will return to its original place.

We bring the goat back to the fortune teller and the task is completed.

Like a knight errant, Geralt searched through thickets and oak forests for the missing Princess. Finally, he came across the fugitive and, keeping her safe from numerous dangers, brought her to her delighted owner. According to the promise, the witch was now supposed to help the witcher in searching for the baron’s missing family.

Family matters (continued)

After we bring the goat to the sorceress, he milks it and performs a ritual, from which we learn that the Baron’s wife had a child who was not born, but did not die either...

Intermediate reward: 100 experience

In search of the baron's daughter and wife, Geralt went to a man who lived in a nearby village. The locals called him a sorceress, because he smelled a little magic in life and understood secret affairs hidden from the eyes of ordinary people. The Witcher quickly realized that the witch was also a storehouse of the most common gossip. It soon became clear that the baron was a drunkard, and his family had a hard time with him, that the baron’s wife was pregnant and had recently lost a child. The divination showed that from the dead fetus, which was probably not buried properly, the formidable monster Igosha was born. However, the beast could also serve a just cause. If it were possible to remove the curse from him and turn him into a chura, the monster could lead Geralt to the baron’s wife and daughter.

We return to the Baron's castle, where, by the way, a fire is already blazing. No one puts out the fire, and we are asked to save the groom. We immediately put up the Aard sign - it will be useful to us.

There will be a ladder on the left side; climb it. There will be nothing to breathe inside, so everything will have to be done quickly. You may not succeed the first time, but you will do everything quickly the second time.

Once you are at the top, clearing away all the trash with Aard, find the stairs down. The groom will be waiting there. Now all that remains is to get to the entrance gate and use Aard on it a couple of times (perhaps just approaching it is enough).

The Baron greets us as a hero, but that was not the case, Geralt tells him that, to put it mildly, he bad person, beat his wife and daughter, and caused a miscarriage. And all this time he pretended to be a kind and caring family man.

Baron, he gets so angry with the truth and a fist fight begins...

Geralt gives him a good slap on the neck and then rinses him in water. The Baron comes to his senses and becomes more frank and accommodating.

Geralt walked to the baron, full of emotions and ready at any cost to extract the truth about Igosha and the disappearance of the baron’s wife and daughter. A determined witcher always achieves success, and this time he also achieved his goal. The Baron admitted that during one of the scandals his wife had a miscarriage, and then Anna fled from Vronitsa with her daughter. He also agreed to indicate the place where he buried the body of the unborn baby. When midnight struck, the witches and the baron went to Igosha’s grave.

After listening to everything that really happened, we go to the place where he buried the child. You will have a choice: either kill him, or, according to one of the rituals, turn him into a spirit. The Baron asks us for the second option and chose it.

Now your task is to reach the threshold of the house and bury it according to the ritual. This will not be so easy to do, because... Ghosts will attack you, and the child will become aggressive, and to calm him down you will need to use the Axii sign.

We bring it to the right place, we perform the ceremony, bury it, and send the Baron home.

Geralt and the baron did not have to wait long for Igosha to appear. Fortunately, before he took on his terrible form, they were able to perform the naming ritual. Then, according to an ancient rite, they buried the unfortunate creature under the threshold so that it could later be reborn as a chur, the patron spirit of the dama. With his help, the witches hoped to find the baron's family.

Now you need to wait, to do this, go to the burial place and click E a video will begin, which will show the waiting, calling and appearance of the spirit, after which Geralt will ask him to show the way to his relatives the spirit will fly, and we will have to run after it.

The spirit will first stop near a small barn turn on your witcher senses and inspect the places. The task will be updated, and the spirit will fly further we follow it. Then he will fly to the dead horse, we examine it again, and again the spirit will fly further. The next point is the fisherman's house. We go inside and talk. From the conversation we learn where the daughter went, as well as about the terrible beast that took his wife.

Geralt found the hut of a fisherman who helped the baron's wife and daughter escape from Vronitsa. It turned out that on the way the fugitives were attacked by a monster. He tore Anna's horse to pieces, and carried her into the thicket. The fisherman also remembered one detail that aroused genuine interest in the witcher. So, Anna allegedly had a strange sign on her palm, which flared up with living fire a few minutes before the demon appeared. One way or another, if Anna was still alive, then she was definitely somewhere in the vicinity of Crooked Ear Marsh. As for Tamara, the fisherman transported her to his 6pary in Oxenfurt.

Geralt leaves the hut, thanks the spirit, and then we have two options to choose from: either go talk to his daughter, or talk to the Baron. Because The Baron will still insist that Geralt find out that with his family we are going to see his daughter first.

By the way, they won’t just let you into the city where it is located through the main bridge. I just swam across the river nearby and that’s it.

From a conversation with her we learn that everything is fine with her, but she is not going to return to the Baron. With this news we return to the Baron.

For information on his daughter, he will share new information on Ciri. More precisely, we will again be given a short episode from her perspective, where we will need to win a race.

And for further information about Ciri, he will ask to know what happened to his wife. You can continue this quest only after completing the Witch Hunt quest. That's what we're taking on.

The Baron, having heard about everything, gave the witcher another piece of information regarding Ciri. He told how one afternoon, when they decided to celebrate a successful hunt with horse racing, their fun was interrupted by an attack by a basilisk. The Baron, like a skilled storyteller, interrupted his story at the very interesting place and declared that he would not utter another word until Geralt found his wife.

Return

×
Join the “koon.ru” community!
In contact with:
I am already subscribed to the community “koon.ru”