The Witcher 3 walkthrough of the main storyline. Additional task - Playing with fire

  • 20.07.2019

In the game, additional/side/minor tasks are not only interesting, but also difficult, so sometimes there are unique problems with completing them. Sometimes you also want to know whether it’s worth spending time for the promised reward? Or what to choose in this or that dialogue? Or what consequences will there be from previously made decisions? There are a lot of questions and, as a rule, there are no answers to them, but we will try to reveal and explain in detail each task in the game The Witcher 3: Wild Hunt.

Dear readers, we present to your attention the complete and detailed walkthrough additional/side tasks in the game. We will try to reveal to you all the details of the quests. And if you have any questions, comments, or just want to share your tips and tactics, then write in the comments!

Completing side/additional quests of the White Garden

On deathbed

“Once again, Geralt had to make a difficult choice between a greater and lesser evil. While preparing to hunt a griffin, he met one of the victims - a simple peasant woman named Lina."

On the territory of the “White Garden”, in one of the huts there lives a herbalist, after talking with whom you can receive the task: . In addition, you will get to it in any case, since the game’s storyline passes through it, so don’t worry, you won’t be able to miss it. Arriving there for the first time, you will find her with a girl, Lina, who is currently lying unconscious after being attacked by a griffin.

The herbalist will say that although she is trying to help her, she will still die because blood is collecting under her skull. At this point, you can offer your help by saying that the Swallow elixir just treats internal bleeding, but since this elixir is not for people (too many toxins), she may die. And here the choice is yours: let the girl die under the influence of herbs quietly and calmly, or take the “Swallow” and, in case of failure, hear screams throughout the entire village.

In any case (if you take on the task), your first subtask will be: . It's not a problem to do this. First, go to your inventory and select the “Alchemy” tab, where you will then find the desired recipe. So, “Swallow” speeds up health recovery. In order to prepare any potion, you need alcohol and several ingredients with the desired properties. You can see which ingredients are suitable in the same recipe. If you have problems with alcohol, then you can buy it. Otherwise, everything is simple. Don't forget to enter meditation mode to create the elixir.

Once the potion is ready, you will receive a new subtask: . Return back to the hut with the mortally wounded girl. The herbalist will be happy and satisfied, so you will receive a good reward, including “Recipe: Oil against the Damned” and experience in the amount of 280 units. The task is completed.

Order: Dashing at the Well

“Spirits usually live in the ruins of castles, fortresses, and at worst, towers. The ghost from the White Garden chose a more modest place for himself: the vicinity of an old well. The local peasant Odolan decided to exorcise the ghost and hired Geralt for this purpose.”

The task is taken either on the notice board in the White Garden, or directly from the local resident Odolan. If you took the task from the notice board, then you will receive a subtask: . But in any case, he will tell you everything he knows.

The spirit lives in the local well, in Khushchi. Khushchi is a farm located in the southern part of here, on a hill. Until now, no one has gone there, so the spirit has been living there for about twenty years. Why didn't anyone go? Because before the war, water was collected from the river. Therefore, there was no need to go to the farm to the well. Now, because of the war, the water in the river is poisoned, in addition, Odolan’s daughter was poisoned by it, and for recovery it is necessary to drink a lot of normal and clean water. That is why he set a reward for killing this spirit. After talking with Odolan, the subtask will be updated: .

Having saddled Roach, go east from Odolan's house to the farm. As soon as you get to the “Abandoned Village”, a spirit will immediately appear from the well before your eyes. At this moment it turns out that this spirit is the noonday. So you get a subtask: . Try to read and carefully familiarize yourself with all the details, because in the bestiary you can find out not only what the monster can do and how it will behave in battle, but also what will be effective in battle against it.

After reading, you will receive a new subtask: . Three places will be marked on your map at once. Every place is a destroyed house. Inspect each house carefully and find out what’s wrong. Some houses have rubble, so use the Aard sign to get rid of them. To find any traces, use your witcher's senses. You can find the necessary evidence only in the house on the left. In the house you will find bones and thanks to them you will receive a new subtask: . Near the bones there will be a table with a diary. Having found the diary, a subtask will appear: .

The tracks will lead to the well, so, apparently, the girl was fighting for her life. Your new subtask: . And keep in mind that as soon as you approach the well, the noonday will immediately attack you, and you will receive a subtask: . The fight will be “incomplete,” so to speak, because after a couple of precise blows she will disappear and return tomorrow, but this is what you need, since you need to find out the cause of the girl’s death, and this can only be done in the well. In this short battle, you will be helped by the Yrden sign and the Swallow potion for backup.

In any case, after the battle, turn on your witcher senses and carefully inspect the well. Examine the rope that is tied to the column. After examining it, a cutscene will begin. It turns out that the body of that same girl is suspended in the well. After examining the corpse, it turns out that it is a woman, and without her left arm. To find out where the hand went, you have to jump into the well. Your new subtask: . You can safely jump into the well - there is plenty of water below. You will have a search area marked. In the water you will be able to find an “Ornamented Bracelet”. The bracelet belongs to the same murdered girl, and although it is excellent work, it will still have to be burned in order to drive out the spirit.

Your new subtask: . Finding him is not a problem at all, since he is alone here, and there are no dead ends, so as soon as you find him, you will receive the following subtask: . By the way, be careful along the way, because you will come across a chest, inside of which there will be a lot of useful things, but the most important one is “Torn Page: Wyvern Brew.”

Eventually, you will be able to get out of this cave. So get a subtask: . Now is the time to meditate, prepare potions, oils and gain experience, if, of course, this is required. Once you're ready to fight, head back to the Abandoned Village. Upon arrival, the next subtask will appear: . By approaching and pressing the desired button on the bones, a new cutscene will begin. Midday will appear soon...

Boss - Midday

Your new subtask: . In battle, remember that the Yrden sign will be useful to you first of all, since with its help you will be able to set special traps, falling into which the ghost will become vulnerable, and it will be possible to strike him. In addition, anti-ghost oil will also help in battle, which will increase the damage done. The fight, naturally, must take place with a silver sword. If everything is really bad, use “Swallow”. In addition to this, there is also whole line potions that help in battle against monsters, for example, “Thunder”. In any case, you have already encountered it, and you should have experience in combat. For example, when illusions appear, quickly dispel them with a couple of blows, and at the first opportunity, hit them. And by the way, don't forget about regular food, because it can also help you.

After successfully exorcising the spirit, do not forget to search the remains. Now your subtask: . Upon returning, Odolan, as a reward, will give you his daughter’s money, which he left for the wedding, but if you are a good-natured person, you can refuse and tell them to just drink to your health at the wedding. And yet, you won't stop empty-handed, as Odolan will give you the gem (if you refuse the money). The task is completed. And if you're interested, what about murdered woman You can ask your local herbalist. No one will give you assignments on this matter, since this is to satisfy your curiosity.

Missing

“Bastien, my brother, went to fight the Blacks. It seems that he took part in the battle that happened nearby, and after it disappeared, “He’s not the only one,” say, and you’ll be right. But if he is killed, and it very much looks like it, I will at least bury him humanly, according to the customs of our ancestors.”

The task is taken on the White Garden notice board. By accepting the ad, you will receive the main task and a subtask to it: . Go to the indicated location. With the help of the Raft you will get to Dunya in just a minute.

Having arrived before him, he will tell you the essence of the problem and what he wants to do. Dunya has a brother named Bastien, who went to war with the “Nilfs” or “Blacks” (call it what you want), even despite his brother’s warnings. Duni, by the way, offered to cut off his fingers so that Bastien would not be taken into the army, but he was afraid and therefore recently took part in a battle nearby. The battle passed, and Bastien never returned. Naturally, Duni was preparing for his death, since he couldn’t count on anything else, so after the battle he went to look for his brother’s body, only corpse eaters had already settled there. Now he can’t do anything and even find his brother’s body to bury him with dignity, so he asks you to take him there and help him search for his brother, promising to pay for the work.

Well, your new subtask after the conversation with Dunya: . Follow the guy, he's too fast. At the meeting place, Dunya will tell you what each resident of the “White Garden” who participated in this massacre drew on their shield small flower to recognize each other during the battle. Since there were few such people, you must quickly find the corpse of Dunya’s brother. Your new subtask: .

A huge search area will be marked right on the battlefield. In addition, corpse eaters will roam this territory, with whom you want or not, but you will have to fight. The Igni sign will be good against them in battle. Also, try to watch their way of moving, because when you first encounter them, they can seem unpredictable and quickly tear you apart.

As soon as you find some evidence, Hussar (the dog) will immediately smell the trail of Dunya’s brother. So you get a subtask: . He will take you deep into the forest, so don’t lose him, and if you do lose him, quickly find him using your witcher’s senses. In the end, the dog will lead you to an abandoned house.

Inside you will unexpectedly meet not only the living Bastien, but also the Nilfgaardian who, it turns out, saved his life. By the way, the savior's name is Rosen. In short: “the blind led the lame.” In the end, you will have to take sides, because Bastien will refuse to return due to the fact that he is not going to leave the “Black”, and Duni does not want to endanger his family, because they can all be hanged for hiding the “nilf”. It’s up to you to decide what they will do with the poor guy, because keyword will be given to Geralt. But in any case, the task will be completed and you can move on.

Playing with fire

“Yes, I felt cold at night, so I lit a fire under the forge. It crackled nicely! I fried some sausage at the same time! Well, what do you think happened, sheep? They burned down my shack, my workshop... I lost everything. All!"

In the “White Garden” you can stumble upon a dwarf whose house was burned down by local residents. This poor guy's name is Willie. What did they burn? The locals think that since he works for Nilfgaard (he fixes his armor, etc.), then they pay him well, thereby allegedly making money from the grief of the local people. But in fact, they don’t give him a penny, but only materials for free work. But you can’t prove that to people. So you can offer him your help in finding the arsonist, and he will also agree to pay for the work. This is how you get a task and a subtask: . I think that everything is clear with the goals so far, so do what you are told.

The tracks are located a little further from the house. Having found them, you will receive a new subtask: . Soon the tracks will lead you to the water, so at this moment you will have to look for the tracks again. Go to the bridge. Go behind him and you'll find a few more tracks that indicate that the arsonist was attacked by a couple of drowners. Most likely you will have to fight three drowners, as they must crawl out of the water. But let's not stray too far from the topic of footprints, since they lead back to the village.

Sooner or later the tracks will lead you to the house. The tracks will immediately break off, but since the arsonist is wounded, you will be able to recognize him by his wound. So you get a subtask: . Finding him will not be a problem, because he will stand in the next room and “moo” in pain. Having found a person, you will receive a subtask: .

During the conversation, he will not even deny that it was he who burned the house. And he will also propose. He will want to pay you for your silence. It's up to you, so you can either agree and take the money or hand it over. In any case, your new subtask will be: . By returning to him, the task will be completed one way or another, but if you didn't bring the arsonist, don't count on getting any extra money.

Frying pan like new

“You see, this house has always stood empty. And suddenly, on the night before the battle, some noble gentleman in years came here and entered as if to himself. I’m standing at the window to see what will happen next... He must have noticed me, because I look - and he’s coming towards me!”

The task is taken from the Old Woman, who lives on the outskirts of the White Garden. In short: grandma asks to bring her a frying pan from the house nearby, but she is not only afraid to go there because of the stench, but she also cannot open the door. By agreeing to bring a frying pan to grandma, you will receive not only a task, but also the first subtask: . It's easy to open - use the Aard sign. Once inside, the subtask will update: . Inside you will find not only a corpse from which that same unbearable stench will emanate, but in one of the chests “Drawing: Shock Bolt” along with “Recipe: Ether”. In the farthest room you will find very interesting burnt papers and that same frying pan. By the way, the frying pan will be cleared of soot, so most likely someone really needed it to write a letter as quickly as possible. Taking the frying pan will update the subtask: . Returning to Granny as a reward, you will receive food, and the task will be completed.

Completing Velen's side/additional quests

Fool's gold

“I don’t know where they are... Apparently, the pig’s charms took them away”

You can take the task in the village of “Svorki” from Yontek, whom the soldiers will want to beat during the conversation. So you will receive the task: . After talking with him, you will learn that the pigs are enchanted and in fact they are people, which is why he was crying over the pig, which is now on the spit. In any case, after talking, you will receive the first subtask: .

The pigs will seem normal in appearance, but the medallion will go crazy, so Yontek was right after all - they are enchanted. Your subtask will update: . Now you will also learn from Yontek that he found the key to some “House of the Boar”, where people went and then somehow became pigs. Now it's time to go there and find out about everything in more detail. Your new subtask: .

Keep in mind that the house is quite far away, and upon arrival you will stumble upon bandits, so be prepared and immediately board the Roach. The word “Home” will turn out to be a figurative expression, because it turns out to be a cave, but in any case, your new subtask: . By the way, inside along the way you can look into a chest, inside of which you can find “Drawing: Improved Steel Sword of the Cat School,” so don’t miss it!

Inside there will be a door that apparently leads to some kind of hall. At the moment, bandits will try to break into the door, so you will need to deal with them. Since you have the key to the door, you don't have to fiddle with the lock. By inserting the key, a strange passage is formed. The subtask will be updated once again: . In the corridor, immediately activate your witcher senses, because thanks to it you will be able to notice many footprints and traces of something heavy. But don't stop moving forward. A little further you will come across a pig, with whom, by the way, you will be able to talk!

So, firstly, the pig will be a herbalist named Igor, who also comes from the village where you took the task. Secondly, you are now in some unknown sanctuary.

This is the end of the interrogation, so go forward and examine the huge jug where the gold used to be. After examining it, you receive a new subtask: . It turns out that Yontek provided the key to the village chief so that they would go for the gold, but he did not know that there was a curse on it and therefore they all turned into pigs. Now it's time to talk to Yontek about where the gold is now, because it apparently needs to be returned to its rightful place. Your new subtask: . Return back to the village. Upon arrival, it turns out that the village is currently under attack by wolves, so you will have to help them. A second subtask will appear: . After the fight, talk to the only resident of the village.

Now you have to face the most difficult parts of the task. Since it is necessary to return not only the gold, but also to bring the pigs back there, you will have to enchant them with the Axii sign. Your new subtask: . There will also be a subtask: . All pigs will be marked on your map, so you won’t have to look for them for long. As soon as you collect all the pigs, a cutscene will begin.

So, after it you will have to lead the pigs straight to the indicated place. You will have the herd size and subtask written: . Problems can arise, as you already understood, if someone attacks you, so try to be not only careful, but also attentive, since every pig is a peaceful resident of the village. As soon as you approach the desired place, the cutscene will begin. During the cutscene, Geralt will be able to disenchant the local residents and will even have to make a key decision. Because when the residents are disenchanted, they will be very offended by Yontek, so you can either stand up for him or remain silent, leaving the guy to be torn to pieces by the local residents. But in any case, the task is considered completed.

From fire to fire

“The soldiers came. Whether it’s ours or someone else’s, I don’t know. It doesn't matter anymore. I heard them driving along the highway. They may not even look into the basement. All night they killed and raped. I heard. I don’t know if anyone else managed to hide.”

The task is taken in one of the abandoned villages. The village in which the task is taken must first be cleared of corpse eaters (it is called “Myshinets”). Don't forget that the Igni sign and oil will be good against corpse eaters. After clearing, you will need to find a passage to a small basement, the doors of which look more like a miner's. You will have to either demolish them with a sword or the Aard sign. And after carefully examining everything inside, you will certainly find a corpse with a note giving the task. Your first task will be: .

Judging by the note you found, this village was attacked by some soldiers. They, as stated above, killed and raped. They decided not to touch the author of the note, because they thought that it would be worse for him that they would tightly lock him in his own basement. In general, this is what happened, because the man died in this basement.

After reading the note you will receive a new subtask: . You should look for hidden things near the haystacks, because it was there, according to the note, that another local resident hid his things when he was also hiding from the soldiers who attacked the village. In any case, when you find the cache, you will receive very good equipment and other things.

Whispering Hill

“Wandering along the bad roads and dark thickets of Velen, Geralt found a certain spirit, whose heart turned out to be locked in a cave under a very remarkable tree...”

The task is taken on the territory of Whispering Hill. A mysterious and incomprehensible voice and also a spirit will speak to you. He will ask you to leave here because he is being guarded wild animals. So right there, in this territory, there is a werewolf, killing which, you can climb up the rocks into the cave. In the cave, the further passage will be filled with water, but you can swim through calmly. And by the way, on the way to the cave you will come across a “Place of Power”, which will not only give you a free skill point, but will also strengthen the corresponding sign to which it belongs. When you swim in the water, be careful again, because at the bottom there are two chests, one of which contains “Drawing: Headhunter Gambeson” and “Recipe: Anti-Hybrid Oil.”

In any case, you will still come at the end to a huge plant, which will turn out to be that same spirit. It will ask you to help it and free it, and it’s up to you to decide whether to do this or not. This is how you will receive the task: . The first subtask will be: .

Since the spirit asks to free him by agreeing to his proposal, he will say to do the following: “Perform the ritual... With the blackness of raven feathers... With the whiteness of my bones... And with a frisky horse...”.

So, you can find crow feathers from the Steigers. Next you will need a black horse. You can find the wild horse you need at the Flood Meadows. And as for the bones, you can find them in the west in a single grave. When you find all the ingredients, you will need to take them to the hole in the hill, where the heart of the tree will need to be struck so that blood will be shed and it will be born again. If everything is clear to you, exit this cave through the entrance that the spirit opened with the help of its trees.

Since there are three subtasks, each of which is an important part of the task, I recommend starting with the first one: . Go to the indicated location, which will lead you to the swamps. Get ready for the fact that there you may have to deal not only with drowners, but also with water witches. So just try to be careful. As for the grave, it should be looked for along the edges of the designated area.

Once the bones are found, move on to the next subtask: . Go to the indicated location. There you will have to use your crossbow, because feathers can only be obtained from the body of a harpy, and they will constantly fly. But as soon as you manage to get the feathers, you can go to complete the next subtask.

Next subtask: . Go again to the indicated place. Upon arrival, you will again be given an area in which you will need to find a wild black horse. To be honest, you will have to run, because the horse won’t just give in, so don’t make mistakes.

If you followed this walkthrough, then you will have a subtask: . Get on your horse and ride back to the spirit.

By the way, you can easily enter the cave directly on horseback. Once you are with the horse inside, a cutscene will begin. During the cutscene you will have a choice: you can kill the spirit, you can deceive and you can start the ritual (which is what you need to do in order to help the imprisoned spirit to complete the task). As soon as the horse takes the blood of the tree into its mouth, the ritual will be completed, and the transmigration of the soul will be successful, which thereby means that the task is completed. Since the Whispering Hill curse has been lifted and the girl (druid) is now free, you can move on. If you are going to deceive or kill the creature, then you will have a fight.

Dog life

“Wandering through war-torn Velen, Geralt came across pet dog, who was attacked by a pack of hungry wolves. The Witcher took pity on the animal and saved its life. And Geralt found a key at his collar.”

While traveling around Velen, you may come across friendly dog, which appears to be a domestic animal because it has a collar. But in addition to the collar, he also has a key on the collar. After a short dialogue, the dog will hint to you to follow him. So you will get a task and a subtask: . And pay your attention to the fact that he will join you as a partner, so he will have his own health scale, so try not to set up your new friend.

In the end, the dog will lead you to the village of “Lyamki”, where you will encounter bandits who are robbing here. This will update your subtask: . Don’t think that this is a setup, that the dog allegedly led you into a trap. He himself will fight with them, so this is a completely different matter. After the massacre, a new subtask will appear: .

In the house you can find a cache, and inside the cache there is a note. If you believe the note, then the dog belonged to the hermit Drusus, who lived on the outskirts in order to escape the bustle of the city and war, but he did not succeed, because bandits came and, during the robbery, killed him, although there was nothing to rob...

Magic lamp

"Lamp. The elf promised it to me in exchange for help. And since he’s unlikely to return here, I’ll try to find him myself. If I can... Will you help?

This task, firstly, is taken from Keira Metz, and secondly, only during the passage story mission: . And at the very end. Keira herself will start a conversation on the topic of this task, so you can get it if you agree to help the girl. If you agree, you will receive not only the task itself, but also the first subtask: . Together with her you will reach the large hall, where your subtask will be updated: . The necessary evidence, so to speak, is in front - this is the inscription. The inscription will turn out to be a very difficult riddle. Your new subtask will be: .

So, pay attention that in this room there are several statues, each of which must now be activated in the correct sequence. And by the way, keep in mind that if you do something wrong, an evil spirit will appear, which you will have to fight after every mistake you make. The correct sequence is: the first statue is the 1st on the right, the second statue is the 1st on the left, the third statue is the one on the far right (with the beast), the fourth statue is the one on the far left. Having done everything as was said, you will certainly open the door and receive this subtask: . To find the lamp, go a little forward to a strange monument. A cutscene will begin, during which Metz will finally find the lamp she needs.

After the splash screen, a new subtask will appear: . As for the exit from here, it is located in the opposite direction from the place with the lamp, moreover, it will be blocked by an illusion that Geralt can dispel without any problems. As soon as he does this and takes a step forward, a cutscene will begin. Keira will invite you to her place, and you can promise to come. And since she invited you to visit her, you will receive the task: .

Invitation from Keira Metz

“Joint adventures in the hideout of an elven sorcerer brought Geralt and Keira closer together. The sorceress invited the witcher to visit, and he got the impression that we were not talking about morning gatherings over chamomile tea at all.”

This is the second task given by Keira Metz. You will receive it after completing her first task, which can be completed during the story mission: . Your first subtask will be: . When you arrive, you will find Keira talking with the spirit using a lamp. But in any case, we will talk about the cursed island on Lake Morechko. So, since there is a curse hanging on him, it needs to be removed, but everything would be nothing if Keira could not discover the source of this curse. It is precisely because she cannot detect the source of corruption that she asks Geralt for help in this matter.

Mouse Tower

“The peasants from Velen asked the Enchantress Metz to remove the curse from the island of Kolomnitsa and the tower that was located on it. Six months before the events described, Lord Vserad took refuge on the island from the Nilfgaardians.”

This quest is part of the line of tasks from the sorceress Keira Metz, whom Gerald meets during the storyline. But this task can only be taken when you receive the task: . Having arrived before her, she will tell you an interesting story and the essence of her problem, in connection with which you will receive a task and the first subtask: .

So, when the entire region suffered from hunger, Vserad (the former ruler of these lands) bathed in luxury and did not pay the slightest attention to the suffering of his subjects. The gods sent him a worthy punishment: Vserada, along with his entire courtyard, was eaten by mice. His court sorcerer Alexander died there. And since then, ghosts have settled on the island, and fishermen were afraid to go out onto the lake, which further depressed the already unenviable economy of the surrounding villages. This is exactly the story Keira will tell you. Why should she help ordinary residents in the fight against the curse? She claims that she needs to maintain a kind of authority among them. Because she is afraid that if they doubt her power, they will bring witch hunters to her, who will definitely hang her up. In addition, for this task she gave you a magic lamp that will help you communicate with spirits and a kind of walkie-talkie that will allow you to communicate with the sorceress at a long distance. All this should be useful to you in removing the curse from the island. And it’s important to note that Keira was friends with that sorcerer from the island.

Well, now you know what you're up against, what you need to do, and what your goal is, so head to the nearest boat. In addition, do not forget to prepare, for example, prepare a couple of potions, anti-ghost oils, etc. Along the way, Keira will contact you via xenovox, so you can find out how it works.

As soon as you enter the island, not only a new subtask will appear, but also an additional one: the main subtask - , additional subtask - Most likely, your first enemies on the island will be foulbroods, so be careful in battle, because they are not only sharp, but they will also outnumber you. And when they die, they tend to swell and explode, so try to stay away from them at such moments. The island will also be full of drowned people, but they will certainly be less of a hassle. And by the way, don’t forget about the signs, for example, Quen, Aard and Igni. There are ghouls closer to the key location, so it is better to be more careful with them. Right under the tower you will most likely have to fight a water woman.

As for the additional task, an area will be marked around the tower, on the territory of which you will find green clouds - in these places you need to use a lamp (there will also be clouds inside the tower). Thanks to such places, you will not only gain experience by looking at the picture they show, but you will also soon complete an additional task. And when you get to the tower, a new subtask will appear: . By the way, do not forget to examine the entire territory of the mysterious tower, since there are many different useful things there that will be in boxes, bags, etc. In addition, among other things, you can even find “Recipe: Anti-Ogre Oil.”

Once you're inside the tower, don't forget to go to the basement and walk through all the rooms, because there will not only be places where you can illuminate the stories of the past with a lamp, but also many various items. For example, on the second floor of the tower you can find “Drawing: Skellig Gambeson”, so don’t miss it!

When you reach the top floor of the tower, Keira will contact you and ask if you have reached the laboratory. Answering that there is no laboratory here, she will tell you to carefully examine everything, because there should be one here. This will update your subtask to the new one: . Using your witcher senses, you can find traces that indicate that there is a movable wall here. So there must be a lever somewhere that opens the secret doors. You can find the necessary lever near the bed nearby. Secret doors will lead you to the floor above, where you will find a laboratory. Your new subtask will be: .

So, the room will be full of a variety of items, including the sorcerer's notes. And among other things, you can find the formula “Torn Out Wanderer: Succubus Decoction” in one of the drawers. But in any case, after walking a little further around the room, a cutscene will begin. In it, the ghost of the landowner's daughter will contact Geralt and tell him real story what's happening.

She asks you to remove the curse from her and free her, but only love can help in this matter, so you will have to find Graham. But before you agree to help the ghost or refuse help, you can examine the tower one more time (it’s also worth noting that any option boils down to the fact that you must go to Graham and tell him everything so that he can help put the spirit of the Pestilence Maiden to rest, Annabelle ). If you do not agree to put the girl to rest, then you will have to fight her. If you agree to help, then you need to take the girl’s bones to her lover so that he can bury her. But in any case, you will have to put her to rest.

If you are going to kill her, thereby saying that you do not believe her, then you will receive a subtask: . Apparently, she does not want to talk about the monster that kills people here because she herself is this very monster. The pursuit of her will only end on the street, where you will receive the subtask: .

Boss - Pestilence Maiden

Since this is an evil spirit, the first thing that will help you is the appropriate oil against them and the Yrden sign, which will materialize its form so that you can deal damage. If she beat you up too much, then take the Swallow. Try to shorten yourself more and not get carried away too much in battle, for example, deliver a maximum of two hits and dodge. In general, the Pestilence Maiden's health wears off quickly even on the highest difficulty level, so you'll definitely be able to defeat her in no time.

Immediately after the battle you will receive a new subtask: . You don’t need to go far, because she will contact you immediately after the battle using the given xenovox. After talking with her, you learn about Graham and receive the corresponding subtask: . Find a boat quickly and go to the village of Rudnik. Once you tell the guy what happened and that he could have saved her, he will happily go back to the tower to help put the spirit of the Pestilence Maiden to rest.

You can go to the island either together or alone, but these are details and do not really matter. In any case, you will receive a subtask: . Once the two of you go inside, you will have to fight ghosts, so get ready. Go back up to the sorcerer's laboratory. A cutscene will begin at the top: Anabelle will ask to prove to Graham that he loves her, and he will kiss her, after which he will die. This is considered a good ending to all this tragic story, because if you take the bones at the request of the Pestilence Maiden, she will simply kill him, and if you bring Graham to her, everything will end in love, and the ghost will turn into a person and they will go to another world together. But in any case, the curse will be lifted, and it’s up to you to decide how exactly to end the story - with revenge or love. Your new subtask will be: .

It's time to return to the blonde sorceress. Talk to her, the task will be completed, but this is not the end, because the girl will ask you to do her another small friendly favor. If you agree, you receive a new task: .

Friendly service

“I ordered some... substances from Novigrad. The merchant was supposed to arrive yesterday, but never showed up. Maybe you can take a look at what happened? This cargo is very important to me..."

Another task that relates to the plot component of the sorceress Keira Metz. After you complete the task (which is also taken from her), you can take the task from her, after agreeing to help. The essence of the new request is simple - to find the goods that the merchant was supposed to bring her. Your first subtask in this quest will be: . Having opened the map, look at the place where you should find the necessary things and, sitting on Roach, go there.

Once you arrive at the desired location, a search area will be given. Since the area also touches the shore nearby, you may have to deal with Drowners and a Waterwoman, so again, be prepared for a fight. I think finding traces using the witcher’s senses is not a problem. Once they are found, follow them. Eventually, the tracks will lead you to the place where the cart is located. There you will be attacked by a foulbrood. You will find the corpse nearby, as the person was bleeding from arterial blood. In any case, search the entire wrecked cart. This way you will find all the ingredients and thus get a new subtask: .

Upon arrival at the sorceress, it turns out that all these ingredients are required for dinner, to which, by the way, she decided to invite you. After a little conversation, charms and enchantments, you will receive a new subtask: . Soon you will reach the forest, where dinner will take place. A conversation by candlelight and moonlight awaits you. Eventually, Keira will escape and the corresponding subtask will appear: . It’s as easy as shelling pears to do, so there’s nothing complicated. You will eventually find the girl on the shore, where you will spend the night, after which she will bewitch the witcher. As soon as Geralt wakes up from the sleeping spell, he will realize that Keira not only tricked him, but also planned something, so he will have to quickly find her.

For the good of science

“Keira? Where... Put me to sleep with a spell. So she's up to something."

You will receive this task automatically, and during the passage. It turns out that Keira Metz has been deceiving Geralt all this time and most likely has planned something insidious. Once Geralt understands this, you will receive a task and the first subtask in this quest: .

As soon as control passes into your hands, go to the tower on Kolomnitsa and if there is no boat nearby, then you can simply swim to the island on your own, there will be nothing terrible. When you reach the tower, a cutscene will begin. It turns out that Keira wants to use Alexander’s notes in order to create a useful medicine, or a vaccine. But this is not done for good purposes, since Metz hopes that he can sell this panacea, for example, to Radovid, who, in return, may agree to forget about the past mistakes of the Lodge. More precisely, about Metz’s errors as a member of the Lodge and thereby stop the pursuit of her head.

Now you have a choice: let her go, stop her and kill her, or offer to go to Kaer Morhen. Any decision affects the storyline of the game, so be careful and remember that this is a key decision. But in any case, the task will be completed and this is the end of the quest chain for Keira Metz.

Wild Heart

“Good people, have mercy, help me in trouble! My wife Hanna has disappeared. I went into the forest a few days ago and still haven’t returned. I don’t know what to think, and I will pay any price for someone to return it to me or at least tell me where to look for it.”

In the village of Bolshiye Suchya (although it can be taken in other neighboring villages that will have a notice board) there will be a notice board where you can read the notice “Missing Wife”. Judging by what is written in the ad, the hunter Nallen has a missing wife, and he wants someone to take on the search for her. Having accepted the advertisement, you receive a task and the first subtask for it: .

A conversation with the hunter and sister will not yield anything, because their searches did not yield anything, they did not notice anything strange about her, and no one saw her at all. After the conversation, you will have two subtasks: the first - , the second - . Interviewing local residents, one of the children will say that he saw a girl early in the morning walking into the forest with another girl, but the child could not see the second girl. The blacksmith will say with confidence that it no longer exists, since wolves are now rampaging in the forest, but whether this is true will have to be checked. It's time to go looking for traces, so jump to the indicated place, kill the wolves there and turn on your witcher senses to search for traces.

By the way, after the fight with the wild beast, Ganna’s sister will come to you. She will ask you to stop searching, allegedly because the girl will definitely not be returned, but the man remains, and the one who will not calm down until he takes revenge, so she asks you to tell him that you did not find her, and even promising to pay more than Hunter Nellen. But somehow this is all strange... And yet, it’s up to you to decide what to do. If you don’t quit your job, then start looking for traces of the girl. You will have to look for traces very well, so don’t think that it will be so easy. But when you find them, Geralt will definitely be convinced that the werewolf is behind the girl’s disappearance. Your new subtask will be: .

Ultimately, the tracks will lead to the “Secluded Hut”, and along the way you will also be able to find wool and torn clothes. Inside the house you will, among other things, find a locked chest and notes. From the piece of paper found, it turns out that Nellen is a werewolf, and who is trying with all his might to control himself. Hanna helped him hold on in his arms and iron will. If the records are to be believed, he tried not to kill anyone and did not want anyone to die, and the hut served as a place for him to hide when the moon rose.

In any case, go behind the house, you will find not only traces, but also secret doors that lead to a cave. So you will get a subtask: . Soon you will have another subtask: . When you wait, a werewolf will come to you along with a pair of wolves. Your new subtask will be: .

Boss - Werewolf

When Volkolak arrives before you, he will also be with two wolves, so I recommend dealing with them first so as not to get in the way. When you're done with them, switch to Werewolf. In battle with him, the appropriate oil, Quen and Igni signs will help. In case of problems, take “Swallow”, which you must have. And finally: dodge more and get carried away less in battle so as not to expose yourself.

As soon as the battle comes to an end, a cutscene will begin. It soon becomes clear that Nellen actually suffers from lycanthropy. Ganna’s sister will immediately appear, who admits that she knew his secret and wanted to reveal it to Ganna, but it didn’t work out - the werewolf killed her and devoured her. It was for this reason that Nellen woke up and felt the taste of human flesh. And everything was done in order to get Nellen. In the end, you have a choice: give the girl to be torn to pieces by the werewolf, or protect her and thereby fight the werewolf. If you decide not to kill him, then he will kill the girl, return to you and ask you to finish him off. When you decide on the fate of this couple, in any case, after the death of the werewolf, you will receive the key. With this key you can unlock a locked chest in the house and thereby receive a worthy reward.

Funeral pyres

“Don’t send him away, Rodrik. Everyone has the right to fall to the source of mercy Eternal Flame»

The task is taken from the priest of the Eternal Fire. You can find it not far from Velen itself in the middle of the road. He will be surrounded by soldiers, so it is extremely difficult not to notice him. The task he gives is just right for a witcher: to go to the corpses of fallen warriors and burn their bodies for the glory of the Eternal Fire, so that they are not desecrated by corpse eaters. In addition, he will also give you a special oil with which you will need to pour it so that the fire rises to the very sky, again in the name of the Eternal Fire. In any case, this is how you get a task and immediately a subtask for it: . As you already understand: there will be three piles of corpses that you will need to burn. In addition, at the end of the task, the priest of the Eternal Fire will be waiting for you near the bridge leading to Novigrad.

Each pile of corpses will be located at a decent distance from each other, but this is not surprising, because the battles took place literally throughout the entire territory. Either way, it doesn't matter now. Near each pile of corpses there will be monsters and among them there may be those same corpse eaters, and, for example, ghouls. So I recommend stocking up on “Swallow” and oils. In battle, use the Quen and Igni sign. After each battle, go to the pile of corpses, pour oil on them and set them on fire using the Igni sign.

When you get to the last pile of corpses, you will again come across monsters, but this time, there will also be a certain Titus. When the battle comes to an end, be sure to talk to him, because from him you can find out that the priest of the Eternal Fire, it turns out, is supplying fisshtech, and he hired you only to cover his tracks. Light up the last pile of corpses and return back to your employer, it's time to find out why the hell he is doing such dirty deeds. Your new subtask: .

When you get to this false priest, he will gladly buy from you the information that you have (what you know about his dirty deeds). You have a choice: agree or refuse. By agreeing, of course, you will receive more money. If you refuse, then Geralt will say that he is not a girl to be bought, so he will have to cut off the heads of all three. But, in any case, the task will be completed. Don't forget to search the corpses.

Opium for the people

“It’s old, and how old it is! Our grandfathers also revered it. They say it was like this. Roslav from Rudnik came here to collect firewood. And suddenly one bush, for no apparent reason, burst into flames! And from underground a voice was heard that demanded sacrifices and obedience!”

This interesting task taken from the ruins of an ancient house in the vicinity of Velen. So there you will meet local residents who, it turns out, worship some unknown “All-God”. And who is now angry with them due to the fact that they did not bring him gifts in the form of drink and food. In addition, they will also tell the story of the worship of this deity. This is how you will receive a task and a subtask for it: .

After talking with “All-God” on the altar, it turns out that the voice comes from somewhere underground, so that the altar looks more like some kind of pipe through which someone from below communicates with the local residents, demanding gifts of various kinds. In addition, the words of “All-God” are in no way similar to the truth. Your new subtask will be: . The tracks will lead to ruins, which will actually turn out to be an illusion, so Geralt will quickly be able to dispel it. Having dispelled the illusion, you will find a passage to the dungeon. Come down.

Below you find a well-fed sylvan, who pretends to be the very “All-God”. During the conversation with him, you will have to decide to kill him or force him to take pity on people, or generally accept his conditions. By accepting the conditions, or by forcing him to take pity, it’s simple, and the task will end quickly. As for killing a monster, everything is more complicated.

Boss - Sylvan

If you decide to kill the monster, then you will receive a subtask: . In fact, the battle with him is very easy, because it mainly comes down to Silvan's clumsiness. Thanks to this, you can quickly enter from the rear and hit him right in the back, quickly run away from him and even hide unnoticed behind columns. But keep in mind that if it hits you, it will hurt. He can not only hit you with his huge hand, but also stamp your foot, which can cause you to lose your balance. In addition, from time to time it spews out fire, but while fire can be dodged, its kick cannot be dodged. So in this case, the Quen sign will help you, which will protect you from mistakes in battle. Whether you take potions or oils is up to you. In fact, they do not play much of a role for one simple reason - the enemy is clumsy. Because of this, you can easily go behind his back and deal huge damage.

Immediately after the battle you will have a subtask: . In fact, you will have to talk to them anyway, no matter what decision you make down there, the news will just be very different. By the way, don’t forget to search his hideout, because among other junk you can find “Drawing: Nilfgaardian Longsword.” If you killed "All-God", then the villagers will be angry. If you could make him feel sorry for the residents, they will be happy. If you accepted the conditions of “All-God,” then they will be upset. But in any case, the task will be completed.

Fall of House Reardon

“But look what I had to go through in my old age. It's just a dork depriving me of my home! But I was born the daughter of a nobleman... The entire estate belonged to me and my brother.”

In a village called Zalipye, you can find a crying old woman. After talking with her, it turns out that she was left without a home, and the estate, which belongs to her family, is filled with monsters. She asks to clean it, and as a reward she gives a key that can be used to open the box in the house and take from there everything that is there. So you will receive the task: . Your first subtask will be: .

When you get to the Reardon Manor, it turns out that there is no one outside, but still try not to let your guard down, because, for example, on the street you can stumble upon a tripwire and many other traps that can kill you. When you examine the houses, Geralt will certainly hear some noise. So you will get a subtask: . When you find the traces, the subtask will soon be updated once again, because soon Geralt will hear a noise coming from the barn. Your new subtask will be: . Go to the marked place and beware of the traps!

When you go inside the barn, the first thing you need to keep in mind is that there are even more traps. So you shouldn't take a single step unless you're in Witcher Sense mode. Eventually, the witcher will offer to go up to the attic, but this will require a ladder. An additional subtask will appear: . Finding her won't be a problem. A cutscene will start at the top.

It turns out that your old friend is hiding here - Summer from Gullet. Who is he hiding from? From the bounty hunters whom Emperor Emhyr decided to hire in order to kill the last witness to the events in Loc Muinne. The traps are the work of Leto. As for the monsters, they are no longer here, since again, Summer took care of this problem, so he is counting on you to share the reward with him. At some point you will hear the sound of horses galloping, which means that the bounty hunters have found your old friend. Leto says that an old acquaintance turned him in, but that doesn’t matter anymore. He asks for help in the battle with them, it’s up to you to decide whether to help him or not. If you agree, you will receive the task: .

In any case, you can go back to old Dolores and say that her task is completed. And you can also go down to the wine cellar in the same estate of the Reardon house, the passage to which is located behind the house. So inside the wine cellar you can destroy the fragile wall using the Aard sign and find a human skeleton along with a farewell note. It turns out that the skeleton belongs to Dolores’ brother, and his sister’s fiancé walled him up in this wall so that, as it turned out, he could then take away absolutely everything from her and so that no one could help her at all. Geralt will tell this news to the old woman. She will be very saddened by this news... However, the task is completed.

Ghosts of the past

“The Emperor decided to get rid of the inconvenient witness. After Luk Muinne, I met many people who wanted to kill me. You have to be careful"

This task is not so easy to take on, because there are two conditions. Firstly, it is taken only from Leto (Geralt’s old friend). Secondly, only during the completion of the task: . When you meet all the conditions, Letho will ask you to help him deal with the bounty hunters who were hired by Emhyr to kill the last witness to the events in Loc Muinne. If you agree, you will receive a task and a subtask for it: . A real massacre awaits you, because he takes part in it. Firstly, two witchers, and secondly, a bunch of bounty hunters.

After the fight, Leto will say that he wants to interrogate Ludvik (the man who handed him over to the bounty hunters). You can say that you don’t mind watching the interrogation and then continue the task in Leto’s company. Also get a new subtask: . Hop on Roach and ride after your old friend. By the way, along the way you can listen to Leto’s interesting story, so the road won’t be boring.

Upon arrival, the conversation will be extremely short, so the fierce slaughter will soon begin again. Your new subtask will be: . After the battle, a cutscene will begin in which Leto will finally say a few words to Ludvik. From him you learn that the people of Vestar (hunters of Summer) are in the village of Zalipye, where you have already been before. Follow Leto there. Along the way, Summer will tell another story.

Once you reach the village, Summer will warn you and tell you to be careful. New subtask: . When you get to the tavern, you will notice expensive horses and a cutscene will begin. Summer will ask you not to interfere in this under any circumstances. Summer, of course, will lose and you will have a choice: intervene and give Summer away; intervene and prevent them; intervene and allow only the medallion to be taken away. If you think about it, then the most the best option- let me take the medallion. Thus, during the summer the hunt will stop, and he will remain alive.

Later it turns out that the arrow was poisoned and that Leto arranged all this a long time ago. Long ago he bribed crossbowmen to smear their arrows with poison and so he set up his own death. In the end, you can offer him to go to Kaer Morhen, to your friends. He will agree, and the task will be completed.

Work Order: Forest Monster

“Monsters, like people, have preferences. Dragons, for example, love the exquisite taste of virgins, while ghouls prefer the bright aroma of rotting flesh. In the forests near Novigrad there was a monster that showed a true passion for the Redanian military convoys."

The task is taken on the next bulletin board. The essence of the task is simple: a monster has appeared that is killing Redanians, so a reward has been assigned for its head. The reward was appointed by the captain of the Redanian watch. By accepting the ad, you will not only receive the main task, but also a subtask: . Go to this person and ask about everything, maybe you will be able to find out something useful and important.

The captain will be very angry. Among all his abuse, only one thing can be highlighted - to the reward he will add a certificate, thanks to which it will be possible to cross the Pontar. He will not bargain about gold, because the quartermaster will not give any more gold. After talking with this polite person, you will have a new subtask: . Go to the marked location.

Having reached the site of the attack, you will have to fight the Alghouls. In addition, you will be given a small area in which you will need to find some traces that will help in solving this case. As soon as you inspect everything and find traces, the subtask will be updated: . The tracks will lead to the swamps, where the drowners will attack you. Defeat them and continue searching for traces.

Traces can be found on the opposite bank, behind this small swamp. Closer to the right side of the lake. The tracks will lead you to a small mountain, where a cutscene will begin in which you will find an elf. This elf can lead you to his leader, who is responsible for attacks on the convoys. Yes, it turns out that elves are behind all these things. You will have a choice: kill them all, or leave. It’s up to you to decide to kill elves who are also trying to survive and are not monsters, or to stand up for the dead and future victims. But if you spare them, they will reward you with looted items from the carts. In any case, a new subtask will appear: . When you talk to the captain of the guard, you can say that you didn’t find anyone there, but you won’t receive any reward either. Or you can say that the Scoiataels are hiding in the forest and already receive a reward. But in the end, the task will still be completed.

Graveyard hyenas

“I have a job for you. As I understand it, you are a witcher?”

This task is taken from Albin Hart, who, together with his fellow marauders, strips the corpses of soldiers after battles (this is the northwest side of the “Gallows Tree”). But everything would have been smooth if it weren’t for the sudden appearance of corpse eaters who interfere with the work of his people. In general, now Albin asks you to protect and get rid of these monsters so that they no longer interfere with him. The reward is, of course, due.

If you agree to this job, then you will receive the task: . Your first task will be: . So, a fairly large area will be given, so don’t try to run all over the territory looking for monsters, because they will come to the marauders themselves, and if you are far away, they may die. So when hunting, stay close to people. You'll have to fight a hell of a lot of ghouls, so the sign Quen, Igni and Aard will help you in battle. Also, don’t forget about the appropriate oil against these monsters. The oil will increase your damage against them. To be on the safe side, prepare yourself a couple of “Swallows”. You will have to kill a little more than a dozen ghouls, and almost every time they will attack in a group (the number of which does not exceed three ghouls). But as soon as you manage to kill them all, your subtask will be updated: . Return back to Albin. From him you will receive 50 crowns and experience for completing the task. That's all, you can move on.

The soothsayer will tell the truth

"Kind people! Don’t let yourself be fooled by fairground tricks and false prophecies that the so-called “clairvoyant” from the village of Benkovo ​​pours out of his sleeve!”

In the city of Oxenfurt there is a notice board where there will be a notice with the heading “Caution! Scammer!". The essence of the ad is quite simple: some person pretends to be a clairvoyant, telling one lie. Therefore, the only thing that is important for him is to extract as much money from people as possible. The advertisement was submitted by a certain Felippe Cannalia, a medical student. By taking this piece of paper, you will receive a new task and subtask: .

The desired village with this soothsayer is very far away, so if you have a place that allows you to move closer, use it. The soothsayer will be an old sage, so in the village immediately go up to him and talk to him. He will say that he has already seen Geralt more than once and even that he can predict the future. For a prediction for you, he will only ask for food. He explains the appearance of the visions by saying that he was hit on the back of the head with a stone as a child. Since then he began to see all sorts of things...

When he predicts the future for you, it turns out that this has already happened, so Geralt will immediately say that he is lying. The old man will respond by saying that his mind has simply become clouded, and the dragon root, which can be found in a nearby cave, can refresh his vision. If you agree to bring him this plant, you will receive a new subtask: .

It turns out that ghouls have already settled in the cave, so you will have to clear it, otherwise there is no other way. As for the plant, it’s easy to find, since the witcher’s sense will only illuminate it in red. And having taken the dragon root, the subtask will be updated to a new one: “Bring the dragon root to the diviner.” So now you can go back to the village and check whether the old man can really predict the future, or is he still a liar? Having brought the root and after a little time, the old man will return to you with a prediction, which, in fact, will turn out to be true. To be honest, the old man will predict the ending for you. But for now this is not important, because what is more important is that the old man is really able to predict the future and he is not a liar, as stated in the ad.

Death on fire

"Get out of here or we'll fry you and that fucking elf."

While wandering through the lands of Velen, you may come across a burning house surrounded by soldiers. When you talk to them, it turns out that they did this on purpose and are not going to extinguish it, because they want to fry the elf alive who is inside. Geralt will not talk with them for a long time, and will immediately rush into battle. As soon as the battle begins and control passes to you, you immediately receive the task: . You first need to kill all the soldiers to free the girl from the burning house, so it’s better to hurry.

Once you chop them into pieces, a new subtask will appear: . The beams cannot be moved, so quickly use the Aard sign so that all objects scatter to the sides. Having cleared the passage, the following subtask will appear: . Do not stand inside the house for a long time, because you will have an indicator with air. The same one that appears when you are underwater.

In any case, talk to the girl. The attackers turn out to be ordinary looters who came to demand money from the girl, but she did not tell them, in response, they decided to burn her. But for some reason it seems to me that they would have killed her anyway. It doesn't matter now though. For her salvation, the girl asks to take money from the hollow behind her house - there she hides her savings. The task is completed, so you can move on.

Lady in trouble

“While traveling through Velen, Geralt met a crying girl. She said that her fiancé went into the forest to check the snare and did not return. She feared the worst. The Witcher calmed her down and promised to find out what happened to her loved one.”

On the territory of Velen, you can stumble upon a crying girl. After talking with her, you find out that she is grieving because of her husband, who went into the forest and disappeared. Everything would not have been so bad if terrible screams had not suddenly been heard from there, apparently from the husband. Of course, she was afraid to go check what exactly happened there, so she asks you to help her in this matter. Plus, she promises to pay you. So you will receive the task: . Your first subtask will be: .

Completing side/additional quests in Novigrad

Swords and dumplings

An eye for an eye

Unraveling the Tangle

Enemy of the people

Fencing lessons

House with the ghosts

Service for Rodovid

A matter of life and death

Now or never

Deadly plot

Gwent: Party with Thaler

The stakes are high

Cabaret

Deadly sins

Dangerous game

An eye for an eye

Ancient Witcher: Cat School Equipment

You can find a set of Cat equipment in Novigrad and this set consists of seven parts: 1 - Steel Cat Sword, 2 - Silver Cat Sword, 3 - Cat Armor, 4 - Cat Pants, 5 - Cat Boots, 6 - Cat Gauntlets, 7 - Cat crossbow.

Cat School equipment is one of the most the best equipment in the game, which will be second only to the equipment of the Bear School, and, of course, to those things that you can create from the Master Weaponsmith.

So, you can start the task immediately after you complete the task “Wandering in the Dark” - it is this task that will give you access to the desired cave. In addition, you will also need a pass to Novigrad, which the Baron can give you after completing the chain of quests associated with it.

You can start collecting this set of equipment in the same way as any other - that is, you will need to find at least one diagram that relates to the desired set, after which the task will be activated.

East - Cat Silver Sword


Head east from Novigrad. If you have only been in the game for a short time, then the eastern part of Velen will be practically unexplored for you. The required location is marked on the map above.

Once you reach the desired ruins, go to the center of the temple and move down the stairs, which will eventually lead you underground. Here you will soon need to use the Aard sign, which will open a passage on the right side. It is in this place that the first (or whichever one you have) piece of equipment from the Cat School is located - it will be a drawing of a silver cat sword (lying on the floor, near the corpse). In addition, the Professor's notes will be there.

Castle - Cat Steel Sword


After reading the found notes, you find new goal, namely Drahim Castle. The castle will be located a little southwest of you. If from Novigrad, then strictly in the south. In general, look at the map. As soon as you get to the marked place, use the Aard sign there again, with which you can break the doors and use the stairs that lead even lower. In the end, you find yourself in the basement and in the very corner there will be another drawing of the Cat School, more precisely a drawing of a cat steel sword. In addition, you will also find a magazine here.

Shipwreck - Cat Crossbow


There will be an island on the western coast of Velen and you will need to get to it. In general, when you find yourself on this island, find the wrecked ship and then get on board, or rather, into the part submerged in water. Here you can find another diagram and this time it will be a cat crossbow, and there will also be other notes here.

Novigrad - Cat armor


Travel to Novigrad. As soon as you find yourself in the city, move to its northwestern part. Move along the cliff, or rather along the path that will lead down. You should move until you come across a cave. Here you will need exactly what Keira Metz gave you earlier to remove illusions.

Inside the cave, a Golem will be waiting for you, which guards this place. The golem will be level 16, so be prepared for a very serious fight. If you have too small level, then you have to be patient.

As soon as you defeat him, move to the right side of the cave and use the Aard sign there, which will help you clear further path. Move to the very end of this tunnel. There you can pick up a key item related to the Golem.

After this, go back to the passage and turn left there. Move forward until you find yourself in a hall with statues that will stand in a circle. There will also be switches that you will need to use in order to line up the statues so that they look at the center of the circle.

As soon as you do this, jump into the water, where you will have to fight off enemies. Once you deal with everyone, then dive into the very end. There you can find the key to the laboratory.

Now go back to the place where the Golem was. If you haven't knocked him down, then try to move towards the doors as quickly as possible. Having opened these doors, you are faced with a witcher who is level 17, but still, despite his level, he will be much weaker than the Golem. The main thing is to strike accurately and use the Quen sign. The scheme is as usual: dodge, attack and dodge again. Potions along with bombs will also help you a lot here. Once you kill the last enemy, you will finally be able to pick up the final blueprints for the Cat School equipment.

Contract: Slamming Doors

You can take this task from the notice board located on Novigrad Square. As soon as you accept this task, go to the hotel nearby. Once inside, go up to the second floor.

There will be a man wearing strange glasses sitting on the second floor - talk to him. After discussing the work with him, go to the indicated house, which is located outside the city, which will look very noble.

Once near the house, go inside and begin exploring using your witcher senses. Soon the tracks will lead you to the basement of this mansion. And now, having carefully examined the basement, if you do not find a further path, then simply break the wall ahead using the Aard sign (the desired wall is located immediately opposite the exit from the basement - that is, if you just went down, then the desired wall is in front).

So, having destroyed the wall and found a passage, go inside and turn left. At some point you will need to jump over an abyss, where you will soon find something like a tomb. Near the doors inside, carefully examine the objects that are lying on the tables, then jump into the water and swim to the left, where you climb onto the small stone platform and pull the lever. Now go back to the locked doors, which are now open.

When you go inside, the first thing you will see is a huge dome, under which there is a powerful golem. This is your new Boss and it is a very strong creature. In general, you can remove the dome if you break the sphere behind the dome and keep in mind that breaking it will cause a shock wave, so don’t be alarmed.

So, soon the battle with this monster begins. The golem will inflict two strong attacks at once, during which it is better to stay as far away from them as possible, and if you do not have time to dodge, then he will give you a good beating. For protection and insurance in general, use the Quen sign, and the Igni sign will also help to slightly damage this stone. Your main advantage is mobility and speed. The golem will be very slow, so if you are careful, it will not pose any danger to you. And also, when he is about to do something, then do not approach him at that moment, as it will follow powerful explosion. Otherwise, everything is as usual: dodges, attacks, signs.

After killing the golem, take all the items, leave the mansion and go to the intersection. Now go back to the hotel, go up to the second floor and talk with your employer, after which you will receive a reward for the work done.

Contract: The Elusive Thief

A matter of life and death

Go to Triss. Talk to her about everything and let her know that you will look into solving the problem. After that, go to the local market. In the very center of the market there will be the character you need. To find it, use your instincts.

As soon as you chat with him, then follow him. At some point, you are attacked, so you have to kill all the enemies, who turn out to be bandits. After a small hassle, upon arrival, agree that you will participate in the local ball. After that, go to the store to get dress clothes and a mask. For Triss, you will need to buy a fox mask. In general, get dressed, and then return back to Triss.

After chatting with the strange man, talk to the lady named Vegelbud. After this, you will need to find her son. He will talk to the ladies who stand apart from the whole crowd.

Go back to Triss, and then quickly follow her into the labyrinth. As soon as a small scene passes, quickly get out of this place. To fight hunters more effectively, use the Igni sign. After a little trouble, go to the stables, where the task will be completed.

Cabaret

Go to Buttercup. After you talk to him, then move to Irene for the sword. After that, go to the indicated place in the designated area, and upon arrival, simply stand and wait for Buttercup in the marked area. Buttercup will be a little late, so don't swear at him. Soon a cutscene appears and you are returned back to the cabaret.

Go to Buttercup - the key will be in the bucket on the right side of the doors. If you let Dandelion speak, then everything will work out peacefully. Next you will need to find the poster. Go into his house and punish the thieves inside. After that, go to the local races. It will be easier to win yourself than to pay for it. In the end, you will also be given a very good saddle, which you can not only take for yourself, but also sell for good money. At the very end, go back to Dandelion and drink with him.

Deadly plot

Talk to the conspirators who are on the top floor of this brothel and then go to the indicated location. As soon as you chat with the soldiers, then move to the new marked point.

As you follow the path, you will be able to find the cart on the left side without any problems. Also, carefully inspect the ground near the cart. Afterwards, move along the scattered things that lead to the mountain. There you have to talk to the Troll, and then run a little higher to the cave. If you choose the lowest answer options, which are designed to deceive, you will be able to get your friend out without any fights.

Completing side/additional quests of the Isles of Skellige

Last wish

Mysterious Passenger

Chosen One of the Gods

Lord Undvika

Queen's Gambit

Order: Sea Devils

Ancestral sword

Heart of the forest

Fists of Fury: Skellige

Gwent: A Game of Skellig

Credit of trust

Niting

Order: Lost Son

Search: Praise Freya!

Order: Dragon

Search: Marital Status

Very valuable horn

Work Order: Ghost of Eldberg

Shock therapy

In wolf's clothing

For honor and glory

Daredevil Races

Order: Bestia

Order: Missing Groom

Arena Master

Order: Tower from Nowhere

Treasure Hunt: Nilfgaardian Treasures

Flesh for sale

The price of honor

Iron Maiden

Treasure Hunt: Secrets of the Deep

In the heart of the forest

The task is taken on the island of Skellige in one of the villages. In the forest, at some point you will encounter a crowd of local residents (it is at this stage of the game that the task begins). First, you have to carefully examine the forest using your witcher's senses. After you inspect the forest for various traces of the monster, a note about a new monster will appear in your bestiary.

Soon you will receive two offers from Sven and Harald. It is up to you to decide whose proposal regarding the monster to accept. But if you accept Harald's offer, then you won't get the victory trophy from the Forest Spirit, so think about it.

The Forest Spirit, in turn, is another difficult monster in the game, so it can kill you in a couple of hits. In order not to immediately become a snack for him in the first skirmish, use the Quen sign. In addition, your advantage in fighting him is that this monster is quite slow and clumsy. But also keep in mind that he has one swift attack, so the Quen sign will help you here, which can protect you from blows.

And by the way, as for preparation, in addition to the Quen sign, you should also have with you a good-quality silver blade with good damage, which will also be anointed with relic oil for additional damage. Basically, everything is as usual: hit, dodge and hit again.

Missing son

You can take on the task in one of the villages on the island of Skellige. The task will not be the easiest, since you will have to fight one of the most powerful monsters in the game. In addition to the fact that he can literally kill you in two hits, you will also have to fight him twice. As expected, when you encounter him for the first time, after an intense fight he will try to run away from you. You have to catch up with him and engage in battle with him for the second time.

When fighting this monster, you mainly need to dodge its attacks. As soon as you dodge, you must immediately attack him with your power blows. And if you do everything correctly - that is, you successfully dodge and then hit him, then you will soon defeat him.

In addition, in this fight it would be nice to use some kind of oil that would give you more damage against this monster. Bombs like Samum will also come in handy, and of course you need to use your silver blade.

It is very important to use signs in the battle with this creature, but mainly the Quen sign, which will help you avoid a critical blow. Otherwise, you can be killed with just one hit. As soon as you defeat this monster in his lair - that is, the second time, you can return back to your employer and receive a worthy reward. And by the way, don’t forget to search its carcass after defeating the monster and take the victory trophy!

Witcher Antiquities: Bear School Equipment


You can find the Bear Equipment Set on the Skellige Islands and this set consists of seven parts: 1 - Steel Bear Sword, 2 - Silver Bear Sword, 3 - Bear Armor, 4 - Bear Pants, 5 - Bear Boots, 6 - Bear Gauntlets, 7 - Bear crossbow.

Bear School equipment is one of the best equipment in the game, so the minimum level at the time of collection is level 10. You will face enemies of level 20, even if you play on the minimum difficulty level.

In general, before you start collecting equipment, we strongly recommend that you prepare strength potions and minimize some of your combat skills. In addition, when searching for equipment, bombs will be very useful to you. And the best choice would be a freezing bomb, which will not allow enemies to attack you directly.

Basically, the search will take place on the Skellige islands, which you can open only after completing most of storyline. You can find yourself in this place on the assignment “Destination: Skellige.” In addition, it is very important to have at least 1000 coins with you.

Home - Bear Steel Sword


As usual, to start treasure hunting you will need to find the first piece of equipment. To do this, go to the southern part of Skellige Island and carefully examine the ruins there. Among these ruins you can find the first piece of equipment from the Bear School - the steel Bear Sword.

As soon as you reach the indicated place, Sirens will greet you in the villages. In the fight against them you have to get a crossbow. After shooting at the Siren, wait until she falls and then attack. Now go a little further and you will soon come across the Sirens' nest. By destroying a nest, you not only gain experience, but also give the opportunity for people to settle in the village, where, by the way, you can find a very good herbalist.

In general, after this, follow the path that will lead you up the hill. As soon as you notice the ruins on the right side, select the Aard sign and demolish the debris that will block your path to the basement (this is all already inside the ruins). In the basement you will find a lot of useful things and a couple of Ghosts. And be careful here, since these monsters will already have the twentieth level. In the fight against Ghosts you will be helped by: bombs, potions, and the Irden sign. By the way, it is better to use the Yrden sign on the stairs, where it is better to kill Ghosts. In any case, once you deal with these enemies, go to the room below and there you can finally find the diagram for the Bear Steel Sword (you will also find notes and an arrest warrant here).

Fort - silver bear sword


Your next stop is Fort Etnir and it is located exactly on the same island where the previous find was, but only a little to the north. This is where the most dangerous part of the search begins, as you will face Gargoyles and an Ice Elemental.

Before you start fighting these monsters, it is better to carefully read the descriptions and methods of fighting these monsters in your bestiary. When fighting Gargoyles, try to avoid air attacks and when these creatures throw stones. It is best to attack them from behind or from the side. In general, battles with them are very interesting.

As soon as you deal with all the problems, then go through the doors that are located on the right side and finally take the diagram of the Bear Silver Sword there. In addition to this drawing, you will also find a letter and another arrest warrant here.

Northwestern Island - Bear Crossbow


Having reached the indicated island, move to its southern part. Here you will need to find a cave. The cave is located right in the middle of the southern coastline. Once in the cave, you will find a small tunnel, after passing which you will need to accelerate and jump over the crevice ahead. As soon as you jump over and jump to the other side, pull yourself up and right there on the floor, near the remains, there will be a new letter and a diagram of the Bear Crossbow.

Harbor - Other parts of equipment


And now came the final stage of the search for Bear equipment. Go to the village, which is located in the northeastern part of the island of Skellige. You can also use fast travel, after which you will only need to go up to the Fort.

Once you find yourself near the fort, it turns out that the further road will be blocked. You need to go to the left and climb higher up the rocks. After that, jump over to the other side. Next you have to cross the mountain path and move towards the entrance to this fort.

As soon as you find yourself inside this place, turn to the left and go down the stairs. Once at the bottom, turn the lever located on the wall and open the doors. As a result, a further path opens up for you, but Ghosts immediately fly out and attack you.

After killing all the enemies, go further and among the prison cells you will find a narrow passage that will not be too difficult to detect. Follow this passage until you reach a fork. At this point you will be attacked by a couple more Ghosts. The passage on the left side will lead you to a dead end, and the passage on the right side will lead you to a room with things. It is in the right passage that you will find the remaining equipment diagrams for the School of the Bear.

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.

To the aid of 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 observe how the stable is on fire, 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. You need to climb the 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 stable keeper 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 about 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 of the Eternal Fire. 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 Marshes 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 Podlesie, 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 many 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. Basically, this Basilisk is for her. Ragdoll and no more. But... The plot! After Ciri flew onto the tower to save the baron, she was forced to flee, because she knew that wild Hunt will 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 rubbish, but which is a pity to throw 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 on 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 service.“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 Leto in the second part, then several ghosts will meet you at the estate and that’s all. .

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 Armorer”, 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 Glavoglaz.

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 traces.– 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 there, 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.)

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 is 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 will only be able to 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 to 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”: After passing 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: finishing the task “Affairs” National importance"in which, after killing Radovid, we choose the side of Vernon Roche, thereby allowing 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.

Yet possible options endings are presented in the video below. Enjoy watching!

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

The endings of the main and secondary 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 carry out 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 a 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 an absolute monarchy on Skellige, which 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 also at a high level, and you will get a lot of positive emotions from completing it. Enjoy your game!

The Witcher 3: Wild Hunt is quite difficult to get used to, especially for beginners. Moreover, the game is even slightly different from the previous parts of the series, so even fans of the Witcher series may have difficulties. Our tips compiled for you can help not only novice players, but also those who are familiar with the game. Tips for passing are now presented not as before, but according to new scheme, but everything is quite clear and clearly stated.

Tip one - Saves

Started playing The Witcher 3: Wild Hunt, but on the wrong platform and are afraid that you won’t be able to build a story based on the previous parts? Don't worry! As the game progresses, you will periodically be asked relevant questions that will relate to events in the past, so in this way you can build the story the way you went before or just the way you want. In conversations, you will be able to decide who was killed, who was left alive, for whom the problems were solved, and for whom they could not be solved, and much more.

Tip two - Did you see it? Your!

Please note that there will be no guards walking along the streets, so everything that will lie on them: wires, pieces of metal, fabric, leather - you can take everything, since from time to time it will be useful for forging armor and weapons.

Tip three - The meaning is in trinkets

Did you see a beer mug or a candlestick? Take it, it will come in handy. And the whole point is that you can disassemble any item into some spare parts. For example, the same candlestick is very useful source silver mining.

Tip four - Be alert

In order not to miss any important things - that is, objects, try to use your witcher's sense as often as possible, which helps in finding objects, herbs and other nonsense. Try to use it as often as possible.

Tip five - Effective start

At the very beginning of the game you will have a horse, but we recommend that you spend the first few hours on your own two feet. Wander through the forests, collect herbs, kill all kinds of evil spirits and wild animals. In general, everything you can get your hands on. As a result, you will soon have a decent supply of herbs to create potions, and they, in turn, will be able to provide Geralt with normal and easier leveling. Moreover, potions will even help you complete very difficult tasks that previously seemed very difficult.

Tip six - Self-made elixirs

Have you finally brewed some elixir? So it’s time for you to find out that the supply of these potions will be replenished itself - automatically. In general, when you are in meditation mode and have an alkahest in your inventory, then the potions will replenish themselves, and you just have to stay a little longer in meditation mode.

Advice Seven - Alkahest

As for the alkahest, you can buy it from any herbalist and alchemist, and in the end, make it your own on our own. It can be made from any alcohol, so no problems should arise. Based on this, always store and collect vodka, because you will need it more than once.

Tip eight - New opportunities

Now Geralt can swim both on his own and on boats. You can find the places where you can find the boat on the map. In addition, keep in mind that you will not be able to fight underwater, but you will be able to shoot with a crossbow. In addition, at the bottom of rivers you can usually find some valuable items, for example, rare grass or some other valuable item.

Tip nine - Equipment

Keep in mind that your equipment will wear out quite quickly, so visit your local blacksmith more often to have your equipment repaired or even buy new ones.

Tip ten - Be safe

Try to save as often as possible, since this is one of those games in which literally every half hour you are faced with some kind of choice, so there is a chance that you will want to replay a certain moment of the game.

Tip eleven - Pointers

The game has a completely unusual, but quite understandable teleport system. There will be signs on any territory - it is these signs that serve you as a teleport. You just have to go to some sign and from there choose the place you want to go to.

Tip One - Skill Talents

So, you can upgrade even all the talents, but you still only have to use a couple of them. So we recommend that you decide in advance which talents will be more useful to you. When you decide, then start pumping.

Tip two - Axiy sign

We recommend that you spend the first three skills acquired on the Axii sign. Since it is this skill that is responsible for whether you can convince your interlocutor of something. As a couple, a love spell with the sign of Axiy allows you to avoid unnecessary problems, save a lot of money and simply get the information you need.

Tip three - Getting talent

You can teach talents when you reach a new level and when you find “Places of Power” (aka rune stones). Don't rush to move along the game's storyline. First, you should go around the territories and open “Places of Power”, because thanks to them Geralt will become much stronger.

Tip four - Tactics

When you hunt very large monsters, then the two of you will have to choose different tactics, and especially if you are playing on high levels difficulties. You can reset talent points as much as you like, so get ready for the fact that you will have to almost constantly select new battle tactics.

Tip five - There is no hurry

The tasks that will be marked with a “skull” icon are difficult to complete. This is why beginners and even some “veterans” should hold their horses. Although, if you consider yourself a fairly skilled witcher, then with great dexterity you can complete any difficult task, but in any case, be extremely careful.

Tip one - Several types of coins

As you progress through the game, you will find different different types gold coins, but not all of them can be used. It is best to exchange any coins for Novigrad crowns, which can be obtained at the bank in the city of Novigrad.

Tip two - Proper use of money

Geralt will need money mainly only for repairing his equipment and crafting, disassembling various items. And always remember that any merchant will raise the price of his goods too high.

Tip three - And traders are not needed

If you move along the storyline and complete all the tasks along the way, then soon you may have a very good weapons and armor, much more so better than that, what the local traders will offer you, so just take this into account.

Tip four - Notice board

In any city, in any village or town, always look first for the notice board. Once you find it, read everything there. Carry out a variety of contracts and assignments, you will always find very interesting places, and in them you can even find treasures and many other useful items. But keep in mind that any valuable item or treasure will be carefully guarded by monsters.

Tip five - Trade

If you liberate a village or settlement from a monster that was previously terrorizing the local population, then you can get a lot more money than you were offered before.

Tip one - Weight

To increase the carrying weight of the horse that Geralt carries with him, simply buy saddle luggage for it and this will undoubtedly make it easier for you to pass The games Witcher 3: Wild Hunt.

Tip two - Fight

You can fight on your horse, but keep in mind that this will require certain dexterity and special skills. The fight while sitting on a horse will be very difficult, so get ready for some difficulties.

Tip three - A faithful animal

It doesn't matter where you leave your horse, because if you call it, it will still return to you in the blink of an eye, so you don't have to worry about it getting lost or being killed somewhere there.

Tip four - Tenacious animal

It will be impossible to kill your horse in battle, but if it gets scared, it can easily throw you off and run away. To make your horse much less afraid, buy blinders for him.

Tip five - Horse racing

Horse racing allows you not only to win money, but also to win decent equipment for your horse, which in turn will be very useful when traveling. Moreover, you can also get equipment at a discount - that is, you will still have to give away some of the gold.

Tip one - Risk of failure

Some of your taken tasks may be failed if you took them and then moved to another location without completing them. If this is very important to you, then complete the optional tasks first, and only then proceed to complete additional tasks. Moreover, by looking at the diary, you can see which task belongs to which category.

Tip two - Riddles

Almost every riddle boils down to the fact that you have to use signs. For example, you know Aard, in some house you need to destroy boxes in order to find a hatch in the dungeon or something like that. Please take this into account.

Tip three - Key items

So, if some character gave you an item for a task - that is, a key one, then you should not look for it in your inventory, since such items are immediately in the slot for quick use.

Tip four - Witcher quickness

In fact, some tasks will require you to have a well-known witch's agility - that is, to move quickly along the trail, track down someone and much more, so you shouldn't relax.

Tip five - Games

If you win a gwent game, you can take a card from each opponent, so don’t forget about this. If you win the race, then you can get some valuable equipment. Just remember that you are always entitled to a reward for winning something.

Tip six - Unknown

Tip one - Crossbow

Always try to remember that Geralt has a crossbow, which he will first receive from Vesemir, and then he will be able to forge and find other types of crossbows. If you are fighting with some kind of flying creature, then shoot at the monster with a crossbow so that it descends to the ground.

Tip two - Bolts

Each crossbow can use different types of bolts. You can find bolts as you progress through the game, buy them from traders, and even just forge them for yourself.

Tip three - Effects of signs

Each sign has two types or types of use, with each of them giving a different effect. For example, if you are fighting a crowd of creatures, then you will need the Igni sign, which can throw back and burn enemies at once, but when you are fighting with one opponent, then you will need the focused power of the Igni sign.

Tip One - Master Draftsman

Armor and weapons can be made for you by a master draftsman. You can find a master draftsman in any large town. Moreover, there will be very few professionals in the world who will be able to do something really good. And what’s more important is that you won’t be able to swoop in on them and demand they forge this or that object. First you will need to complete some important assignment for them (and their tasks form very long chains, but interesting ones).

Tip two - Improving equipment

Always try to improve your armor and weapons. Any equipment will have empty slots into which you can insert various upgrades. But before any improvement, always think about what you need most.

Tip three - Weapons with rare components

If you have a weapon that has rare components, then it is best not to sell it, but to disassemble it. This way you can get unique components that can be used to create better equipment.

Tip four - Analysis for money

Always remember that any equipment disassembly will cost money. Moreover, the more rare the equipment you disassemble, the more expensive the services of the craftsmen will cost, and it is important to remember this.

Tip five - Types of armor

There are three types of armor in the game: light, medium and heavy. When wearing a light type of armor, your energy will be restored faster. When wearing heavy armor you can have good protection. Medium armor is, as expected, the most balanced armor. What armor to wear is up to you. But if you, for example, have invested quite a lot of talents in signs, then it is better to take light armor. If you mainly rely on your blade, then take heavy armor.

Tip six - Two swords

There are only two swords: silver and steel. Geralt will automatically pull out the sword that is needed. If there are monsters, then Geralt himself will take out a silver sword, and if there are people, then he will take out a steel sword.

The Witcher 3: Wild Hunt is the third part of a series of games developed by based on novels "The Witcher" written by Polish writer Andrzej Sapkowski. New part will appeal to both fans and those who met Geralt for the first time. In this article we will give you 20 useful tips and tips for this game that will help both the main character and you.

1

Try to remember that the abilities you buy must be placed in the slots for those abilities, otherwise they will not provide any benefit. At the beginning of the game there will be very few cells. Therefore, try to use skill points for two main attacks - fast and strong.

2

Think carefully and carefully about your development. Please note that you will not be able to unlock the latest skills soon and they cost a large number of skill points.

3

Use mutagens in battle that you can get from killing large quantity monsters. To enhance the effect, try to choose the right mutagens.

4

Sell ​​unnecessary things, advantages:

1) You will receive money,

2) Geralt will not be overloaded and you will be able to unnecessary problems immerse yourself in this wonderful game. A saddle bag for your horse will increase the weight that the witcher can carry. So buy, break out or find one for your horse.

5

It's worth taking the time to unlock more travel points. The benefits of this solution will not be long in coming, and soon your travels will be faster.

6

Try to explore as many places in the game as possible. Explore all objects (boxes, chests, etc.) in which you can find useful things such as weapon (armor) drawings or potion recipes.

7

As you visit certain story points, some side quests will be cancelled. For example, after you leave the White Garden and before traveling to the Isle of Mists. But don't worry about this, they will still be available through pointers.

8

Use dodges. When playing on easy. With. (difficulty level) this may not be useful to you, but for others, every missed blow can turn Geralt into a corpse. If you learn to dodge and somersault among monsters, you can win, even if they are a couple of levels older than you.

9

It is worth trying as early as possible to unlock the perk that allows you to reflect an enemy arrow during a parry. Crossbowmen can really annoy you while you're busy fighting in close combat. The shooters are located quite far from the main fighters and try to be invisible. They surreptitiously fire bolts at you that remove almost half your health in one hit. At higher levels With. one bolt could very well be fatal.

10

You don't have to waste your time fighting the riders. Use the Aard sign to knock enemies to the ground.

11

At the beginning of the game, it will not be superfluous to clear all points with enemies. It will give you the experience points you need at the beginning of the game.

12

The requirements for obtaining a level increase periodically. Up to level 10 you need to gain 1 thousand experience points. From level 11 the requirement will increase to 1.5 thousand experience points. And from 21 to 2 thousand experience points.

13

It will be useful to search the bodies of enemies you have killed. People often have better equipment than you. An ordinary sword may be better than a unique one.

14

Try to keep the number of your potions at the same level. The main ingredient is Alkahest, which can be found anywhere (chests, cabinets, etc.). To restore the number of potions (bombs) just meditate.

15

Please note that in the areas opening after the White Garden, there are level restrictions and there are very serious enemies. So, if you want to get to the north earlier, we advise you to gain more experience and acquire uniforms. The same story applies to Skellige, but most likely you won’t be able to afford it (you need to have 1 thousand coins with you).

16

Trophies in The Witcher 3 give an increase or percentage of chance to a certain skill. And the best source of trophies is monster contracts. So don’t be stingy and spend your time completing the contract, just don’t forget that the trophy begins to be useful only when you place it in a special slot in your inventory.

17

Geralt can use the Aard sign to destroy thin walls and doors. When using Witcher Senses, they will be marked in red. Sometimes such obstacles hide valuable things, such as drawings or equipment.

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Tired of losing a good half of your health every time from falling off cliffs? Press the jump button before landing and the witcher will roll, maintaining his health. Using this advice, there is no need to constantly restore the lives of the fallen Geralt.

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Save often. Although the game has autosave, it works less often than you would like. After dying in another fight, you will sometimes have to go back almost half an hour.

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In this game you can customize the interface quite flexibly. If you are experiencing some inconvenience initial settings, then by changing the display of interface elements and text size, you will get rid of this discomfort.