The Witcher 3 abandoned tower. Passage “Invitation from Keira Metz. Secret Treasures of Skellige Island

In this guide, we will tell you how to find hidden treasures that are not marked on the map, but give a bunch of useful items, but isn't it interesting to feel like a treasure hunter in the vast expanses of Witcher 3: Wild Hunt. The meeting of the Treasure Seekers Club is declared open.

There are many secret treasures in the game that will never be marked on the map, they will not give a quest, and no one will tell Geralt or hint about them. Their developers hid them in the most secluded corners of the world, locked the doors, and scattered the keys in a chaotic manner.

We will talk about them below. The contents of the chests are random.

white garden

Due to the fact that the game generates experience and loot based on the level of the hero, going for treasure already being incredibly “cool” you will expect very modest savings in chests, while exploring the White Garden being at the very beginning of the game, you can get hold of even some very good pieces of equipment.

Nilfgaardian garrison

Here you can find two secret chests. One is located at the beginning of the destroyed bridge, literally just outside the gate. Run up, jump over to the opposite part of the ruins and look around. There should be a chest on the left.

The second treasure is inside the garrison. Go through the gate and look opposite. There are still others, locked. Climb to the top of the tower, climb over the broken window and break the barriers with Aard. Jump onto the ledge and look for the corpse.

Take the key from him, which will open the gate below. Get down and open the gate. Behind them will be the desired chest.

Northern part of the White Garden

The river is simply full of secret chests. There are three of them here. Starting point "Weeper's Bridge". From it, swim northwest to the center of the river.

1 - south of the map under the bridge

3 - then return to the bridge and swim to the shore. In the east you will see a small rock, and next to it is the chest you are looking for.

Bridge of Laughs

There is a signpost on one side of the bridge, and a locked gate on the other. They open from the side of the gate itself. Behind the gate (on the western side of the map) is the desired chest, and if you decide to go down to the very mouth of the gorge, you will find a lot of interesting things there.

Velen

Village Javornik

Abandoned house in the southern part of it. Break the doors with Aard and carefully search everything around. Find the basement and get down. Inside there will be many chests and other loot.

In the west of the same village there is another house, which can be entered with the help of Aard. There are two more chests inside.

Castle of the Bloody Baron

The main courtyard of the castle. Turn left and look for lots of ladders and scaffolding by the ruined tower. At the top you will find useful things. Climb over and go down the other side, there you will also be rewarded for your efforts.

Find the quartermaster and examine the left side of him. Find a ladder and climb it up. Examine one side of the roof, climb over to the other, there are chests and good things everywhere.

Castle stables. Climb the stairs to the attic and take the good that you find upstairs.

After talking with the baron, go to the northern part of the castle to the well. Find a ladder and go down. Below you will find many chests and good loot. Also there will be found an underground exit from the castle, which also contains chests.

abandoned tower

Head west from Vereskovka Village and you will see a huge ruined stone tower. Your task is to turn from the destroyed wall to the right window, near which there is a small rocky ledge. Jumping near them, Geralt will be able to grab the top edge and climb up. It will be difficult, but at the top you will find many chests and good loot

If you find something missing in the guide, please unsubscribe and we will definitely add it.

The Witcher 3: Wild Hunt is a continuation of the plot of the second part of the game. The protagonist Gerald, nicknamed the "White Wolf", is trying to find his student Cyrus, who disappeared after she took on a very dangerous but highly paid task.

The developers have created a real gaming masterpiece: the quality exceeds all expectations, the drawing of individual elements is perfect, and the process is thought out to the smallest detail.

I would like to pay a little attention to the reality in which the events of the game take place. The virtually created world is huge, so you can move around on horseback or in a boat along the rivers. In addition, there are a huge number of side quests and tasks, all of them are thought out and have several options for the development of events. In this case, everything will depend on the mood and desire of the player.

The article will provide a detailed description of the passage of the "Mouse Tower" quest.

Quest history

The developers of the game tried to create a very difficult plot, which should be not only dynamic, but also interesting. What will the quest bring to the player in The Witcher 3: Wild Hunt? "Mouse Tower" is a task related to the expulsion of spirits that settled on the island, where the castle of the ruler of these lands was once located.

Keira Metz decided to help the peasants from the city of Velen. The amount offered to her was so attractive that, despite the risk, the task was accepted. A year before these events, a drought began in the vicinity, which destroyed the crop, and after this misfortune, a general pestilence began. The ruler of the lands did not help his subjects, but simply took refuge in. At a time when people were dying of hunger and disease, he and his courtiers indulged in fun. The punishment was very terrible: the gods sent hordes of mice to the inhabitants of the castle, who ate its inhabitants. Together with everyone, the court magician Alexander also died. After some time, evil spirits appeared on the island, which began to behave very aggressively towards the fishermen. Keira Metz, not wanting to risk her life, used all her feminine charm to persuade Gerald to help her. She succeeded: the hero went to the island, having received magical artifacts and assurances of eternal love from the sorceress.

The Witcher 3: Mouse Tower. Difficulties passing

Having received a task from an attractive witch, Gerald begins his dangerous journey.

The passage of the game itself has a huge variety of riddles and puzzles. That is why the quest of the game "The Witcher 3: Tower of Mouse", the passage of which is fraught with significant difficulties, is no exception - it will force the player to strain their convolutions a little. But this guide will help save time and nerves, while getting the most out of it. In addition, the development of events is quite variable, which gives additional interest to the action. What difficulties will the player have to overcome in the quest of The Witcher 3: Tower of Mouse? The passage of this task immediately begins with a little trouble: it turns out that getting to the island on which the citadel is located is not so easy. After thinking about the situation, the main character decides to swim there, but at the last moment, Keira generously gives Herold his boat, on which he gets to the cursed place.

On the island

Having sailed to a desert island, you should not relax, because it is full of all kinds of undead, which are not averse to feasting on fresh human meat. Of course, you need to get a long heavy sword and cut everything that moves with it. After all the creatures of darkness are destroyed, you can wander around the territory a little and find something valuable. Now it's time to recover in search of the tower, which is not easy to find.

Once inside, you can act in different ways: turn on the lamp that Keira handed to the witcher, or simply break through to the top with a fight. The magic lamp is only needed on the top floor to complete the quest, but using it while Gerald goes upstairs will earn extra experience points. Let's say that Gerald is tired of the massacre on the street and the experience will not hurt him, so turn on Keira's magic lantern and the unfortunate ones who are doomed to exist in the form of ghosts in this cursed place will immediately appear.

How to get a magic lamp?

To complete this task successfully, you need to get a magic lamp. What useful things can be obtained by completing the "Mouse Tower" quest? The Witcher 3 is a game where it is necessary to develop the main character: the more experience the player gains, the more diverse the arsenal of his martial arts skills and spells that he can use becomes. Therefore, the passage of all side quests is a very important moment for character development. After completing the task "To the touch", the beautiful sorceress will offer you help in finding a magical lamp. The task is very simple: you need to go with Keira to the arch on which the riddle is located. If it is solved correctly, a secret door will open, where the artifact will be located. Riddle solution: 3,4,2,1.

in the tower

Entering the tower, it is advisable to turn on the magic lamp, which has an interesting property: it allows you to find ghosts and communicate with them. Why is it so important? The answer is simple: for each conversation with the spirit of a dead person, the witcher will receive 50 experience points. Also, in the process of communication, new details of the case are gradually revealed. The herald learns that the peasants once broke into the castle, but not to shame the duke for his immoral behavior in a difficult hour. They came to rob the rich citadel. A new mystery immediately arises: where was the guard that was supposed to stop the rebellious mob?

Entrance to the laboratory

Rising to the top floor, our hero discovers that the door that should lead to the laboratory of the court magician is closed. You can open it with the help of two levers that are placed on the walls. Now you need to use the artifact provided by the cute seductress. The magic lantern will allow you to see a ghost that is different from the rest of the spirits that the hero met on the way up. The spirit of the beautiful girl seems to be waiting for the Herald to approach her. You shouldn't make her wait long - it's better to get closer and find out that the magic lantern does not have the same effect on her that it had on other spirits.

ghost story

The game developers have tried to make all tasks interesting and unique. It would seem that it could be easier: kill all the ghosts, clear the island and help the peasants. However, the ghost story of this girl is very touching, sad and romantic.

So, what awaits the player in the quest of The Witcher 3: Tower of Mouse? The closed door of the laboratory is fraught with a huge number of secrets. It turns out that the girl died in a terrible way during the invasion of rodents, and the local ruler turned to his court magician for help. None of the inhabitants of the castle guessed that the sorcerer had gone mad for a long time. In the process of general panic, the wizard persuaded the girl to drink a special decoction, which, according to him, should scare away rodents, but in fact it was a drug that immobilized a person without depriving him of his senses. After drinking, the daughter of the ruler Veles seemed to have died and was abandoned, but something prevented Alexander from using the girl for his own purposes. As a result, the unfortunate woman was eaten by mice. Here you can find the diaries of a madman.

Mage's Diaries

Not far from the place where the conversation with the spirit takes place, you can find the notes of a crazy magician. Before proceeding with the task, it is advisable to familiarize yourself with these papers. The general meaning of the message is as follows: the scientist was developing a serum against the epidemic that began in the region, however, all the infected coming from the dungeon did not meet his criteria. Rats also took part in his experiment, but after a series of failures in research, the magician decided to infect the daughter of the ruler, and then cure her.

Having carried out all the necessary measures, he did not take into account one circumstance - the invasion of mice, which killed the girl.

End of the quest: bad option

What have the authors of The Witcher 3 prepared for this quest? The task "Mouse Tower" has several options for ending. Now consider the unfortunate ending. It turns out that the ghost can be helped if the remains of the dead are collected and taken to the groom of the daughter of Veles, who was supposed to save her, but did not. We take the remains and go to Graham. Arriving at his house, the player will find a hero who has not recovered from the shock associated with the death of his beloved.

We must tell him the essence of the situation, leave the bones and leave the house. But even here the creators left room for unpredictable developments. What kind of surprise did the developers of the quest and the game The Witcher 3: Tower of Mouse prepare? The spirits were just waiting to get to Graham's home and take revenge on him. A terrible scream is heard from the house, and Herold hurries back. When he opens the door, he sees a dead guy on the floor and a ghost slowly disappearing into the air, emitting a triumphant laugh.

End of the quest: a good option

There is another ending to the quest. After Anabel told her story, in the dialogue you need to select the item: "I do not believe you." Upon hearing this statement, she transforms into a pestilence maiden and attacks the hero. Of course, you need to defeat her.

Having done this, you must go to the unfortunate Graham and tell him all the latest events. It should also be emphasized that he can remove the curse if he proves that his love has not yet died out. Graham will definitely agree, after which you need to visit the tower. In the citadel, the ghost, seeing his former fiancé, turns into a beautiful girl. What happens next in the quest of the game "The Witcher 3: Tower of Mouse"? The passage of the action does not end there, because when the ghostly bride kisses the guy, he dies. Together they travel to eternity.

Completion of the task

If you choose the first option to complete the quest, it turns out that the hero of the game was deceived and the ghost of Anabel, who was still a pestilence maiden, broke free to bring new disasters.

How to complete the quest of The Witcher 3: Tower of Mouse? The passage of the task will be completed when the witcher returns to Keira Metz and tells the whole story. After that, the charming sorceress will persuade him to complete another small assignment, promising the hero a good reward and her favor.

Not only is it full of ordinary treasures that you can find through notes, but it is also full of ordinary, secret and secret places with very nice little things. These secret treasures are literally scattered throughout Temeria, Velen, Novigrad, the White Garden and other areas. Unlike ordinary treasures, you cannot find secret treasures using a mark on the map and they are stored in very secluded places, which are both difficult to pass and hard to reach.

Secret Treasures of the White Garden

Nilfgaardian post

You can find this secret treasure in the Nilfgaardian garrison. Right at the entrance, near the gate, there is a staircase. Climb up the stairs and turn towards the destroyed bridge that is on the water. You can get there if you run up and jump over. On this piece of the bridge there will be a chest that is full of various "nice" things.


There is another secret treasure that you can find right there - in the garrison. As soon as you enter the garrison, then pay attention to the gate, which will be locked. The gate is located on the opposite side. You will need to climb to the top to the dilapidated window. Climb over this hole (it's also a window) and go forward a little, where you meet a new obstacle, which you can remove with the help of the Aard sign. Next, jump over the ledge and find yourself near a corpse with prey, and right there you can still find the key with which you can unlock the gate below (which was previously locked).


river



In the river, which is located on the territory of the White Garden, there are three secret treasures. Let's start with the secret treasure, which is located under the wooden bridge in the southern part of the map. Here you can find the first chest not marked on the map.

You can find the second secret treasure by sailing from the wooden bridge to the southeastern part of the river. In this place, in the very middle of the river, another secret treasure will be located.


Well, the last secret treasure in the river is located near the previous place, only closer to the shore. If you sail along the eastern side, then there will be a rock in the east, it is precisely near this place that you will look for the treasure.


Bridge


When you get to the pointer that is marked on the map, you will see a locked gate in front of you. To get to the other side and open them, you can cross the stream that flows along the mountain range nearby. In addition to going around it, you can open the gate, you can also take all the good that will be here.

And yet, if you are going to follow where the stream flows, then find yourself below the bridge, in a small gorge, where by the way you will find many more useful items that are undoubtedly worthy of your curious character.

Velen's Secret Treasures

abandoned houses



As soon as you find this abandoned and no-man's house, destroy the doors with the Aard sign, and then proceed to inspect the premises. In one of the rooms you can find the basement, opening which you will find steps leading down, where there will be chests, among which there will be more books.

Also, if you are still in this abandoned house, then in the western part of this village you can find another abandoned house, which you can also open with the help of the Aard sign. In general, after carefully examining this barn, you will find two more chests.



Velen


There is a lot of good stuff in the baron's castle, and the best thing is the chests, which were quite well hidden. On the left side of the quartermaster there will be a ladder leading up. Climb to the top of this ladder and move to the platform, which is located even higher. It is in this place that useful things are located, in addition, on the other side of the roof you can also find a couple of useful things.



Now go to the main courtyard, where you go to the left side to the nearby stairs, which lead in turn to the ruined tower. You can climb the broken ladders and at the top you will find a couple of useful bags. But if you go down, then among the grass you can find more useful items.


You can find another "good" already near the local stables not far from the destroyed tower. In general, once near the stables, go up the stairs and go to the attic, where you will stumble upon a chest.


Secret Treasures of Novigrad

Secret Treasures of Skellige Island

Dear readers! Stay tuned!


The peasants from Velen asked the sorceress Keira Metz to remove the curse from the island of Kolomnitsa and the tower that was located on it. Six months before the events described, the ruler Vserad hid from the Nilfgaardians on the island. When the whole region was suffering from hunger, Vserad bathed in luxury and did not pay the slightest attention to the suffering of his subjects. The gods sent him a worthy punishment: Vserad, along with his entire yard, was eaten by mice. In the same place, his court sorcerer Alexander perished.

Since then, ghosts have settled on the island, and the fishermen were afraid to go to the lake, which even more oppressed the already unenviable economy of the surrounding villages. Herapt set to work, succumbing to Keira's charms and counting on a good pay. The sorceress handed the witcher a magical lamp for communicating with the spirits, and our hero went to Kolomnitsa in order to remove the curse that weighed on the island.

This quest is a continuation of Keira Metz's Invitation

We look at the indicated place on the map, and go to the island. You can use Keira's boat, or you can swim.

On the island, a huge number of drowners, ghouls and other lovers of corpses will be waiting for us. Oil against corpse eaters will be very handy. We clean the island and go into the tower. It's hard not to find it there.

In the tower, we immediately turn on the witcher's flair, and, if you want, a magic lamp. But according to the instructions, we will need it only on the top floor.

Along the way, we learn that the peasants came here not just for food, but to kill and rape.

However, it is still better to light the magic lamp (first press Tab and select it, then press C), since for each found conversation of ghosts they will give 50 experience:

We reach the penultimate floor. The passage to the last, to the laboratory, is closed. To open it you need to activate 2 levers on the wall.

After they are activated a passage will open in the wall to the last floor, we rise.

Intermediate reward: 100 experience

If you have not yet lit the magic lamp now you definitely need to do it. With the help of a lamp, we see the spirit of a woman, she did not disappear like the others, but remained in the tower. From the conversation, we learn what a terrible death overtook her the scientist gave her a drink that paralyzed her body, everyone thought that she was dead and left her, and then rats, hundreds of rats, came and ate her alive. She did not leave, like other ghosts, but remained "attached" to this place. Actually, because of her, this place is cursed.

In the same place, in the laboratory, you can find two diaries of a scientist who worked here:

Sorcerer Alexander's Diary, Part 1

New experimental results should still be considered unreliable. And the trouble is not in the methods, but in the wrong and vile material with which I am forced to work. Despite all his assurances, Vserad could not provide me with any healthy individuals for experiments. Most of the test subjects are hungry and intimidated, and they brought them to me straight from the dungeon. I spend a lot of time washing them and getting rid of lice before even sending them to the lab. Sterility first.

As Marty Sodergen has shown in her obscure work, a patient's attitude can have a profound effect on the course of the battle with illness. Unfortunately, the volunteers who are provided to me do not show not only enthusiasm, but even the slightest understanding of how worthy research they had a chance to participate in. moreover, they all seem to believe that my research is only part of their punishment. I am a poor speaker, but still I tried several times to convince them that they are doing their bit in the fight against one of the greatest scourges that torment humanity. I had the clear conviction that they did not understand much of what I was saying, although perhaps the numbness was simply a manifestation of an early stage of the disease.

Of course, it is impossible to achieve success without significant sacrifices. Most of them will have to lay down their empty lives on the altar of science. But I'm ready to go for it.

Diary of Sorcerer Alexander, Part 2

Never liked rats. And the point, rather, is not in the obscenity of their tails, but in their lively, restless mind. They always seem to listen if someone is sure they are talking to themselves. And worse, they seem to understand. A few days ago I caught myself talking to a certain rat, a particularly large black male with an ear torn off. At first I was afraid that my behavior was the first sign of illness, but this, of course, was impossible, since I strengthened the immune system with powerful spells. I later concluded that it was a completely natural reflex, one that even the most learned of us finds difficult to dismiss. We all love to be listened to.

I put the black rat in a separate cage. Tai, he will be able, on the one hand, to continue to take part in the tests, on the other hand, “will keep me company” and will observe. I noticed how intently he looked at the cells with infected rats, especially those in the last stage of the disease. Very interesting.

I couldn't have dreamed of a better company. Vserad avoids the lab and told his daughter to stay away from me. At first I thought that he was afraid of scandal and obscene rumors such a fear would be very ridiculous, however, he explained that Anabelle had always been distinguished by a delicate mental constitution and the observation of the disease would have upset her extremely.

The peasants involved in the research stopped talking to me. I do not know what they are trying to prove with such a demonstration, and in any case the interlocutors of them were dubious. In addition, She remains, but I try in every possible way to limit my contacts with her.

My black rat died today I found him curled up in a cage. One would assume that he was accidentally infected, but at the autopsy, I did not find any traces of the disease. In addition, he received excellent standards. Strange. From a medical point of view, his death is inexplicable, which, I must admit, makes me extremely nervous as a scientist. However, as already mentioned, I do not like rats.

Returning to the dialogue with the ghost: I immediately began to ask how to help her, and the task did not end in the most successful way. If you want a happy ending select "I don't believe you" in the dialogue.

The ghost says that she can forgive this place and calm down if her lover who left her proves that he still loves her bury her remains.

We take her bones and go to her ex.

As it turns out, the former not only did not forget her, but still has not recovered from the loss. Her portrait with fresh flowers on the table shows that he cherishes her very, very much.

Intermediate reward: 300 experience.

We ask him to bury her remains and leave. But as soon as you step outside the threshold, a scream is heard. We return back to the house, and we see the dead Graham, and the ghost disappearing nearby.

As it turns out, Anabelle was not just a ghost, but a pestilence maiden who is now free.

We return to Keira Metz and say that the problem with the tower is "resolved". She will ask us for a new service, we agree and a new task begins: Friendly service.

Important: This task can be completed in another way: in the dialogue with him, select the option “I don’t believe you”, the ghost rushes at us, we win and go to the fisherman. We say that he can remove the curse, but only if he still loves her he agrees. We return to the tower, he kisses her and dies. The ghost becomes a beautiful girl, says that we are finally together and calms down.

Looking around, Geralt found out that the key to lifting the curse gravitating over the island is Annabelle, the lord's daughter, who died along with everyone else. Her restless soul wandered around the island and could not leave this vale of tears because of her love for the fisherman Graham. The Witcher decided to break the curse by taking Anabelle's remains from the island, which almost led to disaster. It turned out that Vserad's daughter was not just an unfortunate victim, but a terrible pestilence maiden. Her ghost deceived Geralt, and when he took the remains from the island, the plague maiden broke free and went into the world in order to sow disease and death.

If you have any comments or additions to the task write in the comments.

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Velen Map

Nilfgaardian liaison (level 5)
The Witcher 3: Wild Hunt. Walkthrough


hanging tree

We come to a tree hung with corpses. From here you need to go further west. Packs of wolves and dogs run in the fields nearby.


Tavern "At the Crossroads"

We enter the village indicated in the quest, visit the tavern-tavern. The local bandits want to start a fight, but we can avoid another bloodshed.

1. We impose ourselves on a fight.

2. We say that the witcher is in front of them, and the bandits will not dare to attack.

3. We offer you a drink.

We learn from the innkeeper that our contact Gendrik lives in a neighboring village, we go there.


Veresovka village

The village is empty and lifeless, and it feels cold all around. In the center we help the surviving peasant to fight off the wolves. We learn from him that the Wild Hunt attacked the village.

We go to the house of Gendrik. We examine the corpse, in his shoes we find a hidden key. In the right room under the carpet we find the hatch to the cellar, open it with the key.

Below in the doorway we examine the candlestick, pull it, a secret is revealed in the wall. We find a ledger, and it contains hidden entries about recent events around. We learn about the local witch and the bloody baron.

Additional quests. West
The Witcher 3. Wild Hunt. Walkthrough

Add. task: Funeral pyres (level 3)

At the western exit from the village of Yavronik we meet the magician of the Eternal Flame, he suggests that we burn three piles of bodies so that diseases do not spread.

The heaps are nearby, guarded by groups of ghouls. After killing the monsters, we burn heaps with a spell. In the farthest heap we find a surviving person, he says that he hired a magician, and he decided not to pay him off and tried to kill him. We're back for the reward. We can tell the monk about his crime, and then two options will appear.

1. We take a bribe of 60 crowns.

2. We refuse and fight with the priest. We take 200 crowns.


Add. task: Wild heart (level 7)

In the village of Yavronik, there is a task on the notice board. Hunter Nellen is looking for his missing wife Hannah. We interrogate three witnesses in the village, we learn from the children that the wife went into the forest with another woman.

We go to inspect the designated place in the forest. We kill a pack of wolves. We meet the sister of the missing wife. She asks to end the search.

1. End the search.

2. We continue to look for Hannah.

In the western part, under a tree, we find traces of blood; a torn wolf lies near a neighboring tree. We see how huge footprints go to a tree with a stone. To the right of this place we find a piece of wool, by its smell we go to the lair of the beast.

We find a hunting lodge, inside there is a note, we read it. We go out and inspect the house around, on one side under the building there is a pit leading to a cave.

Boss: Werewolf

Volkolak quickly regenerates health after regular hits. To defeat him, we often use the fire sign of Igni, he will not allow the enemy to recover. It is better not to apply more than four hits in one combo, the boss will counterattack. The best option is to push the enemy against the wall so that he has nowhere to run away, but at the same time continue to dodge left and right from him.

The wife's sister appears. Here everything turns out: Volkolak is the hunter Nellen. He killed his wife himself in the form of a werewolf, when her sister specially brought her into the forest to take her place. Nellen decides to kill her sister.

1. "I won't let you kill anyone." After this phrase, we fight with the werewolf again.

2. "She deserved it." The werewolf kills the girl, and then asks to kill him, without even resisting.

We pick up the key from the dead werewolf, enter the hunter's house, open the locked chest, read the note.


Add. assignment: Lynching (level 7)

(The quest will not be available if we start the task of Keira Metz "A Friendly Favor", you need to complete it before that).

At the western intersection of the Hanged Man's Alley, we see that a crowd of peasants is preparing to weigh a Nilfgaardian. You need to help immediately, or the quest will fail.

1. We can intervene. You have to fight the crowd. The rescued will tell that he deserted for the sake of his family.

2. If we do not help, the person will be hanged. We can examine the body, read his letter to his wife.


There is a hidden treasure on the island to the left of the bridge. We examine the body, we find the key. We're following blood trails. To the right of the pile of bodies under the wooden platform we find a hidden chest.


From the tavern "At the crossroads" we go along the island to the north-west. In the mountains we see how a flock of nackers attacked the troll. We kill the nakers, the troll speaks to us, and as a reward he gives the head of an elf.


Add. task: Fake papers

In the northern part of the region, there is a military outpost in front of a large bridge. A peasant standing nearby offers to buy a document from him to travel through the outpost. After asking him, we can apply a couple more options.

1. Buy a document for 100 gold.

2. Agree (need 1st level of Deception).

3. Help, protect his brother-in-law. (You need to complete the task "Cemetery Hyenas". After completing this task, we will receive a discount from the peasant).

According to the purchased paper, they will let us through the bridge. So we will complete another quest - "There is no passage."

(The task is not necessary to complete, after completing several story quests we will receive a real document for travel for free).


Add. task: Cemetery hyenas (level 9)

To the north of the Gallows Tree, there are marauders on the former battlefield, asking to be protected from attacking ghouls while they dig.

We stand near the people, the ghouls themselves will run out of the forest. If one of the people is attacked, we immediately help. We get 50 experience, 30 crowns.


Work Order: Forest Monster (Tier 6)

In the northern part of the area in front of the bridge, we look at the notice board, we get an order. We talk with the guard in front of the bridge. We go to inspect the place where the cart disappeared. In the footsteps we find an elf archer. We decide what to do with it:

1. "I need to talk to your commander." The elf agrees, but asks to temporarily disarm.

2. "Stop killing people." After that, we fight with the elf, and then we find the main camp of the elves-bandits. We fight with a group of elves. We pick up a squirrel tail and a unique sword from the main girl.

3. "I'm just walking." The elves will attack, we fight.


Choosing the first option, we find the camp of the elves. We learn that they, as partisans, attack the carts of the Nilfgaardians. We decide:

1. "Do what you want." We peacefully leave the camp, as a reward we receive several items from the elves.

2. "You are ordinary bandits." The battle begins, and we will have to fight without weapons. After winning the camp, we find the Rubedo recipe and other items.


After leaving the camp of the elves, we return to the customer. If the elves survived, we decide what to report to the commander:

1. “There is no monster in the forest. There are Skol-taels. (We do not get gold, only a pass through the bridge and 25 experience).

2. “No. I didn't find it." We won't get anything.

And if the elves were killed, we get 30 coins and a pass through the bridge.


Additional task. Vronitsa fortress
Passage of the game Witcher 3

Fists of Fury: Velen

You need to defeat three of Velen's best fighters: Yonash, Blacksmith, Fish Eater.

In all hand-to-hand fights, you can easily win with one simple trick: constantly make strong blows (hold shift, press LMB), enemies can block one such blow, but they take damage from every second blow. The main thing is to successfully deliver the first strong blow, then the enemy will not be able to interrupt the combo of strong blows.

The fish-eater asks to succumb to him, we can fulfill the request by losing the first battle. And in the second battle we honestly defeat him.

After defeating three fighters, we can fight Velen's champion - Sergeant. With him, the fight goes exactly the same.


Gwent: Velenic Players

In Velen, Gwent is played by all merchants and blacksmiths.

1. You can also play with the Bloody Baron himself, but this will only be available when we complete most of the tasks for him. Having defeated the baron, we get his unique, but not heroic card - "Sigismund Dijkstra", strength 4, spy. (If we did not have time to defeat the baron, and he had already left the fortress, we can find his map and information in the private room on the table under the large picture).

We also learn about other strong gwent players in Velen:

2. Boat master in the village of Rudniki (south of the castle). Card - Summer from Gulet, nilfgaard, hero, strength 10.

3. Soothsayer in the village of Benkovoe (in the east). Card - Witch Spinner, monster, strength 6, double.

4. Having defeated the other players, we learn about the latter. Boy Ugly from Undergrowth. Card - Vernon Rocher, hero, strength 10. Card 2 - the leader of the monsters Lord Tyr na Leah (deal 2 cards, get 1 of your choice).


Horse Racing: Vronitsy

The races take place to the west of the castle. You can choose one of three people with whom to compete. If we try to cut the route in the race, we will not receive a reward. To win, gallop (press shift twice, hold down the button). But the horse’s endurance is not enough for the entire track, so at the beginning we overtake the opponent, ride ahead, in narrow places (on bridges, in settlements) we release acceleration so that the horse rests, but we block the whole road so that the opponent does not pass us.

When we defeat all three opponents, the task will be completed.


At the crossroads in front of the baron's fortress we meet Ranvid from the Small Log. He pretends to be a knight from books, and wants to fight us for the sake of the lady. We defeat him, but leave him alive.

1. We warn you that next time we will kill.

2. Just let go.

(In the future, he will get in our way a few more times, but this will not be a quest).


Add. task: Armor master (level 24)

We communicate with a local blacksmith, ask him to create a light and durable armor for us. We learn that this requires special equipment that blacksmiths on the Skeplig Islands have.

(The task is postponed until the moment when we get to the islands according to the plot).

On Sellig we go to the western island of Undvik. Through the cave we climb to the central rock. We leave to the destroyed house. We look at the road pillar - the transition point, we enter the cave to the right of the pillar. Inside we kill the rock troll, we take First-class blacksmith tools from the chest.

We return to Velen. We give away the tools, we can ask for a discount for this. It turns out that the real master blacksmith is a girl, not a dwarf. The girl asks to find monster acid for hardening. To do this, you need to complete "Order: Griffin in the hills."

We return to the blacksmith. We participate in the verification of Nilfgaardian armor. After that, we meditate for a while, waiting for our special armor to be made.


Work Order: Screamer

We talk with the customer, we can raise the price of the order to 270 kroons. Behind the house we find the boy Shimko, who saw how the monster killed his father. We can use the Aksy sign to get a bonus.

We go to the place of death of the peasant. We examine the corpse of the dog, the traces of the monster, and then the blood stains left. We go along the river bank to the north, we find the entrance to a large cave.

Inside the cave, the wounded monster hid in a nest under the ceiling, we throw any bomb there (in the inventory we move the standard bomb to the character’s bomb cell, in the game we open the weapon menu, select the placed bomb in the lower cells, throw it with the middle mouse button). (If the bombs run out, we meditate, and their supply will be restored). The monster will fly out of the cave.

Boss: Screamer

Outside, we shoot down the monster with a shot from a crossbow, on the ground we beat him with a sword. The monster acts in the same way as the griffin, but much faster. Attacking him from behind will not work, so we inflict a couple of blows from the front, and then dodge and attack again.

We return to the customer, decide what to do:

1. We take money. 235 experience, 270 crowns.

2. We leave money for the upbringing of Shimko. 235 experience.


Order: Griffin in the hills (level 24)

The order appears only after completing part of the "Master Armorer" quest. On the road we find bloody footprints, the found trail breaks off at the hill, next to it lies a feather. The griffin's nest is at the top of the hill. We fight with the archgryphon, we take away its acid glands.


Order: Lost Brother (Lv. 33)

In the tavern "At the Crossroads" we speak with the peasant Bruno at the far table. His brother is missing, he asks to find him. You can bargain on the price of the order (up to 300 coins).

(According to the task, you need to fight monsters of level 35, so we leave this task for later, when we gain the appropriate level).

On the north coast we find the entrance to the cave, and next to it is a torn man. In the cave itself we find several more bodies. From above we can find a surviving girl, we open the main doors, and she runs out of the lair of monsters.

In the cave we examine the laid eggs, burn them with the Igni sign. At the bottom of the cave, footprints lead us to an underground lake. We dive, following the footprints at the bottom we swim to the right place. We fight with a large head-eye, using a shield and running out of the poisonous zone in time.

After the victory, the customer refuses to pay the reward, since his brother was dead anyway. We can apply a magic sign or convince him by selecting the first line of text.


Bloody Baron (lvl 6)
Passage of the game The Witcher 3. Wild Hunt


We arrive at the Vronitsa fortress. Once inside the settlement, we read the tasks on the bulletin board.

We go to a meeting with the Baron, introduce ourselves to the guards at the gate.

1. If we behaved peacefully "At the crossroads", then the guards will easily let us through.

2. If in the tavern "At the Crossroads" we got into a fight and killed the baron's people, then they won't let us through. In this case, we examine the village in front of the fortress, we communicate with the local old man, for a few coins he will tell you about a secret passage outside the city. We go to the designated point, dive under the water, through the underwater cave we make our way to the fortress.

We communicate with the bloody baron, he confirms to us that he saw Ciri, and tells in detail about how she got to him.

History of Ciri. Wolf King (Lv. 5)

We play for Cirilla, lost in the forest. We kill a pack of wolves, we remove the little girl from the tree.

The girl Gretka gradually leads us out of the forest. Along the way we meet and kill a few more packs of wolves. We examine the body in the wagon, we understand what kind of monster lives here. Ciri doesn't have any magic signs or a silver sword, so she needs to brew a potion to defeat the monster. We collect the remains of wolves, white and blue flowers. In the alchemy window, we prepare the desired potion.

Boss: Wolf King

In the cave we meet with the wolf king who attacked another person. We use the potion in battle. Ciri uses movement magic instead of the usual dodge, and she is good at dodging attacks. We inflict a couple of blows to the enemy, then move, attack again and hit.

The rescued peasant took Ciri and the girl to his baron.

Family matters (level 6)

The baron's story is over. All this is interesting, but does not help in any way in the search. And for more useful information, where is Ciri now, the baron wants a favor. He lost his wife and daughter, he instructs us to find them.

We examine the rooms of the wife and daughter. We use our intuition, in the left room we find fresh flowers, a broken candlestick, traces of a picture on the wall on the right. We remove the picture from the closet in front, we see a hole in the closet. Inside the cabinet we find a fragment of a candlestick. On the table with a candlestick we examine the stains from the wine. By the wine smell we go down the stairs, on the intermediate platform under the floorboard we find the amulet.

We examine the right room, we find the doll behind the bed, the key, the herbs are in the chest, there is a trail of smell from them. By smell we go down, open the door on the way with the key, we find notes.

We speak with the baron. We find out from whom the wife could get the amulet, we get the address of the local fortuneteller.


We get out of the fortress, we jump to the fortune teller's hut in the forest. Other visitors are already standing in front of the house, they want to punish the healer for the wrong recipe.

1. We help people by saying the right prescription for treatment, they will leave.

2. We offer money, but they will not help in this situation.

3. (Skill Deception 2 is needed) use the Aksy sign for suggestion.

We communicate with the soothsayer. He proposes to perform a ritual to find the missing, but for this he needs a goat that has run away into the forest.

To help the princess (level 5)

To search for the goat Princess, the fortuneteller gave us a bell. We select it in the weapon menu (“Tab” key), apply it (press the “middle mouse button”). The goat responds to the sound of the bell, activate the flair, and go to where the sounds are heard. The goat can also be found by footprints on the ground, but they are very confusing.

Having found a goat, we kill wolves. We constantly use the bell so that the goat follows us. On the way back, the goat will come to the bear's lair, you will have to fight him. The bear only strikes with its left paw, it is easy to dodge from it, but if it hits, it will stun us for a few seconds. In battle, we use the sign of protection and the sign of fire.

The fortune-teller performs a ritual and talks about the unborn child of the baron, who died in a miscarriage. The unborn turn into Igosha, we read about this creature in the bestiary.

Family matters (continued)

We return to the fortress, we see the fire inside.

1. We can help the person left in the burning house (but this must be done before the battle, without approaching the baron). We climb the stairs, break the barrels with the sword, jump down, open the doors on the way, take the person out.

2. If we refuse, we immediately take on the baron.

We enter into a fistfight with a drunken baron who set a fire. We inflict several blows, wait for the baron's blow, block it in time.


Igosh

After the victory, we listen to the real story of what happened. The baron often beat his wife, from which she ran away with her daughter. The miscarriage of an unborn child also occurred through his fault. You need to get rid of the igosha in order to remove the curse from the family.

We decide how to get rid of the needle. Before the task, we meditate to restore all the oils, apply anti-ghost oil on the sword, take more food with us to restore health. (It is better to level up to level 7 or higher before the task, otherwise it will be very difficult). Having gathered, at night we go to dig out a dead fetus in a house on the outskirts:


1. "Attack the monster." Igosha will turn into a full-sized monster, in addition, he will be protected by ghosts. In battle, we use the potion "thunder" and "swallow". When the Igosha puts forward spikes on his back, we will receive damage for hitting him. To remove the spikes, use the sign of deception. We can ignore ghosts.

Having defeated Igosha, we take his blood, we go to the hut to the fortuneteller. Together with the fortuneteller we go to a ritual place in the forest. We light three torches with the "igni" sign. During the ritual, we need to re-ignite the torches if they go out, and fight off the constantly appearing ghosts. (During the ritual we hear another prediction about the White Cold). After completing the ritual, the fortune-teller will tell you that the wife and daughter of the baron should be sought from the fisherman Wojciech. We take the fortune teller back to the hut, we go to the marked fisherman's hut.


2. "Turn Igosha into Chur." The Baron takes the child in his arms and carries him to the threshold of his house. Ghosts will attack three times on the way, we fight them off, after each victory we immediately apply the Aksy sign to Igosha so that he calms down. (If we do not have time in time, then everything will go according to the first option - we will have to fight him). The baron buries the child under the threshold of the house.

We meditate for any amount of time, after which the spirit of the chura will come out of the grave of the child. We ask him to take him to his relatives, and we follow him. The spirit leads to a peasant house. Here we examine the courtyard on the left, we find hoof marks, a bracelet, clothes. Here the fugitives changed their clothes.

Spirit leads on. Right on the road we find a gnawed horse. We fight off the wolves, examine the horse. The fugitives were attacked by a monster, but they themselves survived. We continue to search. In the end, the chur leads us to a house where there are people.


(In both ways, we eventually find the fisherman Wojciech).

The fisherman tells how he brought out the baron's wife and daughter. The wife has fallen into the clutches of the monster, and the daughter is safe in Oxenfurt.

We return to the baron, share information, listen to the second part of the story about Ciri.

History of Ciri. horse racing

After the hunt, we communicate with the hunters. We decide what to tell them. The answers will not affect anything, they will only slightly change the dialogues.

We participate in horse racing, competing with the baron. To overtake the baron, gallop (press shift twice, hold down the button). But the horse’s endurance is not enough for the entire track, so at the beginning we overtake the opponent, ride ahead, in narrow places (on bridges, in settlements) we release acceleration so that the horse rests, but we block the whole road so that the opponent does not pass us.

Immediately after the victory, the basilisk will attack, and the story ends.

Family Affairs (Tamara)

The Baron gives us a letter allowing us to cross the Pontar River, now we can freely pass to Novigrad (a large city in the north) and Oxenfurt (a city on the eastern island in the river).

We go to Oksenfurt, in the northern quarter we find Tamara's house. We give the girl a doll from the baron. If we do not force her to return to her father, then she will willingly tell about her future plans. Tamara joined the Order of the Eternal Flame, she wants to return to Velen along with other sorceress hunters, and save her mother from captivity.

We return to the baron, we talk about the fate of his daughter.

Witch Hunt (Lv. 5)
The Witcher 3. Wild Hunt. Walkthrough


We go to the village of Podlesie. Here you can overhear the conversation of the girls about the local witch. We are looking for the husband of one of the girls, he will tell you where the witch's house is.

We go to the northeast of the village, we approach the marked house. We see how the witch helps the locals and leaves. We go into the house after her, but she is no longer inside. (We can collect all the things in the house with impunity). We examine everything around, we find a pentagram on the floor, and to the right of it on a shelf lies a skull. We touch the skull, open the portal.

Through the portal we get into the cave, at the top we find the witch in the pool. We get to know her, this is the sorceress Keira Metz, adviser to King Foltest. The witch does not know anything about Ciri herself, but she met her ally, an elf sorcerer. Together we go in search of an elf.

To the touch (level 5)

(Before the task, you need to stock up on food and repair armor, the path will be long). We enter the cave, inside from afar we see the ghosts of the Wild Hunt, they also went on the trail of the elf. We teleport after the enemies, but something goes wrong, the portal takes us to the wrong place.

We swim through the flooded tunnel, again we find ourselves in the center of the cave, but in the lower part. We fight off ghosts. You need to use the fire spell more often to explode the poisonous gas in front of you. We go around all the ways around, some walls break here, and there are chests behind them. In the center we examine a large statue, you can pick up a sword from it.

We find Keira, she was attacked by rats. You need to blow up two nests nearby so that the rats do not appear anymore. We use the fire sign on the nests, and if it doesn’t work out, we throw bombs inside (their supply is restored every time we meditate).



We find a message from the elf, he speaks in riddles. (If we activate the symbol of the dog, we will be hit by a magical explosion. If we activate the symbol of the octopus, we will be attacked by double ghosts that completely copy our abilities and appearance). We are looking for a seagull symbol on the walls, it is in the western part.

We listen to the second message. There is no suitable symbol on the floor, so we jump to the center into the water. We swim through the tunnel, at the top we activate the symbol of the horse.

Boss: Golem

The elf left guard creatures, we are fighting with one of them. From the monster's ramming attacks, you need to dodge, with them he can take away more than half a life. We can use the power strike sign. The golem is very slow, we can easily go to him from the rear, blows from behind do a little more damage.

Further we see frozen creatures, all of them were eliminated by the Wild Hunt. In the large hall we meet the dark knights themselves. They freeze the entire hall and leave. We escape from the frost under the magic dome of the sorceress, we do not go far from her. While Keira will dispel the enemy spell, we protect her from the dogs of the Wild Hunt. Having completed the task, the girl falls exhausted.

1. Just don't faint.

2. If you can't walk... (+1 to attitude).

In any case, Keira will still go with us. In the distance we see a warrior of the Wild Hunt, he alone was left to detain us. Before meeting with him, we break the wall on the right, behind it there is a hidden room with chests. Before the fight, we meditate to restore potions.



Boss: Nitral

The girl also participates in the battle. You need to stand up so that the girl is on one side of the boss, and we are on the other. When Keira hits the enemy with a stream of stones, he will turn around, at this moment we hit him in the back to deal maximum damage. So we repeat many times.

Having lost a lot of health, the dark knight will hide under the protective field and call the dogs. At this moment, it makes no sense to break through the field, we kill the dogs. The boss will fully recover, we start to beat him again. Then the boss will also be restored again, and only on the third time will he be defeated.


We pass into the elf's shelter and look at his last message. We ask Keira about local witches. We examine the evidence around. With the help of the magic stone "Eye of Nehalena" we remove the wall-illusion.

Additional tasks. Keira Metz
The Witcher 3. Secrets, tips, quests

Add. task: Magic lamp

Keira wants to return his lamp, given to the elf. Let's help her with this. You need to open the side door. There are four statues near the door, you can light a fire in front of them, but only in the right combination. After each of our mistakes, an enemy ghost will appear.

The correct combination is: right, left, extreme right, extreme left.

Behind the opened door we find useful things, and Kaira takes her lamp-crystal. Nearby you can find a Place of Power and earn +1 ability.

We go to the surface. Kaira invites you to visit her later.

1. I will definitely look (+1 to the attitude).

2. I will try.


Add. task: Invitation from Keira Metz

We come to Keira, she asks for help to complete the task:


Add. task: Mouse tower

It is necessary to remove the curse from the tower on the southern island. We get to the island by boat. On the island itself there are flocks of ghouls, we fight them off, we enter the building.

Inside, we activate the magical lamp of Keira (open the circular menu for selecting signs, select the lamp in the lower right corner). In the green light from the lamp, we can see and hear local ghosts. We gradually climb the floors of the tower up, look at the spirits in places with green sparks, search the chests.

We get to the bedroom floor. Here we see scratches on the floor, near the bed we press the lever on the wall, this will open the secret door further up.

On the upper floors of the tower, you need to find two parts of the diary of the sorcerer Alexander, who studied mass diseases. In the laboratory of the sorcerer we find the spirit of the girl Anabel, she is the source of the curse. The cause of her death was a loved one. We choose how to help the girl.


1. "Good." (Take the bones to Anabelle). We leave for the village on the other side, we find the right fisherman named Graham. Leaving the fisherman alone with the bones, we will hear a scream. We return to the house, we see that the spirit of the girl killed the guy and turned into a pestilence maiden. But at the same time, the spirit of the girl was freed from being tied to a specific place, and the curse was lifted from the tower.


2. "I don't believe you." (We do not believe the words of Anabel). We fight with a ghost, in battle we use a magic trap. Destroying the girl's spirit by force will not work. We go to the village, we call the girl's beloved boyfriend with us to the tower. Graham kisses the ghost, the curse is lifted, but the fisherman himself dies.


We return to Keira. She asks us to help again (task "Friendly service"). Leaving Keira's house, we meet a fortune teller, he asks for help to conduct a ritual on the island where we were (the "Uncle" task).


Add. task: Friendly service

Keira asks to find a wagon with goods that were supposed to be delivered. In the marked place we examine the traces of the wheels, they turn to the side. Behind the hill in the ravine we find a crashed wagon, we collect all the goods. We follow the bloody tracks, kill the monster, find the dead merchant, read his note.

We return to Keira. From the goods she brought, she prepares a romantic dinner.



Romantic evening with Keira

We agree to spend the evening with Keira:

1. "Why not."

2. "No way." (quest will fail).


We ride horses made from white mice. We get to the clearing with a table. We find out what Keira is up to. Let's talk about the task:

1. "I didn't destroy the lab."

2. "What do you care about this?"

3. "I thought we were going to make love."


Recent questions:

1. "I don't have to be asked twice." (spend the night with Keira).

2. "I'm not in the mood."

3. "Sorry. There is someone else." (+ to relations with Yennefer).


Add. assignment: For the benefit of science

We wake up in the morning, we find that Keira went to the tower on the island. We follow her. Keira took the sorcerer's papers on mass epidemics.

To persuade Keira, choose one of the answers:

1) "Why do you need these papers?" - "Radovid is not interested in drugs" - "Thousands will die because of you" - "Go to Kaer Morhen".

2) "Why do you need these papers?" - "Radovid does not forget anything" - "This is suicide" - "Go to Kaer Morhen".

3) "You took advantage of me" - "Jokes aside. What are you up to?" - "Radovid is not interested in drugs" - "Thousands will die because of you" - "Go to Kaer Morhen".

4) "You took advantage of me" - "Jokes aside. What are you up to?" - "Radovid does not forget anything" - "This is suicide" - "Go to Kaer Morhen".

All other options lead to conflict.


As a result, our actions will lead to one of three options:

1. We decide to interfere with Keira's plans. We enter into battle with her, and kill.

2. Let's release Keira. (A little later we will see that Keira has entered Novigrad, but there she will be killed and the corpse will be put on public display. We will learn about this in the story quest “Last Preparations”. In the quest “Escape of the Century”, Triss will ask us to take care of Keira's body).

3. We persuade Keira to take refuge in the fortress of Kaer Morhen. (The best option. Keira will help us in the battle with the Wild Hunt. And then she will leave with the witcher Lambert).


Additional tasks. Southern District
The Witcher 3 website

Add. task: The fall of the Reardon house (level 6)

In the village of Zalipye we speak with a woman at the crossroads. She asks to clear her mansion from monsters, the reward will be there, we take the key to the box.

We enter the abandoned settlement of Reardon. We move carefully, turn on our instincts, and examine everything, there are a lot of traps around.

In the western house we find the key. In the southern house in its eastern part we find an inscription on the wall, and to the left of it there is a cache in the plinth. We take out the box, open it with the key, take the reward.

In the southern house in the western part we enter the stable, find a ladder, put it in order to climb to the second floor. At the top we find an old friend Leto from Guletto. There is a bounty on his head, and he decided to hide in this place, there are no other monsters here. At the same moment, mercenaries attack the settlement, we get another task "Ghosts of the Past".


Add. task: Ghosts of the past (level 6)

(The task appears only if we did not kill Leto in The Witcher 2).

In the Reardon mansion, we decide whether or not to help our familiar witcher summer from Gulleto:

1. Help.

2. It's none of my business. (Completion of the task).

We enter the battle with the mercenaries. After the victory, together with Leto, we jump to the person who gave away his location. Nothing here depends on our answers.


We come to a detachment of mercenaries who are hunting for Summer. A friend asks not to interfere in what is happening. We see how Leto speaks impudently with the mercenaries, and they shoot at him from a crossbow. Our actions:

1. "You're finished." We enter the battle with the mercenaries. After the victory, it turns out that the crossbowman was bribed, so Leto only wanted to fake his death so that they would no longer look for him. But we thwarted this plan, leaving no witnesses. Summer has come to life, we invite a friend to take refuge in the fortress of Kaer Morhen.

2. "I don't want trouble." The hunters will want to cut off Leto's head as proof. After that, another choice will appear:

1. "I changed my mind. You're all going to die." We fight enemies.

2. "His medallion is enough for you" (Best option). We negotiate with the mercenaries. We convince the enemies to give us Leto's body for burial, and we give them his medallion as proof of death for the customer. Leto, having come to his senses, will be pleased that the plan for staging death has worked. In this case, we also send it to Kaer Morhen.


Add. task: Uncles (level 7)

After completing the task "Mouse Tower", we meet the fortuneteller. He is going to perform a ritual on the island, he needs protection from possible ghosts. On the island in the stone circle we meditate until midnight. We protect people first from utopians, then from the Inquisition, and from ghosts.

After the ritual, we speak with the fortuneteller about his father. We go to the swamps, find the body of our father, burn it with the sign of Igni.

We return to the house to the fortuneteller for a reward.


Add. task: Last service (eq. 9)

On the bridge near the fortune teller's house, north of the village of Big Branches, we meet an old woman. She asks to take the wedding ring to her husband's grave. The cemetery is located in the forest to the right of the witch's house.

We take the ring, go to the village, take a reward of 30 crowns from the granddaughter.


Add. task: Lady in trouble (lvl. 10)

To the south-west of the village of Podlesye, in a ruined settlement near the water, we meet a woman, she asks to find her husband, who has gone into the forest. (If we take the task, but postpone it until later, it will fail. We must complete it immediately). We examine the ground near the woman, find traces, follow them into the forest. In the forest we find a united body and a pack of wild dogs, we fight them off. We report the find to the woman.


Add. task: Defender of the Faith (lvl. 10)

At the crossroads, we help the woman put the overturned statue in its place. We get the task to restore 2 other statues.

The location of the totems can be seen if you make this quest active. At the farthest totem we meet a group of people who overturn these statues. These are atheists who want to get rid of the monuments to the gods. Choosing what to do:

1. Do not interfere in their affairs. The task will fail.

2. We enter into hand-to-hand combat. We are rewarded with experience.


Order: Leshachikha (level 10)

In the village of Podlesye we read the bulletin board, then we speak with the headman. You can only increase the price of an order a little, it is better to take the base price of 239 coins.

In the village we speak with the witness. We examine the field, we find a piece of dress and traces. We follow the trail to the place of the murder, we find a bloody stain and a knife. Following the bloody trails, we come to the burial place, we read the left letter of the murdered girl (in the inventory, the section of quest items).

We return to the village, the headman will indicate the meeting place of the girl.

Boss: Midnighter

Before the fight, you need to prepare: buy more food, oil the sword against ghosts, maybe improve the Yrden sign. We sit down by the fire, meditate until midnight, after which a ghost will appear. We use the Yrden sign, wait for the ghost to enter the trap and become corporeal, hit with the sword. The enemy will disappear several times, disintegrate into several copies and restore health. We quickly kill all three copies so that the regeneration of the ghost stops.

We're back for the reward.


Work Order: Gravedigger's Care (Lvl 10)

Zalipie village. We can ask for 260 coins.

Let's go look at the cemetery. Many graves have claw marks, but the smell is found only on the grave to the right of the crypt.

By smell we go east, jump over the abyss on the bridge, enter a separate hut on the road. Inside, we examine the pot on the fire, and three shards in the corner. We learn that this is a monster cemetery woman Zhalnitsa.

We take the shards with us, return to the cemetery, put them in front of the central slab in the crypt. We are waiting for the arrival of the cemetery woman. In battle, we use fiery Igni.


Work Order: Mysterious Footprints (Level 20)

Zalipie village. We can ask for 270 coins.

We speak with the hunter at the extreme house. In the forest we find a dead pack of wolves. On the found huge footprints we go to the tree, on it we find the remains of wool, then we go along the found smell.

The tracks lead us to a cave on a hill. The entrance is very high, you can't climb into it. We rise to the top of the hill, through the gap we jump into the cave. Inside, we search the body of a huge demon, examine two types of traces, blood stains. We understand that there was a monster of hell.

You need to prepare the bait for the devil. We enter the alchemy menu, among the recipes we find "Bait for the devil", we create a potion. (If there are no ingredients, they can be collected right there - outside the cave). Drag the created potion to the right into the cell of used items. In the weapon selection menu, instead of the crossbow, select this potion.

We get out to the surface, spill the potion in the four marked areas, climb into the cave again and wait for the monster.

Boss: Howler

The monster is very strong and can kill us with two hits. We use the protective sign Quen. We can stun the enemy with the Aksy sign. We dodge the ram attacks of the enemy, after that we begin to beat him. If the monster hit us, and the protective spell is gone, then we immediately move away and apply Quen again. So carefully act until the very victory.

We return for a reward to the hunter.


Treasure Hunt: Flooded Chest (Tier 4)

On a small island in the central lake. On the island itself we find a body with a note. We read the letter. We dive under the water, there are a lot of chests under the brick ruins, but we need to search only the chest in the deepest place.

(Here, in an underwater chest, there is a drawing "Improved Wolf School Armor").


Treasure Hunt: Don't Play with the Gods (Lv. 15)

To the west of the large central lake we find elven ruins on the surface (nearby we left the underground ruins with Keira Metz). Before entering the ruins, we find and read the letter. At the top of the building, you need to fight the level 15 Noon ghost. After that, we can take the treasure from the chest.


Treasure Hunt: Unanswered Request (Lv. 28)

On the west coast on the southern long peninsula we examine the dead body near the fence, we find the key and the letter. We read the note, go and open the treasure chest. After that, a level 28 water woman will attack us.


Lady of the forest (level 5)
The Witcher 3. Changing the plot from the action


In the forest we find a statue of a woman with gingerbread. We go along the path, decorated with flowers and sweets, we go out to the settlement in the swamps.


orphanage

Here we ask orphans, and then with the grandmother who looks after them. One of the children tells about some Ivasik, but his grandmother locks him in the house and does not let him finish.

We need to lure the grandmother out of the house, we agree on this with the children. They offer to play hide and seek, but it's easier to treat them with sweets. (If we play hide and seek, we will need to find 4 children). We go into the house and find out from the boy the location of Ivasik.


Ivasik's Lair

We go into the forest, fight off utopians, inspect the clearing, follow the traces found. In the hole we find a mute bogeyman. We go after him, we continue to fight with drowners. Ivasik points us to the nest on the top of the cliff, we climb there along the path on the right, we deal with the harpies, we take the bottle from their nest. Ivasik has a voice, we agree with him to lead us to the witches.

We return to the shelter. Ivasik persuades the woman to introduce us to the witches. Before the picture with three girls, we begin to communicate with the spirits. They are ready to tell us everything about Ciri, but for this we first need to help one village. Let's go on a new mission.


Work Order: Bog Monster (Tier 12)

Shteigery village (north of the swamp shelter). 270 coins.

We go through the swamps, in some places there is fog, where it is impossible to breathe, you need to quickly get out of such places. We reach the top. With the help of a magic stone (we get it in the story task from Keira Metz), we find and turn off the illusion of a rock, we go inside the cave. Inside we find a couple of corpses and the monster itself.

Boss: Ignis Fatuus (Improved Nebulizer)

Be sure to dodge the first blows of the nebula when it comes out of invisibility. Such blows are almost fatal. We can use Quen for protection. Only when the fogger is clearly visible, we approach him and beat him. Then we wait for him to appear again, dodge again, and continue to beat.

We're back for the reward. The customer says that he does not have the required amount. We can demand money by force, or give a delay. Returning to the customer in a week, we get double payment.


whispering hill

Shteigery village

The headman of the village gives us the task to destroy the monster under the whispering hill.

We enter the search area, kill the werewolf. There is a Place of Power on the hill, use it, then go left, enter the cave. Inside we swim through the water, we find a strange creature in the form of a huge heart. The creature asks for help to free it. Deciding what to do:


1. I will help you. (If you help the spirit, Anna and the baron will die, but you will save the children). The spirit of the tree will tell you that in order to save him, you need to find three things. We are looking for bones: on the shore of the swamp we find a tombstone, we examine it. We are looking for feathers: we go north to the nest of harpies, we examine the nest on the edge of the cliff. We are looking for a wild horse: we go south of the hill, there are several horses in the search area, we use it on any Aksy sign, on horseback we return to the cave under the hill. We begin the ritual, the spirit moves into the horse, and it has the name Black Mara.


2. I don't believe you. (We kill the creature. Anna remains in captivity of witches, children die in the swamps).

Boss: Tree Heart

We kill the appearing large insects. When there are fewer enemies, you first need to break through the protecting branches, and then the heart itself. Having lost half of health, the heart will again be protected by branches. We repeat the steps again, and kill the creature.


3. There is a third - the most ideal solution to the problem. (In this case, we will save both the children and Anna later). It is necessary to find the whispering hill and its spirit before completing the quest "Mistress of the Forest". The hill is located southeast of the orphanage in the swamps. We help the spirit to free itself, as in the first option, but punishment from witches will not follow for this. Only after that we begin the quest "Mistresses of the Forest".


We leave the cave, the headman is already waiting outside. He pays for the help with his ear.

The witches themselves come for the severed ear. These are three terrible creatures: Spinner, Cook, Whisperer. We learn that the assistant grandmother is Anna, the baron's wife, who has fallen into the service of witches. The witches tell us how they met Ciri.

Ciri's Story: Escape from the Swamps

The witches found and sheltered Ciri at home. And when they decided to eat her, Ciri ran into the forest.

We find ourselves in the swamps, surrounded by utopians and dogs of the Wild Hunt. There are too many enemies, we run away from them in the indicated direction. Ciri managed to hide from the Wild Hunt in the gorge. (The subsequent events have already been told to us by the baron).


After hearing the story of the witches, we decide what to do with them:

1. "I won't forgive you for this." (The witches immediately disappear into the fog, and promise to interfere with us in search of Ciri).

2. "I'll find her. And I'll come back for you." (Witches will also disappear).

Family matters (continued)

After completing the task "Mistress of the Forest", we return to the baron, we inform where his wife is. He tells why he beat his wife. We make our assessment.

After that, the baron tells the final passage of the story about Ciri.

Ciri's Story: Out of the Shadows

Basilisk attacked the settlement of the baron, we enter the battle.

Boss: Basilisk

Ciri can very easily strike in the back: we teleport directly towards the enemy, and we will be behind him. So we hit the boss several times until he gets angry.

The basilisk dragged the baron in its claws to the top of the tower. We cannot climb the tower itself, so we rise to the hill on the right, and observe what is happening above.

The Bloody Baron was in danger and Ciri used teleportation to save him. The Wild Hunt can track any use of magic, and by teleporting, Ciri gave herself away. After that, the girl had to leave the baron's settlement and go to Novigrad.


The whole story has been heard. Now we can go to Novigrad, or continue to complete additional tasks in Velen.

Add. quest: Return to Crooked Marshes

When we complete all the baron's story tasks, it will be possible to help the baron defeat the swamp witches and save his wife.

We arrive in the village of Shteigery. (If we released the spirit of the tree on the whispering hill, we will see that a mass madness began in the village, many inhabitants killed each other). With the detachment of the baron we go through the swamps, fight off drowners and water women. We do not find any of the children in the orphanage. The detachment of the Holy Fire also comes here, in which the daughter of the baron Tamara serves. If earlier we killed the spirit of the tree, now we find Anna. We never find witches, but a demon comes out to fight with us.

Boss: Bes

In the battle with the demon, we often use the Quen sign so as not to die from the powerful blows of the enemy. At certain moments, the imp inflicts a special blow, stunning all nearby enemies. You can attack from afar, in close combat the demon will be held back by our allies.

After the victory, we decide whose side to take: the baron or the daughter.

Having completed the task, we go to Ivasik's hole. According to the traces found, we find Ivasik himself. After that, we examine the basement of the shelter, on the table we find children's rag dolls.

Additional tasks. West

Treasure Hunt: Drowned Wealth (Tier 4)

On the northwest coast, northwest of the Alley of Hangers, we find a note about sunken things. We dive into the water, at the bottom we find a chest with a sword and a large shell.


Treasure Hunt: Treasure of Queen Zuleica (Tier 4)

On the west coast, on the "Coast of Lost Ships" we kill pirates, we find and read a letter near the fire. We sail to the west, at the bottom we find a sunken ship, standing on its side. Inside it we find the desired chest.


Treasure Hunt: Hidden from the World (Tier 7)

Far to the east of the village of Svorki we find the last point "Hidden Treasure". After killing the robbers, we find a note, read it. We go south, on a hill with birches we find the right chest.


Treasure Hunt: Casualty

From the village of Zalipye we go east along the river. Near the second bridge across the river we find a settlement captured by drowners. We liberate the settlement, on the shore we find the corpse of a man, search it, read the letter. We dive into the river, we get treasures from the chest.


Treasure Hunt: No Luck, No Luck

Southwest of the village of Yavronnik, there are three winding roads through the forest. We go along the farthest eastern road. In the place marked with a question mark, we find a broken wagon and a human corpse. We examine the body, read the found letter (looks like a book). Found the key to open the chest near the wagon.


Treasure Hunt: Dead Men Unarmed (Tier 9)

On the west coast between the villages of Fangs and Stitches we find the point "Hidden Treasure". We kill the bandits, we find and read the "Notes of the Robbers" from their leader. We rise up the road, in a shallow crevice we find a chest.


Treasure Hunt: Expensive Mistake (Lv. 18)

On the west coast in the pirate camp we find a note about sunken things. We go south, dive into the water, at the bottom we find a chest next to the sunken ship.


Additional tasks. East. Soldier camp
The Witcher 3 Wild Hunt. Walkthrough

Add. assignment: Dangerous cargo

On the road east of the village of Zalipye we find a cart, next we kill the ghouls. Under the cart we find a crushed person, we save him. We advise a person to burn a cart with plague bodies and immediately use Igni to set it on fire.


Add. task: Dog life (level 5)

From the village of Rudniki we go east along the road. On the way we see how a friendly dog ​​fights with a pack of wolves. We kill the wolves, follow the dog, she will take us east to the village of Lyamki.

In the village we kill several bandits near the house. We go inside, examine the left corner, under the floor boards we find a chest. We open the chest with the key taken from the dog's collar, take useful items and a note from the hermit Drusus.


Add. task: Fool's gold (lvl. 6)

To the east of the fortress, in the village of Svorki, we see how the bandits roast a pig on a fire, and the peasant interferes with them. we are treated, we can take or refuse a piece of pig. Then we protect the peasant, or the task will fail. We kill the attacked bandits.

The peasant says that the local pigs are bewitched people. We go to the paddock, examine the live pigs. We speak with Yontek, he will give us the key to the Boar's house.

We approach the marked cave, fight off the bandits. Inside, open the barrier with the key, enter the portal. We speak with the pig, explore the sanctuary. We ask the pig about what he saw. It turns out that the locals stole the gold, and thus brought a curse on themselves.

We return to Yontek. In the village, we protect pigmen from the attack of wolves. After Yontek will tell you where he hid the gold. With the help of Aksia, we force all the pigs to follow us to the mill, from here, together with them and gold, we go to the Boar's house, beating off the monsters along the way.

Inside the sanctuary, the pigs have returned to human form. Immediately they decided to arrange lynching over Yontek, who became the cause of everything. We can interfere with them or not interfere.


Order: Missing Patrol (level 7)

In the huge camp of Nilfgaard in a large tent we find the quartermaster. From him we get the task to find the missing squad.

On the shore of the lake we find the abandoned fire, next to the traces. Further we find traces in the forest to the west of the military camp. Musk is nearby - the smell of an unusual monster, we go along it, find and kill the wyvern.

In the footsteps of people we go into the cave, there we find the recipe for the armor of the Griffin school. Near the dead prisoners of war.

We return to the military camp, we report what we saw.

1. "I don't need your reward." We get a minimum of experience.

2. "Pay". We get experience and 50 crowns.


Add. task: Opium for the people (lvl. 7)

To the west of the Rudnik Village, we examine the ruins of the building, we find two peasants who bring gifts to the All-God. God refuses to accept their modest gifts. We decide to help these people.

We examine the wooden idol in the center, through it we communicate with the All-God. We notice the source of the sound underground.

We go around the ruins, we find a corridor covered with gravel. With a magic stone (an item obtained in the story task “To the Touch”) we remove the illusion from the floor, we go down the stairs to the basement.

Below we meet a demon who has been deceiving the peasants for 100 years, portraying a god, and eating their gifts. We decide what to say to him:

1. "I'll kill you." We fight. We report to the peasants about the death of the monster. They leave and pay nothing.

2. "Be content with modest gifts." Bes agrees to lower his requests (Best option).

3. “Good. I'll pass it on to them." Nothing changes, but the quest is completed.


We return to the peasants, we tell them:

1. "Do you know that there is a crypt below?" We tell the peasants about the deception, but they do nothing.

2. "Goodbye." We receive a reward from the peasants only if we persuaded the demon to reduce requests.


Add. task: The soothsayer will tell the truth

Benkovoe village (in the east). We speak with the old man, he asks to bring him a dragon root so that we hear a prediction from him.

We go into the designated cave, kill the ghouls. We find the root at the rock on the right, we return. The old man tells part of the story, which we learn more in Novigrad.

(You can play gwent with the same old man, this is part of the task "Velen players").


Add. task: Cheese and dark forces (level 9)

Ruined homestead of Aeramas. A burnt house east of Oxenfurt. Inside the house is a pentagram.

We return to Novigrad. In the northern part of the city we go to a store near the only hairdresser. We buy unique things of the killed wizard Aeramas. (Here we can buy the "Elixir of Purification" - you can reset all the witcher's skill points and distribute them in a new way).

We return to the estate, now in the pentagram it becomes possible to activate the portal. We find ourselves in a dark room with many statues. Between the statues are racks of cheese. Near cheeses with a cloud, you can suffocate. In this labyrinth, we can only go where the cheese is odorless. On the other side of the room we climb up, open another portal.

We wander through the labyrinth in half-flooded caves, we find the wizard's laboratory. Through the portal we get into the treasury. Here we see a red protective field ahead. We approach the right wall, apply the Igni sign to the triangle figure. At the left wall, first we remove the illusion, and then we also set fire to the triangle with Igni's fire. We pick up drawings and a unique sword. Through the portal we return to the ruins of the estate.


Add. task: Death in fire (level 10)

From the island "Last Bastion" on the Pontar River we go to the south bank, there are two separate houses nearby on the road. One of the houses is on fire. We approach and find out that it was the bandits who locked the elf in the house and set it on fire. We can intervene, kill the bandits, destroy the boards at the entrance with the sign of Aard, and release the captive. As a reward, we will receive 20 crowns, they lie in a cache in a log behind the house.


Add. task: The spitting image of the Witcher (level 10)

In the village of Zalipye we speak with the headman. We learn that the witcher appeared here before us, promised to kill the monsters in the cemetery, but for this he did not ask for money, but to give him the elder's daughter.

We go to the cemetery to the east of the village. We kill one ghoul. Behind the crypt we find a hidden peasant who put on the amulet of the Wolf School. The villagers immediately come up to look at the result. We can play along with the person, or tell that this is not a witcher.

1. "It took two witchers." We hide the deceit. After that, we can either send the "witcher" to the village to work, or drive it away.

2. "There's only one witcher here." The peasants want to kill the deceiver. We can dissuade them, or transfer the deceiver to the headman.

With any of the 4 answer options, we will not get anything but experience, and we will not see the consequences.


Additional quests: Blood Ties (lvl.12)

Between the Army Headquarters and Gostiny Dvor in tents we meet an elderly noblewoman who is looking for her son among the soldiers.

We go and ask the quartermaster, we learn about the desertion of soldiers. In the swamp to the northwest of the woman we find hanging bodies, among them there is a son with red hair. Nearby we find a letter.

We return to the noblewoman.

1. We can lie to her that her son died in battle.

2. Tell the truth about desertion. We get 50 crowns.


Add. task: Games of cats and wolves (25)(DLC only)

In the village of Rudniki, we take an order for famously forestry in the village of Dobrov.

We get to the village, but we find bodies and corpse eaters. We kill the algules, inspect all the houses, find the bodies of people killed by very accurate blows of the sword, and the head of the goblin. We examine the barn in the south, we find more bodies and blood of the witcher.

At this time, a girl runs past. Using the witch's flair, we follow her. We find it, in the dialogue using a sign or a found doll, we convince her to tell everything. We learn the story about the witcher, who first quarreled with the headman, and then killed everyone. The girl gives us the medallion of the cat school. We go to the indicated place, with the help of the witcher's instincts, we follow the tracks to the wounded witcher Gaetan.


1. "Let's talk first." Gaetan tells us that the headman wanted to give him only 12 crowns for the murdered goblin. After the threats, the headman allegedly agreed to pay, took him to the barn, but there the peasants tried to kill the witcher. Gaetan "flared up a little" and massacred the entire village, sparing only the girl.

2. "Die" (battle will begin). This is a very dangerous opponent in close combat - he can easily kill with 3-4 sword strikes. But because of the wound, he moves hard, so he can be bombarded and shot from a crossbow without any problems. As a reward, we take the excellent Teigr steel sword from the corpse.


If you decide to talk, then choose what to do next:

1. "Good riddance." Gaetan will give the coordinates of his cache, there we find the same Teigr steel sword and a note that the Kota school was destroyed by soldiers.

2. "Come out to fight" (the fight will begin).


We return to the girl, agree to take her to her aunt. After the explanation, the aunt will ask who slaughtered the village, and assume that the bandits. We can answer:

1. "Yes, you can say that..."

2. "It was a different witcher."

3. "The forest famously killed them."

The answer only affects the relationship with the locals. At the end, you can give 40 crowns to take care of the girl, or just leave.

If we donate money, then the next time she visits the Rudniki village, the girl will thank us and give us a sincere children's gift.


Add. task: no way

While we are traveling along Velen, we are not allowed to cross the central river Pontar, to Novigrad or Oxenfurt. To cross bridges and enter cities, we need a travel document.

A fake letter can be bought on the north bridge for 100 gold.

According to the plot, having completed all the tasks of the Bloody Baron, we will receive a real letter from him.


Witcher Orders: The Secret of the Village of Stitches (Lv. 22)

The announcement hangs in the village of Rudnik. We find a detachment of Nlfgaardians. We can demand 270 coins.

We go to look for the missing detachment in the neighboring village to the south. We kill the detachment of ghouls in the center. In the house we find two surviving peasants, but they refuse to tell what happened. In flair mode, examine three dead bodies. We detect the smell, we come to a closed house by it. We speak with local people, we take the key to the house from them, we go down into the dungeons.

Boss: Ekimma (Vampire)

Before the fight, use the anti-vampire potion and the Black Blood potion. In battle, we use the sign of protection. You can not often get hit by a vampire, otherwise he will recover from this. But if "Black Blood" is used, then the vampire, on the contrary, will lose health if he hits us.

We take a reward from both local residents and a Nilfgaard officer.


Witcher Orders: Ghost of the Road (Lv. 23)

Benkovoe village (in the east). We can demand 275 coins.

We speak with the man in front of the house, we go to look for a trading cart on the northern road. We examine near the wagon: a rope, a broken barrel, footprints on the ground, claw marks on the stone on the right. On the found smell we come to the cave.

Behind the rock we find the surviving peasants, we learn that they were attacked by a wyvern. Through the cave we rise to the top of the mountain, kill two wyverns, blow up two nests. After that, the main monster will appear.

Boss: Royal Wyvern

In battle, we use the sign of protection. We attack with quick blows, roll forward to be behind the enemy. After the victory, we collect everything useful. At the top of the mountain we can visit the place of power at the same time. We're back for the reward.


Additional tasks. witcher antiquities
The Witcher 3 Wild Hunt. Walkthrough

Witcher antiquities: equipment of the Griffin School (level 11)

On the west coast with the pirates. We clean the camp in the north, free the hostage from the cage. In the camp we find a note about the location of the drawings.

Near the "Reardon Manor" and "Steigers Village" we go west, we find the "Dragon Slayer Grotto". We enter the cave, quickly run through a tunnel with toxic fumes. Inside in the chest we find 4 drawings of equipment.

In the northwest of Velen, on the seashore, there is a fortress called the Lonely Rock. The bridge to the fortress has been raised, and there is no way to get there. We go down to the rock, where there is a point of power. We jump into the water, through the underwater cave we penetrate into the dungeon of the fortress, go upstairs. We can lower the bridge. On the roof we find the drawing "Silver Sword of the Griffin School".


Witcher Antiquities: Equipment of the Griffin School II (level 11)

In a cave in the east of Velen, where the "Lost Patrol" order is being fulfilled, we find a chest with the drawing "Improved Silver Sword of the Griffin School".

To the west of Oxenfurt, at the "White Eagle Fort" point in the troll's camp, in one of the chests is the drawing "Improved Griffin School Armor".


Witcher Antiquities: Cat School Equipment (level 17)

We buy the item “The First Map of Adalbert Kermit” from a merchant in the fortress of Vronitsa, this opens up access to a new task. In 4 places you need to find witcher equipment.

In the elven ruins "Est Tayyar", where we can visit the quest "Enemy of the People". Inside the ruins below, at the very entrance on the right, we break the wall with a sword, we find the drawing “The Silver Sword of the Cat School”.

In Novigrad, on a separate northern island, we find an underground cave on the western side. Inside we find a round structure, around it are many statues. Press the levers to rotate all the statues to face the center. After that, a reservoir will open in the center. We dive there, at the bottom we find the key. Use the key to open the side room in the cave. We kill a unique monster, take 4 drawings from it.

On the islands southwest of Novigrad. On the shore lies a corpse with a logbook. Inside the large destroyed ship lies the drawing "Cat School Crossbow".


Witcher Antiquities: Cat School Equipment II (level 23)

From the "Gallows Tree" to the northeast, in a deep pit "Old Grunts Quarry". We protect the peasants from the algules. In the cave we find the drawing “Improved gloves of the Cat School”.

From Reardon Manor to the northeast. We find the entrance to the cave. Inside, on the left near the wall in the chest is the drawing "Improved Steel Sword".

In Oxenfurt, in the southeastern building, we go down to the basement leading to the Bastard's hideout. Below in the initial room on the right wall we find a movable brick, this will open a secret wall. Inside we take the drawing “Improved pants of the Cat School”.


Witcher Antiquities: Cat School Equipment III

On the coast north of Novigrad, in a cave, there is a blueprint "Excellent Sword of the Cat School".

Witcher Antiquities: Bear School equipment III (level 30)

From the starting point "Gallows Tree" we go to the northwest, we enter the cave of the nakers, we find 4 drawings of excellent armor of the bear school.


Witcher Antiquities: Equipment of the Bear School IV (level 34)

On the Skellige Islands in the main city of Kaer Trolde we go up to the castle, from the royal blacksmith we buy a map with the location of witcher antiquities. He has cards for all the upgrades of the Bear School.

From the headquarters of the Nilfgard army in the east, we go west to the high mountains. We climb to the top, where the "Ruined Bastion" tower stands. We kill a level 22 cyclops. Inside in the chest we find 4 recipes for the master equipment of the Bear School: armor, gloves, pants, boots.


Witcher Antiquities: Wolf School Equipment IV

In Velen in the eastern swamps, south of the Kimbolt Road point. We kill the demon of 22 levels. We examine the human body, take the bandit's key and letter, open the gate to the cache, there we find the drawing "Wolf School's Master Silver Sword".


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