The Witcher 3 wild hunt part. Sell ​​extra ingredients and trophies. Tedd Deireadh. The hour of the end

Every year, a huge number of various game projects are released into the media space. Some of them are simple, but beautiful, others are complex, but clumsy. In any case, advanced gamers study reviews, find cheats and go through any mission from cover to cover. At the same time, they try not to miss any important detail. One of the best series role playing rightfully considered the "Witcher". Its popularity is already huge, because the game was created based on a full-fledged novel. All sections of this RPG are breathtaking, but what can really amaze is the last part of The Witcher that came out on the screens. A huge game world, an unimaginable number of tasks (main and side) and a tempting story - all this is a real action game.

This game has become a fetish among gamers. Its passage is quite difficult, and therefore it is sometimes impossible to cope with locations the first time. We'll have to sweat before reaching the final. But why is this role-playing project so fond of? What are the features of the plot, graphics and passage? Which participants are waiting for locations, side tasks?

About the game: main characteristics

When the release was released, bloggers were especially wary of the information presented. Everything looked so beautiful that many did not believe that it was really possible. But in 2015, on May 19, the project The Witcher 3: Wild Hunt was released on the screens of all game consoles. The passage of the entire game takes more than 200 hours, and then on condition that the participant will not be distracted from the main task and move on to side quests. Everything that the participants saw here amazed from the first glance. The release was great and the game is perfect. Today's famous developers CD Projekt RED have provided an RPG that is perfect in terms of its design, graphics and storyline. The Polish studio was able to flawlessly complete the trilogy, creating a truly high quality game. Critics and professional gamers say that this is currently the best RPG in existence, and there is a lot of evidence for this.

The developers made this project, paying attention to all the little things, subtleties, thanks to this, a perfect media product came out from under the hands of the programmers. A well-thought-out story, exciting quests and a rather strange combat system - all this is The Witcher 3: Wild Hunt. The passage will make every participant nervous, even an avid gamer, because it is too intricate and non-linear.

Plot

Naturally, the first thing that every player will pay attention to is the story of what is happening. The events here take place 2 years after the end of the war in the second part of The Witcher. Now the developers have added "humanity" to Geralt. His memory returned to the main character, he was able to remember all his loved ones, and now his goal is to find his beloved named Yennefer in this endless chaos. Geralt believed that he was strong and able to get out of any situation, but he did not take into account one important detail - the wild hunt that began on him.

The main character has his own values ​​and views. He does not want to be a puppet in political proceedings. He has his own goal, and now Geralt is on his own, independent and independent of anyone. At the same time, all actions, namely, the search for a beloved, the study of cards, will take place along with the ongoing war between the kingdoms in the game The Witcher 3: Wild Hunt. The passage in the game will depend on how the plot develops further. For example, characters from The Witcher 2 will appear in the third part, such as Buttercup, Lambert, Zoltan and others. At the same time, depending on what actions you will have, you can meet some characters, while others, on the contrary, will never be seen or crossed at all.

Plot Features

But what is special about this game's storyline? The developers claim that the participants can get the most unexpected ending, as the game has 36 variations of endings. Another important detail is the wild hunt itself. Ciri is the key to a victorious ending, but here's how to get it, you can only find out through trial and error.

The publishers also say that now Geralt is not the savior of the world, but a stray wolf in search of his beloved. The storyline, graphics - everything will be much darker than in the previous parts of The Witcher 3: Wild Hunt. The passage is very addictive, especially since it is possible to import saved data from the second part to the third, so as not to lose all the earlier achievements.

Walkthrough

The Witcher 3: Wild Hunt is a huge game world where you need to work hard to reach the final part. Where does this whole twisted story begin? The very first location in the game is the White Garden. For its implementation, you can get 150 experience points. "Lilac and Gooseberry" - this is the section where there will be a meeting with an old acquaintance, friend of Geralt, the witcher Vesemir. Together they will go in search of their beloved Yennefer in The Witcher 3: Wild Hunt. Passage (part 1) begins with the village "White Garden". It turns out to be completely burned, crushed. All the consequences of the war are obvious! In this location, you need to save a peasant from a griffin from the river. Once in the village, you need to ask all the surviving residents about whether Geralt's beloved appeared here.

From the information received, we learn that the sorceress was near the garrison. Immediately after completing this simple task, you can take several quests: Playing with Fire, New Frying Pan, Valuable Cargo, and so on.

Next task

After this location, Geralt goes to the garrison and proceeds to the next stage "The Beast from the White Garden". While Geralt rushed there, Vesemir remained waiting for him in the tavern, unaware of the impending danger. When the character is in the right place, then for obtaining the information he needs, he must complete tasks: kill the griffin. The order is very large, because you can kill this monster only by collecting special plants (baits), and arrive at the place where this animal is most often hunted. Having collected everything necessary for the upcoming battle, Geralt captures Vesemir for battle and sets off on a mission. After the griffin is trapped and destroyed, you can collect trophies and return to the garrison, where there is at least some information about Geralt's beloved in The Witcher 3: Wild Hunt. The passage of quests continues further, because now the character knows that Yennefer is in Vizima. But what will immediately surprise you is that that very beloved has been looking for Geralt for a long time, and as soon as they leave the tavern, she will invite them to an audience with the Nilfgaardian emperor.

The location "Audience" is a necessary part, since here the emperor demands to find Ciri - the daughter and pupil of Geralt. You will have to agree to this, because after that you need to go to the village where the wild hunt took place and find one book where there will be information about the witch and the bloody baron.

Looking for Ciri

But how is the game being played now? The Witcher 3: Wild Hunt continues to develop, and now Geralt goes to which and tells about the whole story of Ciri. The next part of the game is performed on her behalf. The game immediately begins with the fight against the wolves that attacked Ciri. They need to be killed, otherwise you won't get out of the forest. After that, the rescued girl Greta will take Ciri to the Bloody Baron. But what happens next is unlikely to please you. Now the Baron, in order to give more information, demands the fulfillment of an order for this: the salvation of his wife and children. If Geralt copes with this, he will find out where his goal is now. Here you have to go to Vorozhey, who also needs to fulfill an order so that he can help - find a goat. In this location, you will learn that the Baron has an unborn child. There is a curse on his family, and in order to remove it, you need to destroy Igosha. There will be a real struggle here, you need to dismantle the grave, participate in the races (in the role of Ciri) and get away from the Basilisk - a monster ready to catch any hater and shove it into a time loop.

Immediately after this, the witch hunt begins in the village of Podlesie. The goal of Keir Metz is the emperor's adviser. Having obtained information, you can find out that she knows nothing about Ciri, but she can tell everything about an ally.

The longest quest

But the story does not end there and other locations in the game The Witcher 3: Wild Hunt begin. "Wild Heart" - the passage of this mission is necessary - is one of the additional tasks. This quest will impress any gamer as it will end on an unsettling, bright note. Immediately after this location, the longest task begins. Here you have to fight with the elves - constantly or you can say endlessly. There will be too many of them, and the desire of each of them is the same - to take Geralt's soul in the game The Witcher 3: Wild Hunt. "Wild Heart", the passage of which will seem simple compared to the location "To the Touch", will make you fight for every word spoken, so the mission, frankly, will be very long. We'll have to fight the Golem, there will be a grueling battle with the Wild Hunt. It requires the completion of the quests "Mistress of the Forest" and "Whispering Hill". Here you will also need to complete the task in exchange for information about Cyril. Destroy the monster that lives near the hill and return Iwashik's voice are the main missions of these quests.

After that, the story of Ciri returns. As far as I remember, the matter was ended by horse racing when they were attacked by Basilisk in The Witcher 3: Wild Hunt. "Hearts of Stone" (the passage of this stage is also very long) will send the heroes to the huge Novigrad, where a lot of locations and side quests await advanced level difficulties:

  • "Bonfires of Novigrad";
  • "Dream in the big city";
  • "List of harlots";
  • "Child Hunter";
  • "Treasures of Count Reuven";
  • "Long live art";
  • "History of Ciri";
  • "Poet in Opal".

A real drama will happen here, where you need to follow the plot very, very quickly. Too many characters bring out important information in conversations with each other. It is required to constantly look for someone in this location, so it is important to follow the dialogues in The Witcher 3: Wild Hunt (Hearts of Stone). The passage of this part ends, and a new location begins.

Next locations

All that is presented above is only half of all locations. It is important to know what will happen next and how the full passage will be carried out. The Witcher 3: Wild Hunt continues its story, and now all actions are transferred to Skellige Island. Here you must complete all the quests - side and main:

  • "On Skellige";
  • "Death of a King";
  • "Let's go to the past";
  • "Loss of a person";
  • "History" X ";
  • "Ciri".

There will be a lot of fighting here. Each location has its own distinguishing feature: somewhere you need to search a lot, run somewhere, but here you need to shoot a lot, because at the end you are attacked by the Wild Hunt and you need to quickly run away from this dead place.

Keep doing quests

The next most important location is called "Kaer Morhan", a complete passage is important here. The Witcher 3: Wild Hunt connects everyone, and Ciri in one situation must summon a magical cry that will drive the horsemen out of the fortress. This is where Vesemir will die. Immediately after this, the final quests begin, completing the passage of the game The Witcher 3: Wild Hunt. Part of the last stage is very twisted: here you have to prepare for the decisive battle. You will have to go through temporary space, make an escape, prepare for battle and destroy the Wild Hunt. At this stage, everyone is together, and now you don’t need to look for someone - you need to skillfully fight and fight to finish the last mission of The Witcher 3: Wild Hunt. Passage in Russian allows you to learn about the main aspects of the game and finally understand what and when to do. It is important to note that in the quests of the last battle, "Beautiful landscapes", "Preparing for battle", the fate of Ciri will be decided, she can die, or become an empress, or be a witcher.

This is how The Witcher 3: Wild Hunt ends. Passage (part 3 - this is the most difficult stage of the whole game) will take a lot of time. Here you need to move from one storyline to another, keep in mind a large number of characters.

What are the participants saying?

Having dealt with the main aspects of the game, you can begin the passage of The Witcher 3: Wild Hunt. Part 1, according to the players, is quite simple, although there are some nuances. For beginners who have not launched the previous parts, it will be difficult to understand the plot. The second part of the game is really intriguing and amusing. Here you need to work a lot, delve into the situation and try to complete all tasks 100%. Yes, you will have to keep in mind all the dialogues, because they often store the information necessary to solve a particular problem in locations. And of course, considering part 3, the participants pay attention to the dynamism, the rapid development of the plot, and the constant tension.

According to the players, there are great advantages in this project:

  • huge game world;
  • live story;
  • quality quests (main, side);
  • excellent graphics;
  • twisted non-linear plot.

Indeed, the developers were able to fill the endless game world, make the game interesting and exciting. And, of course, it is worth noting the high quality graphics, which is an integral part of the game. Qualitatively traced details, bright colors, a stunning display of the existing surrounding world - all this acquires a special entourage and immerses you in this wonderful fantasy atmosphere.

Many interchanges - the ability to play the game again and again

As mentioned earlier, the developers offered the participants an outcome in 36 variations of the ending of The Witcher 3: Wild Hunt. Tasks, the passage of which can occur in different ways, affect the outcome of the final, so fans of this project can run it again and again to see what will happen to the main characters if you change tactics.

In general, The Witcher and all three parts of it is a unique trilogy based on the novel by Andrzej Sapkowski. Her story immerses the participant in a special world where there is still no connection, and the clothes are animal skins. Among the huge number of other projects, it is worth choosing this one - an exciting, lively game world. A unique combat system, a huge number of tasks - all this cannot but rejoice, so you need to boldly launch the game on any consoles. Feel alone, but not soulless, strong, but not omnipotent. You are waiting for several hundred hours of amazing game. Don't miss your chance to play the third part of the famous trilogy and become one of the best gamers on the net. This story will be remembered forever.

The events of the game The Witcher 3: Wild Hunt takes place a couple of years after the end of all the cases of The Witcher 2. Geralt regained his memory. Now he wants to find loved ones. The most important desire is to find the beloved Yennefer, to save her. However, this is very difficult to do.

Most of all, Geralt does not want to become a puppet in the games of politicians. Now he is doing what his soul tells him - looking for Yennefer. To do this, you have to travel the world, fight monsters, or again take one of the sides in the struggle for political influence.

During the third part, you will meet many characters that are familiar from the previous series - Eskel, Buttercup, Triss, Lambert, Leto, Zoltan and others.

In the events of The Witcher 2: Assassins of Kings, the Nilfgaardian Empire pursued a secret policy of killing the kings of the server, and now that these lands have weakened, they have launched a full-scale offensive. By the way, they may appear depending on what actions you take. The war that starts is reflected in the character of any of the characters.

Story line features

  • passage games The Witcher 3: Wild Hunt takes about 50 hours to complete. It takes the same amount of side quests. The developers spent 25 hours on a speedrun. In addition, two paid add-ons will appear closer to 2016;
  • The Witcher 3: Wild Hunt ending has 36 different options. Plus, there are 3 options for epilogues. Therefore, we can conclude that 3 different endings await you, plus 30 more different variations;
  • Geralt will face the Wild Hunt. Ciri is the key to victory on it;
  • this part is final. But the developers still do not exclude the possibility that they will think of a sequel. During the game, you will learn why Geralt has no memory, for example;
  • it is possible to import the saves of the second part so that the passage of the game The Witcher 3: Wild Hunt is consistent with the decisions made earlier.
  • Walkthrough of The Witcher 3: Wild Hunt

    Prologue

    At the very beginning of The Witcher 3: Wild Hunt, you will see how Yennefer enters the battlefield. She is between two armies. But she managed to protect herself with magic. The witchers Geralt and Vesemir followed in her footsteps and settled in the forest for the night.

    Education

    The Witcher Geralt is in the bath, next to the naked Yennefer. Look around, use the witcher's flair by clicking on the right mouse button. Find the girl's perfume, silverware. You only need the key on the table on the left side. Open the door for them, go down to the courtyard.

    Talk to Vesemir, go to the little girl Ciri. Together with her, go through training in moving around the game. Then start learning the combat system.

    When you train, Ciri will run away behind the wall of the fortress. At the moment, the airship of the Wild Hunt will arrive. There will be ghosts on board. They will kill the girl. After that, the witcher's dream and training end.

    Lilac and gooseberry

    Crossroads

    You can discuss your dream with Vesemir. View the letter from Yennefer. With the further passage of the game The Witcher 3: Wild Hunt, you will be attacked by ghouls. Kill birds with a silver sword. At the fork in the bushes, you will find the Crystal Skull, which was left over from Yennefer's magical raven. After you get on horse Roach, continue to travel.

    After a halt, you can go to the field to the northeast. It was in this place that the battle between the armies was shown, which was shown in the prologue. You can find many sets of armor and weapons on the battlefield. After hand over everything to the merchant.

    Burnt village

    Drive past the ruined village. There are many dead men and suffering women in it. The chest can be found in big house. To the left of the road, drowners live on the sandy shore. Kill them, collect items from chests.

    River crossing

    At the crossing, you will see how the griffin attacks the wagon. Drive him away. A peasant will appear from under the cart. You can take 50 crowns from him for saving. If you do not take the money, you will receive discounts from his relative, who will be in the tavern.

    Village White Garden

    Move to the village across the Weeper's Bridge. Talk to the owner of the tavern. Then ask the three visitors if they have seen Yennefer with the scent of gooseberries and lilacs. The passage of the game The Witcher 3: Wild Hunt continues.

    On the first - the peasant, use the intoxicating magic of Aksy. Then his tongue will be loosened. But he doesn't know anything.

    The second - the scientist will offer to play Gwent - a board game. If you defeat him, you will receive the Golden Chivay card.

    From the third - the tramp will learn that the girl was seen not far from the local military garrison. Head there as you explore the village.

    When you leave the tavern, you will meet with local people. They want to beat you. You can just run away from them.

    White Garden - Side Missions

    There will be a bulletin board in the central part of the village. It has 6 posts. Only one will be a task. On a huge tree, you will separately find an announcement saying that Tamira the herbalist is buying honey. (Some of the additional tasks are given only for a while. If you do not complete them immediately, then they are considered failed).

    Side mission - Playing with fire

    Go through the village to the blacksmith gnome. He complains that one of the local residents set fire to the house. You can find the arsonist on the evidence. Turn on your instincts, look around the ground around the house. At the white bushes behind the houses, look for traces. They are highlighted in red. Get to the water, where the tracks break off. Passing under the bridge, on the opposite side, you will see blood. The trail will lead you to a man whose name is Nepelka. His hand is bandaged.

    You can take 20 crowns and say nothing about the criminal to the blacksmith. You can enchant the mind of a person so that he comes and obeys the blacksmith. The criminal will be hanged, and you will receive a discount from the blacksmith, plus 20 crowns. Passage of the game The Witcher 3: Wild Hunt continues.

    Additional task - Frying pan like new

    Near the house on the shore northwest of the village, find the old woman. The old woman gave the frying pan to the stranger who had spent the night with her. However, now he can't go inside. Examine the door, knock it out with a steel sword. Inside, you will learn that the wanderer needed only soot from the pan to create ink. He was writing a letter. A dead deserter is lying in the house. He is wanted by the military. The wanderer himself has long since disappeared. Nearby you will find broken glasses. There will be the remains of burnt letters in the fireplace. Collect useful items in chests. Give the old lady the frying pan. Get portions of food.

    Side Mission - Missing Person

    You will see an announcement on the board: the peasant Dunya wants to go into the forest to find his missing brother. Find the marked house on the map, go to it, then follow Dunya to the search place. Fight ghoul corpse-eating monsters. Look for a blue shield adorned with white flowers. You need a shield, which is located southwest of the edge of the search area. From this place the dog takes the trail. Run after her.

    Go to an abandoned house, inside of which a couple of soldiers hid - Bastien, whom you are looking for. Together with the comrade who saved him. Dunya wants to take his brother with him, but he does not want to leave a new friend to perish. You can decide his fate. There are two options. Either persuade him to take the Nilfgaard with him, or agree that this idea is risky.

    Side mission - On my deathbed

    Chat with Tamira, the local herbalist. She tries to heal Lina, who was mutilated in the forest. To cure her, you need to prepare the elixir Swallow.

    To create it, look for the necessary ingredients: five portions of swallow grass, one brain of a drowner, one bottle of dwarf spirit. Return to Tamira. Brew the elixir. In the inventory menu, go to the alchemy tab, to the left. Find a recipe, use it. Give me the potion. Your reward is 50 crowns and other recipes. If you return here a little later during the passage of the game The Witcher 3: Wild Hunt, you will find out how the elixir helped the girl.


    Additional task - Valuable cargo

    As you leave the garrison, go along the western road, turn south. On the side of the road you will see a merchant from whom you will receive a task. It is necessary to find the monster that attacked the trading wagon. On the road, find the traces of the wagon, after its remains are already in the swamp. Examine the bodies. Find arrow marks. The wagon was attacked by people, not monsters. The merchant is involved. Talk to him.

    The first option is "Mission completed".

    The second option is "I exposed you." In this case, he will wash away from you on a horse. Catch up with him, strike and choose what to do with him next.

    Bonus Objective - Collect a complete collection of cards

    This task is performed throughout the game. You can buy cards from merchants, or take them as a reward when you win a gwent. It is necessary to collect over a hundred different cards.

    Order: Famously at the well

    Find an order on the notice board. In the village, talk to Odolan, who left the order. Go south to the abandoned village, examine the evidence. At the well you will see scorched earth. In one house there will be a skeleton of a girl, a diary. Find out the type of ghost, read information about noon in the bestiary. Find the girl's hand in the well. Jump there. There will be a bracelet at the bottom. The way back lies through an underwater tunnel. Return to the well.

    Boss - Noon

    Get ready for the fight as you progress through The Witcher 3: Wild Hunt. Oil the sword against ghosts. Take out and set fire to the skeleton and bracelet. A ghost will appear. It flickers, so it's hard to hit it. Use Yrden's magical trap sign.

    As you defeat the enemy, collect the remnants. Return to the customer for a reward.

    Treasure Hunt - Temerian Values

    On the bridge near the mill, find the key from the dead deserter. Dive into the water, find a chest at the bottom, open it. Take the letter and the necessary items.

    Treasure Hunt - Deserters' Gold

    Go to the house west of the mill. Break the boards inside, find the entrance to the dungeon. Below are many chests. Open the locked one with your own key.

    Treasure Hunt - Snake School Equipment

    Examine all the question marks that will be on the map. In one bandit camp you will find a list of equipment. You can make the task active. You will see where there are special things of the snake school. You will find one thing in the crypt to the north of the mill. Kill the ghost at the entrance using the Yrden sign. Passage of the game The Witcher 3: Wild Hunt continues.

    Beast from the White Garden

    Drive to the garrison, which is located northeast of the village. The guards will let you through and demand a conversation with the boss. In the courtyard, you can look at the goods, or create a new little thing with a craftsman who wears glasses.

    The commandant will order the killing of the griffin. Only after completing the assignment will he say where Yennefer went. Take an order. Ask for everything you need. Find out where to find a local herbalist.

    Hunter

    Go to the marked hunter's house. Activate your flair and notice footprints in front of the house. Follow the trail into the forest. Myslov - the hunter watches the dogs. You can help him. He then takes you to where the griffin dealt with the soldiers.

    Griffin nest

    Study the attack site. There are a couple of items in human bodies. Find traces by instinct. Find out where the soldiers came from. A couple of chests are under the bridge. Climb over the rock, jump over the abyss. At the top of the cliff there will be a nest with a dead female griffin. Everything is clear - he takes revenge. Return to the destroyed bridge, teleport closer to the herbalist.

    herbalist

    As you progress through The Witcher 3: Wild Hunt, talk to the herbalist Tamira. She wants to heal the girl that is mutilated by monsters. As long as you are powerless. You can buy something from the herbalist, or hand over the collected herbs. Ask about buckthorn grass bait. Find out that it is in the center of the lake. Naturally, in the deepest place.

    Extraction of grass

    Enter the lake north of the village. Swim, then dive under the water. You can also find a number of chests.

    Griffin trap

    As you collect everything, go to Vesemir to the tavern. Obtain the Thunder Potion Recipe. Together with Vesemir, go to the northern field, arrange a trap for the griffin.

    First, you will be given a crossbow. You can choose it, just like magic. The crossbow is useful if the enemy is in the air. On the ground it is better to use a sword. Before the fight, you can use shield magic to protect yourself from blows.

    Enter the battle with the griffin. When he flies by, bounce to the side, or shoot him down with a crossbow. He will still land. Watch out for wing strikes. They can't be blocked and are hard to dodge. The monster is most dangerous from the front side. The rear is almost defenseless. In battle, roll forward, be at the hind legs. Hit from behind. Try to always be behind and hit.

    When the bird loses 50% health, it will fly to the windmill. Get on your horse and chase. Fight again on the hillock and finish him off.

    Return to the garrison

    Passage of the game The Witcher 3: Wild Hunt continues. Return to the garrison with the gryphon head for your reward. Report to the commandant. You will learn that Yennefer must be looked for in the settlement of Vizima.

    Road to Vizima

    Return to Vesemir at the tavern. There, the witchers will be attacked by locals who are dissatisfied with the authorities. Kill all bandits. Suddenly, at the exit, meet Yennefer with the imperial guard. She now works for Emhyr, Emperor of the Nilfgaardians. She invites you to do the same. Vesemir will leave you and go to spend the winter. You and the girl are jumping to the neighboring town. You will be attacked in the forest by a detachment of ghosts "Wild Hunt". You miraculously escape the walls of the city.

    Royal Castle in Vizima

    Audience - Preparing for the meeting

    You are received at the castle. Again a scene with a bathhouse and girls. You are brought into a decent appearance before an audience with the ruler. Choose from 3 costumes. Put it on. Rehearse the bow. To do this, repeat what the courtier does. Correct option- second. The passage of the game The Witcher 3: Wild Hunt continues.


    Emperor

    Enter the throne room to meet the emperor. Perform bow. Just stand and wait. The emperor called you to find his daughter Ciri. At the beginning of the game, you had a dream with this girl. Now she has grown up. The girl uses magic, so the Wild Hunt is looking for her.

    Yennefer

    When the audience is over, you can talk to the emperor's confidants. Then go to Yennefer's room. She is still cold towards you, remembering old grievances. Yennefer will only say that he will also participate in the search for Ciri. In parting, she kisses Geralt and leaves for the teleport.

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

Tip One - Save

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

Tip two - Did you see it? Your!

Keep in mind that there will be no guards walking around the streets, so everything that will lie on them: wires, pieces of metal, fabric, leather - you can take everything, since from time to time it will come in handy for forging armor and weapons.

Tip three - Sense in knick-knacks

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

Tip #4 - Be vigilant

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

Tip five - Effective start

At the very beginning of the game you will have a horse, but we recommend that you spend the first few hours on your two horses. Wander through the forests, collect herbs, kill all kinds of evil spirits and wild animals. In general, everything that only comes across. As a result, you will soon have a decent supply of herbs for creating potions, and they, in turn, will be able to provide Geralt with normal and easier pumping. Moreover, the potions will even help to pass very difficult tasks, which before that seemed very difficult.

Tip Six - Independent Elixirs

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

Council seventh - Alkagest

As for the Alkahest, you can buy it from any herbalist and alchemist, and in the end, make it on your own. You can make it from any alcohol, so no problems should arise. Based on this, always store and collect vodka, because it will come in handy more than once.

Tip Eight - New Opportunities

Now Geralt can swim both by himself and on boats. Places where you can find a boat, you can find on the map. Also, keep in mind that you won't be able to fight underwater, but you can shoot with a crossbow. In addition, at the bottom of the rivers you can usually find some valuable items, for example, rare grass or some other valuable item.

Tip Nine - Outfit

Keep in mind that your equipment will wear out quickly enough, so check in with the local blacksmith more often to fix the equipment from him or even buy a new one.

Tip Ten - Take care

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

Tip Eleven - Pointers

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

Tip One - Skill Talents

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

Advice two - Sign Axii

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

Tip Three - Getting Talents

You can teach talents when you reach a new level and when you find "Places of Power" (they are also runestones). Do not rush to move along the storyline of the game. To begin with, you should go around the territories and open the "Places of Power", because thanks to them, Geralt will become much stronger.

Tip Four - Tactics

When you hunt very large monsters, you will have to choose a different tactic as a couple, especially if you play at high difficulty levels. You can reset talent points as much as you like, so get ready for the fact that you will have to almost constantly select new battle tactics.

Tip five - Nowhere to rush

Tasks that will be marked with a "skull" icon represent a difficult passage. That is why beginners and even some "veterans" should hold their horses. Although if you consider yourself a fairly skilled witcher, then with great skill you can complete any difficult task, but in any case, be extremely careful.

Tip one - Several types of coins

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

Tip Two - Proper use of money

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

Tip three - And traders are not needed

If you move along the storyline and complete all the tasks along the way, then soon you may have very good weapons and armor, and much more better than that what local merchants will offer you, so just keep that in mind.

Tip Four - Bulletin Board

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

Tip Five - Trade

If you free a village or settlement from a monster that has terrorized the local population before, then you can get much more money than you were offered before.

Tip one - Weight

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

Tip Two - Fight

You can fight on your horse, but keep in mind that this will require some skill and special skills. Fighting on horseback will be quite difficult, so get ready for some difficulties.

Tip Three - Faithful Animal

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

Tip #4 - Living Animal

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

Tip Five - Horse Racing

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

Tip One - The Risk of Failure

Some of your accepted tasks may fail if you took them, and then moved to another location without completing them. If this is very important to you, then first complete additional tasks, and only then proceed to complete additional tasks. Moreover, looking into the diary, you can see which task and which category it belongs to.

Tip two - Riddles

Almost every riddle comes down to the fact that you have to use signs. For example, with the sign of Aard, you need to destroy the boxes in some house in order to find a hatch in the dungeon or something like that. Learn it.

Tip Three - Key Items

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

Tip Four - Witcher Agility

As a couple, some tasks will require you to be known witchish quickness - that is, to move quickly on the trail, hunt down someone and much more, so you should not relax.

Tip Five - Games

If you win a gwent in the game, then you can take a card from each opponent, so do not forget about it. If you win the races, then you can get some valuable equipment. Just remember that you are always entitled to a reward for winning something.

Tip Six - Uncertainty

Tip One - Crossbow

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

Tip Two - Bolts

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

Tip Three - Sign Effects

Each sign has two types or uses, each with a different effect. For example, if you are fighting a crowd of some creatures, then you will need the Igni sign, which can immediately knock back and set fire to enemies, but when you fight with one opponent, then you will need the targeted power of the Igni sign.

Tip One - Master Draftsman

Armor and weapons can be made for you by a master draftsman. You can find a master draftsman in any large town. Moreover, there will be very few professionals in the world who will be able to do something really good. And more importantly, it will not be possible to fall into them and demand to forge this or that object. First, you will need to complete some important task for them (and their tasks make up very long chains, but interesting ones).

Tip Two - Upgrading Equipment

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

Tip Three - Weapons with Rare Components

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

Tip Four - Analysis for money

Always remember that any dismantling of equipment will cost money. Moreover, the rarer equipment you dismantle, the more expensive the services of masters will cost, and it is important to remember this.

Tip Five - Armor Types

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

Tip Six - Two Swords

There are only two swords: silver and steel. Geralt will automatically draw the sword he needs. If monsters come across, then Geralt himself will get a silver sword, and if people, then he will get a steel sword.

The Witcher 3: Wild Hunt is the third part of the game series that tells about the adventures of the Witcher Geralt. The developers were inspired by the novels created by Andrzej Sapkowski, whose books have gained immense popularity and worldwide love.

What is The Witcher 3: Wild Hunt?

The story takes place in a fictional fantasy world somewhat reminiscent of medieval Europe. We take control of a character named Geralt of Rivia - the Witcher, whose professional activity is to destroy the monsters. We are thrown right into the middle of fast-paced events, so those players who are not familiar with the backstory can easily get confused about what is happening. Geralt is looking for his ward - the girl Ciri, who has unique supernatural abilities. The fact is that the heroine knows how to move in time and between worlds, which, in turn, makes her a target for the riders of the Wild Hunt. Together with Geralt, we have to go through many difficulties and meet a variety of characters along the way.

Home distinctive feature The Witcher 3: Wild Hunt has become that now the story unfolds in an open world that exists by its own rules. Now players have access to traveling through vast locations and independent exploration of uncharted territories.

The Witcher 3: Wild Hunt is an action game with a predominantly RPG component. It is this feature that allows you to return to the passage again and again, each time opening new endings. The Witcher 3: Wild Hunt will be an adventure that will be remembered for a long time.

Main story ending

How many endings are in The Witcher 3: Wild Hunt? Before answering this question, you will have to take into account the finals of each quest, of which there are plenty in the game. Therefore, in our today's article, we will only talk about the most important endings from The Witcher 3: Wild Hunt. We will talk about the main plot, the first large-scale addition called "Hearts of Stone" and a couple of side quests that every player will surely remember.

Even during the announcement of The Witcher 3: Wild Hunt, the developers admitted that the main passage will end with three endings. Moreover, a large number of quests, the decision-making of which affects both the storylines and the state of the world, will receive over 300 different variations.

It is important to say that all three main endings in The Witcher 3: Wild Hunt have a direct connection with Cirilla (short for Ciri), so no decision made before we find the girl can in any way affect the ending. Players who decide to follow only the main storyline can meet the heroine as early as the twenty-fifth hour of the passage. Those who, in turn, set themselves the goal of tasting each side quest- will significantly delay the long-awaited reunion.

The final mission is called "Something ends, something begins" and is mandatory for all players, regardless of previous actions. What is different is the fate of Cirilla in the endings of The Witcher 3: Wild Hunt.

Main plot. Final #1 (bad)

Conditions: this ending is unlocked only if you perform several (at least 3) of the following key actions:

  1. During the passage of "Landscape after the battle": Geralt and Cirilla drink.
  2. In the same quest, we bring Cyril to Emhyr and agree to a cash reward.
  3. We turn to the "Last Preparations": we accompany Ciri to the advice of the sorceresses.
  4. The last passage of "Preparing for the battle": we refuse to visit the place where Skjal is buried, arguing that there is a lack of time.

This is the worst ending in The Witcher 3: Wild Hunt. From the actions indicated above, one can guess that Geralt failed to prove himself as a good mentor for Cirilla. In a difficult moment for her, he refuses to support her, cannot understand her character and sometimes puts himself in front of her in a bad light. As Ciri enters another dimension and comes face to face with the White Cold, she begins to replay key memories of her relationship with Geralt in her head. As a result, the lack of love and support leads to the fact that the girl remains in the portal forever (possibly dies).

This ending of The Witcher 3: Wild Hunt takes us to the swamp where the Witches used to live. Geralt kills the last of them and finds Vesemir's medallion. Dying, the witch says that the Witcher will not get out of the swamps alive, after which monsters begin to surround him from all sides.

Main plot. Final #2 (good)

Conditions: We make a decision in favor of three key points.

  1. When passing the "Landscape after the battle": we prefer snowballs.
  2. In the same quest, we visit Emhyr, but refuse the reward.
  3. Moving on to "Final Preparations": Ciri must visit the sorceresses on her own.
  4. During "Preparing for the battle": let the girl destroy the laboratory of Avalak "ha.
  5. All in the same "Preparation": we give consent to visit the burial place of Skjal.

It is also very important to do the following:

  • visit Emhyr with Cirilla;
  • complete the quests relating to Radovid and his assassination attempt, in "Matters of State Importance" we join forces with Roche and Thaler.

A good ending in The Witcher 3: Wild Hunt, which shows Geralt as a worthy "father" and mentor. When Ciri is confronted by the White Cold, she returns after a flashback. The epilogue begins with Geralt, Dandelion and Zoltan gathering together in a tavern. After that, the Witcher goes to meet Cirilla and spends time with her, but it becomes clear that something is eating the girl. In the finale, we see Nilfgaardian soldiers arriving in the village. Ciri confesses that it is for her and that she has decided to become an empress. After a sad goodbye, she leaves and leaves Geralt alone.

Main plot. Final #3 (best)

Conditions: We make two decisions out of four.

  1. In "Landscape after the battle": we prefer snowballs, not booze.
  2. We turn to the "Last Preparations", where we allow Cyril to go to the council of the sorceresses alone.
  3. During the passage of "Preparing for battle": let her destroy the elf's laboratory.
  4. And finally, we go through "Preparation for the battle": we visit the burial place of Skjal.

Important: you should not go to Emhyr with Cirilla, so we immediately swim to the side

This is the happiest ending in The Witcher 3: Wild Hunt for Geralt and Ciri. Warm memories help the girl to return from the White Cold, but we inform Emgyr about her death. After that, Geralt acquires a wonderful silver sword, which he subsequently gives to Cirilla as a new witch. This ending of The Witcher 3: Wild Hunt follows a kind of canon in which the main characters go on an adventure together. Ciri is most suited to such a fate, because if you remember her character, then all she dreamed of was to be free and do what she loved. Having completed her training with Geralt, she chooses a solitary path and soon earns herself the fame of a great witcher, which the whole world will know about.

The best ending and course of the war

We talked about how to get the best ending in The Witcher 3. It is also worth noting that this particular ending has three more variations that are associated with ongoing military affairs. In order for the ending #3.1 and #3.2 to drop out, you must complete all the quests with Radovid. If this condition is not met, then the final number # 3.3 will appear.

  • #3.1 or "Nilfgaardian conditions": after the death of Radovid, we join Vernon and Thaler. Temeria is assigned the status of a vassal state, which receives the right to engage in own development and run your economy. Emgyr manages to subjugate the North and suppress the beginnings of opposition.
  • #3.2: join forces with Dijkstra and kill Radovid.
  • #3.3: under the leadership of Radovid (who remains alive) the entire North unites. The army of Nilfgaard meets a strong rebuff and is defeated. As for Emhyr, he dies at the hands of traitors.

Final for Geralt

The endings in The Witcher 3: Wild Hunt are closely related to the fate of the characters. We will tell you more about some of them. In the case of Geralt, his ending depends on love lines with sorceresses, if you exclude the bad ending with Ciri from The Witcher 3: Wild Hunt, which leads to the death of the hero.

  1. Geralt chooses Yennefer. The main condition for this ending is to complete the quest " Last wish", in which we are hunting for a genie. Yen's goal is to cancel Geralt's wish, made by him several years ago. At his request, Jin was to bind their destinies forever. When Yennefer wants to break the spell and see if their feelings are really sincere - we confess our love to her.In the finale, we will see that the Witcher and the sorceress found happiness in a quiet and peaceful life.They enjoy each other and spend time with memories and warm conversations.
  2. Geralt chooses Triss. The turning point should come during the passage of the task "Now or Never". At the ball, we tell Triss about our feelings and ask her not to leave. At the end of the game, Geralt and the sorceress will have a peaceful life in the kingdom of Kovir. Triss accepts an offer to become the king's adviser, and the Witcher, tired of political intrigues, continues to hunt monsters from time to time.
  3. Geralt remains a lone wolf. The third ending can be obtained in several cases: we can declare our love to both sorceresses at once, refuse to help each of them, or simply not choose either one or the other. As a result, Geralt is left with nothing and continues to wander the world, doing his job and sometimes indulging in memories of lost love.

Final: Skellige

In one of the quests, we will have to choose between several potential rulers of the kingdom. The following endings for The Witcher 3: Wild Hunt also depend only on the player's actions:

  1. Choose Cerys. Under her rule, Skellige will flourish, and the warring clans will finally join forces.
  2. Choose Hjalmar. This decision leads to endless bloody skirmishes with the Nilfgaardian troops. The future of Skellige is filled with many deaths and destruction.
  3. We remain on the neutral side. If the quest "King's Gambit" could not put an end to our decision, then we will have a chance to refuse the choice. In this case, the title of ruler of Skellige will go to Svanrig Bran. Because of the reigning monarchy, the jarl clans begin a real civil war.

Finale for the Bloody Baron

This character is especially remembered and loved by most players. He appears in several key quests and appears as a controversial, but quite attractive and charismatic hero. It's fair to say that one of the most colorful game characters in recent years, without a doubt, is the Bloody Baron from The Witcher 3: Wild Hunt. The endings of his main quest are closely tied to the decisions made by the players during the playthrough.

  1. We decide to make a deal with the Forest Spirit and free him from imprisonment. He destroys the village and saves the children from the forest witches, which results in Anna's death. The baron cannot cope with the death of his wife and decides to hang himself. After all that has happened, the soldiers who were under his command begin to rampage in the vicinity and rob civilians.
  2. We refuse the deal and deal with the Spirit. In this case, the village will survive, but several inhabitants still die at the hands of sorceress hunters. Anna finally goes crazy, but remains alive. takes his wife and goes with her in search of a healer. At the same time, his wards, left without strict command, begin to hunt for robberies in nearby villages. Unfortunately, nothing can help the orphans from the orphanage in the swamp - they become a dinner for the forest witches.
  3. You can get another ending, which is based on the premature release of the Spirit. We carry out the ritual until the moment we receive the task from the witches. When we find ourselves in the village, we inform the residents that their problem has already been resolved. After that, we return to the swamp and start the dialogue with the witches, which is analogous to the dialogue from ending #1. We can tell the truth and mention the release of the spirit, but this will not affect their further actions in any way. The outcome will be the destruction of the Village and the death of the orphans. The ending of The Witcher 3 Wild Hunt: Family Matters will end with the rescue of both Anna and the Baron.

Final for Keira Metz

  1. We can persuade the sorceress to leave for Kaer Morhen, as a result of which she will remain to help us defend ourselves from the Wild Hunt. After that, she will leave to travel in the company of Lambert.
  2. The second scenario is that we do not prevent Keira from her intention to go to Radovid. However, she fails to influence him, in the end the sorceress is sentenced to be burned at the stake right in the middle of Novigrad. The same outcome awaits Keira if you skip her personal quest.
  3. We can also deal with her on our own by forcing Geralt to kill her.

Supplement "Hearts of Stone"

All fans have long known that in the world of The Witcher there are no clear distinctions between good and evil. The same goes for the endings, which are the completion of important quests. Each player has to choose the lesser of evils, but this does not mean the complete absence of good endings. In our final chapter, we will talk about how to get the best ending in The Witcher 3: Hearts of Stone.

The add-on tells the story of the robber chieftain-raubritter Olgerd von Everek, who meets Geralt through another contract. He hires the Witcher to put an end to the monstrous toad that lives in the dungeons of the city of Oxenfurt. After killing the monster, it becomes clear that in fact he was an enchanted prince and that now they want to execute Geralt. Suddenly, out of nowhere, the mysterious Gunther O "Dim appears, who offers to conclude a contract and save the Witcher from certain death. Geralt agrees to the deal, but now he is required to complete a certain task - to return to Olgerd von Everek and fulfill his three wishes. Ataman, in in turn, gives very difficult tasks.

In total, players can get two endings from The Witcher 3: Wild Hunt: Hearts of Stone.

  1. A good finale, in which Geralt decides to save Olgerd and agrees to pass O'Dim's test. He manages to win and free the chieftain's soul, saving him from the mark.
  2. A bad ending, in which the Witcher deliberately refuses to help Olgerd, or simply does not know how to save him. O "Dim takes possession of the soul and rewards Gerald for his service.

The plot was based on Polish folk legends about Pan Tvardovsky. It is noteworthy that initially the story about Olgerd was planned in the form of a side quest for the main game. A little later, when the development team created a whole chain of tasks, it was decided to put all the accumulated material into a separate add-on.

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Enlisting the support of Vesemir, Geralt went in search of his beloved Yennefer, who, after a long absence, made herself known with news from Verbitz. Arriving at the meeting place, the witchers faced the consequences of a bloody war: practically nothing remained of the former village. However, this did not prevent Vesemir from confidently taking the trail of the sorceress and, thanks to this, to continue the search.

Kaer Morhen

The witcher's stronghold on the river Gwenlech

Yennefer of Vengerberg.


Enjoying carefree hours in the company of the charming Yennefer, Geralt completely forgot about training with Ciri. Having finished with water procedures, we use the witcher's flair to find the key on the table. We can also look around and talk to the sorceress, who, regardless of the chosen replica, will ask us to finish things first. Unlocking the door, we go downstairs and find Vesemir dozing and Ciri, who prefers practice on the pendulum to boring theory. Further training will continue in the lower courtyard, so we immediately move there or agree to run along the walls. In the second case, we follow the student, overcoming simple obstacles. If there are stairs on the way, then we will definitely use them: falling even from a small height is fraught with the loss of a significant part of health.

Vesemir will shame Ciri for her irresponsible attitude to sources of valuable information, and then distribute everyone in pairs. Starting from the very basics, we draw a steel sword and deliver three quick and three powerful blows. We perform two dodges and somersaults, as well as three series of blocks. In order not to lose sight of stronger and more dangerous enemies, we use “Target Lock”. Next, open the quick access menu and select the indicated characters one by one, checking them in action. Moving away, with one training bomb we hit Vesemir with a quick throw, and with the second one with an aimed throw one of the highlighted dolls. We apply everything we have learned in sparring with Vesemir and finish the training by putting the sword back into its sheath.

Ciri strikes the doll with such force that its helmet flies off the wall. Rushing after him, Ciri disappears. Geralt's attention is drawn to the doll: pulling a piece of cloth, he reveals the face of a child. Suddenly, a snowstorm begins, and literally out of nowhere, the riders of the Wild Hunt appear, one of which rushes at Ciri with a sword.

Temeria, road to Vizima

May, 1272

The events in Kaer Morhen turned out to be just a nightmare, but Geralt does not leave the feeling that Ciri is in danger. If you wish, we tell Vesemir about the nightmare, after which he will want to study the letter from Yennefer for missing details. We share the most frank with a senior friend or we are silent about the joys with Yennefer on a stuffed unicorn.

Lilac and gooseberry

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

Geralt of Rivia.


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

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

Beast from the White Garden

Road signs provide a quick transition between them on the map, thus eliminating the need for long horse rides. From the Nilfgaardian garrison we move to the Weeper's Bridge and from there we get to the hunter's dwelling. Having knocked on the door and received no answer, with the help of the witcher's instincts, we find footprints on the ground and follow them to the south, towards the forest. Myslav was engaged in tracking down wild dogs - even more so. dangerous creatures than wolves. We agree to help, in order to kill the wolves, gain additional experience and at the same time learn the history of Myslav.

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

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

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


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

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

Incident in the White Garden

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

Vizima, capital of occupied Temeria

A day later...

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

Audience

We choose any outfit we like (or better, all three at once), put on a doublet, pants and shoes in the inventory and inform the chamberlain about our readiness to meet with the emperor. We will demonstrate our ability to bow, and then learn how to do it correctly by choosing the second answer. Also, it will not be superfluous to collect a lot of useful and not very things in the rooms.

Emhyr var Emreis.


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

Velen, North Temeria

Five days later...

Nilfgaardian liaison

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

Arriving in the ruined village of Vereskovka, we find the only survivor and save him from wild dogs. The peasant will tell in detail and in colors about the events that took place last night. As it turned out, the riders of the Wild Hunt got to Gendrik before us and, after long painful tortures, killed him. We examine the body of Gendrik in the house and in the shoe we find a hidden key, with which we unlock the hatch in the floor in the next room, having previously discovered it with a witcher's instinct. Having descended into the cellar, we activate the witcher's flair and interact with the secret lever in the form of a torch in the doorway. From the opened cache we take out Gendrik's things, among which we find curious notes concerning Cyril, the baron, a certain witch in the swamps and other strange circumstances.

witch hunt

In the village of Podlesye we learn about where the witch lives from one of three sources - from an elderly man near a tree at the western entrance, from two gossips, overhearing their conversation from a distance, or from a peasant woman's husband, paying him 50 crowns or enchanting him with a sign Aksiy (requires Deception skill level 1).

To the east of the village, we move along the path along the pond until we come across a lone stone at a fork. Then we turn right, deal with four nakers at the crashed cart and get to the witch's hut. The girl will escort the local residents who are harassing her and, seeing us, will hasten to hide. Entering the house, in the room on the left side, with the help of witcher's instincts, we find a skull on a shelf against the wall, touch it and go through the portal.

Morvran Voorhis.


We go up the stairs and greet our old acquaintance, the sorceress Keira Metz. Witch hunters, eager to exterminate all who practice magic, forced her to move to this wilderness. Asking about Cirilla, Keira admits that besides us, she was also interested in some mysterious elven sorcerer hiding in the ruins not far from Polissya. Without thinking twice, Keira will agree to take us to him.

Northwest of the village of Styozhki

A few hours later...

To the touch

Having descended into a dark dungeon, on the other side of the bridge we notice three riders of the Wild Hunt and ask Keira to immediately teleport us to them. However, something goes wrong and, after passing through the portal, we will find ourselves in a nest of utopians. Keira, like us, was transported to no one knows where. We destroy the enemies, swim under water to the other side and get out to the bridge along the easy (left branch) or along a slightly more difficult path (right branch). We destroy the doors with simple blows with a sword or the “Aard” sign, and we clear areas with poisonous fumes with the “Igni” sign.

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

The morph projection of the elven sorcerer left a message for Ciri with a hidden meaning, allowing her to find a secret passage. We go down, clear the way with the sign "Igni" and go right, along the way, finishing with several ghosts. We climb up the ledges, get to the projection of the elf and listen to the second message about Kelpi - Cirilla's horse. Silhouettes of a hunting dog and a sea monster are depicted on the rocks, which are traps, so it is better not to touch them. Instead, we jump into the water, swim through the depths to the other side and, with the help of the witcher's instincts, we find the silhouette of a horse on the wall. Having activated it, we return to Keira and pass into the opened room, where, in turn, we activate another silhouette on the wall - the silhouette of a swallow.

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

This time we ended up exactly where we planned from the very beginning. It remains only to overtake the Wild Hunt in the great hall. The sorcerer summons White Chill, which begins to ooze from three ruptures. While Keira is trying to close them, we must be close to her, not going beyond the magic shield, and protect her from the hounds of the Wild Hunt. When the exhausted Keira falls into our arms, we can flirt with her or show indifference.

Keira Metz.


On the way to the last projection, we will encounter a warrior of the Wild Hunt - Nitral. The battle will conditionally take place in three stages, each of which ends with the appearance of hounds and the full restoration of Nitral's health under an impenetrable shield. We try to attack the enemy in sync with Keira and use the Quen sign to protect ourselves from quick strikes Nitral. Having won, we climb up on the left side and listen to the message. The elf asks Ciri not to linger here and warns of dangerous witches from Crooked Marsh. Keira will share some information about these witches and hand over the book "Ladies of the Forest" - we read it in the inventory. Further, with the help of witcher's instinct on the floor near the fire near the wall on the left side we find records, on the table - a flask with a potion, on a barrel near the blockage on the right wall - herbs and, finally, on the front wall - a secret passage. We get one more item from Keira - the eye of Nehalena. We use it to dispel the illusion and, turning right, get to the surface.

mistresses of the forest

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

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

We deal with drowners and a water woman in the indicated zone, and then, following the footprints on the ground, we look for Ivasik's hole. As it turned out, Ivasik lost his voice, so before he talks about Ciri, we must help him. We follow the bogeyman, simultaneously destroying utopians. Further, we rise to the crow's nest and kill a flock of harpies, knocking them down with a crossbow and finishing with a silver sword. We take the sealed bottle from the nest and bring it to Ivasik. Having regained his voice, the gods will tell about the wounded Cyril, who headed towards the orphanage, about witches and about difficult relationship with Grandma. We go back to the shelter, on the way defeating a couple of drowners and a water woman. Ivasik will calm the grandmother and persuade her to arrange a meeting with the witches for us.


Arriving at the ancient oak, we make our way into the cave under it, having previously dealt with the wolves and the werewolf next to the entrance, marked on the mini-map with an icon in the form of an arch. We swim under water and meet with a ghost enclosed in a tree. He will reveal terrible secret The hostess of the forest and warn of the danger threatening children.

If you do not believe the ghost, then he will go into a deaf defense and call on the spiders. We cut the branches, and then the heart itself, in between destroying the annoying spiders.

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

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

History of Ciri. Escape from the swamps

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

bloody baron

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

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

History of Ciri. wolf king

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


After feeding and drinking Ciri and Gretka, the Baron allowed them to stay in the castle, even though none of them turned out to be his daughter.

Family matters

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

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

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

Having received the bell, in the inventory we transfer it to the appropriate cell and follow the tracks on the ground in the direction of the west until we encounter wolves, and then a goat. We select the bell in the quick access menu and, periodically ringing it, we head home. At some point, the goat will move back - we catch up with it and deal with the bear. Returning to the fortuneteller, we learn from the spirits about the cursed child of Anna, who turned into an igosha. The old man will advise you to remove the curse from Igosha, thereby turning him into a chura. We open the glossary - bestiary and in the section "The Damned" we read information about Igosh.

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

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

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

Bloody Baron.


In the second case, we return to the castle, destroying ghosts along the way and calming Igosha with the Aksy sign. We try not to move too far away from the baron in order to prevent the Igosha from turning into a huge monster. The baron will give the name of the unborn daughter and bury her according to the rules. We sit at the grave and meditate until the next midnight, when we can call the chura. Following the chur, we get to the barn, where, with the help of the witcher's instinct, we find a horseshoe, a bracelet on a barrel and clothes on the ground. Then, continuing to follow the road, we stumble upon the corpse of a horse and inspect it, having previously destroyed the rotten ones.

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

Once again we return to the castle and put an end to family business, supplementing the story with details about Anna.

History of Ciri. horse racing

Once, having gathered around the fire after a hunt, the conversation turns to who is the best at managing a horse. Without thinking twice, Ciri and the Baron conclude a dispute, putting at stake the most valuable thing they have. To win at the races, you need to quickly rush forward along the route specified on the mini-map, while trying with all your might not to let your opponent go ahead. One way or another, we will have to forget about the reward for a while, because, out of nowhere, a basilisk appears and attacks us.

History of Ciri. From the shadow

Unleash a flurry of blows on the basilisk whenever it descends to the ground and dodge it poisonous claws. After disarming the baron, the basilisk will carry him to the top of the tower. We pull ourselves up on straight ledges on the rocks right in front of the road sign and, having risen up, we finally deal with the enemy. After saying goodbye to the baron and warning him about the Wild Hunt, Ciri will go to Novigrad.

Novigrad

Bonfires of Novigrad

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

You can find out the location of the Rotten Grove from the beggar sitting on the upper beam in the west, or by following the pickpocket that will appear in the northern zone when we approach the crowd. In the first case, to get into the grove, it is enough to name the password "The old pig bred gilts", and in the second case, pay 50 crowns or enchant the guard with the "Axius" sign (requires the skill "Deception" of the 2nd level).

Caleb Menge.


Triss Merigold joined the influential community of beggars and thus provided herself with a cover. The Beggar King - Francis Bedlam - seeks to overthrow Caleb Menge and seize power in the city. After asking Triss about Ciri, we go with her to complete the order. The informer, who was supposed to get an important ingredient, gave in to the guards and threw the bag of magickal into the canal. One way or another, we will have to make a trip under the water. Having gone down to the basement, we destroy the drowner and with the help of the witcher's instinct we activate the secret button on the column. Having got out, we get to the place where the bundle is supposedly located. We dive into the water and with the help of the witcher's instinct we find a bundle at the bottom, almost next to the bridge. Returning to Triss, we go to the customer at the grain warehouse. If desired, you can get a deposit of 150 kroons.

Entering the warehouse, with a witcher's flair we find three small cracks on the walls and place one crystal in each of them. Then Triss activates the spell, after which we will have an extra minute for a frank conversation. The rats, as if on call, leave the warehouse in a friendly formation, and instead of them, witch hunters, who were called by the customer, appear. Having dealt with the enemies, we take away a double rate from Brandon for the inconvenience caused and we receive from Triss the coordinates of the oneiromancer Corina Tilly, who specializes in dream predictions.

Sleep in the big city

Rudolf de Jonker, the owner of the largest bank in Novigrad, invited Corina Tilly to his newly acquired house to rid him of the ghosts. Having risen to the bedroom on the second floor, we find a god over the body of a oneiromancer, who, having seen us, will hasten to hide. Being in a dream, the girl will mutter about a certain doll in the attic. Having climbed even higher, we clear the passage with the “Aard” sign and in the next room we select the drawing of the cradle from the chair, and the rag doll from the bench. We examine the drawing in the inventory in the “Things for tasks” section, go down back to the second floor and in a small room put the rag doll in the cradle. Next, open another drawing from the door and go down to the basement through the door under the stairs. Inside the furnace, we find Sarah, a god, who decided to play a trick on Korina, sending her terrible dreams.

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

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

List of harlots

In the brothel we meet our old friend Zoltan, together with whom we expel a bunch of tramps who have come down from the institution. We tell Zoltan about Ciri and the Wild Hunt pursuing her, after which we learn from him about the disappearance of Buttercup. Using the witcher's flair, we select Buttercup's diary from the chest of drawers under the window. In it we find a list of girls with whom the loving bard met. At least one of them, Buttercup should tell about his immediate plans. We open the "Things for tasks" section in the inventory, read the diary and, before leaving, we will once again talk with Zoltan about all the girls.

Triss Merigold.


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

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

Let's follow the captain of the guard inside the house and, taking the wooden sword from the rack, we'll go down to the practice room. Having changed clothes, we start training: in both rounds we attack the opponent with powerful blows to the bitter end. Rosa's twin sister Edna var Attre will join us later. Rose admits that the relationship between her and Buttercup did not work out due to the fact that he sang the talents of a certain Cyranca. Saying goodbye to the sisters, we return to the brothel to Zoltan and ask him about the troubadour from Kovir. As it turned out, Buttercup fell head over heels in love with a girl named Priscilla, who performs every evening at the Kingfisher with the Renard and the Foxes troupe.

Arriving at the indicated place, being outside, we meditate until 18:00 and go to the institution to meet Zoltan and listen to Priscilla's solo performance. When finished, the girl will tell that Buttercup planned a raid on the treasury of Sigi Reuven, tried to help Ciri, and also got in touch with the Junior Bastard gang, which subsequently chased him through the whole city. Since then, nothing has been heard of the bard.

Hunt for Junior

In the baths we will be received as a welcome guest: we leave our things in the dressing room and follow the eunuch. The bastard Junior, having enlisted the support of a certain influential gentleman, managed to ruin relations with everyone he could, so Sigi Reuven, Francis Bedlam and Carl Varese intend to exclude him from the Big Four. Instead of coming to the meeting, he sent his people to surprise the members of the triumvirate and massacre them. Armed with the first thing that comes to hand, we help the bigwigs of the underworld to hold back the onslaught of enemies. For Tesak, such audacity on the part of the Younger was the last straw, and he intends to find and punish the traitor at any cost, even if he raises the whole of Novigrad to his ears.

Sigi Reuven will remember us past grievances, but will not refuse help. He will advise you to look for the Bastard in his own house, as well as in his casino and arena.

In the house of the Bastard Junior, with the help of a witcher's instinct, on the first floor we inspect things on the floor, and on the second - things on the floor and a rack with objects on the wall.

We bribe, enchant (requires the Deception skill level 2) or kill the gatekeepers at the entrance to the arena. With a peaceful option, we agree with Igor, who is engaged in conducting fights, about work and agree to take part in the fight in the ring. Before that, do not forget to replenish the reserves of the Swallow elixir and stock up on food, as we will have to stand four rounds in the ring without the opportunity to finish the fight ahead of schedule. After winning, Bastard Junior will appear and order his people to kill us. Peaceful and hostile options will lead to one outcome: we deal with a large number enemies without letting them surround you. Having finished with everyone, among Igor's things we find a note that tells about the cache and how to get to it. Actually we get to this very cache and with the help of the witcher's instinct we activate the secret mechanism in the form of a torch to the right of the wall. We pass into the secret room and get a mysterious letter from the chest. From it we learn that Bastard Junior works for King Radovid.

King of the poor.


We enchant (requires the skill "Deception" of the 2nd level) or kill the gatekeepers at the entrance to the casino. With a peaceful option, you will have to play three games of Gwent, while not mentioning Bastard Junior in a single word, so as not to cause aggression among the enemies. Peaceful and hostile options will lead to one outcome: we consistently clear all three floors from enemies. On the top floor in the room we find a dwarf named Rico, who is a spy for the King of Beggars. He will tell us that Bastard Junior has become friends with the Redans. However, this information will already be known to us if we have previously visited the arena. We release or leave bound Rico. When choosing the first option, then we can go to the King of Beggars and get a silver sword from him.

Returning to Reuven, we tell him about the connections of the Younger with the Redans, after which we go to the partisan camp near Oksenfurt, led by our friend Vernon Roche. At the entrance to the camp we encounter Ortensio - we enchant him with the Aksy sign or win in a fistfight. Roche will agree to set us up with Radovid, but before that we will have to meet with a messenger at the bridge in Oxenfurt. Arriving at the place, together with Roche we go to the chess club, where, to our surprise, King Radovid himself is located, who will hand over the Junior Bastard to us with giblets.

History of Ciri. Visit to Junior

Doppler Dudu was captured by Bastard Junior, and Ciri and Buttercup pondered how to save him. Without thinking twice, the girl decided to get into Willy's house on her own. We climb the stairs, climb even higher on the ledges and, having reached the balcony along the roofs, we penetrate inside through the window. In the battle with Willy, we use a special gift for the first time, which allows us to effectively deal significant damage to one or several enemies at once. Having won, we release Duda Bibervelt, we clean the first and second floors from opponents and leave the house.

Service for Radovid

At the audience, King Radovid will wish that we bring to him the living sorceress Philippa Eilhart, who seeks to restore the Lodge of sorceresses.

Treasures of Count Reuven

Reuven is ready to use his influence to find Buttercup, but before that, we must help him investigate a mysterious robbery. After going down under the baths, we follow Sigi to the treasury. The only witness - the troll Bart - was powerless in front of smart thieves who smashed the wall with explosives, and before that they somehow made a long way through the sewer canal with poisonous pop mold. Attempts to follow the trail of thieves did not lead to anything good: Reuven lost his man, and even encountered a monster that forced him to return back.

Sigi Reuven (Dijkstra).


After drinking the antidote for pop mold, with the help of a witcher's instinct, we examine the burst pipe above the breach, the grate from the pipe lying against the opposite wall, and a piece of pipe at the fork. We move along the channel along the blue line on the mini-map, destroying drowners along the way. Having reached the next section, at the grate we find the bottom of the vessel, presumably a fragment of a homemade bomb, and, having studied it properly, we return to Reuven with a report.

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

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

Last test

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

Once at the entrance to the cave, from somewhere nearby, the cries of a child begin to be heard. Despite Lambert's warnings that this is just an illusion, we can independently verify that he is right and be trapped in the fogs. Having finished with the enemies, we return to the cave and go inside. Climbing high and not very ledges, we move deeper into the cave, where we find the Old Grotto, lightly sleeping. Without approaching the cyclops, we climb the ledges on the right side and leave the cave. Otherwise, before getting out, we engage in a fight with a large enemy and actively use the signs "Axii" and "Kven" along the way.


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

Interference

We rise to the room at the top of the tower and communicate with Yennefer, who is extremely unhappy with the progress in preparing for the ritual to remove the curse from Uma. The conversation about the bed can end with the sorceress reminding us of an affair with Triss, and then, if you do not apologize for her words, in a frenzy teleports us directly into the river far beyond Kaer Morhen. One way or another, we help Yennefer restore the megascope's performance, namely, we find and eliminate the cause that disrupts the operation of the crystals. We go down to the first floor, pick up the potestikvisator, approach the source of magical interference - boxes with dimerite bombs against the wall, to the left of the large cage next to Vesemir and Uma - and interact with it. Returning to Yennefer, we take part in a conversation with Ida Emean, who is one of the members of the Lodge of Enchantresses. She will give some advice on how to remove the curse and at the same time remind you of the prophecy of Itlin, in which Ciri plays a key role.

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

Vesemir insists on alternative way- remove the curse with folk traditions- and for this he will take Uma to the mountains for the whole night. We devote our free time to socializing with friends over a drink. When Yennefer goes to bed, we join her or continue gatherings in a purely male company, having fun in more and more sophisticated ways in proportion to the amount of alcohol drunk.

Va Faill, Elaine

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

Brothers in Arms

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

Isle of Mists


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

Following the magical firefly received from the elf Avallac'ha, on the water we fight off annoying harpies with the help of a crossbow, and on land - from tangapors. We get to the house on the top of the hill, in which the gnomes who survived the shipwreck took refuge. They will let us inside only after we bring their missing comrades to them - Ivo, Gaspard and Ferens. Having received information about their whereabouts, we go in search.

On the shore we deal with a couple of watermen and at the top of the cliff we find Ivo, who, having tried to go down, will eventually break to death. The second dwarf named Gaspar is found sleeping inside the tower. He suffers from narcolepsy, so we try not to move too far away from him, in order to wake him up after another attack, and at the same time protect him from tangapors. We find the third dwarf Ferens dead in the swamps, having previously dealt with the demon: in battle we use the signs "Quen" and "Axii". Returning to the hut with the only surviving dwarf, we find a cold and not breathing Ciri on the bed, which, having merged with a magical firefly, miraculously comes to life in our arms. We ask the girl about her adventures or immediately go to Kaer Morhen. The dwarves, without waiting for us, sailed away in a boat, and meanwhile a ship of the Wild Hunt appeared on the horizon. We convince Ciri to use the portal and take us to the witcher's haven.

Battle of Kaer Morhen

After a short but warm meeting, we convene a council in the fortress, where we scrupulously discuss the plan for preparing for the upcoming battle against the Wild Hunt. We make a choice in favor of elixirs (we will get "Thunder" and "Excellent Swallow") or traps, sealing holes in the wall or clearing the arsenal. After a few hours, when all the preparatory work is completed, we go outside and watch the arrival of the Wild Hunt. Yennefer will create a magical barrier around Kaer Morhen, Triss will stop the first enemies approaching the fortress with a fiery rain, and together with Lambert, saddling horses, we will go into the forest for reconnaissance. To avoid a fight, we try not to get close to the hounds and close the portals from a distance, with an aimed throw of a dimerite bomb. If there are not enough stocks of bombs, then the Irden sign can be used. With the advent of Imlerich, our invisibility will disappear, so we signal Triss with a shot from a crossbow into the sky, but we will not wait for support.

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


Having finished with numerous opponents, but not with Imlerich, not without the help of a fiery rain, we return to Kaer Morhen on horseback and, first of all, close the gate, having risen to the lever on the wall. However, the riders will continue their advance and take Lambert by surprise, to whom Keira Metz will come to the rescue in time. Further, we retreat to the courtyard, where we also destroy a large number of enemies, and then we go to the main gate, which Eskel was supposed to open, but for some reason has not yet done so. We get to Triss and with joint efforts we deal with warriors and hounds.

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

Yennefer, having lost her last strength, will pass out, thereby leaving Kaer Morhen without any protection and allowing the Wild Hunt to break through The Last Frontier defense. Having reached Ciri, Eredin tries to lead her through the portal, but Vesemir stops this attempt by desperately rushing at the enemy. After that, Imlerich begins to brutally beat the witcher and intends to kill him, so Ciri decides to voluntarily surrender to the Wild Hunt. Taking advantage of a good moment, Vesemir takes out a dagger and plunges it into Imlerich, who in turn kills the witcher. Shocked, Ciri falls into a state of uncontrollable anger and, through a deafening scream, releases energy from herself so powerful that the Wild Hunt has no choice but to retreat. To stop the Explosion of Force, Avallac'h suddenly came to his senses.

Landscape after the battle

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

After several days, Avallac'h was still unable to teach Ciri to control his power. The girl still blames herself for the death of Vesemir and therefore turns to us for advice on how to overcome depression: we offer to drown her grief in alcohol or have fun playing snowballs. When choosing the second option, we try to hit Ciri with aimed throws, while dodging the return snowballs. We replenish stocks of snowballs from places where snow accumulates.

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

bald mountain


Ard Kerbin is the home of the Lady of the Woods, who are revealed to be in secret contact with the Wild Hunt. We get to the village in the depths of the island and, sitting by the fire, we will talk with the locals. At the annual festival, three boys and girls are honored to meet with the Mistresses of the Forest. The old man will direct us to Tekla, who is engaged in the selection of the Chosen, who are lucky enough to visit the tops of the mountain. On the way we will meet an old friend - Ivasik. He will advise you not to mess with witches, and even more so with Imlerich.

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

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

We rise to Imlerich, sitting at the very top of the mountain, and, after a short conversation, we engage in a fight with him. Coming close to the enemy, we dodge his attack to the right side and inflict two quick blows to the back, then quickly jump back or defend ourselves in advance with the Quen sign. Periodically, Imlerich will be covered with a white coating and due to this, teleport to us behind our backs. You can avoid an unpleasant sneak attack by cooling the enemy with the Igni sign. In the second half of the fight, Imleric will drop his shield and be permanently covered in a white coating. We still prefer the Quen sign, but now we have to show more skill, dodging first back and then forward when the enemy is behind us. After the third attack, the commander of the Wild Hunt will stop for literally a few seconds - this is our chance to land as many quick blows on him as possible. Having defeated Imlerich, together with Ciri we are transferred to Novigrad.

Final preparations

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

Through time and space

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


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

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

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

Pay

For all the time that Ciri spent in Novigrad, she managed to acquire not only good acquaintances, but also make enemies. The first person Ciri wants to see is Bastard Junior. If earlier we left Willy alive, then it will be possible to find him in the Scraps: there will be no shadow left from the miserable and lowered to the lowest strata of society member of the Big Four, so Ciri, instead of killing him, will consider that life has already fully punished his. If earlier we killed Willy, then we go to his shelter. Having enchanted the bandits at the entrance with the “Axii” sign (requires the skill “Deception” of the 3rd level) or dealt with them in battle, inside we find the doppler Dudu, who has taken on the guise of Bastard Junior.

Next, we go to the "Golden Sturgeon" to the waitress Bei, who, risking her life, helped Ciri in search of Buttercup. We drive the bandits away by force or word and, having thanked Bey, we go to Zastenye to the camp of wandering circus performers. Waldo and Aegar helped Ciri with money and took her in when she faced difficulties in a large foreign city. Waldo will lament the lack of horses needed to leave Novigrad due to harassment by the Temple Guard. After riding horses with Aegar, we agree or refuse to participate in the adventure. In the first case, we take part in the theft of horses, and in the second, we sort things out with Aegar in a fistfight. We make our way to the stable, having previously climbed onto the roof from a wooden platform, go down the stairs and slowly approach the table. Having picked up the key, we unlock the front door with them and take the horses right from under the nose of the guards. If it was not possible to act silently, then first we deal with the guard, and then, before leaving the stable, we calm all the horses with the Aksy sign.

It's darkest under the lantern

Avallac'h.


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

great escape

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

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

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

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

Final preparations (continued)


Philip Eilhart.

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

Tango threesome

A declaration of love by both Triss and Yennefer at the same time will lead to the fact that both sorceresses will come forward for an offer to spend a pleasant evening together at the Kingfisher. Arriving at the indicated institution with a bottle of good wine, we go up to the second floor and knock on the door of the room. Triss and Yennefer will appear before us in all their glory, but the happiness that has come so suddenly will not last long: the girls will chain us to the bed and, having celebrated their small victory over us, imposingly leave the room. And only the next morning Dandelion will look into the room and free us after a night spent on the bed, being shackled.

Preparing for battle

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

Veni Vedi Vigo

Having received a letter from Yennefer about the inviolability of the Lodge, we meditate until midnight and swim to Emhyr's ship from the one closest to the fleet road sign. Avoiding the illuminated areas, we board the anchor on the right side of the bow of the ship, convince the emperor to let the sorceress go, and together we return to Ard Skellige.

sun stone

Myshovur will help us with the search for an ancient artifact. Depending on whether we helped Cerys and Hjalmar (quests from the Collapse - "Chosen of the Gods", "Lord of Undvik" and "King's Gambit") or not, Cerys (Hjalmara) or Svanrige will become the new king of Skellige. In the first case, this will lead to a war between the clans, and in the second - with Nilfgaard. We go to Caer Muir, where we help Mousewort deal with Lugas the Mad and his people, or to Caer Trold, where we kill Nilfgaardian soldiers. One way or another, Myshovur will direct us to the skald Eyvind, who for sure may know something about the Sunstone.

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

Ciri will tell about a certain laboratory, which Avallac'h chose to visit without unnecessary witnesses. Philippa will search for the elven ruins, where the Sunstone is likely to be.

On the boat we swim to the entrance to the elven ruins on the northern side of the mountain and together with Philippa we go inside. Moving forward, we deal with drowners, a siren, after knocking it out from a crossbow, and a golem. Next, the sorceress will donate blood to the guard Fiallan, after which we can get to the room with the mirrors. Focusing on the mini-map, we go up to the mirrors in detours and activate each of them exactly once, having previously destroyed the nearby spirit. Then it remains only to pick up the Sun Stone and leave the ruins along the same path that they made their way into them.

Elder blood child

Having met with Ciri and Yennefer at the entrance to the laboratory of Avallac'ha, we deal with the golem and go inside. After looking around, we will talk with the sorceress and go downstairs, where we will find the genealogical tree of the Elder Blood. In the last room we will meet an elf who will tell about the true, not entirely rosy for Ciri, intentions of Avallac’h. We calm down the upset Ciri or let her give free rein to her emotions, smashing everything in the laboratory that comes to hand.

Ge'els.


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

On thin ice

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

We get to the ghostly ship of Naglfar, simultaneously cracking down on warriors and hounds, and in a short battle we easily defeat Caranthir. However, at the last moment, the commander substitutes his staff, the powerful energy from which throws us far back. Before Caranthir grabs Ciri, she manages to teleport to who knows where.

Meanwhile, Geralt gets rid of the icy shackles and undertakes to finish what his ward has begun. We constantly get close to the enemy, moving from side to side to avoid the ice spheres, and inflict as many blows on him as possible. Slow ice elementals won't cause any problems, so you don't need to be distracted by them at all. The defeated Caranthir teleports us to the bottom of the sea - we swim to the surface and watch how Ciri once again escapes from the ghost riders.

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

Tedd Deireadh. The hour of the end

Yennefer will take us to a safe place, and soon after that, the gates between the worlds will open. We follow the sorceress, first on our own two feet, and then on a horse. Further, we climb the slope, keeping close to Yennefer, so as not to die from the blizzard, and cracking down on the hounds of the Wild Hunt. Once at the bridge, where the action of the magical barrier begins, we pass through the gap made by Yennefer and, finally, we get to the tower. As it turned out, the culprit of all that was happening was Ciri, who set out to stop the White Frost. Regardless of our persuasion, the girl will step into another world. Its further actions will depend entirely on the decisions made earlier.

Something ends, something begins


Decisions that affect the main ending of the game:

Quest "Landscape after the battle"

1) Play snowballs (positively) or get drunk (negatively)
2) Go straight to Velen (positive) or visit Emperor Emhyr (negative). Receive a reward (negatively) or refuse it (positively)

Quest "Last preparations"

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

Quest "Child of Elder Blood"

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

Quest "Child of Elder Blood"

5) Together with Ciri, visit Skjall's grave (positively) or abandon this venture (negatively)

Most affirmative actions, including ignoring Emperor Emhyr or visiting him but refusing the reward, will result in the first ending.

Most positive actions, plus visiting Emperor Emhyr and receiving a reward, as well as completing the side quests "An Eye for an Eye", "A Deadly Plot", "Enemy of the People" and "Matters of State Importance" (will be opened provided that in a good way agreed with Dijkstra to release Philip from the baths), in which we take the side of Roche and kill Dijkstra, will lead to the second ending.

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

Ending 1

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

Ending 2

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

Ending 3

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

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