The Witcher 3 change how to open the door. Weapon "W"

Recently, the second add-on for The Witcher 3 was released - Blood and Wine, which sends Geralt to explore the distant kingdom of Toussaint. We have prepared some tips for you that may be useful in your adventure.

You need to be above level 30 for Blood and Wine

Blood and Wine is an add-on for those who have already completed the game. It is not intended for those who are just starting their adventures. Toussaint's lands give the impression of being safe, but they are actually deadly to those ill-prepared for the challenges ahead.

Starting at level 30, you will have a chance to survive in the initial zones of the expansion, since most of the enemies will be somewhere around level 33. In any case, you can always return to Toussaint later or create a level 34 Geralt right away, but keep in mind: then you will have the Wild Hunt content completely blocked.

Complete the "Change" quest as soon as you get it

"Change" is secondary quest, which you will get after a couple of hours of playing Blood and Wine. It begins with a letter from Yennefer, in which she tells you about a professor who has done research on witchers. You will need to find the old lab and complete the experiment on yourself. You need to do it faster as it opens up completely for you. new system mutations.

Mutations are used to further enhance Geralt's abilities. They will unlock new combat perks and add new skill slots. If you are playing on maximum difficulty, mutations will be invaluable help.

Don't spend ability points immediately after getting

You can't be accused of using your acquired ability points as soon as you get them, but still try not to do it in Blood and Wine, save a few. This will allow you to unlock Mutations.

The first few Mutations can be unlocked with two ability points and the same amount of mutagens. They are much more powerful than normal abilities and will help you tailor Geralt to your play style.

Tesham Mutna set

There are many interesting armor sets in The Witcher, but nevertheless, pay attention to Tesham Mutna's set. The set includes six items: Chest, Boots, Gloves, Steel Sword and Mask. It's pretty easy to get, and the set bonus will make you happy.

Tesham Mutna's set is a Relic quality Vampire set. For three pieces of the set, you will restore health by killing enemies. To get this set, simply check all the containers in the zone where you will be sent on the quest "La Cage au Fou". The passage of this quest is quite linear, so just check all the containers on your way.

Quen and Yrden

In Blood and Wine, you will often deal with vampires and meet quite a few varieties of vampires that you have not seen before. High Vampires, Alps, Brooks, Garkans roam here - in other words, a whole crowd of creatures of the night. They are faster than the enemies you are used to fighting and are generally much stronger. And here Quen and Yrden will help you.

Quen will provide you with protection, which will allow you to additionally hold off one or two rather heavy blows when the vampire pounces on you. Yrden is a magical trap that removes invisibility from a vampire and also slows down all his actions. Both of these signs will be of invaluable help when you meet your enemies.

Stock up on repair kits

Although Blood and Wine has the same strong plot as in wild hunt and Hearts of Stone, there are a lot of battles in this add-on. Often you will have to meet with large groups of enemies. And this all means that your weapons, in particular, the silver sword, will wear out quickly.

Chances are, finding a blacksmith isn't something you want to do in the midst of the fun. There is nothing worse than a broken sword in the middle of a dungeon. If possible, collect all the weapon repair kits that you find along the way. Don't miss out on armor repair kits either, although an experienced hero might not need them.

If you have taken a secondary quest, do it

There are several side quests connected to the main storyline. In this regard, if you advance through the storyline, some of them may become unavailable. If you complete all the tasks - then spend your time on side quest if he gets in your way. Not only that quests often bring good reward- you will also become clearer about what is happening in a seemingly calm land.

If you are convinced that you need to complete the main storyline, then make sure you make a backup save that you can return to. CD Projekt Red will warn you when you get to the point where there's no turning back, so don't miss anything.

Upgrade your winery

As part of the contract that brought Geralt to Toussaint, he will receive a vineyard called Corvo Bianca. This is a decent area, which includes several houses and olive and vine fields. Players can upgrade this property in order to receive certain bonuses from it, which can help in the gameplay.

When you rest in Corvo Bianco, you will receive various temporary bonuses, which will depend on the modernization of the estate. You can get a bonus to experience, a bonus to Roach's stamina, and much more that an adventurer might need.

Take your time and make the right choice

The new addition is fraught with a lot of interesting things. What starts out as a simple task, then gains momentum and adds interesting details. If you break in without thinking, you can miss a lot of interesting things, besides, Blood and Wine contains many decisions that will affect the subsequent development of the world.

Your decision will often affect someone's life, so listen carefully to the dialogue and study the circumstances to make a wise choice.

Supplement dimensions " blood and Wine" are huge. After all, why be surprised if they give players a whole region, which is filled with everything that players have met before. However, no matter how colorful the Toussaint region is, it is still fraught with danger. Players will have to complete new additional tasks, take new orders and kill new, hitherto unseen monsters!

This article is a complete and detailed walkthrough all additional tasks and orders of the expansion "Blood and Wine". So if you're having any difficulties, come here. And it doesn’t matter what problem you are facing: a strong enemy, an incomprehensible task, you don’t know what to answer the character - there’s nothing to worry about, here you will find a complete walkthrough of any task! However, if you did not find what you were looking for, write it in the comments and the "" team will definitely sort everything out to help you pass!

Additional task: "Wine Wars"

Additional task: "Ways of Destiny"

Bonus Mission: "Home Sweet Home"

Bonus Quest: Song of the Knight's Heart

Bonus Mission: Mercenary Knight

Side mission: "The Mystery of the Lost Spoon"

Additional task: "Reenactors"

The task is taken from a certain Gaston, who is most often found during the passage of the plot task, when the moment comes to hunt for the spotted whirl. If you still can't find the quest, then look for "Doren Alma's Manor" in the Carobera Woods. The man is right next to the road that leads to the estate.

The problem is this: Gaston was driving calmly, when suddenly on the road he meets a mortally wounded man in strange armor. Literally a few minutes later, Geralt arrived. So if you believe the man, he himself does not know anything and does not understand what happened. This is how the current task and the first subtask appear: . The task, I think, is clear. The tracks are on the road that leads to the estate. Besides, Gaston will be asked to come with you.

Upon reaching the estate, you will notice that the doors are strangely damaged, as if someone was trying to escape. The half-broken doors will be locked, so use the Aard Sign on them and go inside, where the old subtask is replaced by a new one: "Inspect the estate using the witcher's flair."

A terrible picture awaits you inside: all the inhabitants of the estate, it turns out, were brutally killed. Carefully inspect the corpses and ceremonial accessories near the chair in the center. On the side there will also be a stain from the fire, after examining which a new subtask will appear: . In any case, in the entire estate there will be only one door available for further passage. So knock on the door and the cutscene will start.

It turns out that the last survivor is hiding in this part of the estate, and his name, in short, is Duran. So, it turns out that the locals, as usual, held an annual historical stage here, which was dedicated to the last elf king "Tussent". The problem is that this scene served as something of a ritual, as a result of which almost all the people in this place were killed. Geralt offered to repeat this rite again, this time to put an end to the evil spirit forever.

Immediately after the conversation, several hours will pass and night will come. The time for the ritual has come, so your new subtask is: . In total, you will need to light six lamps, but there is nothing difficult, because they are all nearby and all are marked on the mini-map (even fit in a circle). Immediately after the lamps are lit, the following subtask will appear: . On the right side near Duran there is a chest, and there are the items necessary for the task, including bread - take everything. Bread and wine should be put on the bowls that are on the side. Immediately after that, you will need to take the sword along with the shield - everything will again be marked on the mini-map. When you take your weapons, put on everything. At the end of the whole ritual, you will have to kneel, after which the cutscene will begin.

Now a surprise awaits you, because at the end of the ritual, the statues will come to life and take on an elven appearance. Thus, a subtask appears: . I warn you right away - the damage they cause is simply colossal. In combat, you need to dodge and roll a lot in the beginning. First of all, kill the sorceresses, because they will simply not give you rest. If you can still safely run away from spearmen, then it is extremely difficult from them. In addition, they still know how to teleport from one place to another. You simply cannot do without the Quen Sign and the Swallow, because the enemies present many surprises. When fighting spearmen, try not to fight the crowd at once. It is better to strike one hit and move away than to substitute and lose all health. At the end of the battle, a cutscene will begin.

Duran now admits that it turns out that these statues were not present at past rituals, since they used to stand in the palace of a certain Divetaf. The bottom line is that these statues should have gone a long time ago to one noble person. This person was supposed to perform exactly the same ritual, and the statues that came to life were supposed to kill her. Either way, this is the end. Duran will give you a really worthy reward and you can go on about your business.

Additional task: "Change"

The task can be obtained only thanks to the letter that the messenger in Beauclair will bring to the witcher. In it, Yennefer will talk about an unusual find. More recently, in an old manuscript, a girl stumbled upon research done by a certain Professor Moreau. Moreover, these studies concern witcher mutations. And the girl decided to tell it for a reason. The fact is that the professor's laboratory was located just in Toussaint. Therefore, the importance of the discovery suggests that the workshop needs to be found as soon as possible. The first subtask will be: .

Go to the walled cemetery. Upon arrival, an area to search will be given. The desired grave is located near a huge tree, and since the area is limited, there is only one tree here. The grave will be opened, so Geralt will not be able to find anything among the remains of the former professor. The next subtask will be: . Examine the professor's stove and get the following main subtask: . The trail soon ends, so where to go next?

Examine Moro's coffin again and Geralt will come to the conclusion that there are no more traces to be found here, so it's time to look at the map that Yennefer sent him. Go into your inventory and look for a piece of paper called " old map Toussaint". You carefully study the map, after which you get a mark where you need to start searching for the entrance to Moro's laboratory and a subtask: . There is a mark near the Mer Lachaise cemetery, which could already be visited during the passage of the storyline.

Upon arrival at the right place, it turns out that the entrance to the laboratory has been under water for a long time, so jump from the shore into the water and swim to the center of the marked circle. In the middle, under the ruins of a large area, there is a portal, so swim straight into it. Now your main subtask will be: . Go forward.

Once in the large hall, you will have two ways to move forward. The first way is through the traps, which are spikes. Of course, having hit them, Geralt will be quite hurt, but he can still run through, and you can still insure yourself with the Quen Sign. The second way is a detour along rocky ledges. You can go as you like, in any case, find yourself in the same place, much more important is that this part of the ruins is best to inspect for items that abound here.

In the end, you will reach a circular area where panthers appear from the statues on the sides. These statues will suddenly come to life and immediately attack. So a subtask will appear: . Keep in mind that panthers are not relics, but phantoms. I am writing this so that oil against relics is not wasted in vain. In any case, defeating the monsters is easy, so after the victory, the veil will fall and you can move on.

Now the subtask looks like this: . Go forward. There will be a hole in the floor to the left - jump there. This part of the ruins is quite multi-corridor, but the mark on the map will still lead you to the same place, so along the way just try to run with your witcher's flair turned on and carefully inspect all plot objects. In the end, in the depths of the cave, you can find the "Diary of Professor Moreau", which contains a hint in order to open the doors to the laboratory. After that, climb the huge stone ball to get to the next floor. Upstairs, you will have to fight a new panther, but there is nothing difficult.

Immediately after the victory, a subtask will appear: . Move on. Examine the rope, and a little further the doors that are locked. The diary says about four square slabs. To open the doors, you need to shoot at all four plates with a crossbow. The first two slabs can be found on the left and right near the doors. The third is behind the rope hanging from the column. The last plate is on top opposite the same rope. As soon as the doors open, an old subtask will appear: .

Going forward, the witcher will find himself in a huge round hall, where a new subtask will appear: . In the same place, a gargoyle will come to life, with which you will have to fight. It will be inactive, so oil your sword with anti-relic oil and kill the monster, then take the plot item "Gargoyle's Paw" from the corpse. This paw must be placed on a pedestal in the center, after which it will open great amount portals.

Portals are a trick. The bottom line is that you need to find the right path. I recommend moving constantly in the direction the statue is looking. The same applies to other halls, because, having passed one hall, you will find yourself in the next. You need to constantly move through those portals in the direction of which the statue is looking. Simply put: where the statue is looking, you are going there.

Well, if you followed this walkthrough, then by all means find yourself in the laboratory of Professor Moreau, so the new subtask will be: "Using the witcher's flair, search the laboratory." I recommend that you carefully examine the entire laboratory, because here you can find a lot of very useful things and items.

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→ Note: If you go forward from the entrance to the laboratory, then near the empty chamber, after searching the chest, you can find "Recipe: Transmutation of a small mutagen - blue to green."

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On the left side of the entrance you can find a megascope with crystals. Three crystals will lie on the pillow nearby. However, you will have to find two more crystals (one crystal will lie on the table next door, and the other in a box in the same room). Using a megascope, carefully review all the entries (from the 1st to the 5th).

Thanks to the notes, you can find out that Professor Moreau was saved a long time ago by the witchers, who soon came and took away his son, Jerome, since the professor had to. Jerome soon really became one of the witchers too. That is why Professor Moreau began to study mutations in order to convert his son. Moreau hoped to make him human again.

Research has shown that witcher mutagens are based on white scolopendromorph proteins. So, no matter how hard the father tried to return his son, he became stronger and faster. In the end, the doctor despaired of saving his son, which is why he abandoned all research. As a result, the professor tried to get rid of the mutations, but only strengthened them with his research and actions (what a shame).

However, in order for Geralt to also improve his mutation, he needs to get mutated scolopendromorph eggs, so go to the point that appears on the map. Go inside another empty cell and go through the hole in the wall. Before you start fighting monsters, oil your sword with anti-insectoid oil.

So, in this small cave you have to face the "White Widow" (and not one). The monster is a variety of scolopendromorphs, and therefore vulnerable to the same. In battle, the aforementioned oil, the Quen Sign and the Yrden Sign (and a must) will come in handy. Be careful, because the monster can poison the witcher. The tactics are as follows: put the Yrden Sign in the supposed place where the widow will appear (or lure); cast the Quen Sign on yourself and beat the monster, and be sure to only in front. If he beats the widow on the shell, then these blows to the White Widow will not even be able to tickle. A second "White Widow" will also appear a little later, so be careful and figure it out first with the first, so that later you can switch quietly to the second.

Did you think that by killing them, it would be possible to get eggs? It would be too easy. After the massacre, move further along the cave, having previously climbed onto the ledge. In the next part of the cave, the witcher will stumble upon another "White Widow", but after her death, it will be possible to get eggs. So once you have them, the next subtask will appear: . The task, I think, is quite clear, so return to the laboratory. And by the way, you won’t have to go back through the entire cave, because there is a crack in the wall on the side, breaking which you can get back to the laboratory by a shorter path. Then everything is simple: insert the eggs, remove the equipment and go inside the apparatus.

Immediately after Geralt gets out of the apparatus, the following subtask will appear: . To activate the portal, apply the Sign of Aard on the crystals nearby. The exit will be flooded, so you will find yourself again in the water, but after that the task will be completed after that and you can go further.

Bonus Mission: "The People's Hero"

Bonus Quest: "Brotherly Love"

Additional task: "Eternal rest"

Walking along Beauclair in the evening, Geralt may hear strange sounds coming from the direction of the local city cemetery. This is how the task "Eternal Peace" appears and the first subtask: "Find out why the noise is coming from the cemetery." Go to the marked place on the map to carefully examine everything. If you can’t activate the task, then just after sunset, go to the Beauclair cemetery.

Upon arrival at the indicated place, it will turn out that it is not so easy to find traces of noise. The cemetery will have to be carefully examined with the help of the witcher's instincts. Traces of the hero will soon lead to a staircase that leads to one of the crypts in the cemetery. Go down the stairs and find yourself in the catacombs.

Once in the catacombs of the crypt, a subtask will appear: "Search the crypt using the witcher's flair." Immediately near the entrance, pay attention to the doors on the left - this is the entrance to the de Correntin family crypt. So, it is necessary to go exactly inside this crypt. Inside, with the help of the witcher's instincts, search everything you can. And as soon as the search is over, Geralt will come to the conclusion that no one is here. After that go to Fresh air, when suddenly Geralt is stopped by a strange noise that has reappeared.

Go back to the same crypt and re-examine everything, when the "Hide and find out where the source of the noise" sub-task appears, hide behind the only available statue in the family crypt, after which the cutscene will begin. Now wait for further developments.

Soon the witcher becomes a witness to the showdown of long-dead spouses: Margot de Corentin and Louis de Corentin. A little later it turns out that Louis de Corentin loved gambling, which caused the loss of property and acquired debts. Margo de Corentin gave the last money to the "novices" of the Holy Swan, who turned out to be real deceivers, and therefore squeezed the last money from her.

In the end, they ask the witcher to remove the excess from this crypt, because they can no longer be together. Now Geralt will have to choose which of the spouses to remove from the family crypt. Moreover, both promise cards for playing Gwent as a reward.

Option one - Remove Margot de Corentin

Take Margot's urn. As soon as she is with the witcher, the ghost of the girl will appear and ask to transfer the urn to her mother's grave, which is located in the cemetery behind the wall under one chestnut tree. Go to the specified location. Upon arrival, look around, find the indicated monument, read the inscription on it and leave the urn there. Moreover, the urn can be placed only with activated witcher's flair.

After that, feel free to return back to the crypt to Louis to receive a reward. A little later it turns out that he deceived Geralt, so take the urn. As a result, a ghost in fear will appear in front of the witcher and tell about the cards that he promised as a reward. And although he has no idea where the cards are, he will tell about the blacksmith Trentin, who owed him a sword. And so that the blacksmith gives the sword to the witcher without any problems, Louis will tell terrible secret blacksmith.

Leaving the crypt, Geralt will be met by a guard who suspects him of something wrong. The guard will tell you that a local citizen named Charles Lanzano complains about noises coming from the crypt, which is why he cannot even sleep peacefully. Convince the guard that all is well, since that is the problem you are currently dealing with.

In any case, go to the blacksmith and remind him of his debt. When he starts to back up, remind him of his passion. As a result, the guy will soon break down, after which he will provide the witcher with a sword called "Fireborn" with very good characteristics. In addition, the blacksmith will agree to play Gwent as well. The maximum bet will be 50 coins, so do not miss the opportunity to earn extra money.

Option Two - Remove Louis de Corentin

If you decide to move Louis to another place, then he will ask you to take his ashes to the crypt of the Gwent Players Guild, and in the same catacombs. Therefore, take the urn and take it to the marked place. However, everything will not go too smoothly, because upon arrival the witcher will stumble upon tomb robbers who will attack him without further ado. Chop the bandits to pieces, activate the witcher's flair, leave the urn.

Immediately after the completed task, return back to Margo, who will tell you where she hid the cards. It turns out that the cards are buried in their family garden under a rose bush, which will be marked on the map. In addition, she will still worry about her husband. And at the exit, again, the witcher will be met by a guard who arrived here at the request of the townspeople. There is nothing to worry about, since it is enough to say that you will take care of the problem.

But upon arrival in the garden, you will encounter an archispora. The battle with this aggressive weed is difficult, so if you are unfamiliar with combat tactics, then take a look at the bestiary. But in any case, when the monster is defeated, the cards can be found under the rose bush. As soon as you have the cards, you can safely go to Charles Lanzano in the Fox-Hitrolis tavern for another reward (after all, the family conflict has been settled, and the noise bothered this person).

However, you will have to return to it in any case, and it does not matter which side you took in the family conflict. However, the reward may be different, it all depends on what you are facing. For example, if you say that you have settled a family quarrel, then you will receive only 50 crowns, but if you say that you fought monsters, then you will receive all 100 crowns.

Bonus Quest: "Fistfight" and "Fistfighting Champion"

It turns out that even in Toussaint they hold fisticuffs, where they put money on the fighters. And although this is a common entertainment, there are very different rules in Beauclair, in contrast to the typical massacre in the North. In general, to take part in fisticuffs and generally take on a task, go to the southern part of Beauclair, to the Nilfgaard embassy.

Not far from the arena, you will need to find a local bookmaker who is responsible for the fights. He will offer the witcher to fight with the three famous champions of the city. Yes, and they are far from the last rivals, because there is still a master of fisticuffs in the city, you can fight with him provided that other candidates for the fight with him are defeated.

The first opponent will be a fair-haired guy named "Mop", However, the most interesting thing is that if "Mop" is beaten in dialogue, simply choosing lines that rhyme with his lines, in the end he will admit that the witcher is stronger than him and will not have to fight it jerk. Although you can, of course, the old fashioned way to break his face.

The second opponent will be a man named "Colossus". At first, he will not want to fight Geralt, because he considers Geralt an old man. However, the Colossus will offer an interesting battle tactic: it is necessary that Geralt block three attacks, while this brute cannot be hit. That is, it is necessary to counterattack corny. Yes, and the block can only be placed when the "Colossus" swings. At such moments, press RMB and, having placed a successful block three times, Geralt will win this scuffle. And the best part: if you win, you can get an increased fee, because in addition to the main fee, there will be two more bets on top.

The third opponent will be someone named Quiet Pool. Who is this anyway? The bottom line is that this is a knight who took a vow of silence. Moreover, his vow will be removed when someone defeats him in a fistfight. So apparently no one has been able to beat him yet. However, nothing particularly complicated: you counterattack, and as soon as the fighter moves away from the blows, score him.

Immediately after defeating the Still Pool, Geralt will find out that this is actually a girl named Briggita (100% reference to the popular television series Game of Thrones). So, as soon as the witcher manages to defeat all three famous fighters of Bokler, it will be possible to challenge the master of fisticuffs Bokler to fight. So that's how it starts additional task: "Champion of fisticuffs."

To find the master, go to the port area. Upon arrival, talk to the bookmaker, who will tell you that the master of fisticuffs is just a drunk master. So without a mug of strong vodka, he won’t even fight! By virtue of manners and upbringing, we drink a mug with him and agree to a drunken brawl. And don't forget to place your bet.

In fact, a fight in a drunken state will be difficult. But the “recipe” is as simple as usual: catch the enemy’s attack, counterattack at the crucial moment and inflict a maximum of two hits, after which you jump back. Moreover, according to this scheme, it will be necessary to fight until the very end.

As a reward, Geralt, as usual, will receive universal respect, honor and the "Trophy for victory in fisticuffs." The trophy can be placed on a special trophy rack in your Corvo Bianco estate (near the bed).

Order: "Order of the winemaker"

Work Order: Grand Master Armorer

Order: "If you do not want my death ..."

(complemented)

The task is taken from a girl with a French accent named Jeanette. It is located in Beauclair near the Nilfgaardian Embassy. She will ask for help. The essence of the problem lies in the fact that her fiancé, in order to prove his love, went to kill Grotnik - such a monster that lives nearby. Naturally, the reckless guy did not return, and the girl is worried, so she asks to find him. The first subtask becomes: .

Order: Beauclair Safari

The task is taken on any bulletin board (but if there are problems, then take it either in Beauclair or in the Kurolisk tavern). The order will say that someone named Count Beledal specifically summons the legendary "White Wolf" in order for him to take part in the Beauclair safari with the Count. The reward is due. The first subtask will be: .

The meeting point with this man is in the northwest side of Corvo Bianchi, or north of Beauclair. Upon arrival, Beledal will argue very violently with his bodyguards about security. However, at this point, Geralt will have to intervene. During the dialogue, it turns out that Count Beledal wants to conduct a safari on the local animal, and he wished to see the "White Wolf" in order to ask him for support during this case. The only problem is that the safari is not quite ordinary, because the count does not tolerate killings, and he usually wants to “remember” animals with a kind of magical device. In the end, Beledal will give Geralt a map with places that must be visited. So the following subtask appears: . After opening the map, marks will appear, so go to the nearest mark.

Also pay your attention to the fact that the graph's health scale and an additional main subtask will appear on the left side of the screen: . In any case, the first animals will be panthers. Upon arrival at a key place, Geralt will witness how the female fell into a poaching trap, a panther cub will suffer nearby. So there are two subtasks: main - , additional - . To begin with, approach the female and calm her down with the Axii Sign, and then release her. By the way, at the same moment, the count will take his first photo.

Next, you have to find the scolopendromorph. With the help of the witcher's instincts in the indicated place, it will be possible to hear strange sounds coming from the ground, so a subtask appears: . Everything is simple now: follow the tracks to the extent until you find yourself in a clearing. The most convenient place for the next shot of the count will be a hillock, so inspect it and when everything is fine, call.

A subtask will appear shortly: . And for this you have to do the following: set a trap on the hotbed with the Yrden Sign and then plant a bomb. As a result, the explosion will attract monsters and therefore they will crawl out of their nest, and the count will be able to capture this moment. When you succeed, you can move to the next point.

The next desire of the count will be the moment when the peacocks have their wedding night, and, despite the fact that this month (in which they do such things) has long passed. There will be several places to look for and a subtask: . When the witcher manages to find the first peacock, a new subtask will appear: . In the end, the tracks will lead to a clearing, where they live on this moment these animals.

Now you need to do the following: run up quickly to some peacock, quickly apply the Sign of Axii, after which the peacocks show their tail, running to the center of the clearing. The problem is that you need to do this on three animals, and after a short time the animals come to their senses again and they have to be caught again with the Sign of Axii. So act fast, the Count needs to take a fucking photo.

At some point during the cutscene, a scolopendromorph just pops up out of nowhere. Therefore, the corresponding subtask also appears: . In battle, the Quen Sign and the Yrden Sign will help you. Just in case, you need to keep the “Swallow” with you and make sure that the monster does not kill the count.

After this battle, the count will wish to return back. Upon arrival at the camp, the guards will tell the witcher that it turns out that the count takes such photographs in order to please his daughter. The problem is that in early childhood, the count's daughter fell off a horse and is now chained to her own bed. Photos from nature + her paintings are the only window that helps the girl to see the world. When the count returns with a reward for the work done, he will offer to meet again, but later - at the picture show the next day.

By agreeing to a meeting, as an additional reward, you can get a picture that depicts the battle of the witcher. Moreover, the picture can be hung in his estate - in Corvo Bianco. But it is up to you to decide, in any case, the task is completed.

Treasure Hunt: "The Last Case of the Selina Gang"

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After you download and install the add-on to the game, you can start a new storyline in one of the three ways listed below.

First, you can continue the game from an old save. In this case, you will need to find the NPC that issues the first task.

Secondly, if you do not have old saves, you have not played The Witcher before, you can start the game again. Access to the plot task "Blood and Wine" will be immediately, but there is one thing: the recommended level of completion of the add-on is 34, not lower.

Finally, you can choose only the addition of "Blood and Wine". Then you will be given a character already pumped up to level 34, which will greatly facilitate your task in case of loss (absence) of old saves.

Embassy from the wine region

No Man's Land / Novigrad

Target. Find a new order on the notice boards in Velen.

Regardless of the option you choose to start the Blood and Wine expansion, move to the location indicated on the map and inspect the notice board. Find a task with a red seal, where two knights ask for help. By the way, this task hangs on any bulletin board in Velen. It says "Appeal to Geralt of Rivia, coat of arms of Most". Representatives of Princess Anna-Henrietta are looking for help from the famous Geralt: it is necessary to deal with the terrible beast that inspires fear in all the inhabitants of Toussaint.

Target. Meet the knights from Toussaint in Debra village.

As stated in the letter, the knights are waiting for Geralt in a village called Debra. Move to this place, which will be marked on the map. Everything points to the "Settlement of masons." It is located near Oxenfurt, next to the western bridge of the city. Approach the house, near which the crowd has gathered. Watch the cut-scene.

The villagers complain about the frequent raids of robbers associated with the departure of the garrison of soldiers from here. Agree to help Palmerin and Milton fight the bandits. Persuading someone in a dialogue is pointless.

Target. Help Palmerin and Milton defeat the bandits.

Since you won’t be able to convince the robbers with words, the battle will begin. During the battle, you should not worry about whether the knights will survive. Whatever it was, they will remain alive in any case. Think better of yourself as you have to fight high level characters. Some of the bandits will probably be higher level than Geralt. The battle tactics here are the most simple: dodge, do not climb on the rampage and use signs.

When the fight ends, you will see a cut-scene. Listen to the message from the princess, which the knights will read. Chat about the terrible beast terrorizing Toussaint. No one has ever really seen her. After she visits Toussaint, many corpses are found. Currently, two people of noble birth have died. Agree to help the people of Toussaint and watch another cut-scene where you will finally find yourself in a new location.

Arrival in new lands.

Beast of Toussaint

Recommended level 35

Target. Defeat the giant.

On the way to Toussaint you will encounter a huge monster, whose name is Goliath. A young knight fights a giant. Geralt will automatically rush into the fray.

Boss Goliath (giant)

You need to understand that the giant has high strength. As a weapon, he uses a mallet from a destroyed mill. First, use the Quen sign. Do not even think about attacking the giant head-on! Two more signs will be useful against Goliath - Igni and Aard. Use bombs if you have them in your inventory. Attack the enemy in most cases from behind. With a frontal attack, you run the risk of missing a strong kick or baton.

Don't get carried away: it's best to hit the enemy three or four times and then quickly roll to the side. The most dangerous attack: the giant spins a club around him. If he hits you, then Geralt can be pulled under the whole series of blows, which leads to death. If you see a giant kicking the ground, then be prepared to dodge the shock wave. Use elixirs more often (for example, "Swallow").

When the fight is over, you will see a cut-scene. You will learn that Goliath used to be an ordinary knight who broke his vow. It was for this that the Lady of the Lake turned Goliath into a giant and banished him to the Gorgon.

Chat with a young knight who fought Goliath. Call him Guillaume. You will learn about a new murder. The corpse of the poor fellow was thrown out on the bank of the river. Now the place of the murder is being investigated by the guards of the Empress. Geralt will want to go to this place.

Target. Follow Milton to the place where the body is found.

Palmerin leaves your company, and you are left alone with Milton. Jump on the Roach and follow the knight. By the way, be sure to search the corpse of Goliath to find useful items. We continue the passage of the game "The Witcher 3..

Target. Search the shore using your witcher senses.

Upon arrival, you will find out that the corpse was taken away. But perhaps there are still traces left? Use your witcher senses to find the right footprints located behind the sack box on the left side. You will see footprints.

Target. Study the footprints of the guards on the shore using your witcher senses.

To get started, follow the footprints you found until you see Milton's roof blown off. He will rush to attack the corpse eaters. So there will be an additional task in which you must deal with the corpse eaters.

Additional goal. Defeat the corpse eaters.

While all these opponents are alive, you will not be able to continue the main task. Therefore, destroy them all before continuing. Care must be taken, as corpse eaters are strong enemies that explode upon death. The explosion can finish off Geralt. Use the Quen sign, the appropriate oil if you have it, and don't forget to use the Igni sign as well. Don't forget about transitions.

When the battle is over, you will return to the main task. Head to the indicated yellow circle (on the mini-map) and use the witcher's flair again. Soon you will reach the nets in which the guards found the corpse. This will activate the second additional task.

Additional goal. Use your witcher senses to find traces in the nets that the guardsmen might have missed.

Using the witcher's flair, inspect the nets on the river bank. Dive into the water and study the part of the network that is located there. Geralt will be able to find a strange napkin here.

Target. Talk to Milton about the finds.

As soon as you find a napkin, then return to the river bank, where Milton is waiting for you. Talk to him about everything. The napkin will be a silk rag belonging to a nobleman. On the bank of the river you will see another cut-scene.

Target. Follow Milton to the tavern and find out where the body was taken.

As it turned out, the napkin belonged to an old friend of Milton's. Geralt will also emphasize that the poor fellow was killed in another place. The corpse was simply thrown off, after which it was brought to this bank by the course of the river. It is necessary to decide where the guards sailed along with the corpse. Move to the tavern on the bridge nearby to find out from the people there. Go there with the knight. A cut-scene will start near the tavern.

Chat and learn about what the locals believe that the beast is the curse of the Gods. The beast attacks only on certain days, kills only noble people. According to local people, this is God's punishment for the fact that the princess and the knights stopped following the traditions. For example, anyone can now purchase a title for money, being either a good or a bad person. One way or another, you must examine the removed corpse as soon as possible.

Target. Go to Corvo Bianco and inspect the body left in the basement.

The winery you must go to in order to examine the corpse is located near your current location. Jump on the Roach and head to the indicated point. At the entrance to the territory of the winery, you will hear the sounds of a battle and soon you will see several corpses.

Additional goal. Use your witcher's senses to determine what kind of monster killed the guards.

To complete this task, you do not need to rush and go inside. Quickly examine all the corpses outside the winery. It is necessary to search all the guards located in the field of view. When you do this, you will hear Geralt's conclusion: the killer is a vampire and possibly a bruxa.

The next optional quest listed above immediately appears. Open the bestiary and inspect the monster, because soon you will face this vampire. Move to the basement.

Target. Find the body of the victim of Bestia in the basement.

You will find yourself in a wine cellar. You need to find the corpse that the guards found in the nets on the shore. Look for tracks along the way. The cellar is not such a confusing place. Soon you will find a grate, passing through which you will see another screensaver.

Target. Defeat Brooks.

During the cut-scene, you will learn that the hero of the occasion is really Brooks. This is a beautiful lady who, hungry, shows her true essence. You won’t have to run and look for her, because at the moment bruxa is next to the corpse.

Brooks boss

At the end of the cut-scene, the battle with Brooks begins. The most important thing you need to know is that Brooks can become invisible at any moment. In the fight against the boss, you will need Vampire Oil, Moondust, the Swallow Elixir, as well as the Quen and Aard signs. If you do not have Moondust bombs, then you should not worry: just be more careful. Using the sign of Aard, you can knock bruxa to the ground, knock her down, thanks to which she can land up to five unanswered blows.

Using the Quen sign, you will protect Geralt from bruxa's retaliatory attacks. Oil from vampires does not protect the witcher, but increases the damage dealt to bruxa. Beware of shock waves that can knock the witcher off his feet. If you can squeeze the enemy in a narrow space, then you will have a real opportunity to deal with it quickly. Alternately use the Aard sign and normal strikes.

Target. Examine the body of the Beast's victim.

As soon as you defeat bruxa, the task will be updated. Examine the corpse lying nearby and find out why bruksa destroyed all the guards in order to get to him. Be sure to search the corpse to collect useful items. A cut-scene will start next to the corpse. Next, inspect the head, torso and severed arm.

As you can see, the poor fellow's head was seriously swollen due to the fact that the corpse had lain in the water for a long time. Either way, you may see a few bites. In the corpse's mouth you can find a purse full of florens from different provinces.

As for the body, it was chopped after death into several parts. The blows were inflicted with a huge one, but the bones could not be broken. Thus, the monster has huge and sharp claws. First, the heart of the murdered man was hurt.

As it turns out, the hand does not belong to this victim, since she has two of her own. The guards did not even pay attention to this: having collected everything in a heap, they dragged the remains into the wine cellar. But the most interesting thing is that this severed hand is still warm and blood flows from it.

When examining the body of the deceased, an additional arm was found.


Summing up, it can be noted that the killer is a certain monster, but this is not Brooks.

Target. Find Palmerin and ask him to take the witcher to the princess.

The corpse was examined, Brooks was killed. It remains to find answers to the accumulated questions. Time to visit the princess herself. Go to Palmerin and watch the cut-scene.

Target. Defeat the Sharley. On the way to Palmerina, you might see Charley, a monster fighting in the arena. Next, you will need to fight the enemy in order to save the young knight. Also, you won't be able to meet Anna Henrietta until you kill Charley.

Boss Charley

At first glance, it may seem that Charley is a formidable and strong monster. But, as it turns out, defeating him is quite simple. No need to use oils, lots of elixirs. It is enough to have the "Swallow" potion and the Quen sign, which will be useful to you solely for safety net. When Charley rolls around the arena like a huge ball, then stay as far away from the monster as possible. Try to be near the perimeter of the battlefield. When Charley rolls towards Geralt, then jump to the side so that the monster hits the wall. Such a tactical maneuver will allow you to stun Sharley, and you will be able to land several hits on him. Use this strategy throughout the fight. If you see that the boss burrows into the ground and begins to rotate in place, then either wait out this event at a distance, or use a crossbow.

When the fight is over, you will see a cut-scene. You will be able to decide what to do with Sharley: kill or let him live. The princess will ask you to finish him off. Be that as it may, you will meet with Anna-Henrietta anyway. Chat about everything. The conversation will be long, but you can get on the right track. All deaths are actually connected. All the men killed were in the same detachment. At the same time, the killer does not just kill the knights, but tries to disgrace their name. You will be given the ownership of the winery, where you can relax.

Target. Follow the princess to the palace gardens.

The next victim, according to events, is the knight Milton. We need to find him as soon as possible. A man hides in a garden where a hunting competition is taking place. After the cut-scene, you will again control Geralt. Rush in search of the knight, wishing to prevent another murder.

Follow Anna Henrietta. When you are near the palace, the princess will say that you will have to take part in the game in order to find Milton. You must find a unicorn horn, a phoenix and a goldfish. There is no way out: look for items. Once in the garden, you will see another cut-scene.

The princess will order to find a goldfish and a unicorn horn. The fish is in the lake, where there are still lights. Dive under the water while the rest of the participants try to fish it from the shore. In order to lure the unicorn, use the Aksy sign.

Target. Find a goldfish underwater using your witcher senses.

When you get to the pier, your goal will be updated. Jump into the water, ignoring how the other participants scream. You must find a goldfish. Yes, it will indeed be golden in color. The fish hangs on a rope in the water. Look for it on the right side of the lake. When you get close, a cutscene will start. The fish is pulled out before Geralt can grab it. But the witcher will take his figurine, located on land. Inside it, the witcher will find the key.

Target. Use your witcher senses to find foods that will attract the unicorn.

As soon as you are near the "unicorn", he will run away. You need to find the animal again and lure it using the Aksy sign. When the participants of the game approach you to deal with Geralt, then use this sign again.

Target. Meet the princess to connect the clues and find out where Milton is hiding.

Follow back to the princess, as you have collected all the necessary clues. Anna-Henrietta will tell you a riddle that is connected with the location of Milton: "My first syllable is warm, the second is hidden by the fox, and the last one is kept by all the courtiers." It's about syllables. Thus, the answer will be the word "greenhouse". So Milton is in the greenhouse. Watch the cut-scene.

On the trail...

Recommended Level 36

Target. Fight Bestia.

Go to the greenhouse and you will see that Milton is killed. Geralt, on the other hand, will see that very beast. A monster with long claws that can move instantly from place to place. The pursuit of the Beast will lead Geralt to an unknown creature. The hand you found earlier belongs to this particular monster.

Boss Bestia from Beauclair

The main problem in the battle with Bestia may be that absolutely nothing is known about this opponent. At the first encounter in the bestiary, you will not find anything. First, let's figure out which signs against this monster will be effective. It seemed that the Quen and Yrden signs turned out to be the most useful. The first sign will protect you from some blows, and the second sign, Yrden, will allow you to set a trap that allows you to attack the monster as efficiently as possible.

Of course, you can use other signs - Aard and Igni. But there is another problem here: their effectiveness is not so high, they allow you to win literally 2-3 seconds of the battle. Be sure to use the "Swallow" elixir and anti-vampire oil, which increases the damage dealt.

As for the skills of the Beast, here you can talk about a lot: the ability to regenerate health, teleportation, shock jerks, and so on. Dodge as often as possible, because you can't do anything about the monster's teleportation. Restores the health of the monster often, but little by little. Therefore, try to attack the Beast as soon as the opportunity arises. Use the witcher's trap, the Quen sign and the oiled sword against the vampires. Also, don't forget to dodge more often.

One way or another, when Beast's health is running out, you will see a cut-scene. During the battle, Regis, a friend of Geralt, will intervene, while Bestia will soon completely disappear from the meeting place. Talk to Regis and find out who the killer is, why he attacks people, his origins, and so on.

echo

Recommended level 39

Target. Go to Mer Lachaise Cemetery and meet Regis.

Your conversation will be interrupted by the appearance of the knights, who advanced after the witcher. Regis is going to continue his work. He invites Geralt to meet at a cemetery nearby to discuss a plan for further action. Go east from Beauclair. Upon arrival, you will need to defeat several ghouls and archespores. If this is your first time fighting an enemy of the second type, then be sure to study the information below, otherwise you may even die.

Archispore can poison Geralt. If you have poisoning, then there are two ways to develop further events: either remove intoxication from yourself, or be patient, replenishing health. Archispores create large flowers that emerge from the ground. These flowers allow her to move around the location. It is best to kill flowers using the Igni sign. It is also useful in combat directly against archispores.

Target. Figure out how to get in.

It will not be possible to get inside the crypt directly through the door, since it is locked. You will have to find another passage in order to finally meet with Regis. The spare door is located on the right side of the main one, if you look at it with your face. There will be no doors, but a coffin. There is now a hole inside the rotten coffin. Jump down and follow through the cave, dealing with kikimores. Your goal is marked on the map, you won't have to move far. When you arrive, watch the cut-scene.

Note. When you enter the dungeon, you can find the rare and powerful sword Casus Foederis. So, having climbed here, kill the first crowd of kikimores. Go forward and you will see a fork: the road goes to the right and forward. Move forward until you reach a dead end. This dead end is the most common illusion. Develop it and inspect the sarcophagus, where you will find the very sword.

Target. Find Wicht's lair.

The conversation will be long, so remember: finding the killer is not easy, but still it is quite possible to do it. Regis will ask you to make a potion called Echo. Perhaps this is due to the fact that you found the hand of the monster that you are hunting. The raven found Regis in the nearest locations Wicht the Spotted. The fact is that the saliva of this monster contains the ingredient needed to make the potion. This ingredient is poison. You must get the monster's saliva or salivary gland.

Approaching the ruins of the estate of Trastamara, where you need to go on the plot task, you have to kill a few foggers. Barghests await you inside the estate. By the way, you can fly past the fogs on the Roach. Barghests will have to be killed anyway! These are evil spirits that look like dogs. Near the estate you will see another cut-scene.

Target. Use your witcher senses and find Wight's lair.

Regis will tell you that this place has been cursed. The walls of the house are painted with various words associated with the curse. After the cut-scene, go inside the mansion and it will activate additional task.

Be sure to read the information about Wicht in your bestiary to complete the side quest. Remember that in the battle against Wicht you will need oil against corpse eaters, as well as signs of Aard and Yrden. Examine everything you see inside the house. Climb into the stove and read the entries in the diary of a poor girl with a problem.

Note. It is best to carefully study the estate. You can find a spoon that will allow you to activate an additional objective.

Additional goal. The mystery of the missing spoon

Stand next to the entrance of the mansion and go to the right wing of the house. At the top, look around the corner and on a log that looks like a stump, you will see a spoon. She activates an additional quest.

Target. Find Wicht's cauldron.

Go down to the basement of this house to continue this mission. The boiler that you must find is located in the basement, in the next room.

Target. Look into the cauldron.

When you find it, you will activate a new task. Examine this cauldron, but the necessary saliva will not be in it. You have to ambush the monster. You need to do this so that you have a good view of the boiler.

Target. Hide in a secret place from where the cauldron will be clearly visible.

The only suitable place for this purpose is a closet located here, next to the set table, not far from the boiler. Climb inside and watch the cut-scene. As soon as you see the monster, you will have a choice: remove the curse or attack the monster.

Removing the Wight Curse

Of course, it would be nobler to remove the curse from Wight than to kill him altogether. In any case, the choice is yours. Both scenarios will be described below. If you want to remove the curse from Wight, then leave the cabinet by first clicking on the desired option. Geralt will take saliva from Wight's cauldron and then sit down at the table. This is the first step in allowing you to remove the curse. Now choose the option of a meal without spoons. Finally, Wicht must look at his reflection in the plate.

Additional goal. Go to the heavy smell of broth.

This task will only appear if you remove the curse from Wight. When you complete the ritual above, you will need to catch up with the monster. Use your witcher senses and follow Wicht. Following the tracks, you will reach the already disenchanted girl. The Witcher will offer the rescued woman to stay at his winery.

Boss wight spotted

Target. Return to Regis and report on your progress.

As soon as you have saliva, then you will have to meet with Regis again. Go to the cemetery located on the Gloomy Forest location. This time it will be possible to go directly to the crypt. After going down, watch the cut-scene.

According to Regis, another important ingredient needs to be obtained - the blood of a higher vampire. Everything would be very simple, if not for one thing: if a vampire took the form of a person, then his blood is completely different in chemical composition compared to the one that flows through his veins when he is in the form of a vampire.

If Regis becomes a vampire, he won't be able to control himself. You will have to go to Tesham Mutna. Here is a cage, consisting of an alloy of several durable metals, among which there is silver. We need to lock Regis in this cage so that he can turn into a vampire. After that, you will take his blood. In order to wake up a vampire in Regis, you will have to kill monsters so that he can smell the blood.

Target. Follow Regis.

You will be in control the moment you arrive. Regis will open a secret passage for you to the vampire dungeon. Take a look around, because here you will not return. Follow Regis, and when you find yourself in the room with the cage, you will see another cut-scene.

Target. Spread the bait in the fourth tunnels.

The Register will give you a bait that should attract the attention of scavengers. Kill these opponents to send Regis insane. The map shows all the places where you have to lay out the bait. There are four tunnels in total and the same number of lures. If you see that the tunnel is barricaded with debris, then use the Aard sign to clear the passage and set the bait.

Target. Tell Regis when you're ready to fight.

When you have laid out all the bait at the indicated points, then inform Regis that you are ready. But first, prepare yourself: use the oil against carrion eaters, the Swallow potion and other things that you use in battle. A cut-scene will start. Regis will be in a cage with his hands tied.

Target. Kill monsters until the bloodlust turns Regis into a monster.

Next, the most exciting part of the current quest awaits you. To begin with, destroy the corpse-eaters that attacked you. Nothing complicated awaits you, but still be sure to use oil against corpse eaters and the Quen sign. Dodge as often as possible, do not rush into battle against a whole crowd of monsters, as they will kill Geralt without much effort. You do remember that corpse eaters will explode before they die, don't you?

One of the features of the upcoming battle is that, in the end, a new type of monster, the fleder, will fall on the battlefield. Be careful, because the fleder can jump right at you at the most unexpected moment. But you can see it before he jumps. Fleder raises his arms and jumps. It stays in the air for about two or three seconds. Just run away from your current location. A little later, another new monster will appear - katakana. If you kill the fleder, then the rest of the enemies can be left untouched, as a cut-scene will start.

The witcher will take the blood of a higher vampire. In a few hours, Regis will be human again. Together with him, you will return to the cemetery and be able to complete the ritual to plunge into Detlaff's memories. On this, the passage of the quest "Echo" of the game "The Witcher 3." is completed.

lair of the beast

Recommended Level 42

Target. Find the shoe shiner who appeared in the vision.

From the memories you will learn a lot interesting facts. Detlaff killed de la Croix. Geralt will come to the conclusion that you need to find the shoe shiner that Detlaff visited after the massacre of de la Croix. Return to Beauclair and find the area in the city that is marked on the map. Here you need to find the boy. He will be surrounded by strange people, clearly opposed to him, unfriendly.

Target. Protect the boy from attack.

It turns out that everyone got angry at the boy for the reason that he spilled slops near his workshop, because of which people soiled their shoes and were forced to go to him. If you fail to settle everything peacefully, then you will have to fight with the men. After that, you will be able to chat with the boy and watch the cut-scene. Guards should approach you. Introduce yourself as who you are and the case will be closed.

Target. Walk with Regis through the city.

It's best not to give the boy 500 coins as he doesn't have any information anyway. During the conversation, Regis will appear, who will be able to talk to the boy. This way you will know where Detlaff lives. The boy will point to the place where he brings clean shoes. Time to go over there and talk to Detlaff.

Target. Enter the toy store.

In the end, you will find yourself in front of red doors. This is probably where Detlaff resides. Go inside the house. By clicking on the door, view the cut-scene. The door will be closed, but Regis will be able to open it without attracting attention or making too much noise.

Target. Search the toy store using your witcher senses.

Detlaff will not be here, as one would expect. Regis will say that he smells him, which means that the man was here recently. When control returns to you, then use your witcher's flair and examine the store. Examine a few toys and move to the second tier. There will be a portrait of a woman, as well as a letter lying in a basket on the right side.

The letter indicates that Detlaff is being blackmailed by someone. It was for this reason that he began to kill all these nobles. Someone is blackmailing his long-lost lover. Detlaff tried to find her for several months, but he did not succeed. He is ready to do anything to see her again. On the other hand, there is no evidence in the letter that this is true.

Target. Use your witcher senses to find the footprints in the toy store.

You will have to re-examine the toy store, as you still have not been able to find the vampire's trail. Find the records with the names of the victims. This note is located on the right side of the table on which the music box is located.

Wine is sacred

Recommended Level 42

Target. Report to the princess about the search for Bestia.

All the evidence collected earlier indicates that Detlaff is indeed a murder weapon in the hands of an unknown person. In the flashback you reviewed earlier, you saw Detlaff sitting at his desk, receiving another letter. The note says that he must kill de la Croix.

Regis will stay in this store to try to catch Detluff and tell the one that you want to help him. It is time to visit the princess to tell about the work done. Move in courtyard castle and watch the cut-scene. Say it's getting harder.

One of the dangerous creatures.


The court master of wine will appear, who will determine what kind of wine is on the notes given to Detlaff. Fortunately, this wine is quite unique and is served at the princely table. The princess is going to visit the winery to get the necessary information about the wine. Before you set off, you will have time to prepare.

Target. Accompany Anna Henrietta on a trip to Castel Ravello.

There is nothing difficult in the task. Move along with the princess to the location indicated on the map. Once here, watch the cut-scene. When you have such an opportunity, then talk to Fabrizio, the manager of the winery. Ask all your questions.

Target. Save the peasants from the panthers.

Soon you will see peasants whose cart was attacked by panthers. After the order of the princess, jump off the horse and deal with wild animals.

Target. Together with Anna-Henrietta, search the cellar.

The princess will enter into the interrogation and begin to be rude to Fabrizio. She will take the key to the cellar from him in order to personally check it. When the cut-scene ends, then move forward after the princess.

Inside the cellar, the princess will want to check the number of barrels and show you to the table on which the magazine lies. Examine it and watch the cut-scene.

Target. Find the 1269 Harvest Sangreal.

According to the magazine, everything converges. The princess will say that you need to find the Sangreal wine of 1269. The map shows the places that you must visit personally. You can find the required type of wine on the second tier, on the left side, in the far part of the room.

Target. Tap the barrels and check if they are full.

Just tap on all the barrels to check how full they are. As it turns out, all the barrels of Sangreal 1269 are full.

Target. Shunt barrels for Anna Henrietta.

It's time to make sure what exactly is in the barrels. Perhaps there is no fault at all. On the ground floor, find a tongue and a hammer in the barrels. Now inspect each of the barrels, click on them, after which Geralt himself will do everything that is required of him. When the cut-scene starts, you will see that the princess found a sour wine that does not match the above variety.

As it turns out, Fabrizio began to sell this wine to a gentleman from Cintra, doing it in secret from everyone. The next deal was to be in the ruins of the fortress of Astre. Geralt will want to set up an ambush. Before heading to the specified location, you will be able to prepare. When you're ready, tell Damien about it to trigger the next cutscene.

Target. Defeat the bandits.

The ambush will succeed. At the meeting point you will see bandits. A battle will begin, which is quite simple. You will be assisted by a detachment of soldiers. At the end of the fight, you will see a cutscene. Damien attacked the enemies without orders. The leader was killed, who knew the place where the barrels of wine were to be delivered. Intimidate the prisoner to find out who hired him. They delivered the first barrel to the port. After the conversation, you will have to go to the port with the princess.

Damien learned that the gentleman ordering the wine is in a relationship with a certain singer who will perform at the Mandrake. Only noble people can go there. Anna-Henrietta wants to go there with Geralt. You need to find a beautiful outfit of a nobleman.

Nobleman from Cintra

Recommended Level 43

Target. Meet Anna Henrietta in the Alley of the Knights of Profit.

Additional goal. Put on a costume that Anna-Henrietta deems appropriate for the reception.

Move to the place strictly indicated on the map. Inside the house, you will need to chat with Pierre. When he runs out of words of criticism towards Geralt, he will ask him to demonstrate the goods. Acquire all bockler items. You don't have to buy a mask, because Anna-Henrietta will give you another one. When you get all the things, then change clothes and go to the meeting point, where another cut-scene awaits you.

Target. Search the spoons and find a woman with a Kovir orchid in her hair.

Additional goal. Participate in the fun at the reception.

Cecilia, a friend of that very gentleman from Cintra, had already performed her song a long time ago. You can’t wait for her on stage, so you have to find her among those invited. You can recognize the girl by the Kovir orchid in her hair. In addition to the main goal, you also have an additional task that allows you to have fun in the Mandrake. You will not experience any difficulties in games. Sessilia is located in a huge box, where you will see a cut-scene.

Target. Using your witcher senses, inspect the tables with refreshments.

The girl you found is not Cecilia at all. She just caught a flower thrown by the singer after the performance from the stage. But the girl once saw a gentleman from Cintra, who handed Cecilia a box of sweets. You will have to find this treat. The box is shaped like a heart. Move to the indicated place to examine the tables with refreshments.

Target. Use your witcher's senses to follow the scent.

Finding a box of these treats is easy enough. There will be no more sweets inside the box. But on the other hand, you can follow the tracks using the witcher's flair. Inside the box, by the way, instead of sweets there were perfumes. By smell, you will reach the house, the entrance doors of which are guarded by a thug. You won't have to fight him, since he is the former courtier of Princess Anna-Henrietta. You can go inside and get into the dressing room, where you will meet both the master and Cecilia. Move up a tier, guided by the smell. Watch another cut-scene next to the doors.

Target. Using your witcher senses, follow the tracks along the balconies.

Here you will find that Cecilia has been killed. Nobody left the building, so the killer is most likely still inside. Search the house, move along the balcony and move to the next one using the broken doors. Examine the pot and find footprints there. When all these traces break off, then the stairs will need to climb higher. On the new level, go to the very end and unlock the door to get inside the room.

Target. Use your witcher senses to search the room and find out what happened in it.

Look around the room. Examine the mirror located on the left, the traces of blood next to the bed on the right side (if you stand with your back to the balcony), the links from the chain and the broken box located on the bedside table. Go to the next room and inspect the inkwell, the hanging picture, the decoration next to the flowers, the lamp and the window frame. Take the knife next to the door, as well as the amulet lying on the cabinet. This is the evidence you need. After you look around the rooms, a cut-scene will automatically start.

Anna Henrietta and Oriana will appear. You will find out exactly what happened here. The thief came here in order to take away the princely value called "Heart of Toussaint". The knife you might have found earlier will be marked with the "Dun Tynna" crest. It is this castle that you will have to visit.

Anna-Henrietta will soon admit to you that her exiled sister named Sianna may be the culprit of all these murders. Regis and Detlaff will join the evening conversation.

Meeting with Anna Henrietta.


But the most interesting thing in all this will be that soon the duchess will admit that, perhaps, her long-exiled sister, Sianna, is behind all these murders and thefts. In addition, Regis and Detlaff will soon join the evening conversation, nothing terrible will happen, but the conversation will be extremely interesting.

Assault on Dun Tynne

Recommended Level 47

Target. Meet Damien at the Comte de la Croix's mill after midnight.

Your next task is to visit Dun Tõnne Castle. All the evidence collected earlier indicates that the blackmailer lives in this castle. You will not be able to take Detlaff with you, thirsting for revenge. If Sianna is the culprit of all that happened, then the vampire will definitely kill her, which will not please Anna-Henrietta. Get ready for everything. When midnight comes, then go to a meeting with Damien and his squad. After that, move towards the castle. Arriving at the place, move forward with a fight, killing all the guards along the way. Among them will be Roderick, master of the lands. Help him bandage his wounds, and then move towards the fortress.

long night

Recommended Level 47

Vampires will attack Toussaint. First, destroy the bruxa, and then choose one of the two options. Either you can try to negotiate with the villain, or go to battle with him. Peaceful way. Follow Regis, killing vampires along the way. Once you get to the place where the guards died, use your witcher's flair to find traces. Follow these tracks and, in the end, you will find yourself at Damien. Find out from him the location of the prisoner and soon you will find yourself next to the children's room. Examine the different toys and read the diary lying on the table. Take a look at the locked cabinet. Behind the painting is the key to this closet. Open and examine it. We continue to perform story tasks based on the passage of The Witcher 3..

A long time ago…

Recommended Level 47

You will move to fairy world. Here you will need to find Syanna. Move along the path, lined with yellow stone, until you soon come across a witch's hut. You will have to fight with her. The old woman will jump on the broom and start attacking you with magic from the air. When the witch makes a dash and approaches you, knock her down with the Aard sign. Fight her. If you don't get hit by her cauldron, the old woman will no longer rise into the air. If she touches you with her cauldron, then you will have to take care not only of how to bring her down from heaven to earth, but also to repel the attacks of wild animals and flowers.

After defeating the witch, you will be able to meet the girl.

Target. Return to the real world.

To do this, you will need to find three magic beans. Talk to the character to find out where the beans are. Previously, this character will need to be protected from the wolf pack.

The first bean can be found in Rapunzel's tower. Get there by wooden structure, kill the phantom and pick up the desired item lying on the bed. The second bean is lying next to the house of the three little pigs. Demolish the entrance to the house with the help of the Aard sign, deal with the pigs and take the bean lying in the box. The third bean can be found next to Little Red Riding Hood's house. First talk to the wolf and then dive into the well located behind the red robe. Return again to the wolf, with which you will need to fight in battle. Destroying it will give you the third bean.

When you look for all these beans, you can look into the match girl's house. The desired location is marked on the map. Buy a red ribbon from her for 500 crowns or try to win at cards.

When you have all three beans, then go to the clearing and plant them in the ground. After that, fight the Giant. His attacks are reminiscent of the Goliath you fought at the beginning of the game. See the electrified metal? If the giant touches him, then for a while he will be motionless.

After winning the battle, you will be able to spend the night with Syanna. Just give her your consent. Follow the well, jump into it and thus leave the world of illusions.

Tesham Mutna

Recommended Level 47

You will again have to face the Beast of Toussaint. This is the final boss of the game. The enemy will be very strong, and the battle will be divided into three stages. In the first phase of the duel, you should simply attack the vampire either while he is performing his combos or when he is completing his series of attacks. In the second stage of the fight, the vampire will use one of the most dangerous tricks: he launches a stream of bats, which you can only dodge if you are at a great distance from them. When the vampire goes down, then attack him. Finally, at the third stage of the battle, nothing terrible will happen. During the hallucination, attack three pulsing lumps of flesh, dealing in parallel with the clones of the Beast. When you leave the hallucinations, then finish off the Beast with two or three sword strikes.

Turn

Recommended level 35

The Witcher receives a letter from his beloved. She will be Triss or Yen. The letter tells about the work of a doctor named Moreau, who devoted his whole life to the witcher's mutations. Geralt was interested in this.

The boy will bring the letter. You will meet him after talking with Regis. In order to receive a letter, you must move on foot. That's the only way you'll run into the boy. After you read this letter, then go to the cemetery and find Dr. Moreau's sarcophagus among the graves. Someone opened it. Examine the location using your witcher senses and look for footprints. Move on them until they disappear. There will be nowhere to follow, but you have a map from Yen (Triss).

Look at this map for a marker to appear pointing to Moreau's lab. It is located under water. Jump into the water from the shore and swim deeper. Find a portal among the ruins. At the same time, beware of drowned people. Move through the portal and you will enter a cave. You can go either forward past the spikes, or around the ledges on the right side. Anyway, look around the cave to find useful items.

When you are on the round platform, you will see two tied phantoms. You will need to fight them. Defeat the enemies and move on. In the depths you will see a large ball, Moreau's diary and a crossbow. The diary gives a hint indicating how to open the entrance to the laboratory.

Climb the ball and meet the beast in the room. The door is closed. Take a look at the walls around, using the witcher's flair. Hit the four square plates that act as levers with your crossbow shots. Two slabs are located on the right side of the entrance to the laboratory. Look for two more plates on the destroyed cornice (above the abyss) and on the wall on the left side of the entrance. After a successful hit, the entrance to the laboratory will be opened.

Kill the gargoyle and collect useful items. Approach the counter and interact with it. Put the gargoyle's paw in there. You will see how the portals open. You must move through those portals that the gargoyle is looking at, and nothing else. In the first room, you need to go through the portal on the left, if you stand with your back to the front door of the laboratory.

In the second room from the entrance, move to the base of the statue. She points to two portals. Jump over the ledge to the upper portal. In the third room, follow the arc, but do not go down anywhere. Jump into the portal. You will find yourself in Moreau's laboratory. Check out everything here. There is a diary on the table.

On the left side of the entrance is a megascope with crystals. On the pillow you will find three crystals at once. Two more crystals are on the table and inside the box. Examine the notes using this megascope to find out exactly what Dr. Moreau found out. Moreau, who gave his son to the witchers, tried to find a way to reverse the mutations, because his son later became the same. Moro's methods only strengthened the abilities of his witcher son, and Geralt decides to use this to enhance his abilities.

At the end of the laboratory, you will see a crevice leading into the cave. Here you will meet White Widows. Deal with them using a simple tactic: the enemy appears in the place where the smoke is visible. Try to set a trap there from the Yrden sign. The enemy will be stuck in a trap, and you can attack him. Do not try to attack the enemy's shell, otherwise Geralt will receive retaliatory damage. Use the Oriole potion as Widows are poisonous enemies.

The second cave is inhabited by larger individuals of the White Widows guarding their masonry. Deal with them and examine the tab to find eggs with the right protein. After taking all this, find a breach nearby and destroy it with the help of the Aard sign. Jump into the laboratory. Get close to Moro's installation and use the squirrel on it. Take off your clothes, put away your weapons and enter the cell in your trousers. So you will strengthen Geralt.

Mutations are now available to you in the skills menu. To unlock them, you need both skill points and improved mutagens. To leave the laboratory, you will need to use the Aard sign on the crystal. This will activate the portal. Pass through it and get to the lake.

Eternal peace

Recommended Level 36

To get this quest, you will need to get to the city cemetery of the city of Beauclair after sunset. Walk around, activate the witcher's flair and go up the stairs leading to the crypt. Go to the territory of the catacombs. When you enter, you will find a door on the left side. This is the entrance to the de Correntin family vault. Get inside it.

Check out everything that is around. Use witcher sense. As soon as you study everything, Geralt will come to the conclusion that there is no one in the crypt. Leave it and go to the catacombs. But in this way you will again hear that strange sound. Go back and search the crypt again. Hide behind the statue and wait.

You will see the disassembly of two deceased spouses - Louis and Margot de Correntin. Husband was addicted gambling which caused him to lose all his property. The wife at the end of her life went into religion and distributed everything to her novices. They can no longer be around. They ask Geralt to take one of them away. You will have the choice of which one to take away. Both spouses promise as a reward playing cards Gwent. Your choice affects what reward you will receive:

1. You can take away the urn with Margo's ashes. As soon as you pick it up, a woman will appear and ask you to take the urn to her mother's grave. Mogli is located behind the wall, directly under the chestnut tree. Move there, looking around to find the desired monument. Read the inscription and put the urn here. To do this, you will need to activate the witcher's flair so that it becomes possible to install the urn.

Return to the place where Louis's crypt is located to receive a well-deserved reward. But it turns out that Louis deceived you. Take his urn to make a ghost appear. You will learn that he forgot the location of the cards. However, he will tell you about the blacksmith Trentin, who owes Louis a sword. You will learn about the secret of the blacksmith.

Leave the crypt and face the guard. Talk to him and calm down. Follow the marker to the blacksmith and remind him of his debt. As a result, the blacksmith will not stand it and will give you a sword, the characteristics of which cannot be called stunning. The blacksmith will offer you a game of Gwent with a maximum bet of 50 coins. Agree and beat him.

2. If you decide to take Louis' urn away, then it will need to be moved to the guild crypt where Gwent players are buried. It is located in the same catacombs. Take the urn and carry it to the indicated place. There will be tomb raiders. Deal with them and then leave the urn.

Return to Margot to find out where the cards are hidden. They are in the garden, right under the rose bush. There will be a corresponding marker on the map. Again, talk to the guard at the exit from the crypt, go to the garden and deal with the archespores. Find the bush and take the Gwent cards.

Having chosen one or another option, go to Charles Lanzano's tavern. Tell him about everything. If you report a family quarrel, you will receive 50 crowns, and if you say that they were monsters, you can get hold of 100 crowns.

Fist fight

Recommended Level 36

Move to the south of Bockler, where the Nilfgaard embassy is located. Near the arena, you need to find a bookmaker who will offer you three fistfights with the champions of Beauclair. After these fights, you will be able to fight with the master of fisticuffs.

The first enemy you have to fight is a fair-haired guy nicknamed Mop. If you can play along with him in dialogue, you can defeat the guy without getting into a duel. Answer him in rhyme so that the Mop says that you are strong on the word. He will give up.

The second enemy is the Colossus. At first, he will not want to fight with you and will assure that he is too fast, and Geralt is old. He will put forward a proposal: if Geralt blocks three of his attacks without striking back, then Colossus will surrender. When the Colossus swings, you must block. You can't do this before! For the block, use the right mouse button. After you block three times, you will win.

Finally, the third opponent will be a knight named Silent Pool. Counterattack in combat. If you defeat him (and you have no other choice), then remove the vow of silence. And the knight will end up being a girl. After defeating three opponents, Geralt will be able to fight with the master of fisticuffs Bokler.

Fisticuff Champion

Go to the docks, where you will need to find the master. After talking with the bookmaker, you will find out that the master likes to drink. Agree to keep him company and place a bet. You will have to fight in a drunken state. Block, counterattack. Land a maximum of two hits on him and then jump back. Repeat these steps until you win.

As a reward, you will receive honor and respect, as well as a trophy for winning fistfights. Go to Corvo Bianco's estate and place this trophy next to the witcher's bed.

folk hero

Recommended Level 36

Go to the center of Beauclair and examine the bulletin board. Here you will find a note in which a local sponsor offers tours to the statue of Regenald. He asks for help. Follow this man and you will see a crowd. Come closer and see how the philanthropist disperses all people. Talk to him and find out exactly what happened and what help he needs.

An unknown person drank the genitals on the statue, after which the owner began to go crazy. Your task: to find these eggs! Go down and activate the witcher's flair to find the torn off part of the cloak. Follow the scent of the cologne you found on the raincoat. Eventually you will arrive at home. Lean in to listen for sounds inside the house. Chat with Juice and find out why he stole the eggs. When the man comes, use the Aksy sign to send the guy home. Juice will tell you that he stole the eggs. You have to decide what to do next: take the eggs, take the money and let him use them temporarily, or leave them forever with Juice for a larger amount.

If you leave it for a while, then in a day you can come and pick them up from Juice. The man will be happy with everything that happened. Next, return the genitals to the entrepreneur and receive a reduced statuette of Regenald as a reward. Place it in the room of your Corvo Bianco estate.

Ways of destination

Recommended level 35

In order to start this task, go to the center of Beauclair, where the notice board is located. Examine the entry that talks about a guy peeping on naked girls. All this happened on the island of Selavi. When you read the entry, the quest will begin. The marker on the map points to the lake of the same name.

There is an island in the middle of the lake. There is a hermit. Go to him and talk. The guy guards the sword, which he can give only to a worthy knight. A worthy knight, in his opinion, is one who lives by five benefactors. It is about valor, honor, wisdom, generosity and compassion. Unfortunately, Geralt already possessed most of these benefactors when he approached the hermit. The only thing missing was honor. When you complete any quests where there is a choice, then you show what benefactors you live by. For example, if you left the genitals of a statue to a man for one day in the previous task, then you proved your sympathy, and so on. Perhaps this can be done in other quests.

Sympathy: During the quest "Beast of Toussaint" spare Sharley.
Generosity: During the quest "Change", pay the boy who brought the letter five crowns.
Honor: During the quest The People's Hero, return the statue's genitals to the entrepreneur without selling them to Juice forever.
Wisdom: During the "Eternal Rest" quest, take out Louis' urn, not his wife, Margo.
Valor: Deal with opponents during the Fistfight quest while taking alternate paths.

All this is just guesswork. If you have any comments, please write about it. Talk to the hermit, who decides to check if you are a good warrior.

Fight him. The battle will be difficult, but still, against the background of all sorts of tricks and magic, the enemy has a small supply of health. As a reward, you will receive a sword that accumulates charges. If you kill an enemy with a charged sword, you permanently increase your damage by 10 points. After that, Geralt will not be able to walk on water.

Song of the Knight's Heart

Recommended level 35

When you return to the Tournament Fields, it will be possible to complete this quest based on the passage of The Witcher 3 .. Go to the knight Guillaume, who suffered in the arena. He will ask you to take part in the tournament on his behalf. So he wants to get the favor of the lady-in-waiting Vivienne. You can take the course, or you can opt out.

Move to the clerk's tent and sign up for the tournament. Choose a coat of arms and something to confirm the oath. Leave a mark next to the tent to study the standings.

At the first stage there will be shooting. If you want, then play Gwent with the knight so that you can change the participation time. If you win, you will be able to perform in the evening, thus the Sun will not blind your eyes. You will have to hit nine red targets before your opponent.

Move to the tent where Vivienne is. You will see claws on the cabinets. There is an oriole feather on the table, and salt can be found on the shelf of one of the cabinets at the end of the tent.

At the second stage there will be jumps. During the formation, a knight from Rivia will speak to you. He will accuse Geralt of desertion. Jump along the track, flying through nine gates. There isn't much time. And if you want to increase the limit, then attack various dummies and targets located on your way. Time will slow down: hit the mannequins with your sword. As for the targets, they must be shot directly from the saddle.

After completing this stage, drink or refuse the offer. The knight from Rivia will again approach and challenge you to a duel. You can either agree or refuse. If you agree, a knightly duel will begin. You will need to attack the knight while sitting on a horse. Having won, explain the reasons for desertion. The knight will calm down.

Visit Vivienne's tent again and find the Oriole located on the balcony. The bird will fly away. Run after her, killing panthers. There will be a peak in the clearing. Climb it and find Vivienne, who has taken the form of an oriole. You will learn about the curse. Tell us about the method of withdrawal, but first return to the tournament. In the tent, you can tell Guillaume about the curse, or remain silent. It will even be possible to withdraw from participation in the tournament, but it’s better not to.

The third stage will be a team battle. You fight in the arena with your team of five against the enemy team, also consisting of five knights. Don't expect much help from team members. After that, the winner will be revealed. If you score a small number of points, although you win the tournament, then you may not be allowed to fight with the previous winner.

Head to Vivienne's tent and arrange the ceremony. At night, go to the clearing and remove the curse from the girl. Return to Guillaume to complete the quest.

Home Sweet Home

This task will be available after the first meeting with Anna-Henrietta. Return to the winery in Corvo Bianco and explore all the buildings and structures with the butler. After the detour, go up to the house and find the room. While sleeping on your bed, Geralt will receive bonuses. How strong these bonuses are depends on the upgrade of the estate.

Talk to the butler again and upgrade the estate. First you will need to spend 5000 coins, then 1000 (add a workbench) and another 1000 coins (add a whetstone).

wine wars

Recommended level 37-42

Go to the center of Beauclair and find an entry on the bulletin board that tells about the sale of the Belgaard estate. The former owner is a count named Vladimir Crespi. He was killed by Bestia from Beauclair. You can immediately go to the auction where the house is for sale.

You will see two buyers - Liam and Matilda. An official who wants to sell the estate informs them that both buyers must clean up their own estates. After the conversation, Liam and Matilda will offer Geralt a job separately. After talking with them, go to the official and find out about the Bergaald estate for sale. You will find out why it is so valuable. It is best to complete the quests at the Konata Winery. There are approximately five small tasks in total.

It is necessary to clear the camp from archispores, search the corpse and find a note from which you will understand that someone specially planted archispores here.

When you save the herbalist, then search the corpses and find a note that says exactly what to do with the girl.

Apparently, someone is plotting. Do not rush to turn in assignments to Liam. Go to the Vermentino estate to Matilda and complete the quests. You will need to do about the same thing - kill the archespores, scavengers and find the missing forge.

When you clear the place of archispores, then find a note that says about the place where these creepy plants are stored. Move south from Beauclair to this place. Go to the basement of the house where the wine is located. Find the archispore among the trash. After destroying it, find the box in the corner. Inside the box there is a statement of receipt of goods.

It is indicated here that Vladimir Crespi was engaged in the cultivation of archispores, whose estate is for sale. It was he who planted these plants at the wineries of Liam and Matilda. Use the sign of Igni to burn all archespore tubers.

When you deal with all these tasks, then go back and pick up the reward. In three days, Liam and Matilda will invite you to visit the new estate. A new variety of wine made at the winery will be named after Geralt. Every week bottles of this wine will appear on your estate.

Whisper Cave

Recommended level 40

Move into the cave of the same name. It is located south of the Castel Ravello winery. On the way, you will find a travelers camp. Chat with a man in glasses who is standing next to the wagon. He will ask you to clear the Whisper Cave. You can ask for an increase in rewards up to 170 coins. Go to the cave and deal with the big spiders.

brotherly love

Recommended Level 37

Find the cave, which is located approximately west of the capital of Beauclair, if you move north from the Rio Cannes sawmill. Two brothers will be standing near the entrance to the cave. They need the witcher's help: they need to find their third brother, who stayed in a cave with monsters.

Move into the cave, destroy the kikimore and find Hugo's sword. Go to the next room and find a hot spring. Jumping there is not worth it, because in this case Geralt will begin to lose health. Go to the right, to a dead end, where the surviving Hugo will be located. He will blame his brothers for trying to kill him. And all this because of a certain detail that Hugo inherited.

Help Hugo find this detail. To do this, return to the source of hot water and use the Quen sign. Dive into boiling water and search the chests located at the bottom. The desired detail is located in the center. Leave the cave with the man and you will see the brothers, who this time are waiting for you along with other soldiers. There are two options for getting out of this situation: either kill them, or say that no one will die today. As it turns out, the brothers did not intend anything bad. Those people standing nearby are ordinary guards.

More than a master

Recommended level 40

Follow the armor master. He will tell you about where the five witchers died. Find all these locations to find the blueprints for Grandmaster Armor. This task will end, and you will immediately receive five other quests related to the search for grandmaster armor (blueprints).

The customer is always right

Recommended Level 36

Go to the capital Beauclair and find the owner of the distillery next to the workshop of the gunsmith. He wants to pay you back for completing his previous tasks (in the previous parts). You must withdraw the money from the Cianfanelli bank.

Move to the bank and get ready for serious tests. Go to the central window, where you will need help A38. Follow to the corner window at number "1". You will be sent further. Go to the basement and talk to the archivist. And he refuses to help you. Follow to the second tier, where the office is located. You will need a "Form 202" to obtain an A38.

Return to the window at number "1" and you will see that the break has begun. Use your witcher senses to find the employee by smell. She left for the central room. Bank employees do not respond to you in any way. Wait for the break to end. Talk to another bank customer. You can play Gwent with him, but it's best to choose the second dialogue option to find out how you can quickly solve the problem.

Leave the city, move to the perfume shop and buy either flowers or perfume. Return to the first window and ask for "Form 202". Give the girl flowers or perfume. A bank owner named Giacomo Cianfanelli will appear. Move to the vault to get money. As it turns out, the banker spent your money. There are two options: either give him a week, or threaten to shake out this money by force. Having chosen the first option, return to the bank in a week and collect the money. You will receive 500 crowns and the sword "Accountant".

Ceremony

Recommended Level 49

When you deal with the Beast from Toussaint, Geralt will have an awards ceremony. Move towards the boy cleaning shoes. Find out some details and then go to the poor people's rooming house. In a fist fight, deal with the bandits, move to the palace tower and talk to Syanna. After talking with her, you will need to chat with Damien. Tell him who was supposed to be Syanna's fifth victim. And then go to the ceremony. As a reward, you will receive 5000 crowns and the status of the hero of Toussaint. Tell the princess about who was to be the fifth victim. During the trial, you will learn about the fate of Syanna and Anna-Henrietta. By choosing the accusatory option, you will see a bad ending.

Chat with the flower seller and go to the grave with a bouquet. After a while, talk to Regis, put on a mask and gloves, and then go to collect mandrake roots. Fight vampires, go back and talk to an old friend. On this passage of the game "The Witcher 3.!

All Blood and Wine Endings and How to Get Them

good ending

Anna-Henrietta and Sianna decide to stop plotting each other. To get this ending, you must visit Damien and Syanna before the ceremony and chat with them. Look into the girl's cell (you will need to convince the guard at the entrance to let you in).

After talking with Syanna, who will need to be told that it was all in her childhood, talk to Damien. Tell him about Syanna's plan, according to which the princess is her fifth victim. Watch the ceremony.

Tell the princess that Syanna was going to kill her. Emphasize that she had her own reasons. Finally, it will have to be said that they were both just children then.

bad ending

In this scenario, both girls die. To achieve this result, do not talk to Syanna before the ceremony. Immediately go to Damien and tell him that it's time to start. In court, Sianna kills her sister Anna-Henrietta, at the same time Damien manages to shoot an arrow from his crossbow at Sianna. This is a bad ending to the game.

We take the quest from the bulletin board at the tavern "Kurolisk"

On the bulletin board near the Kurolisk tavern, Geralt stumbles upon a strange announcement offering everyone who wants to pass the Trial of Virtues on an island on Lake Selyavi.

We leave for the lake northwest of the princely palace. We swim to the island, it is better to do it from the north side, there are gently sloping beaches. On the island beach, you can read about the five virtues carved on huge boulders.

We move inland to the lake in the center. There, in the middle of the lake, on a small island sits the "magician and sorcerer" hermit Hermit. You need to talk to him about the test. We swim towards it, and... Oh! Miracle! We are walking on water! And the lake is a trick.

The hermit will tell you that he is guarding the ardonite sword, which is waiting for a worthy owner. To get the sword, we need to complete five tests: wisdom, generosity, mercy, honor and valor. These challenges can be completed during the passage of both the main story and secondary objectives.

Wisdom: counts if you remove the curse from the wight during the quest " " or reconcile the brothers in the quest " "
Generosity: give the messenger gold when receiving a letter from Yennefer (quest " ") or during any other quest, refuse an additional reward (for example, the quest "Balance in Nature")
Mercy: spare Sharley during the quest " "
Valor: Defeat opponents in fisticuffs and at least one in an alternate way
Honor: during the quest "The People's Hero" return the statue piece back to the owner

When all this is done, return to the hermit and fight.

If you played Hearts of Stone, then this opponent will remind you of an Ophirian mage. There are the same air currents and an attack with something like lightning. Defend with Quen and attack after his powerful attack. The fight will stop before the opponent's health drops to zero. After that, we watch a cutscene where the Lady of the Lake will present the witcher with a beautiful sword.

Quest completed.

Reward: UNIQUE ARONDITE SWORD [Silver damage 981-1199] with special characteristics and properties.

Turn

This quest can be obtained in Beauclair, not far from the Pheasantry tavern. After passing, a new section in mechanics will be opened -.

In Beauclair, by the river next to the rise to the castle, a messenger boy will come up to Geralt and hand him a letter from (the addressee may be if there was an affair with her earlier), where the sorceress talks about the research of a certain Professor Moreau in the field of witcher mutations.

Stage 1: Find Moro's grave in the city cemetery
From the letter it became clear that the professor took all the secrets to the grave. Literally. You need to go to the city cemetery and find his resting place. The grave is outside the walls of the city. Use the Nilfgaardian embassy as a guide, and from there go to the nearest gate from the city. Behind them are graves.

Right place right by big tree. Moreover, Moro's grave has already been devastated, so it will not be difficult to calculate it.

Stage 2: Using the witcher's flair, find clues and discover Professor Moreau's laboratory
We examine the burial ground - except for the skeleton of Moreau, nothing. There are traces of robbers nearby, but they do not lead anywhere. Therefore, we climb into the inventory, things for tasks, and look for the "Old Map of Toussaint" card that Yennefer sent us.

Stage 3: Find the entrance to the laboratory in the flooded ruins of the Valley of the Nine
On the tombstone there are inscriptions Dol Nev "de or the Valley of the Nine, and according to the map of Yennefer, this was the name of the part of the Sansretour valley, which is now under water. Mer Lachaise Cemetery.



On the spot we dive into the water. The ruins will immediately catch your eye. We do not need a cave that will appear on the mini-map, but a portal under the ruins of the platform with steps. We swim under them and see a blue portal to us there.

Stage 4: Search the ruins
Here the elixir Cat will be useful. Inside the ruins, we follow the road until we come across spikes in the floor. You can wait for the moment when several sections become free and quickly run, or go back a little and go around the bottom. In any case, you will have to go down, albeit in different ways. On the way, I recommend collecting all sorts of ore components, useful for crafting grandmaster equipment.

Stage 5: Defeat the Panthers
On the steps you will go down to the round square, where there are two statues of panthers. As soon as you step towards the center, they will come to life and attack. No special tactics needed - defend with Quen, attack with Aard and anti-ghost oil.

Stage 6: Find your way to the lab
After the "den" of the panthers, continue to go straight and get into the corridor. You can go further and search it completely, but the further road to the laboratory passes through a hole in the floor, which is immediately at the entrance. We jump, at the fork to the left, and when we again leave the cave into the corridor to the right. We go until we run into a boulder. We select a fragment of the professor's diary from the corpse, read it, and climb the stone. At the top, the panther guards are again waiting for us, we deal with them. We go into the passage to the door with four locks.

Stage 7: Go further into the depths of the ruins
The further path is blocked by a door closed with four bolts. From a fragment of the diary, it becomes clear that pressing the four protruding buttons will open it. They are just in the hall with the door. We aim from a crossbow or shoot down with Aard.

We go in the opened door and come across a platform with gargoyles, in the middle of which is a statue with an altar. We approach one of the gargoyles and inspect, thereby activating. Tactics: Quen, Yrden, oil against magical creatures. A whirlwind helps a lot for a quick attack. We select the monster's paw and put it on the altar.

Stage 8: Pass through the portals
The paw activated three portals. We pass through the most left from the entrance to the room. Then we get into the hall with a bunch of teleports. We pay attention to the statue in the center: it always indicates the desired passage. The next one is directly from the place where the previous one was thrown.

We go down, and then up the stones again. We pass through the portal and find ourselves even higher. We run along the left side, jumping over cliffs. We focus on the statue and find the right portal. We pass through it and we are finally in the laboratory.

Stage 9: Using the witcher's flair, search the laboratory
We go down and immediately at the stairs there will be a megascope. Through it, you can see Moreau's notes, but it's better to first find the two missing crystals, for the sake of completeness. The first will be at the distillation cubes and the cylinder with the corpse. The second one is on the table by the empty cell. We return the crystals and look at the records.

From the memory crystals, we learn the history of the professor and what prompted him to experiment with witcher mutations. A touching story, but most importantly, we will learn the key to change. Moreau used the eggs of mutated scolopendromorphs. He brought them out and the nest is not far away. Let's go there.

Stage 10: Get Mutated Scolopendromorph Eggs
We pass through the passage at the other end of the cave and find ourselves right in the nest of white widows. They differ from regular scolopendromorphs in that they hit harder, but the tactics are still the same as with the usual ones: Quen for protection, Cat for tracking underground movements, oil against insectoids for attack. In total, we will meet three such creatures. Two near the entrance and one at the egg laying.

We kill the monsters and take the fruit. We return back the same way, or through a hole in the wall (not far from the nest with eggs, we climb the stones and break through the wall with Aard).

Stage 11: Mutate
In the laboratory, we place the scolopendromorph protein in the installation, remove the weapons and armor, and climb inside. The witcher closes, douses with green steam and lets out. There are no visual changes, but now you can upgrade your character with new skills - mutations. They act much like perks in other games.

To get out, you need to charge the crystal, which is behind the installation for mutations, Aard and go through the portal. Be careful, you will end up in the water.

This quest is completed.

Home Sweet Home

The quest is obtained automatically during the quest "The Beast of Toussaint"

After the heroic rescue of Guillaume in the tournament arena from Sharley, Geralt is finally honored with a meeting with Princess Anna-Henrietta. During the conversation, Geralt learns that for fulfilling the order for the Toussaint beast, the princess will generously reward him. As an advance payment, we are given a certificate of ownership of our own estate "Corvo Bianco".

Arriving at the place, we find that along with the estate from the princess, we got a bonus in the form of a butler named Barnabas Basil. After talking with him, you can ask him to tell you about the history of the estate and take a short tour of the sights of the estate. After that, you can take on the repair.

Stage one:

  • Capital repairs of the house. 5 000 CZK and 3 days of time.

  • On the courtyard installation of a workbench; 1,000 crowns and 1 day, and a grindstone; 1000 CZK and 1 day.

Works are launched in parallel if you have money for everything at once.

After the end of the first stage, you can start the second:

  • Tidy up the guest room. 2000 CZK and 2 days.

  • Tidy up the stable. 2000 CZK and 2 days.

  • Put in a new bed. 1000 CZK and 1 day.

  • Tidy up the garden and greenhouse. 1000 CZK and 1 day.


  • Put additional racks for armor; 500 crowns and 1 day, and additional sword stands; 500 kroons and 1 day.

In addition, Barnabas will inform Geralt that during the repair, the workers discovered something strange in the wine cellar, and Our Grace would do well to take a look at it ourselves. Having descended into the cellar, we look around with the help of a witcher's feeling. The opposite wall from the descent into the cellar can be broken by Aard. Behind it, as it turns out, is a real alchemical laboratory.

After completing all the above works, Barnabas-Basil will inform us that now everything is great, and this is worth noting. We watch an idyllic cut-scene.

Quest completed.

Reward: Various bonuses from using the estate.

Bonuses.

  • Bookshelf in Geralt's room - 60 minutes of real time, we get a 5% increase in experience gained in battle.

  • Alchemy Lab- the side table gives an additional one vial of elixir per pack and one additional bomb per pack. On the central table, you can disassemble complex (named) mutagens into basic components.

  • Stable- 60 minutes of real time Roach's energy is doubled.
  • Rest on the bed(minimum 1 hour) - three of the above bonuses + 120 minutes of real time, Geralt's maximum health is increased by 1,000 units.

  • Garden- an abundance of various herbs in one place, after collection they grow back during the day.

Besides:

  • 5 racks for displaying armor,
  • 5 sword display racks (3 doubles and 2 singles)
  • in Geralt's room there are 3 places for setting trophies (the "Golden Fist" prize for winning the "Fist Fights" quest, the prize for winning the Gwent tournament, a golden vase from Marlena's dowry from the "Hunger Games" quest),
  • 7 places for pictures, incl. you can hang a picture of the Hierarch (from the quest "A Poet in Disgrace" from the main game), a picture from the quest "Beauclair Safari", a portrait of Geralt (from the quest "Portrait Painter"), heraldic shields (from the quests "Song of the Knight's Heart", "Reenactors") .
  • near the entrance to the wine cellar, on a pedestal you can put a reduced statue of Reginald from the quest "The People's Hero".

folk hero

The quest is taken from the bulletin board in Beauclair or from the customer, not far from the Pheasantry tavern.

Step 1: Talk to the exhibition curator
The philanthropist is located not far from the central road of the city, on the way to the tavern "Phazaneria". We learn that someone "robbed" the monument to Reginald de Aubrey and we should find the criminal. We go with him to the monument and find out the details - the genitals were stolen from the statue. It would seem, so what, but Reginald is a legendary swordsman, musician, and most importantly a romantic, so in his business the economy should be in place.

As they say, "there is a statue in the courtyard, the statue has no eyes." We take an order purely out of curiosity or for the sake of a reward and study the surroundings.

Stage 2: Using the witcher's flair to inspect the crime scene
Although the circumstances are different, this is still a witcher's order. You can inspect everything within a radius of five meters, but the most important is on the stairs.



To the left of the front of the monument is a staircase with a grate. We go down to it and find a piece of a raincoat scented with cologne. We study and go to the smell. A couple of times we will come across a fork in which it is easy to get lost, so keep an eye on the indicator. The trail will lead to the house, and there is the culprit. Before entering, pay attention to the sounds coming. Is someone hurt?

Stage 3: Retrieve Reginald's Eggs
As it turned out, the genitals were stolen by an elderly man named Juce. According to him, the eggs really work and now he has regained his former strength, as in his youth. Alas, he uses his strength on other people's wives, so meet a jealous husband.

An unlucky husband can be beaten or enchanted by Axiy if the "Deception" ability is pumped and activated. After we return to the case with eggs and decide what to do.

Juice offers a bribe, saying "You didn't find anything" and leave the eggs for him (3A), but you can just give him a day or two (3B) or just take it right away (4).

Stage 3A
Juice kept the eggs. We return to the sponsor. He is very dissatisfied, the statue is damaged, the tournament is broken... In general, no reward, the quest is over.

Stage 3B
We leave Zhyus with eggs for a day. You can complete other quests, or just meditate at home. We return through time and Zhyus happily gives the genitals, they say, everything, played enough.

Stage 4: Return the genitals to the customer
Eggs in hand and back to the patron, he is still there, near the statue. He is insanely happy with the find, presents the award and immediately begins to repair. He also invites us to visit the monument in a day, for re-opening and presents a small copy of the statue of Reginald, which can be placed in the courtyard of the estate on a pedestal near the entrance to the cellar. You can return at noon the next day, or another day. Either way, the quest is complete.

The customer is always right

The quest begins with a chance encounter between Geralt and a distillery owner. Location: courtyard behind the workshops of the armorer and blacksmith (not to be confused with the grandmaster).

The witcher helped this man when he was in Toussaint for the last time (the events of the book "The Lady of the Lake"). Then he could not thank us in full, so he repays the debt now. To receive a reward, you need to visit the Cianfanelli Bank.

Step 1: Talk to a bank teller about your account
We go to the bank and talk to the worker in the left window.

Unfortunately, no one will return the money now, since the owner of the account is considered dead. There was a case, but a long time ago, the witcher is alive. To re-open an account, you need an A38 certificate. For business.

Stage 2: Go to window #1
This place is located on the right side of the entrance, behind the door. We go there and tell the worker what we need. According to her, this is not here, you need to ask around in the office - upstairs, or in the archive - downstairs. You don’t have to go to the archive, you won’t find anything there, but in the office ...

A38 certificate cannot be obtained without form 202, which is issued ... in window No. 1. Let's go back. But the road is blocked by a citizen who actually stood in line and he was already tired of letting those who only ask. In general, a conflict is brewing that needs to be resolved like a man. But on the street.

We beat the boor, or we let ourselves be beaten, and we return inside. Alas, not everything is so smooth.

Step 3: Go back to window #1
We return to the old place and find that there is no employee. The smell and noise indicate that she is in the little room with windows, where we applied at the very beginning. We knock.



As it turned out, the employees have a break, but you can’t argue against it. It remains to wait. We sit on a chair and spend time. Another client contacts us and, having learned what Geralt has to collect, assures us that we are still lucky. He offers to pass the time with a game of Gwent, and then gives advice that these women do not get enough attention and compliments. He advises to give flowers or perfume, and this can help.

Stage 4: Go to window #1 again
Who's in love with a trinity? It does not matter, the third trip to window number 1 must be the last. Alas, Form 202 cannot be issued to us...because the account holder is presumed dead! And in order to refute this, you need help A38, and to get it you need form 202 ... A vicious circle from which you can find a way out.

We choose flowers, perfumes or a compliment, please the employee who promises to do everything in her power to help in a difficult situation. After a while, she brings Cianfanelli himself, the owner of the bank, to us, with whom we now have to solve this problem.

After an exchange of courtesies, we state the essence of the problem, but even here they refuse to help us without documents! Then you will have to use a secret weapon - the guarantee of Princess Anna-Henrietta, which we received during the quest "". Blat is the head of everything. The dwarf cannot cover the document with anything, so he asks to follow him to the vault where the money is.

Alas, the cell is empty. We desperately demand our money. Cianfanelli offers a solution - come to him in a week, and he will give the money with interest. Or we demand money now, but then we will have to beat the guards.

If you chose the first option, then you really have to wait seven days (it's best to do other quests or equip Corvo Bianco). We return and pick up the money - 500 crowns. Hmm. Cianfanelli will also give away his ancestral sword "Inspector" (in the GOG version of "Accountant").

Portraitist

We get the quest on the festive square in Beauclair from the Painter, and only if you won the jousting tournament in the quest "Song of the Knight's Heart"

Walking along Beauclair and turning into the festive square, Geralt heard someone calling to him. The painter invites Geralt to pose for a picture. Why not? We agree to meet at about noon on the western side of the princely palace.

Stage 1. Find the missing accessories of the Painter
Having met the artist at noon on the western side of the palace, we set off with him on horseback to the nearest picturesque hill, where the artist has already prepared everything. On the hill, a company of young people is found resting, but no drawing supplies. Vacationers know nothing and have not seen anything.

The artist will forgive Geralt to look for the loss. Well, to walk is to walk. We use the witcher's flair, we find traces of paint on the ground and a smell. We follow the trail that leads us to the cave through which we passed after the oriole in the quest "Song of the Knight's Heart".

In the cave, a gang of nakers are engaged in rock art. Showdowns with nakers are inevitable. After we admire the rock art, select art supplies and return to the artist.



Stage 2. Posing for the artist so that he would paint a picture
A little upset by what happened, the artist does not lose his enthusiasm to paint our portrait and offers to go to another hill, because this one is already taken. Let's go. On the spot, we admire the views, we are surprised that no one comes here and choose a pose from three options for posing (it only affects the image in the picture).



Then the artist gets to work. A few hours later... It turns out why no one comes to this hill. Griffin! We fight with the griffin. Since the light has already gone and it is starting to get dark, the artist will complete the painting in the studio. And we are invited in a day to check out the picture on the festive square.



Stage 3. Attend the presentation of the painting
Connoisseurs have already gathered on the square, and ... Oh-la-la! Geralt did not expect this. Well, creative personalities are characterized by increased expressiveness and unpredictability.

After a short conversation (the answers to the quest do not affect), the artist offers Geralt to buy a painting for 1000 crowns. Having bought, you can hang in the estate.

Quest completed.

Reward: Geralt's portrait.

More than a master

We take the quest from the bulletin board at the Kurolisk tavern.

A certain grandmaster gunsmith Lazar Lafargue advertised that he needed a companion. Well, a good relationship with a gunsmith is a win-win partnership, especially for a witcher. Master Lafargue lives in Beauclair, in the Upper City, next to the herbalist.

On the spot, it turns out that Lafargue was apprenticed to one elven blacksmith Tien "sael, an incredible skill as a gunsmith. But he died before Lafargue passed the exam for the title of grandmaster in the Gunsmiths Guild.

And in order to do so now, he must forge a high-level scholar's armor. Thien "sael even told him where to get the drawings of such armor. And now Lafargue needs someone who can find and bring these drawings. The work is just for the witcher.

We ask Lafargue about all five sets of witcher drawings, as well as where to start the search. We get the quests "Witcher Antiquities: Grandmaster Armor of the Schools of the Wolf, Cat, Griffin, Bear and Manticore". To complete this quest, it is enough and necessary to find and bring to Lafargue only one set of drawings, but complete, of six items from one witcher's School.

The simplest and fastest are Wolf Schools. All the drawings will be in one place, at the archaeological excavations of the elven palace of Termes.

The most runaway are the Manticore Schools. We'll have to wander all over Toussaint.

Having collected all the drawings of one School (any), we return to Lafargue and let him make a copy. After that, Lafargue can make armor and SWORDS of a grandmaster level.

The external view of the armor can be seen in the "Treasure Hunt", in the descriptions of the passage of the corresponding quests.

Quest completed.

Reward: five quests to find blueprints for witcher armor and weapons from five witcher schools and a grandmaster craftsman who can do it all.

Fist fight

We take the quest from the bulletin board in Beauclair

Stage 1. Defeat the Mop in a fist fight
We go to the embankment near the Nilfgaard Embassy. We place a bet and subscribe to participate in the competition. And here an interesting point emerges. The mop starts bullying Geralt with verses. You can interrupt the poet and continue the fight classically. And you can answer and show that witchers are not made with a finger. We choose answers in poetic form and after three phrases Mop gives up.



Stage 2. Defeat Silent Pool in a fist fight
We go to the alley of the Knights of Profit in Beauclair. Everything is as usual, we make a bet, we participate in the battle. As usual, but not really. Already during the battle, according to the sighs and exclamations of the enemy, some vague feeling creeps in that we are fighting with a woman) And in fact it turns out, well, of course, if you win.



Stage 3. Reflect the blows of the Colossus at the right time 3/3
We go to the largest square of the Lower City in Beauclair. We sign up to participate in the battle against the Colossus, but the Colossus does not want to fight as usual, he is bored, and offers a special match (of course, you can choose a classic fight). Geralt needs to intercept and repel three Colossus strikes. At the same time, you can’t stand constantly in the block, you can’t beat yourself. Such is the tactic. As soon as the Colossus swings and starts to beat, briefly press the Block button. If you are lucky, Geralt will repel the blow, and if not, then at least he will have time to block and not take damage. But you can't keep blocking forever.



Defeating the Mop or the Colossus by a non-trivial method is necessary to complete the quest "Paths of Destiny" - Trial of Valor.

Quest completed.

Reward: participation in the champion duel for the title of Champion in the quest "Fist Fight Champion".

Fisticuffs Champion

Fisticuffs Champion

We will receive the quest after the victory of all rivals in the quest "Fist Fight".

We leave for the Port Docks. We are bound to participate in the battle against the Master, but ... He is drunk! and moreover, will not fight with an opponent if he does not drink with him. Well, there is nothing to do, if we want to take part in the battle, we must drink. Actually, we fight as usual, dodging an attack, a couple of blows while the enemy is open, retreat. The only thing is that everything is blurry, like in a fog.



Having won, we get a prize - "Golden Fist". Can be placed on the estate, in Geralt's room in place for trophies.

Quest completed.

Reward: title of Champion and prize "Golden Fist".

brotherly love

The quest is taken from the bulletin board, or activated automatically when visiting the cave.

It all starts with cries for help coming from the cave, and then two men run out. According to them, they are brothers and some monster attacked them. Two got out, but the third remained inside. We take the order and go to the cave.

Stage 1: Find out what happened to the missing brother
We go inside and search the cave. Here we are waiting for kikimoras. Quen, oil against intexoids. I do not recommend using elixirs, as their bites are poisonous and immediately increase intoxication. Although ideally it will prevent them from getting into it. Having dealt with the monsters, we move on, destroying their cocoons along the way.

Stage 2: Follow the trail
On the other side of the cave, we will find Hugo's sword, and then traces of blood. We go along them and get into the hall with a hot spring. You can use Quen and jump into the water and get the distillation filter, it will come in handy. We go further until we find Hugo himself.

The third brother says that he came to this cave with his brothers to get the filter that their father had previously hidden. A kind of test of friendship between sons. According to Hugo, the brothers decided to get rid of him, but the kikimors intervened at the time, after which he was left alone. He asks to get him a filter (already done, if he is, we run back) and accompany him to the exit.

At the exit, we find that the brothers brought armed people. Hugo asks to go out and kill them, otherwise he will die himself. You can agree and fight (option A) or try to find out what's wrong (option B).

If you chose option A, then you will have a regular battle. After the fight, Hugo thanks us, gives us a reward and leaves.

If you chose option B, then we talk with the brothers and find out that these are not bandits, but hunters who themselves offered help. They realized that they had done wrong with Hugo and were really worried about their brother. Relatives promise to improve and present an award. Also, this choice will help you in the "test of wisdom" in the quest "".

Quest completed.

Song of the Knight's Heart

The quest is obtained automatically after saving Guillaume from Charley in the tournament arena.

Stage 1. Visit Guillaume in the infirmary
We meet with Guillaume in the infirmary next to the tournament arena. Guillaume will tell that he is in love with one of the maids of honor of the princess, Vivienne, but she behaves extremely strangely. And Guillaume asks Geralt for help, he fears that some kind of curse hangs on Vivienne.

The catch is that Vivienne is chosen as the patroness of the Knights Tournament this year, and only a participant in the tournament can meet her in person. Therefore, Geralt will have to participate in the tournament.

Stage 2. Workout (optional)
Some competitions are somewhat different from those we have seen before, so it will not be superfluous to reconsider the upcoming heroic deeds.

Shooting. We shoot from a crossbow for a while at targets of our color (red), hitting an opponent's target (blue) - a point in the piggy bank of the latter.

Horse racing. Time itself is the enemy here. Initially allotted for the passage of the route is not enough a priori. To add time, you need to hit the dummies with a sword and targets with a crossbow while galloping.



Fight of foot knights. Knights only fight with swords and are not very fast, but often block and intercept your attacks. We are waiting for the enemy to attack, turn / pirouette and hit while it is open, but no more than 2x ... 3x times, otherwise you risk getting in the nose.

Stage 3. Go to the registration tent and sign up for the tournament


I'm going to the tent. To participate in the tournament, you need to choose a coat of arms, since Geralt has two of them!

  • Geralt of Rivia(what a surprise then), granted to him by the Queen of Lyria and Rivia Meva after the battle on the bridge over the Yaruga (the events of the book "Baptism by Fire");
  • Ravex of Chertororog, under this title, Geralt attended the fifteenth birthday of Princess Powieta, daughter of the Queen of Cintra, Calanthe (the events of the story "A Question of Price" from the book "The Last Wish").

Having chosen the coat of arms, we get a shield and tournament armor as a load. Both will remain with us after the tournament, and they can be displayed on the estate. You can also take a knightly oath.

Stage 4. Go to the shooting range
We meet Palmerin at the shooting range, and he kindly reports that our time for the competition falls out so that the sun will dazzle in the eyes. For a batch of Gwent, Palmerin is ready to switch places. You can agree or refuse.

Then we compete with Prince Annecy (the son of Queen Meva, by the way, the same one). For speed, this is the tactic. Hold down the shooting button, aim, release and immediately hold it again, after the shot you aim at the next target, and during this time Geralt will reload the crossbow. Shoot diagonally, the targets are arranged in this order.

Victory reward - Heraldic Crossbow with very good stats.

Stage 5. Using the witcher's flair, inspect Vivienne's tent
After the shooting, Guillaume suggests sneaking into Vivienne's tent and joking there for any unusual things. We go to the tent while Guillaume will stand on the lookout, look around and study the evidence.

Stage 6. Go to the entrance to the route for equestrians
After we were safely burned by Vivienne's maid, we go to the equestrian competitions. We meet an old friend, but not very pleasant.

And we start jumping. On the route there will be two forks, we go on either side. Do not forget to hit the mannequins with a sword and targets with a crossbow. You can skip no more than two, otherwise you will not have time.

Reward: Heraldic Knight's Saddle.

Stage 7. Defeat Tailles and his henchmen
After the races, a small festive feast. Geralt and Guillaume sit quietly and peacefully, chatting about this and that, and then the same old acquaintance scoops up. Tailles from the Order of the Flaming Rose (a reference to the story "The Voice of Reason" from the book "The Last Wish") challenges Geralt, such rudeness cannot be tolerated. We satisfy the impudent one, since Guillaume did not refuse to take part in a noble scuffle.



Stage 8. Stand up to Vivienne
After the brawl, we go to Vivienne's tent to talk to her, but she is not there. True, there is an oriole, which, as it were, is calling us somewhere. We follow the oriole. Along the way, wild boars and panthers can come across, you can deal with them, you can run past.

At the hill, the oriole disappears, and in order to catch up with it, Geralt decides to go through a cave in the hill. Wiht is waiting there, will be spitting barghests. Quen, anti-corpse-eater oil and Axii will help you.



After passing through the cave, we follow the Oriole to the Inconspicuous Glade near the Mirror Pond. Here, Vivienne awaits us in her true guise of an Oriole girl. We talk nicely, explaining the reason for our interest in her. You can choose any replicas, the conversation flows linearly.

Only at the end, if you choose to return to the tournament with Vivienne, Geralt will see how she throws off her curse (not for long though) by plunging into the waters of the Mirror Pool.

Stage 9. Defeat the enemy squad.

Returning to your tent, we speak with Guillaume.

  • She was struck by a strong curse. To a good ending Option A.
  • I promised her I wouldn't tell anyone. To a bad ending Option B.

Option A

We tell Guillaume everything we managed to find out. He, in turn, as a noble knight and head over heels in love, volunteers to take on Vivienne's curse. When he asks if Geralt will help her, you need to choose - This is a strong charm . And when he asks Geralt's advice, which way is better, you need to choose - We can try the water method.



Then there will be a choice: to continue participating in the tournament or to refuse. By choosing the second one, you deprive yourself of the opportunity to receive the Heraldic Blade from the Master from Nazair, as well as participation in the "Portrait Painter" quest and, accordingly, obtaining a unique painting.

Having chosen the first, we participate in a team fight, five by five. The rules are: you can use food and elixirs, you can not use signs and bombs. Therefore, prepare in advance. On the difficulty level "To the death!" your teammates will be out of the competition almost immediately. So most likely Geralt will have to fight against five. We do not climb into a heap, they will score immediately. Volts / pirouettes and rolls, we attack those who have strayed from the common heap. Do not try to overwhelm the enemy with one run, it will not work.

Stage 10. Championship fight with the winner of last year - Gregoire de Gorgon
The battle will begin immediately after the end of the team battle (naturally, if you win). Fortunately, the supply of elixirs will be replenished automatically. Gregoire de Gorgon is more like a giant, not very agile, but if he hits, he won’t seem a little. The tactics of the battle are appropriate - a tackle, a couple of blows, a rollback. Do not try to land a long series of blows, you will get in the nose.

Stage 11. Go to the clearing with Guillaume and Vivienne
After defeating Gregoire and the scene of awarding the Tournament Winner, Geralt comes to Vivienne's tent. A little later, Guillaume also appears and together with Geralt they persuade Vivienne. During the conversation, when Vivienne asks Geralt's advice, you need to choose - Worth a try.

After all three of us we go to the Inconspicuous Glade near the Mirror Pond. A panther is playing tricks on the clearing, we fight with it. We watch the cut-scene of the ritual, and... Then Guillaume and Vivienne live happily ever after... Together.



Stage 12. Visit Vivienne and Guillaume.

The task is activated after completing the main plot, after the quest "The Ceremony".


After the awards ceremony and gatherings at the cemetery with Regis, take a look at the palace. Vivienne and Guillaume will be on the northwest observation deck. You can talk, inquire about Guillaume's well-being after the ritual of transferring the curse and ... find out that he did not pass without consequences for Guillaume)

End!

Option B.

We keep everything a secret, which is extremely annoying Guillaume. Further, as in the first case, there will be a choice to continue the tournament or refuse. If we refuse, then ... "A little later ..." we meet with Vivienne in her tent. During the conversation, a little later, Guillaume also appears, but Vivienne drives him away. We leave with Vivienne to the Inconspicuous Clearing near the Mirror Pond. We fight with the panther in the clearing. Then we watch the cut-scene of the ritual, and ... Vivienne gets seven years of life without a curse and ... without Guillaume.

We return to the tournament fields and talk with Guillaume. You can tell everything, you can not tell, it doesn't matter anymore. Geralt and Guillaume do not part on friendly terms. After the Ceremony quest, you can stumble upon a drunken Guillaume not far from the Pheasantry. Vivienne can be found in Novigrad, and she will give us a feather.

Quest completed.

Reward: depends on the decisions made.

Balance in nature

The quest is taken from the bulletin board or starts automatically upon arrival at the camp.

Stage 1: Using the witcher's flair, inspect the camp area
As soon as you arrive at the camp of customers (or accidentally stumble), you will find not a bunch of merchants, but mountains of destruction. Key footprints: blood on the ground, a corpse, and notices warning of the mysterious White Horror.

Stage 2: Find out more about the second victim
Count Boris di Salvares arrives at the place of the camp, who knows what kind of animal lives here. This is the territory of his possessions, and a white basilisk named Jocasta lives here - the last of its kind. She never goes to foreign lands and attacks only in case of provocation. The owner learned that two merchants had chosen this route and hastened to warn them, but it was too late. But there is only one body, so we need to find a second one.

Attention to traces of scales on the ground - we determine from them that the skin of such basilisks is less strong. Then for the trace of saliva on the log - this species is more toxic than the rest. According to the broken barrels, we find out that Jocasta was attracted by tannin - a cargo of merchants.

Step 3: Use your witcher senses to follow the basilisk
We go to the smell of tannin and poison. On the way, we listen to the count's story that some merchants deliberately spoiled their goods in order to receive compensation from him.

Eventually the smell subsides as the beast takes off, but is immediately replaced by traces of blood. A few moments later, and the smell returns to the traces of blood again. And then a second corpse appears.

The Rubails of Crynfyrd have already taken over the basilisk. True, not those that Geralt has already met (the story "The Limit of the Possible" from the book "The Sword of Destiny" and the prologue of the game ""). They say that the guild of coopers has already given an order for Jocasta, and they offer to work together, and therefore share the reward among all. The count offers double the price if the Rubails leave the basilisk. They do not mind, but only if we give the go-ahead.

  • If we choose a fight, then the five of us are waiting for the arrival of Jocasta. The battle is no different from the fight with other basilisks, only this one is faster and stronger, but at the same time, her defense is weaker. Igni and oil are effective against draconians. Plus, Rubails are with us. After the battle, we get a reward and the quest is completed.
  • If we decide to take pity on Jocasta, we get a reward from Rubail. When they leave, Boris showers us with thanks, and also offers us more money. If we refuse, it will be counted in the test of generosity in the quest "".

Eternal peace

We take the quest from the bulletin board in Beauclair.

Stage 1. Find Charles Lanzano in "Fox-Hitrolis"
We go to "Orphans", the southern quarter of Beauclair. In the tavern Lis-Hitrolis, on the second floor, Lanzano sits. We talk and take orders. Lanzano is disturbed by the noise at night from the city cemetery (very conveniently located across the street).



Stage 2. Go to the cemetery at night
In general, you can go during the day, inspect the various evidence found, but they will not be relevant to the case, so Geralt will still come to the conclusion that you need to return at night.

Returning at night, we really hear screams and cries from under the ground. We descend into the catacombs in the center of the cemetery. Sounds come from the left crypt just outside the entrance.



Going inside, Geralt does not find anyone. Okay, let's take a look further. But, as soon as Geralt leaves the crypt, he hears sounds again. We return to the crypt and hide behind the statue at the far wall.

Stage 3. Take out Louis' urn or Margot's urn
Some time later, the cause of the noise is found out - the husband and wife, buried in the same crypt, continue to quarrel even after death. We participate in a conversation, after which we decide who to take out of the crypt.

  • Take out Louis' urn. Option A.
  • Take out Margot's urn. Option B.

Option A.

Stage 4. Take the urn to Louis in the hall of the Beauclair Gwent Society
We take Louis' urn. Since we've decided to take it out, Louis asks us to take it to the Hall of the Beauclair Society of Gwent Lovers. We descend deeper into the catacombs, go through a large hall, and entering the corridor immediately turn right into the Society Hall. Cemetery thieves dig below. They are not happy about the appearance of an uninvited guest. "Battle! (C)". If you have Igni pumped, you can not get the sword). We put Louis' urn on one of the tombs and return to Margot.

Stage 5. Find a house with a sign in the form of a tree and find a way to the garden
Margo, in gratitude, will tell you where she hid the cards of her hubby, a note player in gwent. We leave for the Lower City. We find a house with a signboard in the form of a tree not far from Bocharnye Vorota. The house is locked, we go around to the left to the gate into the garden, but it is also locked. To the left we go up the stairs and climb onto the roof. From there we get into the garden.



With the help of the witcher's instincts, we examine the garden. A box will be buried under the rose bushes. But first, let's deal with archispora.

Quest completed.

Reward: Unique gwent card.

Option B.

Step 4. Take Margo's urn to her mother's grave
We take Margot's urn. Since we have decided to take her out, She asks us to take her to her mother's grave in the Zastennoye Cemetery under a spreading chestnut tree. We carry. The chestnut tree is roughly at the far end of the cemetery. We read the tombstones around, find the grave and put the urn to Margot. We return to the crypt to Louis for a reward.

Stage 5. Take Louie's sword from Trentin
There is no one in the crypt and Louis does not appear. Okay, I decided to cheat. We approach Louis' urn and take it. Louis immediately materializes, admitting that he doesn't know where Margot hid his cards, but he can repay others. During his lifetime, the blacksmith Trentin lost a unique sword from his collection to him in a gwent, but Louis did not have time to pick it up.

I'm going to Trentino. At first, Trentin does not want to give up the sword, but Louis told him how to scare him. Our sword is Fireborn, a good piece of iron for its level. Trentin offers to give him a chance to win back in gwent. You can agree or refuse.

We return to Lanzano, report success and receive a reward.

Quest completed.

Reward: Sword "Fireborn".

The Hunger Games

The quest is activated automatically 24 hours after you have disenchanted Marlena Wicht and brought her to the Corvo Bianco estate in the Echo quest.

Stage 1: Visit Corvo Bianco and see how Marlena is feeling
We return to the estate and go to the kitchen, which is opposite the stairs to the second floor. We speak with the old woman, she feels much better.

Marlena doesn't know what to do next. She is afraid to return to people, because they are complete strangers, and all her relatives have died. If you playfully, but send her out, then the quest will end. If you offer her to stay in the mansion, she will be very happy and take the position of a cook, and in gratitude she will tell about her dowry, hidden by her father in the Trastamara estate, in the basement.

Stage 2: Find Marlena's dowry, which is located in the Trastamara estate
We return to the house where we disenchanted the old woman. It's now safe inside, but there may be foggers or barghests outside. In the house we go to the basement, we pass the room with the boiler and we come to the cellar with barrels.

The barrel we need is to the right of the entrance to the cellar, on the very right rack against the wall, on the left side on the counter. We knock and get the Golden Joystick trophy (a reference to the Golden Joystick Awards). It can be put on a rack in Corvo Bianco.

Quest completed.

reenactors

The quest is activated when visiting Duran de Savarin's estate.


Stage 1. Inspect the de Savarin estate
Driving along the highway past the estate of the de Savarins, Geralt saw a terrible picture and went up to see what was the matter. On the road sat a wounded man in ancient, one might say, museum armor. A passing merchant tried to help him, but to no avail.

After talking with the eyewitness merchant, we go to the de Savarin estate, looking around with the help of the witcher's instincts. The gates to the estate are locked, but chopped from the inside, we knock out Aard.

There is a terrible pogrom in the courtyard of the estate and many people were killed. We look around, find a place of some kind of ritual and go up to the second floor of the courtyard. Following the smell of burning, we find the only survivor, Duran de Savarin himself. Geralt learns from him what happened on the estate.

Stage 2. Conduct a reconstruction of old historical events
So that this does not happen again, Geralt needs to repeat the historical scene, which was staged by the members of the historical society, led by de Savarin. This requires at least three people.

How fortunate that Gaston, the same merchant, followed us. We wait for darkness and start the action. We listen to Gaston as a narrator and perform all the actions in the course of the story.

  • Light the lamps in the courtyard 6/6;
  • Take elven bread from the chest and make an offering in any ritual bowl;
  • Take elven wine from the chest and make an offering in another ritual bowl;
  • Take the Ancient Elven sword and shield (to the right of Geralt), the sword must be inserted into the steel weapon slot, and the shield into the equipment slot. Draw the sword from its scabbard, and the shield in front of you.
  • Kneel before "King Louis" performed by Duran.

At that moment, everyone will see how the six elven statues in the courtyard will begin to come to life.

Stage 3. Defeat the revived elves
Duran and Gaston will hide in a barn in the yard, while Geralt will have to fight the elves. Four elven spearmen are nonsense, but two elven sorceresses are serious. Not only do they throw fireballs, they also hit with fiery whips, which are problematic to defend against.

We use a steel sword with the poison of a hanged man, Igni, the north wind against the sorceresses, a dancing star, a damn mushroom, a dragon's dream (setting fire to Igni). In general, the entire arsenal. The easiest way is to climb to the second floor of the courtyard and shoot them with bombs and a crossbow (a crossbow is useless against sorceresses, like dwemerite bombs, the north wind is better, they have a shield like Quen). In this way, you can bring down a lot of HP with them, you can even kill spearmen, but sorceresses will have to be finished off with a sword in melee after freezing them.

Having defeated the elves, we speak with Duran and Gaston and receive a reward.

Quest completed.

Reward: Ancient Elven Sword and Ancient Elven Shield of King Devitaf. Can be hung on the estate.

Muse, sing the witcher...

The quest will become available if you win the knightly tournament (quest "").

Not far from the Nilfgaardian embassy, ​​the bard Le Papillon, who performed at the jousting tournament, will be waiting for us. He says he is working on a new ballad and has already found a theme for it.

According to him, the barber Jean Louis Ludovic is missing, and he wants the witcher to find the man. We talk about the reward and go.

Stage 1: Using the witcher's flair, find clues about the fate of Jean-Louis
We knock out the door with Aard. On the first and second floors, we pay attention to empty jars of hair lipstick. Bard says the lipstick recipe is proprietary and only Jean-Louis uses it. On the second floor, on the table, we find a map with a marked territory. The story is this - Ludovic went to collect herbs for lipstick, but something happened. We'll have to leave the city and check this area.

Stage 2: Follow Papillon
The bard leads us to a place. We leave the city, pass the walled cemetery and approach the first section. Jean-Louis is not there, but there is archispore. Quen, oil against intexoids, Igni. We go to another place, at the same time listening to the sketches of a new ballad.

Stage 3. Explore the meadow
The other place is like someone recently visited and camped. We find an inverted basket and a bedspread. But glavone - footprints and blood. Let's follow them.

The trail leads to a cave where Jean-Louis is located. As it turned out, he was kidnapped by a knight, whom he had recently cut badly. And because of a bad haircut, he missed the tournament.

In any case, after the victory, the barber is saved. Alas, the bard has no money, but Jean-Louis is ready to pay for his salvation.

Quest completed.

Also, if you come to him the next day, he will be able to cut us, and he will have an exclusive haircut available.

About a knight and a beautiful lady

The quest is taken from the bulletin board at Castel Rovello, or starts automatically.

We speak with the lumberjack Jacob, who is busy studying an unusual tree. He says that he cut it once and something like blood gushed out of the trunk, and a girl's cry was heard in the rustle of leaves. He is sure that this is the young lady Daphne from the Guerrera collection. In this tale, the knight Gareth went to beat the witch from Lynx Hill, but never returned. Daphne waited for him in this place, in anguish and sadness, until one day she took root and became a tree.

Stage 1: Using the witcher's flair, inspect the bleeding tree
We look around and try to find out if there really is a curse. As soon as we hold down the flair button, we hear the cry of the girl. We see streams of human blood on the trunk, and damage to the cortex resembles overgrown scars and scars. There are also blood stains on the nearby boulder. It is worth noting that the area is full of stumps, but no one dared to cut down this particular tree. Also, the medallion trembles from the magic that comes from the tree. Talk to Jacob again.

Stage 2: Go to Lynx Rock
We agree on a reward and understand that it will be difficult to remove the curse without visiting the witch. We call Roach, or we run ourselves. I recommend staying on the road at all times.

Climbing the rock is possible only through a ledge guarded by a panther. But for some reason, while she does not touch us. We go to the top and reach the hut on the rock. The door is open, we look inside.

You can immediately remove this skin from the far wall of the house and examine everything that it hides, then the witch will appear, but I recommend spending a little time and studying all the notes.

Stage 3: Talk to the witch
She says that she won't be able to break the curse, and that she's not responsible for it - all because of the power of love and longing. After asking more, you can find out that Gareth nevertheless came to her, but did not kill, but began to live with her. In the end, his conscience tormented him, and he decided to return to Daphne, but it did not work out.

We take the girl's handkerchief, which she gave Gareth goodbye. Having learned enough, it's time to decide how to remove the curse. Options "I I can make a girl myself" And " I can make you break the curse" are about the same, so here's what happens if you choose one of them:

  • We leave the hut (before that we fight with the panther (if we decide to force it) and return to the tree.
  • We tell Jacob that fires should be lit on each side of the world.
  • We set fire to them, and then the weeping tree, we throw the girl's scarf into this fire
  • If they themselves disenchanted, before the girl attacks us in the form of a spirit - a fight. If forced - the spirit moves into Jacob's dog and kills him - fight.

If Jacob survived he gets angry, but gives a reward. Both of these methods will remove the curse, but not in the best way.

Option " I beg you, disenchant the girl"will be available if you have a good look around in the witch's house. We select it and ask her, on her knees, to remove the spell. The witch was surprised and delighted. She says that she will agree if Geralt gives her a lock of his hair to use them to hide from the witcher If you do not agree, we return to the previous options.

If yes, then the witch says that Daphne needs to bring the remains of Gareth, which are in a cave under a rock. Then do everything as in other ways.

We go there and fight with a kikimora warrior. Do not forget to dodge, use Quen and oil against insectoids.



We return to Jacob and tell him to prepare firewood for fires. Now we throw not only a scarf into the flame with a tree, but also the remains of a knight.

This time, Daphne appears as a kind spirit who speaks to us. She asks about Gareth, what happened to him. You can not talk about betrayal, she will believe, or still tell the truth. Jacob will be able to calm her down, after which she will thank the heroes, and call the woodcutter her true knight.

We take the reward and the quest is over.

wine wars

A series of quests, from the notice board at the Kurolisk tavern.

Belgaard.

In the next announcement, Geralt read a call for help from an official of the princely treasury and decided to respond. We leave for the Plegmund Bridge for the auction. The Belgaard winery is being sold at auction, for the right to own which two winemakers agreed - Liam de Coronata and Matilda de Vermentino.

Arriving at the place, we observe and listen to the conversation. After a while, Geralt joins the conversation. First with Liam. He asks him to help save his winery from all sorts of misfortunes, which, he is sure, were sent to him by his rival, Matilda. We talk, take an order (subquest "Wine Wars: Coronata").

Then we speak with Matilda. Her winery has the same problems, and oh gods, she too is sure that Liam is the source of her troubles. We take an order from her as well (subquest "Wine Wars: Vermentino").

Coronata and Vermentino.

For each winery, you need to drive through five places and clean them from monsters / bandits or get a person out of trouble. In what order you will do this, it does not matter at all, even sequentially, even "in a checkerboard pattern." The main thing for complete passage quest, you need to clear all 10 places (5 for Coronata and 5 for Vermentino).



In one of the five places for each winery, Geralt will find one letter, from which, after reading both, there will be a suspicion that someone else is behind the troubles of both wineries. And also a clue will be indicated in which direction to continue the investigation (subquest "Wine Wars: Dirty Game").

Dirty game.


Having cleared all 10 places for both wineries, we go to an abandoned warehouse just east of the Teskham Mutna fortress (from the Echo quest). We go down to the basement and deal with archispora.

In the far right corner in the chest we find the third letter, from which Geralt finds out that he is behind everything, or rather it was Count Crespi, who safely died from the claws of the Toussaint Beast, and who was also the owner of the Belgaard winery. Everything falls into place, he had a motive to quarrel competitors.

By the way, it will not be superfluous to burn seedlings of archispores in wall niches. Igni will help you.

We go back to the auction and report what we found out, and as proof we pass the letter of Count Crespi to the auction manager. In the light of the events that have unfolded, Coronata and Vermentino reconcile, and the manager invites them both to take over the management of Belgaard together. They agree, and all four of us go to a new winery.

Belgaard.


The winery suffers from the same problems as Coronata and Vermentino. Winemakers offer to deal with these problems, who would you think? Well, Geralt, of course. Let's get down to business. The same as with other wineries.

We pass through five places, cutting down and burning out all sorts of, as the manager put it, adverse events. We return to Liam and Matilda, listen to thanks and receive a generous reward.

In addition, Liam and Matilda have prepared a surprise for Geralt in gratitude for the assistance rendered, and ask them to visit them in Belgaard in three days. We're leaving in three days. Liam and Matilda have developed a new variety of wine and, wanting to name it after Geralt, offer to choose a name:

  • Geralt of Rivia;
  • Butcher of Blaviken(from the story "The Lesser Evil" of the book "The Last Wish") ;
  • White Wolf.

We choose a name for a new wine, immediately get a bottle, and then every five days Liam and Matilda will send us a bottle to the estate.

Visit sometimes to Barnabas-Basil.

Quest completed.

Reward: nominal wine and about 2,600 crowns in total.

In the footsteps of the Prophet

The quest is obtained from the manager of the quarry Ardaizo after completing the quest "Cow Pie" or automatically as you visit the locations of the groups.

We go to the Ardaizo quarry and talk with the manager about the problems that have arisen in the construction of the statue of the Prophet Swan on the western bank of the Sanxretura River near the Plegmund Bridge. From the manager, Geralt learns that several convoys with materials, tools, workers and the architect have disappeared. And the manager begs us to find out what happened.

Visit the construction site of the statue [optional].

Although this task is optional, but if you visit the construction site in the first place, then after completing each task of the group, Geralt will observe the erection of the statue from a distance.

First group.

A gang of robbers attacked the convoy with the architect on the forest road. We help the men fight off the bandits.

Second group.

Arriving at the place, we see that the workers had a good walk the day before and sleep without hind legs right on the bank of the river. You need to wake them up 5/5. The fifth sleeps near the bridge behind the bushes.



Third group.

The Forest Grandfather attacked the wagon train in the forest and caulked the workers in the hole. We examine the broken carts, find traces with the help of the witcher's instincts, and follow the tracks to the hole where the Forest Grandfather immured the workers. We fight with the boletus and free the workers.



Fourth group.

Kikimors attacked the convoy at a halt. We examine the pogromized camp with the help of a witcher's instinct, find traces of kikimors and follow them to the swamps to their nest. We beat the kikimor, destroy the nest and examine the remains of the workers.



Fifth group.

Pirates attacked the ship with materials and tools. We help the merchant fight off the pirates.

After all this, we return to the manager for a reward (not a very small one) at the construction site of the already finished statue of the Prophet Lebeda.

Quest completed.

Gwent: big tournament in Beauclair

The quest starts after reading the invitation on one of the notice boards in Beauclair.

Step 1: Meet the Tournament Organizer
Responsible for holding the tournament, Count Monnier, can be found on the summer grounds of the Pheasantry. From a conversation with him, it becomes clear that almost all the places in the tournament are already taken, and you can sign up only if you play for the faction "". This is a new deck that was recently introduced in Beauclair and because of this, you may not have enough cards if you come to the tournament without having had time to explore Toussaint. We collect cards (who can win cards is indicated in the action log) and return later, or we record immediately if everything is on hand.

Stage 2: Win
The count introduces us to the opponents and tells us who will play which deck. The Ophir merchant Hamil al Danbali will play , Erik van Vrog for , Agnetta Skjold with a deck and, accordingly, Geralt of Rivia for Skellige. The winner of this four will play the champion Count Hinn with a deck. well and final fight will take place between the past tournament and Count Monnier himself and his Skellige deck.

Each of them has a powerful deck, so do not forget to think over tactics and hope that they will get worse cards.

Stage 2A: Defeat the officer
Before the match, the foreign guest offers to raise the stake: he puts his best sword against the witcher's silver sword. We agree or not, and we play. If you've played top players with monster decks, you know what to expect. Ofiretz will shower us with vampires and corpse hunters with the skills of doubles. It is useful to have the Frost card. Also beware of "Execution".

If you lose, now or later, see Stage 3.

If you won and agreed to play for the sword, then accept congratulations from your opponent and the sword steel sword "Bluff" is one of the best in the game.

Agnetta defeated Eric, but an argument arose between them, which caused both to be eliminated. Now we have to play with Count Hinn.

Stage 2B: Defeat the Nilfgaardian
There are no special bets, but the graph is a VERY difficult opponent. Especially if he has a lot of spies. It would be nice to have a few scarecrows. But maybe you will be lucky and he will not have a single spy, but the chances are slim. I also recommend using the Crash an Craite leader card here.

Stage 3: Stop the dwarves
You came here with a victory or defeat, it does not matter, conservative dwarves will burst into the hall, who are against the new deck for Gwent. Attempts to calm them down are futile, so we fight. Geralt cannot use weapons or signs, but they actively use sticks and clubs, so the fight is very difficult.

Beat them or be beaten, it all comes down to talking about Zoltan - an old friend of the witcher, and as it turned out, these conservatives. Therefore, the dwarves agreed to resolve the dispute by playing - the winner of the tournament will meet with one of them. If before that you have never lost, then Count Monnier is waiting for us

Stage 4: Defeat the organizer
He uses a Skellige deck, much like you and half of Bockler, so you already know this style of play. If you lose, then the tournament is over, and if not, it's time to fight the dwarf.

Stage 5: Defeat the dwarf
The opponent chose a deck of scoiataels, and his cards are not the strongest, and he himself is not the best player. Most often, he passes the first round, and in the second we try to squeeze out of him more cards. If you're lucky, you'll win there.

And so, if you went through the entire tournament without a single defeat, then accept the reward of 1000 crowns, the winner's cup (you can put it in Corvo Bianco) and the personal gratitude of Count Monnier for showing a new deck to the fullest.

Geese, geese, ha-ha-ha

The quest is available only during the passage of "" and is taken from the notice board in the village where the Little Match Girl is located.

Since a real witcher always takes orders, no matter where, in the north, in Nilfgaard or the Land of Fairy Tales. From the announcement it follows that Guska, who lays the golden eggs, seems to be being followed. We go to her house to check.



Stage 1: Use your witcher senses to find the goose
We go to the house, in which we immediately find a bunch of feathers. They are stacked as if someone left them like bread crumbs. Let's follow them. On the way, we are attacked by dwarves who cause trouble almost all the time that the witcher is in the Land of Fairy Tales.

Stage 2: Defeat Rumzeis and his bandits
Rumzeis is the hero of Czech fairy tales, a kind of Robin Hood, here he is presented as a dwarf. Here, too, he was not ashamed to take someone else's, which is why he abducted Huska. He has two accomplices with him. They are armed with heavy weapons, and the leader himself likes to stand aside with a crossbow. If you attack him in the forehead, he will also take an ax.

After the fight, we search Rumzeis and take the key to the cage.

The goose is grateful for the salvation, and lays the golden egg to the witcher. If you eat this egg, as well as the magic acorn from Bald Mountain, you will get an additional skill point.

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