Where to find (on the map):

Important! This task is only available if you have the free DLC "Games of Cats and Wolves"

You can receive the task “Games of cats and wolves” during the completion of the order. Once you find yourself in the Village of the Goods, you will need to find the headman, but you will only find hungry ghouls and a bunch of corpses. Geralt will immediately understand that this is clearly not the work of ghouls and will decide to examine the bodies, and at the same time all the houses located in the village in search of evidence pointing to the criminal.

You can explore each house one by one or immediately go to the barn located in the south of the village, in one of the houses you will find the head of Leshy, apparently the order for which you found yourself here already had a performer. All the corpses have professionally made wounds, which led to the death of the residents. Each murder is done with extreme cruelty.

Once in the Barn, on the ground, with the help of the witcher’s senses, Geralt will be able to find a stain from the witcher’s elixir mixed with blood (the blood belongs to the witcher who attacked the village), and at the far wall the elder himself, who, like everyone else, was killed. Having examined the headman’s body, the witcher will notice a silver chain in his hand. At this moment, a girl will run behind the barn, whom the witcher will of course notice.

You will need to catch up with the child, to do this you need to explore the ground next to the barn. Here you will find a doll lost by a girl, as well as traces of children’s feet, which will lead you to the fugitive.

Having caught up with the girl, the witcher will try to talk to her. The girl is too scared and confused you with the killer, since your eyes are too similar. At this stage the girl will refuse to talk to you, you will have the opportunity choice in dialogue with her:

1. The jokes are over. Tell me what happened - This option will allow you to use Axiy on the poor girl, in turn she will tell you everything she knows, and you will receive additional experience points.

2. If you picked up a doll from the barn, you will have the opportunity to give it to the owner, in exchange for it she will agree to tell everything she knows.

In any case, the girl will become more accommodating and tell you that a monster has appeared near the village, which is why the headman decided to invite the witcher. He fulfilled the order and brought the head of the goblin (which you can find in one of the houses in the village), there was some kind of argument between the customer and the witcher, after which they went to the barn, where everything happened. The girl will also indicate the direction where the witcher went after he killed everyone in the villages. He walked towards the sacred circle where the villagers brought gifts to honor the gods.

Having told the girl to wait for your return, having learned that she has relatives in the village of Rudnik, now you will need to go in the direction of that very circle. It is nearby, inside it you will find traces of the killer. Going in the direction of the tracks, you will find the killer sitting on a bench.

Having started a conversation with the witcher, Geralt will immediately show him an amulet in the form of a cat’s head found in the elder’s hand (now you know which school the criminal belongs to. The School of the Cat is hired killers). The witcher you found will call what happened in the village an accident. You will have conversation options, how to proceed, you decide.

Consequences:

1. Die- If you choose this option, you will have to kill the witcher(After the victory, search his corpse, you will find the witcher's steel sword "Teigr"). He will invite you to take pity on him a little, since he is wounded, and will ask for the opportunity to drink “Swallow,” which will level out your strength a little.

- As you wish. Drink- By choosing this option, you will find yourself in the fool, since Gaetan (that is the name of the witcher of the cat school) will detonate some kind of bomb, it will unbalance you, which will put a debuff on you and make the fight quite difficult.

- Never- You will immediately start a fight with Gaetan, without concessions.

2. Let's talk first- This phrase will allow you to find out the details of what happened in the village according to Gaetan. It turns out that after completing the order for Leshy, he was given only 12 crowns, citing the fact that hard times had come, and the people in the village needed to eat. Unable to bear such impudence, the witcher began to threaten the elder, after which he agreed to give him a reward from his stash located in the local barn. As soon as the witcher entered the barn, he was hit in the back with a pitchfork, fortunately without hitting his internal organs. Unable to contain his rage from deception, he decided to kill the entire village. He did not touch the girl for the reason that she reminded him of his sister, whom he remembered before turning into a witcher. After everything you've heard, you will still have the opportunity to deal with the killer. If not, then when choosing the phrase “Good riddance,” Geralt will give Gaetan his medallion and let him go, since he has no right to judge him for his actions, after what he committed himself. In gratitude for such a noble gesture, Gaetan will give you his coordinates cache, this will trigger the appearance of an additional task. In it you will also find his witcher's steel sword "Tiger". Gaetan will leave, while Geralt himself will sit down on the vacated bench and seem to think about his deeds.

In any case, you should return to the surviving girl and take her to the village of Rudnik to her relatives. The girl will ask Geralt to ride along the road on his shoulders, to which he will happily agree (apparently remembering Ciri in childhood).

Once in the village, you will need to talk to the girl's aunt. She will not be very happy about the appearance of another child in her home, since she recently experienced the loss of two grandchildren due to lack of food. You will have the opportunity to choose in the conversation:

1. Take this money - Geralt will give the woman 40 crowns from his pocket, for which he will receive a little extra experience. The woman will promise to cook pancakes for the girl.

2. Times like these - The woman will tell the girls to take a broom and get to work.

At the end of the conversation, the girl will ask Geralt to visit her sometimes. Returning to Rudnik after 5 days, she will meet you at the local notice board and give you a drawing.

Walkthrough of "The Witcher 3" - Games of cats and wolves? Where to see?

    The creators of the third Witcher continue to work on it. A new quest has been released in which Geralt must reveal the secret of an abandoned village, namely why its inhabitants died. The hero will receive the task itself in the village of Oreton in Velen. Here is a video on how to complete the quest Game of Cats and Wolves.

    In the game The Witcher 3: Wild Hunt in the new DLC there will be a back Games of cats and dogs in which the witcher Geralt will have to get into an abandoned village. The witcher receives the task to reveal the secret of the village in Velen in the village of Oreton.

    The appearance of a new quest was a pleasant surprise for fans of the game The Witcher 3. You can find out how best to complete this quest, what to do, etc., in the video posted under this text. Have a good game.

    In the new 13th DLC, released by the Polish studio CD Projekt RED for the game The Witcher 3: Wild Hunt, the witcher Geralt was added a new task Where the Cat and the Wolf Play, which is translated into Russian as Games of cats and wolves. The tasks are not easy and you can watch the video to see how to complete it. Geralt will find a village in which all the inhabitants have died and he will have to solve this mystery.

    The game The Witcher 3, thanks to DLC, recently added a new quest Games of cats and wolves. Geralt receives a new task in the village of Oreton in Velen, in which he will have to reveal the mystery of death inhabitants of an abandoned village. He will need to put all his strength into the fight against dark magic. During the investigation, the Witcher will repeatedly use his skills to defeat supernatural forces.

    In the game The Witcher 3 completing the quest Games of cats and wolves quite interesting. Initially, the main character needs to receive a task in Velen (Oreton village). After this, Geralt will have to find himself in an abandoned village, covered in secrets that must be revealed.

    Another interesting quest called Games of Cats and Wolves in the game The Witcher 3: Wild Hunt. Since it will take quite a long time to write a detailed walkthrough of this task, I will leave here a video of the walkthrough of this quest.

    In the new DLC to the game The Witcher 3: Wild Hunt a new task will appear Cat and dog games.

    In this task, Geralt will have to go to an abandoned village to find out why the inhabitants of this settlement died.

    To receive this quest, go to Velen to the village of Oreton.

    Just recently, a new quest was added to the popular game The Witcher 3.

    Which is called the Games of Cats and Wolves and it is quite problematic and long to complete.

    It will take you about 40 minutes to complete the quest.

    Watch the video of the walkthrough itself.

    Walkthroughs of games like The Witcher 3 are best learned from videos.

    Also, a suitable video was found for this mission.

Temerian armor

Temerian armor can be bought from the merchant in the White Garden, whom we saved from an angry griffin at the beginning of the game. You can also buy blinkers, a saddle and saddle bags for Roach from this merchant.

Beard and hairstyle

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This add-on adds new hairstyles and beards for the barber. Now you have plenty to choose from.

Missing Miners (Quest)

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This task is taken on the island of Skellige, in the mining camp. Go there and on the way to the camp you will find the corpse of a mountain woman. Explore it and the quest “Missing Miners” will be activated. After that, follow the tracks from the miner's corpse that will lead to the cave.

Based on the evidence, you will understand that there is a mountain troll in the cave. All that remains is to decide his fate. Go into the cave and beat the monster that will attack you without talking. After a good shake-up, the troll will deign to talk to you. He will tell you why he killed the miners. They were excavating and it infuriated him, and you yourself know the outcome.

Now you can kill him or leave him alone.

Yennefer's appearance

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

Nilfgaardian armor

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This armor is sold from the quartermaster in the baron's castle (Velen). In addition to armor, you can buy Nilfgaardian blinders, a saddle and saddle bags for Roach from him.

This merchant also sells the Nilfgaardian crossbow.

Elite crossbow set

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

Judging by the title, you understand what awaits us. In total, three crossbows are added to the game with their own set of bonuses and characteristics:

The Nilfgaardian crossbow is purchased from the quartermaster in the baron's castle (Velen).

The Skellig crossbow is purchased from the blacksmith in Kaer Trold, Skellige.

The Elven Crossbow can be purchased from the Mystical Items Merchant in Novigrad.

Neutral Gwent Card Pack

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This addition does not bring new neutral cards to the player's card arsenal, but simply replaces the old Neutral card skins in Gwent with new, cooler ones (in my opinion).

Fool's Gold (quest)

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This task is taken in the village of Svorki, which is located near the village of Zalipye (Velen). On the spot you will see bandits roasting a pig on a spit. A peasant will run nearby and lament. Go to the bandits and talk to them. You can kill them or leave them alive.

Personally, I killed and then talked to the peasant. He said that the pigs in this village are magical. Go into the pen and examine the pigs. They are actually enchanted. Return to Yontek and talk to him. In fact, the enchanted pigs are people and you need to disenchant them. Yontek will give you the key to the Boar's house, which you need to examine.

You will come to a cave next to which there will be bandits. Kill them and go into the cave. There will also be bandits in the cave. Kill them, and then use the key and open the barrier. Go through the portal and explore the area. Talk to the pig and explore the shrine. After that, talk to the pig again. It turned out that the locals stole the gold and thereby put a curse on themselves. Return to Yontek and ask about the gold.

Upon arrival in the village, you will see that wolves are trying to attack the pigs. Kill the animals and talk to Yontek about the gold. He will say that he hid the gold and will go after it. And you need, with the help of Axius, to convince all the pigs to approach the mill, and then you, together with them and the gold, will go to the Boar’s house, fighting off monsters along the way.

Inside the sanctuary, the pigs will turn into people and want to commit lynching on Yontek. You can stop them or allow them to do it. Personally, I got in the way. After this, the task will complete.

Triss Skin

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

Enabled in the game settings, main menu. Go to settings, and from there to downloadable content and enable the add-on.

Witcher Antiquities: Wolf School Equipment

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

A task is being added to the game to find equipment from the Wolf School, which fans have been talking about for a very long time and at first were surprised that such a set was not in the game. A guide to finding this kit is available on our website: Guide to finding the Wolf school kit. You can thank Furrion for that.

Order: Skellige Special Criminal (assignment)

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

This task is taken from the notice board in the village of Fyrsdal on the Skellige Islands. Take the task and go to the gathered crowd for details. The dull-looking merchant will tell you that he and his friend were attacked by neckers and ask the witcher for help. Bargain and accept the task.

Ride to the scene of the attack and use the medallion to look around. During the inspection, an attempt will be made on you. Climb to the top of the hill and then follow the tracks. Kill the wolves and go further into the cave. In the cave you will come across an endriag, and at the end a head eye will come out. Kill them all and move on. You will find a homemade necker foot with which you made footprints. At the end of the cave you will come across a room of conspirators.

Wait until nightfall and go to the meeting place of the conspirators. You will stumble upon the Terrible Four Creatures who decided to commit lynching on Geralt. You can kill them right away or talk to them, then you will have a couple of options to solve this problem:

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide
The Witcher 3. Add-ons Guide

The girl will be in the forest. When talking to her, you can give her the doll and she will tell you what happened in the village, or you can calm her down with the help of Axia and she will do the same. The killer turned out to be a man from Kota's school. She will also say that he went to the circle, not far from the village. Go there and look around. You will find his traces, which will lead you to a witcher named Gaetan sitting on a bench. I advise you to talk to him, then he will clarify all the details. After this you can release him or kill him. If you let go, he will give you the coordinates of his cache (a separate task will be activated).

Now return for the girl to take her to the village of Rudnik. There you will talk to her aunt and tell her about what happened. You can also give money so that they can feed the girl. This will complete the task.

The Witcher 3. Add-ons Guide


The Witcher 3. Add-ons Guide

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Velen Map

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


hanging tree

We arrive at a tree hung with corpses. From there you need to go further west. Packs of wolves and dogs are running around in the fields nearby.


Tavern "At the Crossroads"

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

1. We force ourselves into a fight.

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

3. We offer you a drink.

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


Veresovka village

The village is empty and lifeless, and you can feel the cold all around. In the center we help the surviving peasant fight off the wolves. From him we learn that the village was attacked by the Wild Hunt.

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

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

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

Add. task: Funeral pyres (level 3)

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

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

1. We take a bribe of 60 crowns.

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


Add. task: Wild heart (level 7)

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

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

1. Finish the search.

2. We continue to look for Hanna.

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

We find a hunting lodge, there is a note inside, we read it. We go out and examine the house around; on one side under the building there is a hole leading into a cave.

Boss: Werewolf

After normal hits, the werewolf quickly regenerates health. To defeat him, we often use the fire sign of Igni, it will not allow the enemy to recover. It is better not to deliver more than four hits in one combo; the boss will carry out a counterattack. The best option is to pin the enemy against the wall so that he has nowhere to run, but at the same time continue to dodge him left and right.

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

1. “I won’t let you kill anyone.” After this phrase, we fight the werewolf again.

2. “She deserved it.” Volkolak kills the girl, and then asks her to kill him without even resisting.

We take the key from the dead werewolf, enter the hunter’s house, open the locked chest, read the note.


Add. task: Lynching (level 7)

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

At the western intersection of “Gallows Alley” we see that a crowd of peasants is preparing to hang a Nilfgaardian. You need to help right away, or the quest will fail.

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

2. If we don’t help, the man will be hanged. We can examine the body, read his letter to his wife.


There is a hidden treasure on the island to the left of the bridge. We examine the body and find the key. We follow the bloody trail. To the right of the pile of bodies under the wooden platform we find a hidden chest.


From the tavern "At the Crossroads" we go along the island to the northwest. In the mountains we see how the troll was attacked by a flock of nekers. We kill the Neckers, the troll talks to us, and gives us the head of an elf as a reward.


Add. task: Fake papers

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

1. Buy a document for 100 gold.

2. Agree (need level 1 of Deception).

3. Help and protect his brother-in-law. (You need to complete the task “Cemetery Hyenas”. Having completed this task, we will receive a discount from the peasant).

With the purchased paper we will be allowed to cross the bridge. So we will complete another quest - “No Passage”.

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


Add. task: Cemetery hyenas (level 9)

North of the Gallows Tree, marauders are active on a former battlefield, asking for protection from attacking ghouls while they dig.

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


Order: Forest monster (level 6)

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

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

2. “Stop killing people.” After this, we fight the elf, and then find the main camp of the elf bandits. We fight with a group of elves. We take the squirrel's tail and a unique sword from the main girl.

3. “I’m just taking a walk.” The elves will attack, we fight.


Having chosen the first option, we find the elf camp. We learn that they, like partisans, attack the carts of the Nilfgaardians. We decide:

1. “Do what you want.” We leave the camp peacefully and receive several items from the elves as a reward.

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


Having left the elf camp, we return to the customer. If the elves survived, we decide what to report to the commander:

1. “There is no monster in the forest. There are Skol-taeli." (We don’t get gold, just a pass through the bridge and 25 experience).

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

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


Additional task. Vronitsa Fortress
Walkthrough of the game Witcher 3

Fists of Fury: Velen

You need to defeat Velen's three best fighters: Jonash, Kuznets, Rybozhor.

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

Rybozhor asks you to give in to him, we can fulfill the request by losing the first battle. And in the second battle we honestly defeat him.

After defeating three fighters, we can fight with the champion of Velen - Sergeant. The fight with him is exactly the same.


Gwent: Velen Players

In Velen, all merchants and blacksmiths play the game "Gwent".

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

We also learn about other strong gwent players in Velen:

2. Boat maker in the village of Rudniki (south of the castle). Card - Leto from Guleta, Nilfgaard, hero, strength 10.

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

4. Having defeated the other players, we find out about the latter. Boy Ugly from Podlesye. Card - Vernon Roche, hero, strength 10. Card 2 - monster leader Lord Tyr na Lia (deal 2 cards, get 1 of your choice).


Horse racing: Vronitsy

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

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


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

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

2. We just let it go.

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


Add. task: Master armorer (level 24)

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

(We postpone the task until we get to the islands according to the plot).

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

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

We return to the blacksmith. We are participating in testing Nilfgaardian armor. After this, we meditate for a while and wait for our special armor to be made.


Order: Squealer

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

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

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

Boss: Squealer

Outside we shoot down the monster with a crossbow shot, and on the ground we hit him with a sword. The monster acts in the same way as a griffin, but much faster. It won’t be possible to attack him from behind, so we deliver a couple of blows from the front, and then we dodge and attack again.

We return to the customer and decide what to do:

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

2. We leave money for Shimko’s education. 235 experience.


Order: Griffin in the hills (level 24)

The order appears only after completing part of the quest "Armor Master". We find bloody footprints on the road, the found trail breaks off at the hill, and a feather lies nearby. The griffin's nest is at the top of the hill. We fight with the arch-griffin, take away his acid glands.


Order: Lost Brother (Lv. 33)

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

(The task requires you to fight level 35 monsters, so we leave this task for later, when we reach the appropriate level).

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

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

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


Bloody Baron (level 6)
Walkthrough of the game The Witcher 3. Wild Hunt


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

We go to meet the Baron, introduce ourselves to the guards at the gate.

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

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

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

Ciri's story. Wolf King (lvl. 5)

We play as Cirilla, who is lost in the forest. We kill a pack of wolves, remove the little girl from the tree.

The girl Gretka gradually leads us out of the forest. Along the way we meet and kill several more packs of wolves. We examine the body in the cart, we understand what kind of monster lives here. Ciri has neither magical signs nor a silver sword, so she needs to brew a potion to defeat the monster. We collect the remains of wolves, white and blue flowers. In the alchemy window we prepare the necessary potion.

Boss: Wolf King

In the cave we meet the king of wolves who attacked another person. We use the potion and go into battle. Ciri uses movement magic instead of the usual rebound, and she dodges blows well. We deliver a couple of blows to the enemy, then move, attack and hit again.

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

Family matters (level 6)

The baron's story is over. All this is interesting, but does not help in the search. And for more useful information about where Ciri is now, the baron wants to receive a favor. His wife and daughter have disappeared, he instructs us to find them.

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

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

We speak with the baron. We find out from whom the wife could have received the amulet, we get the address of the local fortune teller.


We get out of the fortress and gallop to the sorcerer’s hut in the forest. Other visitors are already standing in front of the house; they want to punish the healer for the wrong recipe.

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

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

3. (Deception skill 2 is required) use the Axiy sign for suggestion.

We communicate with the fortuneteller. He proposes to perform a ritual to find the missing, but for this he needs a goat that ran into the forest.

To the aid of the princess (level 5)

To find the goat Princess, the fortune tellers gave us a bell. Select it in the weapon menu (Tab key), apply it (press the middle mouse button). The goat responds to the sound of the bell, activate its sense, and go to where the sounds are heard. The goat can also be found by following tracks on the ground, but they are very confusing.

Having found the goat, we kill the wolves. We constantly use the bell to make the goat follow us. On the way back, the goat will approach the bear's den, and you will have to fight him. The bear only hits with its left paw, it’s easy to dodge, but if it hits, it will stun us for a few seconds. In battle we use the sign of protection and the fire sign.

The witch performs a ritual and talks about the baron’s unborn child, who died in a miscarriage. The unborn turn into igosha, we read about this creature in the bestiary.

Family matters (continued)

We return to the fortress and see a fire inside.

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

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

We get into a fist fight with the drunken baron who started the fire. We deliver several blows, wait for the baron’s blow, and block it in time.


Igosha

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

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


1. "Attack the monster." Igosha will turn into a full-sized monster, and ghosts will protect him. In battle we use the potion "thunder" and "swallow". When Igosha extends the spikes on his back, we will receive damage for hitting him. To remove the thorns, use the sign of deception. We can ignore ghosts.

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


2. "Turn igosha into chura." The Baron takes the child in his arms and carries him to the threshold of his house. On the way, ghosts will attack three times, we fight them off, after each victory we immediately use the Axii sign on Igosha so that he calms down. (If we don’t make it in time, then everything will go according to the first option - we’ll have to fight with him). The Baron buries the child under the threshold of the house.

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

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


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

The fisherman tells how he brought out the baron’s wife and daughter. The wife fell into the clutches of the monster, and the daughter was safe in Oxenfurt.

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

Ciri's story. Horse racing

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

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

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

Family matters (Tamara)

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

We go to Oxenfurt, in the northern quarter we find Tamara’s house. We give the girl a doll from the baron. If we don’t force her to return to her father, she will willingly talk about her future plans. Tamara joined the Order of the Eternal Flame, she wants to return to Velen along with other hunters for sorceresses and save her mother from captivity.

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

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


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

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

Through the portal we get into the cave, at the top we find the witch in the pool. Let's meet her, this is the sorceress Keira Metz, advisor to King Foltest. The witch knows nothing about Ciri herself, but she has met her ally, the elf sorcerer. Together we go in search of the elf.

By touch (level 5)

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

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

We find Keira, she was attacked by rats. You need to blow up two nests nearby so that the rats no longer appear. We use a fire sign on the nests, and if that doesn’t work, we throw bombs inside (their supply is restored every time we meditate).



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

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

Boss: Golem

The elf left guard creatures, we fight with one of them. You need to dodge the monster's ramming attacks; they can cost him more than half his life. We can use the power strike sign. The golem is very slow, we can easily approach it from the rear, attacks from behind do a little more damage.

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

1. Just don’t faint.

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

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



Boss: Nitral

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

Having lost a lot of health, the dark knight will hide under a protective field and call the dogs. At this moment there is no point in breaking through the field, we kill the dogs. The boss will fully recover, let's start hitting him again. Then the boss will also recover again, and only the third time will he be defeated.


We go to the elf’s hideout and look at his last message. We ask Keira about the local witches. We examine the evidence around. Using the magic stone “Eye of Nehalena” we remove the illusion wall.

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

Add. quest: Magic lamp

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

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

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

We go to the surface. Kaira invites you to come see her later.

1. I’ll definitely check it out (+1 attitude).

2. I'll try.


Add. task: Invitation from Keira Metz

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


Add. quest: Mouse Tower

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

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

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

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


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


2. "I don't believe you." (We don’t believe Anabel’s words). We fight the ghost and use a magic trap in battle. It is impossible to destroy the girl’s spirit by force. We go to the village, invite the girl’s beloved boyfriend to the tower with us. Graham will kiss the ghost, the curse will be lifted, but the fisherman himself will die.


We return to Keira. She asks us to help again (task “Friendly Favor”). Leaving Keira's house, we meet the sorceress, he asks for help in performing a ritual on the island where we were (task "Uncles").


Add. task: Friendly favor

Keira asks to find a cart with goods that were supposed to be delivered. In the marked place we inspect the wheel tracks; they turn to the side. Behind the hill in a ravine we find a crashed cart and collect all the goods. We follow the bloody trail, kill the monster, find the dead merchant, read his note.

We return to Keira. She prepares a romantic dinner from the goods she brought.



Romantic evening with Keira

We agree to spend the evening with Keira:

1. "Why not."

2. "No way." (the task will fail).


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

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

2. “What do you care about that?”

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


Latest questions:

1. “You won’t have to ask me twice.” (we spend the night with Keira).

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

3. "Sorry. There's someone else." (+ to the relationship with Yennefer).


Add. assignment: For the benefit of science

We wake up in the morning to find that Keira has gone to the tower on the island. Let's follow her. Keira took the sorcerer's papers about mass epidemics.

To persuade Keira, choose one of the answer options:

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

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

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

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

All other options lead to conflict.


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

1. We decide to stop Keira’s plans. We engage her in battle and kill her.

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

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


Additional tasks. Southern region
The Witcher 3 website

Add. task: The Fall of House Reardon (level 6)

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

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

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

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


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

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

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

1. Help.

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

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


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

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

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

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

2. “His medallion is enough for you” (Best option). We come to an agreement with the mercenaries. We convince the enemies to give us Leto’s body for burial, and we give them his medallion as proof of death for the customer. Leto, having come to his senses, will be pleased that the plan to fake his death worked. In this case, we also send him to Kaer Morhen.


Add. task: Uncles (level 7)

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

After the ritual, we talk to the sorceress about his father. We go to the swamps, find our father’s body, and burn it with the Igni sign.

We return to the sorceress’s house for a reward.


Add. task: Last favor (level 9)

On the bridge near the sorceress’s house, north of the village of Bolshiye Suchya, we meet an old woman. She asks to take the wedding ring to her husband's grave. The cemetery is located in the forest to the right of the sorcerer's house.

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


Add. task: Lady in trouble (level 10)

To the southwest of the village of Podlesie, in a destroyed settlement near the water, we meet a woman, she asks to find her husband, who has gone into the forest. (If we take a task, but put it off until later, it will fail. We need to complete it right away.) We examine the ground near the woman, find footprints, and follow them into the forest. In the forest we find a eaten body and a pack of wild dogs, we fight them off. We inform the woman about the find.


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

At a crossroads we help a woman put an overturned statue back in place. We receive the task to restore 2 other statues.

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

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

2. We engage in hand-to-hand combat. We are rewarded with experience.


Order: Leshachikha (level 10)

In the village of Podlesie we read the notice board, then talk to the headman. You can only increase the price of an order a little; it is better to take the base price of 239 coins.

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

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

Boss: Midnighter

Before the battle you need to prepare: buy more food, lubricate your sword with anti-ghost oil, perhaps improve the Yrden sign. We sit by the fire, meditate until midnight, after which a ghost will appear. We use the Yrden sign, wait for the ghost to enter the trap and become corporeal, and strike with the sword. The enemy will disappear several times, split into several copies and restore health. We quickly kill all three copies so that the regeneration of the ghost stops.

We return for a reward.


Order: Grave Digger's Cares (level 10)

The village of Zalipye. We can ask for 260 coins.

Let's go check out the cemetery. There are claw marks on many graves, but we only find the smell on the grave to the right of the crypt.

We follow the smell to the east, jump over the chasms on the bridge, and enter a separate hut on the road. Inside we examine the pot on the fire, and three shards in the corner. We find out that this is the monster cemetery woman Zhalnitsa.

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


Order: Mysterious footprints (level 20)

Village of Zalipye. We can ask for 270 coins.

We speak with the hunter at the last house. In the forest we find a killed pack of wolves. We follow the huge footprints found to a tree, find the remains of wool on it, then follow the smell we found.

The tracks lead us to a cave on a hill. The entrance is very high, it is impossible to climb into it. We climb to the top of the hill, jump through the gap into the cave. Inside we search the body of a huge demon, examine two types of traces, blood stains. We understand that there was a monster of hell here.

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

We get to the surface, pour the potion in the four marked zones, climb back into the cave and wait for the monster.

Boss: Howler

The monster is very strong and can kill us in two hits. We use the protective sign Quen. We can stun the enemy with the Axii sign. We dodge the enemy's ramming attacks, after which we begin to hit him. If the monster hits us and the protective spell disappears, then we immediately move away and use Quen again. We act this way carefully until victory.

We return to the hunter for the reward.


Treasure Hunt: Flooded Chest (Lv. 4)

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

(Here in the underwater chest there is a drawing for “Improved Wolf School Armor”).


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

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


Treasure Hunt: An Unheard Request (Lv. 28)

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


Mistresses of the forest (level 5)
The Witcher 3. Change of plot from actions


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


Children's shelter

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

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


Ivasik's Lair

We go into the forest, fight off the drowners, inspect the clearing, and follow the discovered tracks. In the hole we find a mute bastard. We follow him and continue to fight the drowners. Ivasik points us to a nest on the top of a rock, we climb there along the path on the right, deal with the harpies, and take the bottle from their nest. Ivasik’s voice appears, we agree with him to lead us to the witches.

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


Order: Beast from the swamps (level 12)

Steigery village (north of the marsh shelter). 270 coins.

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

Boss: Ignis Fatuus (Improved Fogman)

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

We return for a reward. The customer says that he does not have the required amount. We can demand money by force, or give a delay. Returning to the customer a week later, we receive double payment.


Whispering Hill

Steiger village

The village chief gives us the task of destroying the monster under the whispering hill.

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


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


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

Boss: Tree Heart

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


3. There is a third - the most ideal option for solving the problem. (In this case, we will later save both the children and Anna). Before completing the quest “Mistress of the Forest,” you need to independently find the whispering hill and its spirit. The hill is located southeast of the Marsh Orphanage. We help the spirit to free itself, as in the first option, but there will be no punishment from the witches for this. Only after this we begin the quest “Mistresses of the Forest”.


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

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

Ciri's Story: Escape from the Swamps

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

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


Having heard the witches’ story, we decide what to do with them:

1. “I won’t forgive you for this.” (The witches immediately disappear into the fog and promise to interfere with our search for Ciri).

2. "I will find her. And I will come back for you." (The witches will also disappear).

Family matters (continued)

Having completed the task “Mistresses of the Forest”, we return to the baron and tell him where his wife is. He tells why he beat his wife. We make our assessment.

After this, the baron tells the final part of the story about Ciri.

Ciri's Story: Out of the Shadows

The baron's settlement was attacked by a Basilisk, we enter into battle.

Boss: Basilisk

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

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

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


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

Add. quest: Return to Krivoukhov Marsh

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

We arrive in the village of Steigery. (If we freed the spirit of the tree on the whispering hill, we will see that mass madness began in the village, many residents killed each other). With the baron's detachment we walk through the swamps, fighting off drowners and water women. We do not find any of the children in the shelter. The Holy Fire detachment, in which the baron’s daughter Tamara serves, also comes here. If we previously killed the spirit of the tree, now we discover Anna. We never find the witches, but the demon comes out to fight us.

Boss: Imp

In a fight with a demon, we often use the Quen sign so as not to die from the powerful blows of the enemy. At certain moments, the demon delivers a special blow that stuns all nearby enemies. You can attack from afar, but in close combat the demon will be restrained by our allies.

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

Having completed the task, we go to Ivasik’s hole. Using the traces found, we find Ivasik himself. After this, we examine the basement of the shelter and find children’s rag dolls on the table.

Additional tasks. West

Treasure Hunt: Drowned Wealth (Lv. 4)

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


Treasure Hunt: Queen Zuleika's Treasure (Lv. 4)

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


Treasure Hunt: Hidden from the whole world (lvl. 7)

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


Treasure Hunt: Accident

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


Treasure Hunt: No luck, no luck

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


Treasure Hunt: Dead Men Are Unarmed (Lv. 9)

On the western coast between the villages of Klyki and Styozhki we find the “Hidden Treasure” point. We kill the bandits, find and read “Notes of Robbers” from their leader. We go up the road and find a chest in a shallow crevice.


Treasure Hunt: Expensive Mistake (Lv. 18)

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


Additional tasks. East. Soldiers' camp
The Witcher 3 Wild Hunt. Walkthrough

Add. task: Dangerous cargo

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


Add. task: A Dog's Life (level 5)

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

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


Add. task: Fool's Gold (level 6)

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

The peasant says that the local pigs are enchanted people. We go into the pen and inspect the live pigs. We speak with Yontek, he will give us the key to the Boar's house.

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

We return to Yontek. In the village we protect the pigmen from attacks by wolves. Afterwards Yontek will tell you where he hid the gold. With the help of Axius, we force all the pigs to follow us to the mill, from here, together with them and the gold, we go to the Boar’s house, fighting off monsters along the way.

Inside the sanctuary, the pigs returned to human form. They immediately decided to carry out lynching of Yontek, who became the reason for everything. We can stop them or not interfere.


Order: Lost Patrol (level 7)

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

On the shore of the lake we find an abandoned fire, with footprints nearby. Then we find footprints in the forest to the west of the military camp. There is musk nearby - the smell of an unusual monster, we follow it, find and kill the wyvern.

Following the footsteps of people, we go into the cave, there we find the recipe for the armor of the Griffin school. There are dead prisoners of war nearby.

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

1. “I don’t need your reward.” We get a minimum of experience.

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


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

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

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

We go around the ruins and find a corridor covered with rubble. Using a magic stone (an item obtained in the story mission “By touch”) we remove the illusion from the floor, and go down the stairs that appear to the basement.

Below we meet a demon who has been deceiving the peasants for 100 years, pretending to be God and feeding on their gifts. We decide what to tell him:

1. “I will kill you.” We are fighting. We report to the peasants about the death of the monster. They leave and don't pay anything.

2. “Be content with humble gifts.” The demon agrees to lower his demands (Best option).

3. “Okay. I'll tell them." Nothing changes, but the quest is completed.


We return to the peasants and tell them:

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

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


Add. task: The soothsayer will tell the truth

The village of Benkovoe (in the east). We talk to the old man, he asks us to bring him dragon root so that we can hear a prediction from him.

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

(You can play gwent with the same old man, this is part of the “Velen Players” quest).


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

The ruined manor of Aeramas. Burnt house east of Oxenfurt. There is a pentagram inside the house.

We return to Novigrad. In the northern part of the city we go into a store near the only hairdresser. We buy unique items from the murdered wizard Aeramas. (Here we can buy the “Elixir of Purification” - you can reset all the witcher’s skill points and distribute them in a new way).

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

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


Add. task: Death by fire (level 10)

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


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

In the village of Zalipye we speak with the headman. We learn that a witcher appeared here before us, promised to kill the monsters in the cemetery, but for this he asked not for money, but for the headman’s daughter to be given to him.

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

1. “It took two witchers.” We hide the deception. After this, we can either send the “witcher” to the village to work, or drive him away.

2. “There is only one witcher here.” The peasants want to kill the deceiver. We can dissuade them, or hand the deceiver over to the headman.

With any of the 4 answer options, we will get nothing but experience and will not see the consequences.


Additional tasks: Blood Ties (lvl. 12)

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

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

We return to the noblewoman.

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

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


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

In the village of Rudniki we take an order for forest adventure in the village of Dobrove.

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

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


1. “Let’s talk first.” Gaetan tells us that the elder wanted to give him only 12 crowns for the murdered goblin. After threats, the elder allegedly agreed to pay and took him to the barn, but there the peasants tried to kill the witcher. Gaetan “got a little angry” and massacred the entire village, sparing only the girl.

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


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

1. “Good riddance.” Gaetan will give the coordinates of his hiding place, there we find the same steel sword Teigr and a note that Kot’s school was destroyed by soldiers.

2. “Come out to fight” (the battle will begin).


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

1. “Yes, you can say that...”

2. “It was another witcher.”

3. “They were killed by the wild forest.”

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

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


Add. task: No passage

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

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

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


Witcher orders: The secret of the village Styozhki (level 22)

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

Let's go look for the missing squad in the neighboring village to the south. We kill the squad of ghouls in the center. We find two surviving peasants in the house, but they refuse to tell what happened. In instinct mode, we examine three dead bodies. We detect a smell and follow it to a closed house. We talk to the local people, take the key to the house from them, and go down into the dungeons.

Boss: Ekimma (vampire)

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

We take a reward from both local residents and the Nilfgaardian officer.


Witcher orders: Ghost of the Highway (level 23)

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

We talk to the man in front of the house, go look for a trading cart on the northern road. Near the cart we inspect: a rope, a broken barrel, footprints on the ground, claw marks on the stone on the right. Based on the smell we found, we come to the cave.

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

Boss: Royal Wyvern

In battle we use the sign of protection. We attack with quick blows, roll forward to be behind the enemy. After the victory, we collect everything useful. At the top of the mountain we can also visit a place of power. We return for a reward.


Additional tasks. Witcher Antiquities
The Witcher 3 Wild Hunt. Walkthrough

Witcher Antiquities: Griffin School equipment (level 11)

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

Near the “Reardon Estate” and “Foreman Village” we go west and find the “Dragon Slayer Grotto”. We enter the cave and quickly run through a tunnel with toxic fumes. Inside the chest we find 4 equipment drawings.

In the northwest of Velen, on the seashore, there is the Lonely Rock fortress. The bridge to the fortress is raised, and there is no way to get there. We go down to the rock where there is a point of power. We jump into the water, through the underwater cave we penetrate into the dungeon of the fortress, and go up. We can lower the bridge. On the roof we find the drawing “Silver sword of the griffin school”.


Witcher Antiquities: Griffin School Equipment II (level 11)

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

To the west of Oxenfurt at the White Eagle Fort point in the troll camp, in one of the chests there is a drawing for “Improved armor of the Griffin School”.


Witcher Antiquities: Cat School Equipment (level 17)

From the merchant in the Vronitsa fortress we buy the item “The first map of Adalbert Kermit”, this opens access to a new task. In 4 places you need to find witcher equipment.

In the elven ruins of “Est Tayar”, where we can visit the quest “Enemy of the People”. Inside the ruins below, at the very entrance on the right, we break the wall with a sword, we find the drawing “Silver sword of the cat school”.

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

On the islands southwest of Novigrad. There is a corpse with a logbook on the shore. Inside the large destroyed ship there is a blueprint for the Cat School Crossbow.


Witcher Antiquities: Cat School Equipment II (level 23)

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

From Reardon Manor to the northeast. We find the entrance to the cave. Inside the chest on the left, near the wall, there is a drawing for “Improved Steel Sword”.

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


Witcher Antiquities: Cat School Equipment III

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

Witcher Antiquities: Bear School Equipment III (Lv. 30)

From the starting point “Gallows Tree” we go to the northwest, enter the neker cave, and find 4 drawings of excellent armor from the bear school.


Witcher Antiquities: Bear School Equipment IV (Lv. 34)

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

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


Witcher Antiquities: Equipment of the School of the Wolf IV

In Velen in the eastern swamps, south of the Kimbolt Route point. We kill the level 22 demon. We examine the man's body, take the key and the bandit's letter, open the gate to the hiding place, there we find the drawing "Master's silver sword of the Wolf School."


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Games of cats and wolves

The first clue is taken in the village of Rudniki on the notice board. The order is called the monster from Dobrov. We go to the village mentioned in the letter, but find no one there. The village was completely destroyed, and the Alghouls came running at the smell of the dead.

In the headman's house we will find the head of a devil, someone has already fulfilled the order. In the barn lies a murdered headman, a bloody pitchfork and the blood of a witcher.

At this moment we notice the little girl, give her the doll or calm her down with the “Aksiy” sign. She will tell the story of how the witcher completed the task, but then did not share something with the residents and killed everyone.

At the end she will give the Kota School medallion. Following the bloody footprints we find the witcher Gaetan:

  1. First, let's talk (The Witcher will tell you that the elder offered only 12 crowns for the completed order, which was not part of the previously concluded deal. After threats, the residents nevertheless agreed to pay, but instead lured him into the barn and tried to kill him. In a fit Out of anger, Gaetan killed everyone except the little girl who reminded him of his sister).
  2. Die (The battle begins immediately. Geralt faces a very dangerous opponent who can carry out a series of blows and block attacks. But he is wounded, so he will be slower than us. At the end we will be able to search him and get a relic sword).

If the first dialogue option was selected, the conversation continues:

  1. Good riddance (We let him go, for this he will give us the coordinates of his hiding place, where the same sword will lie, which can be taken from his body, and a note about how Kota’s school was destroyed).
  2. Come out to fight (Let's fight).

After this, we return to the girl and take her to the neighboring village. Her aunt lives there, who, having learned what happened to her relatives, asks who did it:

  1. These were bandits.
  2. Another witcher.
  3. They were killed by the wild forest.

The answer will affect the relationship with the village, so it is better not to mention the 2nd option. So that everything is fine for the girl, we can give 40 crowns. The next time we visit this village, the little girl will be delighted with our visit and give us a gift.