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The Witcher 3: Wild Hunt eGuide
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Contents

  • Getting Started
    • A Note From CD Projekt Red
    • Acknowledgements
    • Introduction
    • Friends, Foes, and Factions
      • The Witchers of Kaer Morhen
      • Sorceresses of the Lodge
      • Friends of the Witcher
      • The Nilfgaardians
      • The Redanians
      • The Zealots of Novigrad
      • The Big Four Of Novigrad
      • The Temerian Two
      • The Downtrodden and Deviant
      • The Oppressed, and the Peasantry
      • The Islanders of Skellige
      • Leaders of the Wild Hunt
    • How To Use This eGuide
      • Overview
      • Quest Overview
      • Critical Path
      • Secondary Quests
      • Atlas: The World of the Witcher
      • Appendices and Compendiums
    • Witcher Training
      • Overview
      • Surviving as a Witcher
      • Difficulty Settings
      • In Game HUD
      • Controls
      • Movement
      • Witcher Senses
      • Environment Mapping and Points of Interest
      • Interactions
      • Dialogues
      • Items and Inventory
      • Shops and the Economy of the World
      • The Living Economy
      • Equipment
      • Alchemy and Crafting
      • Meditation
      • Setting Up Quick-Use Item Slots
      • Combat
      • Melee Combat (Swordplay and Unarmed)
      • Signs
      • Temporary Effects
      • Fistfights
      • Playing as Cirilla
      • Beginners Advice for Combat
      • Gwent: A Game of Cards
    • Character Abilities
      • Introduction
      • Character Development
      • Character Ability Branches
      • Witcher Archetypes
  • Atlas
    • Overview
    • Map Legend
    • White Orchard
    • Royal Palace in Vizima
    • Velen (No Man's Land)
    • Novigrad
    • Skellige Isles
    • Isle of Mists
    • Dark Valley
    • Tedd Deireadh
    • Kaer Morhen
  • Videos
    • Witcher Archetypes
    • Treasure Hunts
      • White Orchard
      • Novigrad
      • Velen
      • Skellige
    • Scavenger Hunts
      • Cat School Gear
      • Viper School Gear
      • Griffin School Gear
      • Bear School Gear
  • How to Use the Quest Guide
    • Overview
    • An Adventure in Three Acts (with a Prologue and Epilogue)
    • Quest Guidance
    • Available Quests
  • Quest Walkthrough: Prologue
    • Main Quest: Kaer Morhen
      • A Good Bath Spoiled
      • Running the Walls
      • Steel, Silver, and Signs
    • Main Quest: Lilac and Gooseberries
      • A Fresh Trail, but a Fetid Air
      • Trouble at the Tavern
      • Ess Soond Jakkten (Good Hunting to You)
    • Main Quest: The Beast of White Orchard
      • Griffin Hunt Begins
      • Trawling for Buckthorn
    • Secondary Quest: On Death's Bed
      • Swallow this Concoction
    • Main Quest: The Beast of White Orchard (continued)
      • Continue the Quest
      • The Sorrowful Hunter, The Bloodied Ascent
      • Ruffling Some Feathers
    • Main Quest: Lilac and Gooseberries (continued)
      • Continue the Quest
    • Main Quest: The Incident at White Orchard
      • An Emperor's Offer You Cannot Refuse
    • Main Quest: Imperial Audience
      • Common Courtesy Before the Emperor
      • May the Great Sun Light Your Path
  • Quest Walkthrough: Act I (Velen)
    • Main Quest: The Nilfgaardian Connection
      • Bantering with the Baron's Boys
      • The Suffering of Heatherton
    • Main Quest: Bloody Baron
      • Halt! Who Goes There?!
      • A Peaceful Path: Strolling Through the Crow's Perch Bailey
      • A Forceful Path: Investigations Lead to a Submerged Swim
      • End: One Tough C--ker
    • Main Quest: Ciri's Story: The King of the Wolves
      • Wolf Killer
      • You Afraid? Then I'm Not, Neither
    • Main Quest: Family Matters
      • Scrutinizing the Baron's Bedchamber
      • Tamara's Hidden Tabernacle
    • Secondary Quest: Ciri's Room
      • Curses, Clothing, and a Small Spinning Top
    • Main Quest: Family Matters (part 2)
      • Unstable: Return to Crow's Perch
      • A Sobering Conversation with Baron Strenger
      • A Miscarriage of Justice
      • Life for a Lubberkin: Keeping the Little One Calm
      • Life for a Lubberkin: Trail of Carnage
      • Death to the Botchling: A Terrible Tantrum
      • Death to the Botchling: A Ritual at Wolven Glade
      • Merged Paths: Fishing for Clues
      • Optional: Radovid's Witch-Hunting Maiden
      • The Woeful Despot
    • Main Quest: Ciri's Story: The Race
      • The Great Race
    • Main Quest: Ciri's Story: Out of the Shadows
      • The Baron's Savior
      • End: A Hunched Homunculus
    • Main Quest: Hunting a Witch
      • Malleable Minds at Midcopse
      • Another Option: Scuttlebutt Among the Sweepers
      • Yet Another Option: Talking to the War Veteran
      • The Enchantress in the Grotto
    • Main Quest: Family Matters (continued)
      • Omens Never Lie
    • Main Quest: A Princess in Distress
      • Having a Tinkle in the Forest
      • Really Getting Your Goat
    • Main Quest: Wandering in the Dark
      • A Bridge Too Far
      • Zireael and Kelpie: The Sword and the Horse
      • Biting Cold: Navigating the White Frost
      • You Are Stubborn, Dh'Oine
      • Just an Illusion: Escaping the Old Ruins
    • Secondary Quest: Magic Lamp
      • Four Guardians, Four Flames, Standing Proud in a Line
      • The Hidden Sepulcher
    • Main Quest: Ladies of the Wood
      • Sweet Treats and Meats
      • Johnny, Johnny, Ate a Cat, Come the Morn Some Fur He S--t!
      • Come Out, Come Out, Wherever You Are!
      • Johnny on the Spot
      • Three Crones, Crowing
    • Main Quest: The Whispering Hillock
      • Tree Spirit Savior: Preparation for the Ritual
      • Tree Spirit Slayer: Retribution for the Villagers
    • Main Quest: The Ladies of the Wood (continued)
      • Talk to the Ealdorman
    • Main Quest: Ciri's Story: Fleeing the Bog
      • The Hunt Continues
    • Secondary Quest: An Invitation from Keira Metz and A Towerful of Mice
      • A Hike to Fyke Isle
      • Alexander the Not-So-Great
      • Path 1: The Displeasure of a Pesta
      • Path 2: The Fury of a Plague Maiden
      • End: I'm Almost Inclined to Say Good Work
    • Secondary Quest: A Favor for a Friend
      • Package for Keira
      • Bychane, Gvyn, Caeffyl!
      • End: Friends with Benefits
    • Secondary Quest: For the Advancement of Learning
      • My Intentions Are Pure Like a Virgin's Tears
      • Quest Conclusion 1: The Advancement of Spurning
      • Quest Conclusion 2: The Advancement of Burning
      • Quest Conclusion 3: The Advancement of Yearning
    • Secondary Quest: The Fall of the House of Reardon
      • Monster in My Manor
      • A Few New Tenants
    • Secondary Quest: Ghosts of the Past
      • A Familiar New Tenant
      • Here Lies Louis
      • Leaving Vester to Fester
    • Secondary Quest: Return to Crookback Bog
      • Return to Crookback Bog
      • Path 1: Decimated Downwarren
      • Path 2: Disquisition in Downwarren
      • Paths 1 and 2: Together, But Not Reunited
      • Paths 1 and 2: Fending off a Fiend
      • End: The Fate of Gran
  • Quest Walkthrough: Act I (Novigrad)
    • Main Quest: Pyres of Novigrad
      • New Fires, and an Old Flame
      • Chatting or Tracking
      • A Hive of Scum and Freakery
      • Alternate Entrance: The Sewer Slog
      • A Refreshing Swim in a Filthy Canal
      • You Dirty Rat!
    • Main Quest: Novigrad Dreaming
      • The Dreams in the Witch House
      • The Dandelion and the Swallow
    • Main Quest: Broken Flowers
      • Partly Sage Advice at the Rosemary and Thyme
      • Vespula: A Downtrodden Washerwoman
      • Elihal: An Open-Minded Elf
      • Marabella: Dandelion's a Real Fungi to be With
      • Rosa Var Attre: Double Trouble
      • Molly: Off to the Races
      • Jockeying for Position with General Voorhis
      • Finding Priscilla: Sentenced to an Evening of Poetry
      • Quest Conclusion: Raising a Ruckus But Leaving Little Trace
    • Main Quest: Get Junior
      • First Ever Barney with Your P---K Hangin Out
      • None of This Swinging Your Steel C--K About
      • Cleaver Cleaned It Out
    • Secondary Quest: The Gangs of Novigrad
      • Helping the Smallest of the Big Four
    • Main Quest: Get Junior (continued)
      • Casino: Lets Make a Deal
    • Secondary Quest: Honor Among Thieves
      • Beggars' Belief
    • Main Quest: Get Junior (continued)
      • Arena: Into the Pit
      • Vernon Roche: Temeria's Last Hope
      • King Takes Pawn
      • Squealing Like Sows Being Slaughtered
      • Living Down to His Name
    • Main Quest: Ciri's Story: Visiting Junior
      • Dudu Rescue
    • Main Quest: Get Junior (continued)
      • End: Got Junior
    • Main Quest: A Favor for Radovid
      • A Contract from the Mage Murderer
    • Main Quest: Count Reuven's Treasure
      • Show and Tell Down the Well
      • Even Worse-Smelling than Normal
      • Pardon My Beauclairoise, but Who F--king Nicked My Gold?
      • Keeping Your Cool, or Testing Your Mettle
      • Infiltration: Nailed It
      • Eradication: Executing Menge without Breaking a Nail
      • Infiltration and Eradication: Outpost Extraction
    • Main Quest: The Play's The Thing
      • It is not in the Stars to Hold Our Destiny, but in Ourselves
      • If Music be the Food of Love, Play On
      • To Do a Great Right Do a Little Wrong
      • O, Had I But Followed the Arts!
      • Boldness Be My Friend
    • Main Quest: A Poet Under Pressure
      • Foreseen at the Ravine
      • Plucking a Dandelion
    • Main Quest: Ciri's Story: Breakneck Speed
      • No Sanctuary at This Temple
      • Tying up Loose Ends in Novigrad
    • Secondary Quest: Cabaret
      • Trouble in Paradise
      • A Hero is Born
      • Polly Put the Choreography On
      • Placating the Placard-Makers Collectors
      • Off to the Races
    • Secondary Quest: Carnal Sins
      • The Act of a Demented Mind
      • We Seek the Corpse of a Dwarven Woodcarver
      • Seeking Sacrilege: Asking Thricely
      • A Crisis of Faith
      • A Knockaround Guy
    • Secondary Quest: A Dangerous Game
      • Up to His Neck in S--te Without a Shovel
      • Zed's Dead, Baby. Zed's Dead.
      • (Optional) A Life-or-Death Game of Gwent
      • High Spirits with Caesar Bilzen
    • Secondary Quest: A Matter of Life and Death
      • What's the Best Price on a Trout?
      • Foxy Lady
      • Finding a Panther on the Prowl
      • Inch by Inch, Little Frog
    • Secondary Quest: Novigrad, Closed City
      • Radovid's Iron Fist
    • Secondary Quest: Now or Never
      • Culling of the Mages
      • Going to Bits
      • Under the Kingfisher's Nest
      • Bloodletting in the Sewers
      • Quest Conclusion: One Last Farewell?
    • Secondary Quest: An Eye for an Eye
      • Temeria: That's What Matters
      • Mulbrydale: The Nilfgaard in Tatters
    • Secondary Quest: A Deadly Plot
      • Only a Dead Radovid Means a Free Temeria
      • Tracking Your Quarry
      • Dumb as a Bag of Ogg, Pogg, and Roggs
    • Secondary Quest: Redania's Most Wanted
      • A Contract from the Mage Murderer
      • The Perfect Hideout for an Owl
      • Dropping in Unannounced
      • Optional (Triss): Gaining Trust with Triss
      • Optional (Yennefer): Revelations with the Raven-Haired One
  • Quest Walkthrough: Act I (Skellige)
    • Main Quest: Destination: Skellige
      • Soused at the Golden Sturgeon
      • Know the Way to Kaer Trolde?
      • The Final Voyage of Good King Bran
    • Main Quest: The King is Dead. Long Live the King
      • Attire Befitting a Witcher
      • May Our Horns Echo Midst the Cliffs and Peaks
      • Inter-Island Animosity
      • The Trial of Taxidermy
      • Making the Earth Move
    • Main Quest: Echoes of the Past
      • Only Ignorant Fools Belittle Myths
      • Magical Blasts from the Past
    • Main Quest: Missing Persons
      • Razed Huts and Fresh Graves
      • Nameless: Craven Some Werewolf Combat
    • Main Quest: Nameless
      • Trail of the Craven
      • Overcoming an Undying Lycanthrope
    • Main Quest: The Calm Before the Storm
      • Your Blood Needs Thawin
    • Main Quest: Nameless (continued)
      • Skellige Search SuccessfuL
    • Secondary Quest: The Mysterious Passenger
      • Selling the Ugliest Man Alive
    • Secondary Quest: The Last Wish
      • Dangerous Sometimes. Malicious All the Time
      • Too Much Studying Can Kill You
      • The Spirits of Skellige Favor You
    • Secondary Quest: The Lord of Undvik
      • A Lost Son on a Blighted Isle
      • Round the Rugged Rocks the Ragged Rascals Ran
      • Short on Nails and Twine
      • Tracking Through the Tundra
      • Rescuing Folan from the Pot
      • Harried into the Hills
      • The Craite Escape
      • Geralt the Giantslayer
    • Secondary Quest: Possession
      • A Lost Daughter on a Haunted Isle
      • The Time Has Come to Get Cerys
      • A House of Dark Torment
      • An Eye for an Aki
      • Dark Illusions
      • Trickery: Throw the Baby out with the Kindling
      • Slaughter: You and Hym
    • Secondary Quest: King's Gambit
      • At a Good Feast, Mead and Blood Flow in Equal Measure
      • Feast of the Bears
      • Surreptitious Cerys: Cellar Smells Where a Traitor Dwells
      • Surreptitious Cerys: Bran-Dishing Evidence
      • Cerys' Conclusion: Whose Hand Does the Blood Stain
      • Headstrong Hjalmar: Brimming with Bestiality and Barbarism
      • Hjalmars Conclusion: Washing Away Disgrace with the Blood of Foes
    • Secondary Quest: Coronation
      • We Are Skellige!!
  • Quest Walkthrough: Act II
    • Main Quest: Ugly Baby
      • Umamma!
    • Main Quest: Disturbance
      • The Potestaquisitor Inquisitor
      • Scoping Out Some Interference
    • Main Quest: To Bait a Forktail
      • The Nose Knows
    • Main Quest: The Final Trial
      • No Walk in the Park
      • Fogs Thick as Curdled Milk
      • Step Softly or Youll Wake Old Speartip
      • This Mountain Trolly Mountain!
    • Main Quest: No Place Like Home
      • Ancient Rites and Alcohol
      • Snacks Appeal, or Sex Appeal
      • Getting Eskels Goat
    • Main Quest: Va Fail, Elaine
      • Wretch on the Rack
    • Secondary Quest: Brothers in Arms
      • Assembling a Force
    • Secondary Quest: Brothers in Arms: Nilfgaard
      • Emperor Emhyr Var Emreis
    • Secondary Quest: Brothers in Arms: Velen
      • Letho
      • Keira Metz
    • Secondary Quest: Brothers in Arms: Novigrad
      • Vernon Roche and Ves
      • Zoltan Chivay
      • Sigismund Dijkstra
      • Triss Merigold
    • Secondary Quest: Brothers in Arms: Skellige
      • Crach an Craite
      • Cerys an Craite
      • Hjalmar an Craite
      • Ermion
      • Folan and Vigi
    • Main Quest: The Isle of Mists
      • It's Off to Work You Go
      • A Long Walk Off a High Column
      • Ferenc Flattened by a Fiend
      • The Fleeing Somnabulist
    • Main Quest: The Battle of Kaer Morhen
      • Old Friends
      • Battle Preparations
      • I Hate Portals
      • Confront the Hunt
      • A Wild Frenzy
    • Main Quest: Blood on the Battlefield
      • Paying Respects Amongst Friends
      • Letting Go in the Snow, or Drowning in Drink
      • Father's Day
  • Quest Walkthrough: Act III
    • Main Quest: Bald Mountain
      • Feast of Gifts: The Wiseman, the Guard, and the Godling
      • Feast of Gifts: Diving for the Defilers Oren
      • Ciris Quest: Getting to the Root of the Problem
      • Geralt's Quest: A Cut Above the Rest
    • Main Quest: Final Preparations
      • Tying Up Loose Ends
    • Main Quest: Blindingly Obvious
      • Hydromancy at the Passiflora
      • Philippa Doesnt Give a Hoot
    • Secondary Quest: A Final Kindness
      • This Much We Can Do
    • Main Quest: The Great Escape
      • The Great Escape
      • Deep Below Deireadh Prison
      • Slaughter for the Sorceresses
    • Main Quest: Payback
      • Fading Memories: Whoreson Junior
      • Fading Memories: Bea the Waitress
      • Fading Memories: Valdos Troupe
    • Main Quest: Final Preparations (continued)
      • Come in to the Coven
    • Secondary Quest: It Takes Three to Tango
      • I'm a Little Tied up at the Moment
    • Main Quest: Through Time And Space
      • Mucky Pictures
      • Danger In The Ddiddiwedht Desert
      • A Foul and Pestilent Congregationof Vapours
      • Destroyed by the White Frost
      • Awakening at the Palace
    • Secondary Quest: Reason of State
      • To Kill a King
      • The Audacity of Monarchs
      • Rivers of Redanian Blood
    • Main Quest: Battle Preparations
      • Initial Preparations
    • Main Quest: The Sunstone
      • The Emperor's Treaty: Skellige Answers
      • Having a Whale of a Time
      • Diving for More than Pearls
      • Elvish Ruins and Avallac'h's Lair
    • Main Quest: Battle Preparations (continued)
      • Above suspicion?
    • Main Quest: Veni Vidi Vigo
      • Swimming, Sneaking, Surrendering
    • Main Quest: The Sunstone (continued)
      • Opening the Door of Fiallan
      • Making Light of the Situation
    • Main Quest: Child of the Elder Blood
      • You Can't Just Knock?
      • The Aen Hen Ichaer
    • Main Quest: Skjall's Grave
      • Craven No More
      • End: Battle Preparations: to War!
    • Main Quest: On Thin Ice
      • I Give You My Heart. But I Shall Take Your Head.
      • I Give You My Blade. You Better End Up Dead!
      • Bearing the Brunt of the Wild Hunt
      • End: Cold Contempt
    • Main Quest: Tedd Deireadh, The Final Age
      • The Conjunction of Spheres Has Begun
      • And Giants Shall Face Giants in Battle
      • The Wild Hunt Are Defeated. The White Frost Is Not.
  • Secondary Quests
    • Overview
    • Available Quests
    • Secondary Quest List
    • Secondary Quests: White Orchard
      • Missing in Action
      • Precious Cargo
      • A Frying Pan, Spick and Span
      • Twisted Firestarter
      • Faithful Friend
    • Secondary Quests: Velen: Crow Perch (9)
      • Questing Decisions
      • Deadly Crossing (I)*
      • Defender of the Faith (I)
      • Face Me if You Dare!*
      • Forefather's Eve
      • Highway Robbery*
      • Last Rites
      • Looters (I)*
      • Master Armorers
      • Contract: Components for an Armorer
      • Master Armorers (continued)
      • Wild at Heart
    • Secondary Quest: Velen: Mudplough (1)
      • Questing Decisions
      • Harassing a Troll*
    • Secondary Quests: Velen: Grayrocks (11)
      • Questing Decisions
      • At the Mercy of Strangers*
      • Bitter Harvest
      • Caravan Attack*
      • Deadly Crossing (II)*
      • Death By Fire
      • Fake Papers
      • Funeral Pyres
      • Looters (II)*
      • Man's Best Friend*
      • Thou Shalt Not Pass
      • The Volunteer
    • Secondary Quests: Velen: The Descent (5)
      • Questing Decisions
      • Hazardous Goods
      • Witcher Wannabe
      • Looters (III)*
      • The Truth is in the Stars
      • Blood Ties
    • Secondary Quests: Velen: Spitfire Bluffs (2)
      • Questing Decisions
      • Lynch Mob
      • Love's Cruel Snares?
    • Secondary Quests: Velen: The Mire (4)
      • Questing Decisions
      • A Dog's Life
      • Defender of the Faith (II)
      • Highwayman's Cache*
      • A Greedy God
    • Secondary Quests: Velen: Crookback Bog (1)
      • Questing Decisions
      • Deadly Crossing (III)*
    • Secondary Quests: Novigrad: Farcorners and Grassy Knoll (4)
      • Questing Decisions
      • The Dwarven Document Dilemma
      • Following the Thread
      • Karmic Justice*
      • Witch Hunter Raids*
    • Secondary Quests: Novigrad: Hierarch Square and Glory Lane (7)
      • Questing Decisions
      • A Feast For Crows
      • The Flame Of Hatred*
      • Message From an Old Friend
      • Of Swords and Dumplings
      • Racists of Novigrad (I And II)*
      • Suspicious Shakedown*
    • Secondary Quests: Novigrad: Dockside and Silverton Districts (9)
      • Questing Decisions
      • Black Pearl
      • Drunken Rabble*
      • Hey, You Wanna Look at My Stuff?
      • Strumpet In Distress*
      • Out On Your Arse!
      • A Walk on the Waterfront
      • Warehouse of Woe
    • Secondary Quests: Novigrad: Gildorf and the Bits (7)
      • Questing Decisions
      • Of Dairy and Darkness
      • Fencing Lessons
      • Hidden Messages of the Nilfgaardian Kind
      • Never Trust Children (I)*
      • The Nobleman Statuette
      • The Soldier Statuette
      • A Tome Entombed
    • Secondary Quests: Novigrad: Gustfields (7)
      • Questing Decisions
      • A Barnful Of Trouble
      • Empty Coop
      • Little Red
      • Novigrad Hospitality
      • Spooked Mare
      • Strangers in the Night*
      • A Warm Welcome*
    • Secondary Quests: Novigrad: Oxenfurt (3)
      • Questing Decisions
      • The Price Of Passage*
      • The Most Truest of Basilisks*
      • Rough Neighborhood
    • Secondary Quests: Skellige: Ard Skellig (27)
      • Questing Decisions
      • Abandoned Sawmill
      • Armed Assault
      • A Bard's Beloved
      • Brave Fools Die Young
      • Call of the Wild*
      • Crime and Punishment
      • The Family Blade
      • Farting Trolls*
      • Finders Keepers
      • From a Land Far, Far Away
      • A Hallowed Horn
      • Hard Times
      • In the Heart of the Woods
      • Never Trust Children (II)*
      • The Nithing
      • Peace Disturbed
      • Practicum in Advanced Alchemy
      • The Sad Tale of the Grossbart Brothers
      • Shock Therapy
      • Siren's Call*
      • Stranger in a Strange Land
      • The Cave of Dreams
      • Taken as a Lass
      • An Unpaid Debt
      • Woe is Me*
      • Worthy of Trust
      • Yustianna Disturbed*
    • Secondary Quests: Skellige: Hindarsfjall (2)
      • Questing Decisions
      • For Fame and Glory
      • In Wolfs Clothing
    • Secondary Quests: Skellige: Spikeroog (1)
      • Questing Decisions
      • Master of the Arena
    • Secondary Quests: Skellige: Snidhall Isle (1) And An Skellig (2)
      • Questing Decisions
      • Free Spirit
      • The Path of Warriors
      • The Tower Outta Nowheres
    • Secondary Quests: Skellige: Faroe (4)
      • Questing Decisions
      • Flesh for Sale
      • The Four Faces of Hemdall*
      • Iron Maiden
      • The Price of Honor
    • Secondary Quests: Kaer Morhen (6)
      • Questing Decisions
      • Bastion
      • Berengar's Blade
      • Greenhouse Effect
      • Monster Slayer
      • Trail of Echoes*
      • The Witchers Forge
  • Witcher Contracts
    • Overview
    • Available Quests
    • Contract: The Oxenfurt Drunk
      • Haven't the Time to Clean Gutters
      • Drunk off Your Ass on Cheap Wine
      • Tracking the Hightailing Higher Vampire
    • Contract: The White Lady
      • The Not-So Merry Widow
      • Luzi, Suffer No More
      • Dance of the White Lady
    • Contract: Dragon
      • A Terror Straight from the Skjalds Tales
      • Brothers Grim
      • A Sheep in Sheeps Clothing
    • Contract: Here Comes the Groom
      • Searching for a Thoroughbred Skirt-Chaser
      • The Mad and Dangerous Depths
    • Contract: Missing Son
      • Seeking Adventure, Never to Return
      • Off-Guard, then En Garde!
    • Contract: Devil by the Well
      • A Devil with a Jealous Fury
      • Preparation for Noonwraith Combat
    • Contract: Jenny O' The Woods
      • Don't Go out in the Fields Alone
      • The Road To Hell Is Paved With Curiosity, P---Klicker
    • Contract: The Merry Widow
      • A Monster in the Cemetery
      • Time to Bag a Sagging Hag
    • Contract: Missing Brother
      • The Bemoaning of Brother Bruno
      • Horrors at the Old Mine
      • The Mother of All Battles
    • Contract: Mysterious Tracks
      • Contract On Gods Know What On!
      • Stinks Like Fiend S--t
      • More Fiendish Than a Fiend
    • Contract: The Mystery of the Byways Murders
      • Bartering With the Black Ones
      • Where There Are Ghouls, Theres Usually Corpses
      • The Byways Bloodsucker
    • Contract: Patrol Gone Missing
      • Eggebrachts Orders
    • Contract: Phantom of the Trade Route
      • A Bridge Too Far
      • I Can Feel it Coming in the Air Tonight
    • Contract: Shrieker
      • Not Just a Pack Of Peasants with Pitchforks
      • Ruffling a Few Feathers
    • Contract: Swamp Thing
      • Eyes Like Coals and a Jaw Full of Fangs
      • Bad, Poxy Air, Stinging Eyes, and Choking Throat
      • A Fatuus Bog Exploration
    • Contract: Woodland Beast
      • Guerrillas in the Midst
      • End #1: Death To The Scoia'tael Devils!
      • End #2: Something For Your Silence
      • End #3: Doublecross!
    • Contract: The Apiarian Phantom
      • Calling All Bounty Hunters, Trackers, and Witchers!
      • Hound of the Half-Built House
      • The Chill of the Chase
    • Contract: The Creature from Oxenfurt Forest
      • Wandering Hans
      • A Bit of Armless Fun
      • Evidence of an Archgriffin
    • Contract: Deadly Delights
      • A Manner Most Bestial
      • Sweet Smells and Sordid Strumpets
      • Being Fair To Lilith: Confronting a Succubus
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      • Caveat Emptor
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      • Elemental, My Dear Witcher
    • Contract: An Elusive Thief
      • An Imp-Erfection in Market Security
      • Impish Acrobatics
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    • Contract: Lord of the Wood
      • To The Woods
      • The Wrong Kind of Wildlife
      • Tracking and Waiting
    • Contract: Muire D'Yaeblen
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      • Guests Are Not Welcome
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      • Fear no Death? Long for Fame in Ballads?
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    • Contract: Missing Miners
      • Serious Trouble for the Silver Ore Scavengers
      • Crushed Corpses at the Camp
  • Gwent Quests
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    • Overview
    • Overview: Fists Of Fury
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    • Races: Crow's Perch
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    • The Heroes Pursuits: Fayrlund
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    • Secondary Quest: Freya Be Praised!
      • SMALL Treasure Hunt: Example: The Itinerant Merchant
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      • Ransacking Some Ruins
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      • The Saga of Witcher George
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      • Walled Up Alive in Est Tayiar
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  • Epilogue and Endings
    • Overview
    • Something Ends, Something Begins (I)
      • Lament for a Slain Swallow
      • Despair Devours You, as Maggots Devour a Corpse
    • Something Ends, Something Begins (II)
      • The Impatient Huntress
      • Playing Hare and Hounds
      • Vesemirs Technique
      • You'll be Fine. You're a Witcher.
    • Something Ends, Something Begins (III)
      • The Gentleman Will Lead. The Emperor Will Follow.
      • A Blade Fit for a Witcher
      • The Sword and the Swallow
    • About Main Quest Endings
      • About the Endings
      • Character Endings
      • Final Endings
  • Appendices and Compendiums
    • The Bestiary
      • Overview
      • Humanoids
      • Beasts
      • Cursed Ones
      • Draconids
      • Elementa
      • Hybrids
      • Insectoids
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      • Ogroids
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      • About Gwent Cards
      • Complete Gwent Card List
        • Neutral Cards (31)
        • Northern Realms Deck (37)
        • Nilfgaard Deck (38)
        • Scoia'tael Deck (37)
        • Monsters Deck (40)
        • Leaders (16 Cards Total)
        • Gwent: Most Powerful Card List
    • Achievements and Trophies
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    • Extra Content
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  • DLC Updates
    • Contract: Missing Miners
      • Serious Trouble for the Silver Ore Scavengers

The Witcher 3: Wild Hunt Guide › Appendices and Compendiums › The Bestiary

Elementa

Elementa can be described as representations of the raw, mystical power of the elements, given purpose or sentience. Some of these beings may be better described as the mistakes of prideful men, with more power and knowledge than sense. Elementa are some of the rarest monsters a witcher can be expected to face, and among the most deadly.

Djinns

Loot: None
Vulnerabilities: Dimeritium Bomb, Elementa Oil

“The pitcher emitted a puff of glowing red smoke. The smoke pulsated, then gathered up into an irregular sphere floating in front of the poet’s head...”—The First Longing, a Tale Fantastic in All Ways.

A djinn is a powerful air spirit, a condensation of the power of that element endowed with consciousness and character—the latter usually nasty. According to legend, djinns can grant even the most far-fetched wishes, though they do so very begrudgingly.

Unusually powerful mages can capture and tame these beings. The mage can then draw on its energy, using it to cast spells without having to call on Power from traditional sources. Only a sparse handful have managed this feat, however, for djinns fight to avoid such a fate with stubborn determination. To imprison a djinn and bend it to one’s will, one must first weaken it—and that is no easy feat.

Fighting a djinn is extraordinarily difficult. They can fling off spells in an instant that the most accomplished human mages could never cast with years of preparation. What’s more, by manipulating the element of air they can summon powerful storms, hurricanes and gales. Luckily, as magic beings they are vulnerable to silver—yet steel will do them no harm.

Combat Tactics

Fighting a djinn is about working quickly, and not something a witcher should attempt without good cause, or good pay. If you must face a djinn, Dimeritium Bombs are too useful to go without, giving a witcher the chance to close the distance without being frozen, burned, or electrocuted before they can get close.

Djinn can teleport short distances to escape harm, even after being affected by Dimeritium Bombs. A witcher must be able to quickly react to this and continue to pressure the djinn, using additional Dimeritium Bombs as necessary to continue suppressing spells.

The closer a djinn is to death or capture, the more dangerous it becomes. The massive area of effect spells it can cast come faster, and it may teleport more often the more desperate it becomes.

Aard and Igni signs empower a djinn greatly, while Axii and Yrden calm it down and make it easier to combat.

Earth Elementals

Loot: D’ao Mutagen, Elemental Essence, Lesser Glyph of Quen, Infused Shard, Fifth Essence
Sub-Species/Named Variants: D’ao, Therazane
Environments: Earth elementals have been found in ‘magical’ places, such as long abandoned ruins, or former research labs owned by powerful sorcerers.
Vulnerabilities: Dimeritium Bomb, Elementa Oil

”How to survive an encounter with an earth elemental? Simple. Run. Fast as you can.”—Nino Murk, bounty hunter

Earth elementals are made of mud, clay, sand and rock dust clumped together with water and brought alive with magic. While seemingly slow and ponderous, these creatures are nevertheless dangerous and should be avoided at all costs.

Earth elementals can withstand a tremendous amount of punishment. Due to their enormous mass they are virtually impossible to knock off balance. They do not bleed nor feel any pain from poison or even fire.

They kill men with astonishing ease—whether by smashing them with their fists or hurling enormous stones at them. Their only weakness is their vulnerability to dimeritium dust—thus before combat one should prepare a full arsenal of bombs containing this ingredient.

Combat Tactics

Earth elementals are a test of strength and endurance. Even with a silver sword coated in elementa oil, earth elementals can resist impressive amounts of punishment before crumbling, while being able to dish out frighteningly powerful blows with their fists.

Dimeritium Bombs make these elementals more susceptible to harm. They do not make them less dangerous. Strike once, twice if you judge it safe, then roll out of the way of an inevitable counterattack. Use heavy attacks for better damage output.

You should be alert for elementals to raise a foot high off the ground. What follows is a powerful ground stomp that sends a wave of rock piercing through the earth in a line before the elemental.

If an earth elemental jumps off the ground, move away as quickly as possible. The resulting shockwave knocks down any nearby victims.

The hammerblows delivered by an earth elemental’s fist can be made easier to avoid by using Yrden.

It is also possible to actually stagger an earth elemental with Aard.

Fire Elementals

Loot: Golem Heart, Elemental Essence, Greater Dazhbog Runestone, Infused Shard
Sub-Species/Named Variants: Ifrit
Environments: Found in magical ruins. Mages have tried to create and control fire elementals, and often have failed to control them.
Vulnerabilities: Dimeritium Bomb, Northern Wind, Elementa Oil, Aard

”The first fire elemental was created by Ransant Alvaro. Sadly, flames engulfed his entire laboratory, burning it—along with every other building on his block—to ash.”—Tarvix Sandoval, “Origins of Magic Arcana”

Fire is the most destructive of the elements, thus the aggressive lethality of the creature that embodies its essence should come as no surprise. Fire elementals are forged in complicated magic rituals for one purpose: destruction. And they pursue this with murderous determination.

This elemental attacks using fireballs and streams of flame which reduce anything in their path to ashes in the blink of an eye. Like golems and other elementals, poison does not touch it nor does it bleed. Fire-based spells not only do no harm but in fact strengthen it—thus one should by no means think of striking it with Igni. Though vulnerable to silver blades, getting within sword’s reach of one is dangerous due to the furnace-like heat they emanate. When fighting a fire elemental one should thus strike from a distance, using frost-spewing and Dimeritium Bombs, for they will do it the most damage.

Combat Tactics

Fire elementals can use similar abilities to an earth elemental, with the key difference that fire enhances and empowers them. Being harmed by a fire elemental has effects beyond the immediate harm sustained, since they can light clothes and armor on fire.

Simply drawing close to a fire elemental is dangerous, due to the intense heat they constantly generate.

The flames can be temporarily extinguished by Aard. Avoid Igni at all costs, this only empowers a fire elemental and re-ignites its flames.

Northern Wind bombs are highly effective, freezing the elemental in place. Dimeritium Bombs can prevent it from using certain attacks.

Use heavy attacks to speed along the destruction of the elemental.

Gargoyles

Loot: Gargoyle Heart, Gargoyle Dust, Elemental Essence, Lesser Stribog Runestone, Lesser Morana Runestone
Environments: Beware while exploring abandoned ruins and castles. Gargoyle statues may allow you to get close before they begin their assault.
Vulnerabilities: Dimeritium Bomb, Elementa Oil, Quen, Yrden

“It just me, or is that gargoyle ogling us?”—Lara Estevann, burglar from Loc Muinne

Gargoyles are stone statues brought to life by magic in order to guard mages’ laboratories and lairs from intruders. Their appearance alone has scared off more than one prospective burglar. Those who do not take fright at the sight of these horned and winged monstrosities usually die shortly thereafter, torn to shreds by stony claws.

Gargoyles are extremely dangerous opponents. Etched out of granite or marble, they are able to withstand tremendous amounts of damage and exhibit superhuman strength. One blow dealt from their boulder-like fists will crush even a man clad in heavy armor. Not even those out of reach of a gargoyle’s arms can feel safe, for they are able to through hunks of stone with deadly precision.

Due to gargoyles’ considerable size and weight, the Aard Sign does nothing against them. As beings made of stone, they feel no pain from fire, meaning the Igni Sign is worthless against them, as are weapons meant to cause bleeding or poisoning. It is a witcher’s good fortune that they also have a few weaknesses: they feel the sting of a silver blade and are hurt by Dimeritium Bombs, which disrupt the workings of the magic spell which gives them life.

Combat Tactics

A gargoyle is nearly as sturdy as any earth elemental, but significantly faster, more versatile, and seemingly more intelligent. Aard and Igni are almost entirely useless.

Gargoyle melee attacks may not have the same reach, but they cannot be parried. Evade them.

Yrden can slow a gargoyle down, making it easy to evade their melee attacks, and allow a witcher to strike back.

Do not linger in front of the gargoyle for long. They can counter overly aggressive witchers by using their poisonous breath.

The safety of range is fleeting versus a gargoyle. They can not only throw rocks with a great degree of accuracy and power, but they can leap into the air and crash down atop or next to a witcher with terrifying speed. Both attacks serve to harm and stun victims.

A gargoyle can also stomp the ground with such force that they can stun and partially blind nearby threats.

Dimeritium Bombs can weaken the defenses of a gargoyle, but they do little to blunt their offense. Stay focused on limiting the damage

Golems

Loot: Golem Heart, Lesser Stribog Runestone, Infused Dust
Environments: Golems can be found in ruins throughout the world, abandoned by those who once created them.
Vulnerabilities: Dimeritium Bomb, Elementa Oil

“If want us to break through this wall, we’re gonna need twenty sappers, seven mules and a hundredweight of saltpeter. Or one golem.”—Vilmir Brass, foreman at Mount Carbon

Golems are mindless matter brought to life by a spell. They obey their creator’s orders without question. Their boundless strength, ability to withstand pain, endless patience and the fact that they need not one jot of food or drink makes them the best servants or guards anyone could ask for. Once provoked, they will not tire of battle until they have either crushed their opponent or themselves crumbled into dust.

Defeating a golem is extraordinarily difficult: for obvious reasons—it does not bleed, if feels no fear or mercy and it is invulnerable to fire and poison. What’s more, a golem’s body is as hard as the rock it is sometimes heft out of, so even a silver blade will barely wound it. The monster’s only weakness is acid—a blade covered in acrid oil can thus increase one’s chances for victory.

Golems use no weapons, for they have no need—their fists, weighing over a hundred pounds each, can crush solid granite with one hit. A blow from a golem should thus be avoided at all costs—there is no shield that can stop it, nor sword that can parry it. That is no easy task, for these creatures are able to move with surprising speed. Luckily, their enormous mass means they are not very agile—once a golem begins a charge, it cannot stop quickly, a fact experienced witchers use to their advantage.

Combat Tactics

Do not attempt to parry the punches delivered by a golem. The sheer weight and power behind them renders such thinking suicidal at best.

A charging golem cannot be easily stopped, but a clever witcher can use this to their advantage. Roll out of the golem’s path, then strike.

Yrden is useful when going toe-to-toe with a golem, but remember that the golem is merely slowed, not helpless. They can still fight despite Yrden’s effects, and can still interrupt a witcher’s swordplay with a single crushing blow.

As with the elementals, a golem can pound the ground with such ferocity, anyone standing near it is knocked prone.

Hounds of the Wild Hunt

Loot: Rotten Meat, Sulfur
Environments: Wherever the Wild Hunt goes, expect its hounds to follow.
Vulnerabilities: Dimeritium Bomb, Elementa Oil, Igni, Axii

“Baying at the heels of the Wild Hunt are its hounds, fierce beasts which follow it like dust clouds trailing after a comet. Hushed legends speak of them losing their way at times and descending from the night sky to earth, cold and death following in their wake.”—Essi “Blackjack” Daven, trobairitz

Born, or so some experts believe, of magic ice crystal, the hounds of the Wild Hunt race alongside their spectral masters. Like ravenous, feral dogs they are capable only of mindlessly attacking whatever crosses their path.

The hounds’ chief weapons are their claws and teeth. Their battle tactics rely on knocking their opponents to the ground before tearing them to shreds. Badly wounded hounds fall into a kind of frenzy that adds to their deadly might. These beasts also use their powers over the cold to freeze the ground around them and create sharp spikes of ice. Creatures born of frost, they feel pain from the Igni Sign, and there is also reason to believe Axii can momentarily weaken their drive to kill and somewhat weaken these fierce foes.

The hounds’ icy nature also means they can draw strength from extreme cold. Thus one should be particularly on guard when fighting them during blizzards or in glacial regions. Elven legends likewise claim they gain strength when a red moon—a known herald of the Hunt’s arrival—hangs in the sky.

Combat Tactics

The hounds of the Wild Hunt fight as viciously as wolves or wild dogs. They can be momentarily weakened by Axii, but only momentarily.

These hounds hunt in packs, and can quickly overwhelm the unprepared. Do not let them surround you if at all possible, use Yrden to slow any hounds too close for comfort, and break away if needed.

The icy nature of the hounds makes them perfect targets for Igni. It also makes it so that any cold environment empowers them.

Back off from the hounds if they start forming the ice spikes. These barriers will pierce through you if you attempt to strike.

If Yrden can catch multiple hounds in one circle. Throwing in a Dragon’s Dream bomb and igniting the gas cloud with Igni can seriously wound a large group of hounds.

Ice Elementals

Loot: None
Environments: Appear to be summoned by powerful sorcerors in combat, though some have been sighted in Skellige.
Vulnerabilities: Dimeritium Bomb, Elementa Oil

“I thought to myself—what’s a hunk of ice doing in the middle of some lab? And then that hunk of ice got up and broke my legs.”—Yannick Lovt, burglar

An ice elemental is a mass of frozen water animated by magic. Deprived of consciousness or independent will, this elemental is boundlessly obedient to the orders of the mage who created it. Those orders usually contain but one syllable—kill.

Ice elementals have no qualms about carrying out this order nor any particular difficulty in doing so. Gifted with incredible strength, they are completely invulnerable to poison and fire, deprived of sensitive organs, hard as permafrost and all in all incredibly difficult opponents. A witcher’s only chance at tipping the scales towards victory is to toss a Dimeritium Bomb—shrapnel made of this metal interferes with the workings of the spell that gives this creature life. Beyond that remains only prayer.

Combat Tactics

Ice elementals fight similarly to earth elementals. They can strike with their massive fists, stomp on the ground to knock over their targets, or send a ripple of ice carving through the terrain at their foes. As with other elementals, avoid attacking the elemental from the front if you can, dodge its attacks as they cannot be parried, and make extensive use of Yrden to slow it down.

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