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

Specters

Men and women who have died in horrible circumstances, who were not laid to rest in proper graves, who felt abandoned or betrayed by those they called lover or friend, or those who simply have regrets over their life, all can potentially return to the world of the living as vengeful wraiths. Dealing with these monsters is a common contract for witchers as war sweeps the known world.

Hyms

Loot: Wraith Essence, Specter Dust, Amethyst Dust, Emerald Dust, Sapphire Dust, Infused Shard
Environments: Hyms can take possession of humans, though they prefer targets who have committed grave crimes, or are emotional and easier to manipulate.
Vulnerabilities: Moon Dust, Specter Oil, Igni

“Some men have got good reason to fear their own shadows.”—Svargmitt, An Skellig druid

Monsters most commonly claim innocents as their victims: tardy merchants, reckless children and travelers who wander into dark woodlands out of misplaced curiosity. None of the above need fear hyms, however. These wraiths only latch onto particularly despicable individuals who have committed some unspeakable crime. To all others, they remain completely invisible. When they do show themselves to the one they torment, they appear as a tall, shadow-clad, humanoid silhouette with long, sharp claws.

Yet hyms do not sink these claws into their victims. Instead, they sap their strength indirectly, through inflicting suffering. Speaking in a voice only the victim hears, they drive him to commit acts of violence, aggression and self-harm. A hym will seize on a guilty person’s worst fears and weave out of them hideous visions, slowing driving the poor soul into madness.

Those tormented by a hym are incapable of restful sleep, for they are tormented by ever-more-frequent, incredibly-realistic nightmares. At times the victim will become extremely on edge, yelling pleas or threats at invisible phantoms or confessing his guilt out loud in the hope this will end his torment. This act does not, however, bring any relief, for the hym will not leave until it has addled its victim’s wits completely or driven him to suicide.

Combat Tactics

Once a hym is exposed possessing a victim, the witcher way of exorcism comes into effect. Moon Dust keeps this spectre corporeal, while a silver sword coated with specter oil finishes the task.

Hyms do not move quickly, compared to other spectres. Their ethereal claws have great reach, and they can sap the life out of their victims with a mere brush, which makes up for their slowness. Evade or roll past the claws and try to strike the hym before it can react. Be aware that after several strikes, the hym will teleport to another corner of its room.

The battle against Udalryk’s hym takes place in two phases, one in the main chamber of his old home, and one in the basement. During the first phase, damage the hym whenever possible, using Moon Dust bombs to keep it physically present. This is a long fight, and unless you are significantly stronger than the hym, you will be at this for a while.

When Udalryk begins to succumb to the hym’s madness, immediately use Axii on him to force him to remain calm.

Igni and Yrden are both great help at keeping the pressure on the hym. Being lit on fire doesn’t have particularly dramatic effect on the hym, but it helps keep it more visible. Yrden slows down the already slow specter, making it easier to deal damage.

When the hym retreats to the cellar, pursue it quickly before it can regenerate. The cellar has candles you must light with igni to help keep the hym corporeal. Continue fighting defensively, evading its claws and striking as openings present themselves until the hym succumbs.

Nightwraiths

Loot: Nightwraith Mutagen, Nightwraith Dark Essence, Nightwraith’s Hair, Wraith Essence, Specter Dust, Infused Dust, Lunar Shards
Sub-Species/Named Variants: Jenny O’ the Woods
Environments: No Man’s Land has been the site of many battles, many unjust deaths. The growing presence of nightwraiths surprises no man or woman.
Vulnerabilities: Moon Dust, Specter Oil, Yrden

“Nightwraiths exude this immense sadness, this helpless wrath… I fear them, same as anyone. But most of all I feel sorry for them.”—Aelline Altsparr, elven trobairitz.

Compared to other creatures of the night (katakans, nekurats and werewolves, for example) nightwraiths (and their rarer cousins, duskwraiths) might not seem all that dangerous. After all, one might ask, how much harm could a pale, withered woman in a tattered dress do? The answer: quite a bit. Instead of finding this out the hard way, avoid crossing fields and meadows at night at all costs.

Like noonwraiths, nightwraiths are only found in rural areas. Travelers fall victim to them most often, but if legends are to be believed they also sneak into huts at times and murder peasants in their sleep.

When they attack nightwraiths remain immaterial for most of the time, meaning physical blows pass right through them. They only take on more tangible form for the brief moments in which they strike. When weakened, they will create several projections of themselves which cannot attack directly but act as transmitters of sorts through which the nightwraith can sap her victim’s vital energy.

Nightwraiths can turn immaterial and are at such times very difficult to wound. In order to force one to take on corporeal form, trap it with the Yrden Sign or hit it with the blast of a Moon Dust bomb.

Do not believe the old wife tales and think yourself completely safe from nightwraiths during the day. They appear under the light of the sun as well, but are much weaker then than after dusk.

Combat Tactics

Nightwraiths favor the dark. If you seek to claim a bounty on a nightwraith, you have to meditate until the moon hangs in the sky. Unfortunately, this is also when the nightwraith is at its strongest. If you are patient, you can find a nightwraith during the day, when it is at its weakest.

Mostly incorporeal, a nightwraith must be made corporeal, either through Yrden, or Moon Dust bombs. When forced to become corporeal, silver swords can be employed to finish the wraith off.

Bombs and crossbow bolts can destroy nightwraith doppelgangers.

When weakened, a nightwraith can split into three copies of itself. Destroy these with all haste, during this state the nightwraith saps vital energy from nearby sources. Destroying the copies forces the real nightwraith to reveal itself.

Noonwraiths

Loot: Noonwraith Light Essence, Specter Dust, Wraith Essence, Noonwraith Mutagen, Infused Dust, Amethyst Dust, Emerald Dust
Sub-Species/Named Variants: The White Lady
Environments: No Man’s Land and White Orchard have seen an increase of noonwraiths wandering the land, as war continues to rage across the land.
Vulnerabilities: Moon Dust, Specter Oil, Yrden

“Despite what is commonly thought, peasants do not interrupt their labors at midday to get out of the sun. They do it to avoid noonwraiths.”—Vlad Reymond, Peasants and Their Customs

On particularly searing summer days, when the sun reaches its zenith, wraiths will at times appear, resembling sun-scorched women dressed in long, white robes. These are noonwraiths—the spirits of young women and girls who died violent deaths right before their weddings. Driven mad with pain or anger, they wander the fields searching for their unfaithful lovers or backstabbing rivals, though they will kill anyone who does not get out of their way in time. They are often held in this world by some object of intense emotional significance. That is why, if one ever finds a wedding ring or torn veil in the middle of a field, one should not pick it up, but instead back away as quickly as possible.

Noonwraiths are only known to haunt rural areas, and usually stay near the place of their deaths. They prey on peasants working in the fields or children playing nearby.

Noonwraiths do not bleed and are for the most part immune to the effects of witcher Signs. They can create mirror images of themselves which circle their victims in a kind of morbid parody of a dance. This ghastly ritual drains their victims’ life energy while adding to their own strength. Noonwraiths are also able to manipulate the physical world to a limited degree, kicking up clouds of dust which temporarily blind and disorient their opponents.

Noonwraiths can turn immaterial and are at such times very difficult to wound. In order to force a noonwraith to take corporeal form, one must first trap it with the Yrden Sign or strike it with a Moon Dust bomb. Once the monster has regained physical presence, one can mount a fast attack with a silver blade, preferably one coated in specter oil.

Contrary to popular belief, noonwraiths can also be encountered at night, but are much weaker then than during the day.

Combat Tactics

Noonwraiths are similar in nature to nightwraiths, save for their preference of the sunlight, and a greater mastery of physical attacks. They can blind foes with dust they kick up. Noonwraiths can also create copies of themselves when threatened, consuming the lifeforce of their victims until they are destroyed.

Bombs and crossbow bolts can destroy noonwraith doppelgangers.

Yrden forces a noonwraith to become corporeal and vulnerable.

Plague Maidens

Loot: Wraith Mutagen, Wraith Essence, Specter Dust, Infused Shard, Lesser Glyph of Yrden
Environments: Pesta can appear in the wake of sickness taking the lives of many. In the aftermath of armies trampling through Velen on the march to Novigrad, the disease that follows death in war should make a witcher alert for such monsters.
Vulnerabilities: Specter Oil, Yrden

“Patients seem to have hallucinations of a woman covered in scabs and boils, with rats scurrying about all around her. These ravings subsided after an administration of henbane and poppy extract.”—Joachim von Gratz’s notes, Vilmerius Hospital in Novigrad

When plague ravages a region, a spirit will sometimes walk its lands, a ghost resembling an ill woman whose flesh rots off her bones and in whose wake crawls a cavalcade of rats. No one knows whether this spirit brings the pox with her or is merely drawn to it like a moth to a light. Yet it is certain that she delights in dealing pain and suffering, in hearing the howling and moaning of men.

Many have called into question the very existence of plague maidens, or pestae, as they are sometimes called. Only two sightings of such a creature have ever been recorded, both during times of raging epidemic.

As the name “plague maiden” suggests, these wraiths take the appearance of females, though exactly why that is remains a mystery. Some speculate they, like other such specters, arise from the powerful emotional charge associated with certain circumstances of death, such as death preceded by a long and particularly painful illness.

Not much is known about how to fight a plague maiden, though one can assume they possess many traits in common with other phantoms and wraiths. They undoubtedly pose a great danger, though a witcher’s immunities should at least prevent him from catching the contagious illnesses they carry.

Combat Tactics

Also known as pesta, a plague maiden is one of the more indisious wraiths a witcher can come across. When provoked, pesta calls forth clouds of plague-ridden insects that seek out their foes. The insect clouds can be destroyed with Igni or a slice of a silver sword. Aard can push the clouds back.

Plague maidens have fewer overt weaknesses compared to other wraiths, but are are still vulnerable to Yrden. This can help keep the maiden still while you strike with a silver sword, but it also means you will be swarmed by the plague clouds.

Wraiths

Loot: Wraith Essence, Wraith Mutagen, Specter Dust, Amethyst Dust, Emerald Dust, Infused Dust
Sub-Species/Named Variants: Penitent
Environments: Wraiths can appear near cemetaries, or haunting recent battlefields or other scenes of violent death or protracted suffering. With Nilfgaard and Redania at war, wraiths have become far more common.
Vulnerabilities: Moon Dust, Specter Oil, Yrden, Quen

“Finish all your business before you die. Bid your loved ones farewell. Write your will. Apologize to those you’ve wronged. Otherwise, you’ll never truly leave this world.”—Paule Vikar, peasant healer, advice to a dying man

Clerics and scholars are forever debating whether spirits do in fact journey to another world after death, one where eternal joy or suffering awaits. Both groups agree, however, on what happens to spirits who, for one reason or another, remain in our world after their body breathes its last: they transform into wraiths. To hear their mournful howls, one can surmise this is not a fate to be envied.

Wraiths are usually encountered at night, near cemeteries, catacombs and other such burial places, or else near the places that were important to them in life: abandoned homes, crumbling castles or forgotten bridges.

Wraiths suffer endless, indescribable pain. Filled with anger and a sense of having been wronged, they both envy the living and brim with overwhelming hatred for them. Like other specters, they are immaterial, meaning they are not harmed by fire, poison or weapons designed to provoke bleeding.

Wraiths can turn immaterial and are at such times very difficult to wound. One can, however, force them to reassume a physical presence by trapping them with the Yrden Sign or by hitting them with slivers from a Moon Dust bomb. As with any such ghostly being, one should fight them using silver swords, preferably ones smeared with a thick coat of specter oil. Note as well that wraiths are particularly dangerous on moonless nights.

Combat Tactics

Typically encountered at night, wraiths are found in cemeteries, abandoned homes, castles, or battlefields. Wraiths are particularly dangerous during moonless nights.

A wraith attacks victims with sword in one hand, and a latern in the other. Like other wraiths, these spectres can turn incorporeal at any time, so Yrden and Moon Dust are useful tools.

Skilled witchers have been able to counter a wraith’s sword with their own silver blades, even while they are incorporeal.

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