Prima Games eGuides The Witcher 3: Wild Hunt eGuide

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The Witcher 3: Wild Hunt eGuide Quest Walkthrough: Act I (Velen) Main Quest: Family Matters (part 2)

Unstable: Return to Crow's Perch

Related Quests: Main Quest: A Princess in Distress; Main Quest: Ciri’s Story: The Great Race

Locations: Crow’s Perch, Smokehouse, Pellar’s Hut, Wolven Glade, Fisherman’s Hut, Oxenfurt

Characters: Oswin the Stablehand, Baron Phillip Strenger, Botchling (Dea), Lubberkin, the Pellar, Voytek the Fisherman, Tamara Strenger, Graden, Uma

Enemies: Botchling, Drowner, Rotfiend, Wraiths, Endriaga, Wolves

Objectives:

  • Read the bestiary to learn more about botchlings.
  • Talk to the Baron.

A thorough read of your Bestiary entry on botchlings reveals the true horror of their creation. Now gallop back to Crow’s Perch. As you arrive, you may notice one of the large structures within the castle’s walls has been set ablaze! Race up to the inner bailey. It seems the Baron has set the stables alight, and has drunk himself into a violent stupor. One of the stablehands is trapped inside the burning stables, along with the horses. You can:

Choose to save Oswin the stablehand, and his mares. Additional objectives are available before you meet the Baron. Attempt this, and you receive gratitude and a reward (in the form of crowns) from Oswin himself, once you leave Crow’s Perch.

Or more callously ignore the whinnying and screams, and focus on finding the Baron himself.

Objectives:

  • Save the stable hand and the horses trapped in the burning stable.
  • Open the main gate to stables.

Race to the stables (the larger of the two burning buildings) and climb the exterior ladder, with Aard ready to cast. Work your way through the collapsing structure. When you reach a blockage, remove it using Aard. Drop down to the pens where Oswin and the horses are, and open the gate. Scramble to the right, head to the main gate, open it, and free the whinnying steeds.