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Related Quests: Main Quest: Wandering in the Dark; Secondary Quest: Magic Lamp, Secondary Quest: A Favor for a Friend, Secondary Quest: For the Advancement of Learning Locations: Keira’s Cottage, Fyke Isle, Oreton Characters: Keira Metz, Vserad, Anabelle, Graham, Alexander Enemies: Drowner, Ghoul, Water Hag, Ghosts, Wraiths, Plague Maiden (Pesta) |
Objectives:
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ITEM: Quest Items: Magic Lamp, Xenovox |
Return to Keira’s cottage, close to the village of Midcopse, and enter Keira’s cottage. She is communicating with the dead. After talking about the magic lamp she (or you both) uncovered, she requests a small favor from you. She wants you to visit the cursed Fyke Isle on Lake Wyndamer (where you appeared at the end of Main Quest: Magic Lamp). The place is now infested with wraiths. The curse supposedly is linked to Vserad, lord of these lands, who took refuge there when the Nilfgaardians invaded. Talk to the spirits there to find out more; by using the Magic Lamp she hands you. After explaining how you use it, she also gives you a Xenovox, with which to speak over long distances.
Exit Keira’s hut, follow the path to a moored boat at the side of the lake, then use it to cross to Fyke Isle. Or, you can simply swim there. Feel free to run the boat aground at any point close to the looming tower that dominates the island; or stop further away, and bring your sword down on the groups of drowners and ghouls that lurk on the path, and close to the standing stones.
Objectives:
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Cross the remains of a defensive boundary, watching for a lurking water hag. Ascend the exterior steps of the tower, and slip inside.
Ground Floor—now bring out your lamp and attempt to view your first ghost. An apparition stands close to the interior stairs, with another on its haunches nearby. They speak about the noble, how death is too good for him, and how they must find him atop this structure. Also present is the corpse of Vserad, the old warlord of Crow’s Perch. They comment that he died, and they must find his daughter at the top of the tower.
Cellar—to the southeast is a door that leads to stairs with a storage room at the bottom. Use your Witcher Senses to uncover a pile of dead rats, and some spilled blood. Two ghosts are also here, stuck in time guarding the crates. They speak about releasing the vermin, and the harm the rats would do to a nearby village.
Upper Floor 1—head back upstairs, and climb more steps to reach the upper floor. A formal hearth and fancy tapestries lie strewn about and furniture is scattered around. The ghosts speak as soon as you enter; one named Vserad snaps at another named Anabelle about the condition of the peasants. He will not hear of their suffering. Then another (Alexander) shouts that intruders are through the door. Use your Witcher Senses to spot some strewn hammers on the floor; the peasants didn’t ask nicely when they stormed this place.
Upper Floor 2—this landing area has two small bedrooms and exterior crenelations to gather loot from, and a simple ghost who died trying to loot items himself. He finds out, to his horror, while much of the treasure is still left here. This corpse is fresh, and it’s the key to a different path when solving this quest.
Upper Floor 3—a set of five servant beds offer little but discomfort now and in the past.
Upper Floor 4—this balcony area has an interesting set of floor markings that you can see using your Witcher Senses. Head over to the lever on the opposite (north) wall to open this secret door, and climb the steps inside.