Prima Games eGuides The Witcher 3: Wild Hunt eGuide

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The Witcher 3: Wild Hunt eGuide Quest Walkthrough: Act III Main Quest: Payback

Fading Memories: Valdos Troupe

Objectives:

  • Follow Ciri.
  • Talk to Valdo.

Follow Ciri in a roughly southern direction as she recalls her past hardships. You leave Novigrad via the Portside Gate, making a quick turn to the right (west), looking for a small carnival camp of nonhumans among the small huts along the Pontar river. She spies Valdo, and runs in to see him and another elf named Aegar. After an amusing introduction, Ciri is greeted warmly. Answer how you wish. You pick up slight tension between the two elves as Aegar leaves to trade for horses.

  • Speaking of which, Valdo refuses Ciri’s coin and instead wants to know if you’re ready to race? The coin goes to the winner! Accept (and begin the race) or decline (and skip the race).

Objective:

  • (Optional) Take part in the race.

The race takes place along the Pontar, then the track heads east, up through the woods, passing Lucian’s Windmill, and ends back at the camp. The entire run takes about 40 seconds if you’re constantly galloping. Press your horse into a gallop at the start, ease off at the windmill, and gallop to the finish to beat Valdo, who is an exceptional rider. However, even if you win, Ciri insists the money goes to Valdo.

Valdo begs you stay for some wine. A few hours pass and evening falls. You feel rested and charmed by these elves, despite one being a juggler. Converse with Ciri about her life, answering as you wish. After a long chat about her life, Aegar returns with a face like a zebra’s slapped arse. He’s been unable to secure any horses. Perhaps you’d help them steal some?

You can:

Agree to steal some horses. Ciri seems giddy at the plan. You automatically arrive at the stables in Novigrad.

Refuse completely, and Aegar’s demeanor darkens to anger. You’re challenged to a fistfight. Win or lose, you’re both banished from camp. You both head back to the Rosemary and Thyme, in Novigrad.

Objectives:

  • Sneak into the stables.
  • Use your Witcher Senses to find a way to open the stable doors from the inside.

While Aegar keeps watch, climb the small shed,onto the roof overhang, onto the small platform, and into the stables. Peer down at the horses, then climb down to the ground, near a sleeping Novigrad guard. The door to the north is locked. However, the keys are in the horse stall to the southeast. Grab them.

ITEM: Quest Item: Stable Key

Objective:

  • Calm the horses with the Axii Sign (3).

If you make too much noise while inside the stables (jumping, throwing bombs, dropping to the ground, or other similar sounds), the horses panic and the guard wakes up. Knock him down with some punches. Then, quickly use the Axii Sign to calm the three nearest horses. Once done (or immediately, if the horses are calm to begin with), Ciri and Aegar quickly enter the stables, the main doors burst open, and you ride the horses out and away from the hapless guards, who give up pursuing. Ciri seems gleeful and excitedly recalls the exploits back at the camp. You can agree or disagree with this horse rustling. With that, Ciri tells you she’ll meet you back at Dandelion’s inn. This quest concludes.