|
Locations: Gedyneith, Morskogen Forest, Succubus’ Cave, Distillery, Blandare Characters: Quarreling Druid, Gremist, Druid Tracker, Ramund, Succubus, Fritjof Enemies: Ghouls, Cyclops, Foglets |
Gremist the Venerable Alchemist
Objectives:
|
Travel down to the cave by the pond, at the foot of the heather slopes, and listen to a conversation between two druids. Approach the less senior of the two and ask about Gremist.
Apparently he is an exceptional alchemist, but as stubborn as an ass. He has many formulae in his head, but will not share them. Move on to Gremist himself, who isn’t the friendliest of sorts. Ask him to teach you alchemy. The answer is emphatically negative. Ask how he can be convinced (or that you’ll be a good student). He softens a little. He is preparing a tricky ritual, and requires assistance—three favors before he’ll accept you as an apprentice:
- Bring him a pimpernel from the Morskogen Forest.
- Obtain and return with a bottle of spirit from the old distillery on Hail Hill.
- Finally, convince Fritjof (who lives near Blandare) to help Gremist perform the rite.
Agree to these demands, and don’t forget to ask for further information on each favor before you depart.
First Favor: The Harlot’s Pimpernel
Objectives:
|
Ride south until the calm forests become more windswept, and the pine trees a little more ragged. In the large Morskogen valley (where the magical cataclysm took place), attack any white wolves you wish, then gallop to the objective area where pimpernel is said to grow, and inspect the bush the ingredient grows on. It seems it was picked recently.
Someone else is in the undergrowth—a druid also sent here by Gremist. In fact, a multitude of apprentices have attempted to find this flower, but all have returned unsuccessfully, and unwilling to explain what they found. Recently, one druid failed to return at all. You agree to search the vicinity with this druid tracker. Use your Witcher Senses:
- You uncover some hoof marks in the undergrowth. Head southeast.
- The marks become a trail leading up-slope, to the south. They are bipedal, so not from a horse.
A number of footprints (some fresh, others faded); they all lead up the slope roughly southeast. Follow them.
There is sound of torture ahead. No wait, it’s the sounds of tickling. A young druid named Ramund is giggling with a succubus (now you know why the apprentices were reluctant to explain what they experienced). The tracker druid is most perturbed, and claims Ramund has had an addling spell cast upon him. He readies his staff for combat. You can:
- Agree with the druid (that the succubus needs to die) and she will defend herself.
Objective:
|
This is a tricky fight. The succubus is a powerful creature that uses magic, and the terrain is not condusive to dodging. Be mindful of her spells and get in close when you can to deliver blows. Slay the succubus and witness a very disturbed Ramund curse you and storm off, with the druid you helped thanking you before he chases the perturbed apprentice.
Objective:
|
You can detect the succubus’ scent easily once she is dead. Use your Witcher Senses to follow it, eventually finding a cave. Enter the cave and find that the succubus has been collecting flowers for a while. Maybe she wasn’t so bad after all? Regardless, using your Witcher Senses you can identify and pick the pimpernel.
Objectives:
|
Or, you can side with the succubus, explaining that she’s mostly harmless. The fuming druid storms off, muttering something about returning with reinforcements. Ramund is sent off to pick flowers.
The succubus is surprised you sided with her (especially since she has no intention of coupling with you). Tell her there’s another way she can repay you. Follow her along the path, then into her nearby cave lair. It is adorned with bellflowers, kingcups, violets, and most helpfully of all—pimpernels. Use your Witcher Senses if you need to, locate the pimpernel and pick it. The first favor concludes.
| ITEM: Quest Item: Pimpernel |
Second Favor: That’s the Spirit
Objectives:
|
Hike up past the snow line in a southeasterly direction from the succubus’ cave, utilizing the rocky path to ensure you don’t slip and kill yourself (should you venture into the steep slopes of this part of Ard Skellig). At the top of the mountain peak is a flat icy ground, where ghouls are prowling.
This was the location of the distillery storage, but this has long since collapsed and blown away, leaving only a few corpses which attracted the ghouls. Travel down the steep slope to the south towards a rickety wooden bridge and platform up into a tall cave underneath the ruins. These are the ruins you’re looking for.
The cave is currently home to a lumbering cyclops. Not for long. Once it has been cut down to size, use your Witcher Senses, and inspect the premises:
- The huge boiling vats are intact, though tarnished.
- The wooden scaffold has a ladder to climb, and a platform where you can find some mash.
- A small raised cabin has some distilling recipes on a bed. On an adjacent bed is an open log book. Gather and read both of them.
| ITEM: Quest Items: Mash, Distiller’s Letter, Distiller’s Log |
Now step over to the distilling machine, examine it closely, and look for a metal vat to add your mash to. Once added (from your Quest menu) it must be boiled. Use Igni a number of times to light the fireplace and rapidly heat the base of the vats. When you mention the vats are hot enough, and must be cooled down, move to the levers on the side of the brewing machinery. Remember the instructions you read—pull the right lever first, then the left, opening a series of valves that cool the vats down with water, and complete the brewing process. Gather the Skellige spirit from the barrel and leave, watching for encroaching ghouls as you go.
| ITEM: Quest Item: Skellige Spirit |
Third Favor: Fritjof is Feeling Parched
Objectives:
|
Make the trip to Blandare in the center of Ard Skellig. Visit the crossroads in the middle of the village, where Fritjof the druid is located. He agrees to meet Gremist, but he has other concerns at the moment; the drought ravaging the village, for starters. Agree to defend the druid after he summons the rain, should Mother Nature be angered by such a ritual. Head northeast, across the planted field, following the druid who has already instructed his pet warg to round up a couple of goats and sheep for the sacrifice.
Fritjof is almost immediately successful after he slaughters his animals. Sitting cross-legged at the sacrificial altar on the field, he continues his prayers while foglets are summoned with alarming frequency. With one eye on Fritjof’s health, advance and defeat the foglets that appear. Expect around eight or nine in groups of three. Don’t venture too far from Fritjof as the foglets immediately swarm and attack him, and he cannot take too many strikes.
End: Stimulation and Assimilation
Objectives:
|
Make the journey back to Gedyneith, finding and opening the wooden door at the cave entrance by the pond. Gremist is inside, puffing away at a pipe with Fritjof. As you’ve completed the three favors, Gremist agrees to begin his lengthy ritual, but you are forbidden from watching. Step outside, and wait. Once you’ve completed other quests, or simply meditated for one entire day (or multiple times during a day and night cycle), return to the cave, where Gremist and Fritjof are lolling around, drunk off their feet. A complicated rituatl indeed! Join them for a tipple, while collecting the following rewards:
| ITEM: Ingredients: Sulfur (5), Alcohest (5), Han Fiber (5), Saltpetre (5) |