Prima Games eGuides The Witcher 3: Wild Hunt The Complete Edition eGuide

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The Witcher 3: Wild Hunt The Complete Edition eGuide Episode 2: Main Quests: Blood And Wine Beyond Hill And Dale…

Follow The Rainbow Over The Stream. Follow The Girl Who Follows A Dream.

Objectives

  • Follow the yellow brick road

Objectives

  • The Wonderful Wizard of Oz

There’s a distinctive hue to the pavement you’re standing on. Set off through the toadstool forest. Inspect the signpost to the right, which gives you a briefing of exactly what is going on: This is apparently the land of a thousand fairy tales, where fun is to be had thanks to “Uncle Artorius” (a powerful mage who created this place). Only the warning (that the spell holding this Fablesphere together isn’t stable) is cause for concern.

Objectives

  • Wolpertingers and Grigg Village

Objectives

  • Wolpertinger: Bavarian Folklore
  • Grigg Gnomes

On your way through the Fablesphere, you may encounter some hoppity rabbit-like critters (that can be hunted, but are peaceful), said to have the head of a rabbit, deer antlers, pheasant wings, and a squirrel’s body.

Should you wish to divert from the yellow brick road, slightly downstream of the bridge is the tiny Grigg Village, where a number of diminutive gnomes are working. They flee to their burrows if you approach.

Archespore and the Apple: Getting Sleepy

Objectives

  • Snow White and the Seven Dwarfs

When the yellow brick road peters out, just before a small bridge of briars, drop down and cross the structure, concentrating on a writhing Archespore to slice and dice. Then inspect the body of a dead dwarf, still clutching a poisoned apple. Does this playground seem a little…violent for two little girls? Cross the bridge, continue along the road, leaping the gap across a second bridge. Then follow the path under some briars until you hear voices.

Items: Poisoned apple

Evil Witch: Gingerly Does It…

Objectives

  • Defeat the Wicked Witch.

Objectives

  • Hansel and Gretel

You hear (and then see) Syanna arguing with a Witch both warty and familiar. Syanna orders the Wicked Witch to release someone, but the crone isn’t about to free a gingerbread stealer! After you open the gate, the witch seems puzzled why you’re here. Not to worry; she isn’t about to let you live to explain your predicament!

All Jacked Up

Objectives

  • Jack and the Beanstalk
Jack

Syanna has little time to talk after the witch is subdued; she needs a key. She’s already apprehended a weapon from Prince Charming, and quickly frees a small lad from a large baking oven. He recognizes Syanna; Jack wants to know if she’s come back to play. All she’s here for is Jack’s beans. Answer as you wish; it seems veiled threats against small children is Syanna’s current plan. However revolting this is to you, Jack claims Syanna’s sister ordered him to hide all the beans across this land, so Syanna could never leave. The only help Jack can give you both is to visit Joss, “the boy with the thing for wolves;” he might know where the beans are hidden.

After Jack flees, Syanna asks why you’re here. Answer as you wish. You explain Dettlaff has summoned monsters to attack Beauclair, and you’re here to put a stop to it by bringing back Syanna. Shockingly, Syanna displays a glimmer of compassion at the innocents currently dying in Beauclair’s streets, and an uneasy alliance is agreed upon. At this point, you can ask about the place, the men Dettlaff killed in her name, and about the Curse of the Black Sun. When you’re satisfied, ask about the beans.

It seems Jack (of Beanstalk fame) had three beans; a red one, a blue one, and a yellow one. All must be collected, before climbing up into the clouds to escape this land. You shake on your alliance.