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The Witcher 3: Wild Hunt The Complete Edition eGuide
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Contents

  • How To Use This Guide
    • Quest List Table (Alphabetical)
    • Additional Content
  • Atlas
    • Using the Atlas
    • Map Legend
    • White Orchard
    • Royal Palace in Vizima
    • Velen (No Man's Land)
    • Novigrad
    • Skellige Isles
    • Isle of Mists
    • Dark Valley
    • Tedd Deireadh
    • The Duchy of Toussaint (Blood and Wine)
    • Kaer Morhen
    • The Fablesphere (Blood and Wine)
  • Introduction and Characters
    • Introduction
    • The Witchers Of Kaer Morhen
    • Sorceresses Of The Lodge
    • Friends Of The Witcher
    • The Nilfgaardians
    • The Redanians
    • The Zealots Of Novigrad
    • The Big Four of Novigrad
    • The Temerian Two
    • The Downtrodden And Deviant
    • The Oppressed, And The Peasantry
    • The Islanders Of Skellige
    • Leaders Of The Wild Hunt
    • The Borsodi Brothers (Hearts of Stone)
    • A Quartet Of Criminals (Hearts of Stone)
    • The Von Everec Family (Hearts of Stone)
    • The Warm- And Cold-Hearted (Hearts of Stone)
    • The Lords And Ladies Of Beauclair (Blood and Wine)
    • Allies And Beasts Of Beauclair (Blood and Wine)
  • Videos
    • Witcher Archetypes
    • Treasure Hunts
      • White Orchard
      • Novigrad
      • Velen
      • Skellige
    • Scavenger Hunts
      • Cat School Gear
      • Viper School Gear
      • Griffin School Gear
      • Bear School Gear
  • Training
    • Overview
    • Main Menu
    • Difficulty Settings
    • In-Game HUD
    • Controls
    • Movement
    • Reactions And Interactions
    • Mapping And Points Of Interest
    • Items And Equipment
    • Potions, Bombs, And Oils
    • Basic Alchemy
    • Alchemic Creations
    • Armorers And Blacksmiths
    • Upgrades (Glyphs And Runestones)
    • The Ofieri Runewright
    • Shops, Merchants, and Economy
    • Combat
      • Overview
      • Looking Around And Looking Out
      • Melee Combat (Swordplay And Fists)
      • Signs
      • General Advice For Combat
    • Character Abilities And Mutations
      • Character Development
    • Ability Tree Strategies
      • Combat Ability Branch
      • Signs Ability Branch
      • Alchemy Ability Branch
      • General Ability Branch
      • Mutagen Branch
    • Witcher Archetypes
      • Overview
      • Creating Your Witcher
      • Combat-focused Archetypes
        • Archetype 1: The Man Of Steel And Silver
        • Archetype 2: Adrenaline Rush
        • Archetype 3: Master Of The Blade And Bolt
      • Signs-focused Archetypes
        • Archetype 4:The Signing Survivalist
        • Archetype 5: The Warlock Of Kaer-Top Mountain
        • Archetype 6: The Incendiary Agitator
      • Alchemy-focused Archetypes
        • Archetype 7: The Bombardier Of Blaviken
        • Archetype 8: The Alchemist
      • Hybrid Archetypes
        • Archetype 9: Plague Wind
        • Archetype 10: Bloede Beann’shie
        • Archetype 11: The Puppet Master
        • Archetype 12: The Dumpling Destroyer
  • Gwent
    • Overview
    • Introduction To The Game
    • Who Plays Gwent?
    • Overview
    • Basics Of Gwent
    • Deck Building
    • Card Unit and Ability Types
    • Deck Building and Factions: Advanced Tactics
    • Gwent: Card Type and Abilities Table
    • A Complete Card Checklist
    • Special Cards (13)
    • Weather Cards (15)
    • Neutral Cards (16)
    • Monsters Deck
      • Monsters Deck: Leader Cards (5)
      • Monsters Deck: Unit Cards (41)
    • Nilfgaardian Empire Deck
      • Nilfgaardian Empire: Leader Cards (5)
      • Nilfgaardian Empire: Unit Cards (37)
    • Northern Realms Deck
      • Northern Realms: Leader Cards (5)
      • Northern Realms: Unit Cards (38)
    • Scoia’tael Deck
      • Scoia’tael: Leader Cards (5)
      • Scoia’tael: Unit Cards (38)
    • Skellige Clans Deck
      • Skellige Clans Deck: Leader Cards (2)
      • Skellige Clans Deck: Unit Cards (35)
    • Complete Card Checklist Chart
    • The Gwentlefolk Of The Northern Realms
      • Gwent Vendors And Players: Overview
      • The Gwentlefolk Of White Orchard
      • The Gwentleman Of The Royal Palace In Vizima
      • The Gwentlefolk Of Velen (No Man’s Land)
      • The Gwentlefolk Or Novigrad
      • The Gwentlefolk Of Skellige
    • The Gwentlefolk Of Toussaint
      • The Gwentlefolk of Toussaint
      • Gwent: Complete Card Player List
    • Merchants Of The Northern Realms
  • Quest Walkthrough: Prologue
    • Overview
    • Quest Guidance
    • Main Quest: Kaer Morhen
      • A Good Bath Spoiled
      • Running the Walls
      • Steel, Silver, and Signs
    • Main Quest: Lilac and Gooseberries
      • A Fresh Trail, But a Fetid Air
      • Trouble at the Tavern
      • Ess Soond Jakkten (Good Hunting to You)
    • Main Quest: The Beast of White Orchard
      • Griffin Hunt Begins
      • Trawling for Buckthorn
    • Secondary Quest: On Death's Bed
      • Swallow this Concoction
    • Main Quest: The Beast of White Orchard (continued)
      • Continue the Quest
      • The Sorrowful Hunter, The Bloodied Ascent
      • Ruffling Some Feathers
    • Main Quest: Lilac and Gooseberries (continued)
      • Continue the Quest
    • Main Quest: The Incident at White Orchard
      • An Emperor's Offer You Cannot Refuse
    • Main Quest: Imperial Audience
      • Common Courtesy Before the Emperor
      • May the Great Sun Light Your Path
  • Quest Walkthrough: Act I (Velen)
    • Main Quest: The Nilfgaardian Connection
      • Bantering with the Baron's Boys
      • The Suffering of Heatherton
    • Main Quest: Bloody Baron
      • Halt! Who Goes There?!
      • A Peaceful Path: Strolling Through the Crow's Perch Bailey
      • A Forceful Path: Investigations Lead to a Submerged Swim
      • End: One Tough C--ker
    • Main Quest: Ciri's Story: The King of the Wolves
      • Wolf Killer
      • You Afraid? Then I'm Not, Neither
    • Main Quest: Family Matters
      • Scrutinizing the Baron's Bedchamber
      • Tamara's Hidden Tabernacle
    • Secondary Quest: Ciri's Room
      • Curses, Clothing, and a Small Spinning Top
    • Main Quest: Family Matters (Part 2)
      • Unstable: Return to Crow's Perch
      • A Sobering Conversation with Baron Strenger
      • A Miscarriage of Justice
      • Life for a Lubberkin: Keeping the Little One Calm
      • Life for a Lubberkin: Trail of Carnage
      • Death to the Botchling: A Terrible Tantrum
      • Death to the Botchling: A Ritual at Wolven Glade
      • Merged Paths: Fishing for Clues
      • Optional: Radovid's Witch-Hunting Maiden
      • The Woeful Despot
    • Main Quest: Ciri's Story: The Race
      • The Great Race
    • Main Quest: Ciri's Story: Out of the Shadows
      • The Baron's Savior
      • End: A Hunched Homunculus
    • Main Quest: Hunting a Witch
      • Malleable Minds at Midcopse
      • Another Option: Scuttlebutt Among the Sweepers
      • Yet Another Option: Talking to the War Veteran
      • The Enchantress in the Grotto
    • Main Quest: Family Matters (Continued)
      • Omens Never Lie
    • Main Quest: A Princess in Distress
      • Having a Tinkle in the Forest
      • Really Getting Your Goat
    • Main Quest: Wandering in the Dark
      • A Bridge Too Far
      • Zireael and Kelpie: The Sword and the Horse
      • Biting Cold: Navigating the White Frost
      • You Are Stubborn, Dh'Oine
      • Just an Illusion: Escaping the Old Ruins
    • Secondary Quest: Magic Lamp
      • Four Guardians, Four Flames, Standing Proud in a Line
      • The Hidden Sepulcher
    • Main Quest: Ladies of the Wood
      • Sweet Treats and Meats
      • Johnny, Johnny, Ate a Cat, Come the Morn Some Fur He S--t!
      • Come Out, Come Out, Wherever You Are!
      • Johnny on the Spot
      • Three Crones, Crowing
    • Main Quest: The Whispering Hillock
      • Tree Spirit Savior: Preparation for the Ritual
      • Tree Spirit Slayer: Retribution for the Villagers
    • Main Quest: The Ladies of the Wood (Continued)
      • Talk to the Ealdorman
    • Main Quest: Ciri's Story: Fleeing the Bog
      • The Hunt Continues
    • Secondary Quest: An Invitation from Keira Metz and A Towerful of Mice
      • A Hike to Fyke Isle
      • Alexander the Not-So-Great
      • Path 1: The Displeasure of a Pesta
      • Path 2: The Fury of a Plague Maiden
      • End: I'm Almost Inclined to Say "Good Work"
    • Secondary Quest: A Favor for a Friend
      • Package for Keira
      • Bychane, Gvyn, Caeffyl!
      • End: Friends with Benefits
    • Secondary Quest: For the Advancement of Learning
      • My Intentions Are Pure Like a Virgin's Tears
      • Quest Conclusion 1: The Advancement of Spurning
      • Quest Conclusion 2: The Advancement of Burning
      • Quest Conclusion 3: The Advancement of Yearning
    • Secondary Quest: The Fall of the House of Reardon
      • Monster in My Manor
      • A Few New Tenants
    • Secondary Quest: Ghosts of the Past
      • A Familiar New Tenant
      • Here Lies Louis
      • Leaving Vester to Fester
    • Secondary Quest: Return to Crookback Bog
      • Return to Crookback Bog
      • Path 1: Decimated Downwarren
      • Path 2: Disquisition in Downwarren
      • Paths 1 and 2: Together, But Not Reunited
      • Paths 1 and 2: Fending off a Fiend
      • End: The Fate of Gran
  • Quest Walkthrough: Act I (Novigrad)
    • Main Quest: Pyres of Novigrad
      • New Fires, and an Old Flame
      • Chatting or Tracking
      • A Hive of Scum and Freakery
      • Alternate Entrance: The Sewer Slog
      • A Refreshing Swim in a Filthy Canal
      • You Dirty Rat!
    • Main Quest: Novigrad Dreaming
      • The Dreams in the Witch House
      • The Dandelion and the Swallow
    • Main Quest: Broken Flowers
      • Partly Sage Advice at the Rosemary and Thyme
      • Vespula: A Downtrodden Washerwoman
      • Elihal: An Open-Minded Elf
      • Marabella: Dandelion's a Real Fungi to be With
      • Rosa Var Attre: Double Trouble
      • Molly: Off to the Races
      • Jockeying for Position with General Voorhis
      • Finding Priscilla: Sentenced to an Evening of Poetry
      • Quest Conclusion: Raising a Ruckus But Leaving Little Trace
    • Main Quest: Get Junior
      • First Ever Barney with Your P---K Hangin Out
      • None of This Swinging Your Steel C--K About
      • Cleaver Cleaned It Out
    • Secondary Quest: The Gangs of Novigrad
      • Helping the Smallest of the Big Four
    • Main Quest: Get Junior (Continued)
      • Casino: Lets Make a Deal
    • Secondary Quest: Honor Among Thieves
      • Beggars' Belief
    • Main Quest: Get Junior (Continued)
      • Arena: Into the Pit
      • Vernon Roche: Temeria's Last Hope
      • King Takes Pawn
      • Squealing Like Sows Being Slaughtered
      • Living Down to His Name
    • Main Quest: Ciri's Story: Visiting Junior
      • Dudu Rescue
    • Main Quest: Get Junior (Continued)
      • End: Got Junior
    • Main Quest: A Favor for Radovid
      • A Contract from the Mage Murderer
    • Main Quest: Count Reuven's Treasure
      • Show and Tell Down the Well
      • Even Worse-Smelling than Normal
      • Pardon My Beauclairoise, but Who F--king Nicked My Gold?
      • Keeping Your Cool, or Testing Your Mettle
      • Infiltration: Nailed It
      • Eradication: Executing Menge without Breaking a Nail
      • Infiltration and Eradication: Outpost Extraction
    • Main Quest: The Play's The Thing
      • It is not in the Stars to Hold Our Destiny, but in Ourselves
      • If Music be the Food of Love, Play On
      • To Do a Great Right Do a Little Wrong
      • O, Had I But Followed the Arts!
      • Boldness Be My Friend
    • Main Quest: A Poet Under Pressure
      • Foreseen at the Ravine
      • Plucking a Dandelion
    • Main Quest: Ciri's Story: Breakneck Speed
      • No Sanctuary at This Temple
      • Tying up Loose Ends in Novigrad
    • Secondary Quest: Cabaret
      • Trouble in Paradise
      • A Hero is Born
      • Polly Put the Choreography On
      • Placating the Placard-Makers Collectors
      • Off to the Races
    • Secondary Quest: Carnal Sins
      • The Act of a Demented Mind
      • We Seek the Corpse of a Dwarven Woodcarver
      • Seeking Sacrilege: Asking Thricely
      • A Crisis of Faith
      • A Knockaround Guy
    • Secondary Quest: A Dangerous Game
      • Up to His Neck in S--te Without a Shovel
      • Zed's Dead, Baby. Zed's Dead.
      • (Optional) A Life-or-Death Game of Gwent
      • High Spirits with Caesar Bilzen
    • Secondary Quest: A Matter of Life and Death
      • What's the Best Price on a Trout?
      • Foxy Lady
      • Finding a Panther on the Prowl
      • Inch by Inch, Little Frog
    • Secondary Quest: Novigrad, Closed City
      • Radovid's Iron Fist
    • Secondary Quest: Now or Never
      • Culling of the Mages
      • Going to Bits
      • Under the Kingfisher's Nest
      • Bloodletting in the Sewers
      • Quest Conclusion: One Last Farewell?
    • Secondary Quest: An Eye for an Eye
      • Temeria: That's What Matters
      • Mulbrydale: The Nilfgaard in Tatters
    • Secondary Quest: A Deadly Plot
      • Only a Dead Radovid Means a Free Temeria
      • Tracking Your Quarry
      • Dumb as a Bag of Ogg, Pogg, and Roggs
    • Secondary Quest: Redania's Most Wanted
      • A Contract from the Mage Murderer
      • The Perfect Hideout for an Owl
      • Dropping in Unannounced
      • Optional (Triss): Gaining Trust with Triss
      • Optional (Yennefer): Revelations with the Raven-Haired One
  • Quest Walkthrough: Act I (Skellige)
    • Main Quest: Destination: Skellige
      • Soused at the Golden Sturgeon
      • Know the Way to Kaer Trolde?
      • The Final Voyage of Good King Bran
    • Main Quest: The King is Dead. Long Live the King
      • Attire Befitting a Witcher
      • May Our Horns Echo Midst the Cliffs and Peaks
      • Inter-Island Animosity
      • The Trial of Taxidermy
      • Making the Earth Move
    • Main Quest: Echoes of the Past
      • Only Ignorant Fools Belittle Myths
      • Magical Blasts from the Past
    • Main Quest: Missing Persons
      • Razed Huts and Fresh Graves
      • Nameless: Craven Some Werewolf Combat
    • Main Quest: Nameless
      • Trail of the Craven
      • Overcoming an Undying Lycanthrope
    • Main Quest: The Calm Before the Storm
      • Your Blood Needs Thawin
    • Main Quest: Nameless (Continued)
      • Skellige Search Successful
    • Secondary Quest: The Mysterious Passenger
      • Selling the Ugliest Man Alive
    • Secondary Quest: The Last Wish
      • Dangerous Sometimes. Malicious All the Time
      • Too Much Studying Can Kill You
      • The Spirits of Skellige Favor You
    • Secondary Quest: The Lord of Undvik
      • A Lost Son on a Blighted Isle
      • Round the Rugged Rocks the Ragged Rascals Ran
      • Short on Nails and Twine
      • Tracking Through the Tundra
      • Rescuing Folan from the Pot
      • Harried into the Hills
      • The Craite Escape
      • Geralt the Giantslayer
    • Secondary Quest: Possession
      • A Lost Daughter on a Haunted Isle
      • The Time Has Come to Get Cerys
      • A House of Dark Torment
      • An Eye for an Aki
      • Dark Illusions
      • Trickery: Throw the Baby out with the Kindling
      • Slaughter: You and Hym
    • Secondary Quest: King's Gambit
      • At a Good Feast, Mead and Blood Flow in Equal Measure
      • Feast of the Bears
      • Surreptitious Cerys: Cellar Smells Where a Traitor Dwells
      • Surreptitious Cerys: Bran-Dishing Evidence
      • Cerys' Conclusion: Whose Hand Does the Blood Stain
      • Headstrong Hjalmar: Brimming with Bestiality and Barbarism
      • Hjalmars Conclusion: Washing Away Disgrace with the Blood of Foes
    • Secondary Quest: Coronation
      • We Are Skellige!!
  • Quest Walkthrough: Act II
    • Main Quest: Ugly Baby
      • Umamma!
    • Main Quest: Disturbance
      • The Potestaquisitor Inquisitor
      • Scoping Out Some Interference
    • Main Quest: To Bait a Forktail
      • The Nose Knows
    • Main Quest: The Final Trial
      • No Walk in the Park
      • Fogs Thick as Curdled Milk
      • Step Softly or Youll Wake Old Speartip
      • This Mountain Trolly Mountain!
    • Main Quest: No Place Like Home
      • Ancient Rites and Alcohol
      • Snacks Appeal, or Sex Appeal
      • Getting Eskels Goat
    • Main Quest: Va Fail, Elaine
      • Wretch on the Rack
    • Secondary Quest: Brothers in Arms
      • Assembling a Force
    • Secondary Quest: Brothers in Arms: Nilfgaard
      • Emperor Emhyr Var Emreis
    • Secondary Quest: Brothers in Arms: Velen
      • Letho
      • Keira Metz
    • Secondary Quest: Brothers in Arms: Novigrad
      • Vernon Roche and Ves
      • Zoltan Chivay
      • Sigismund Dijkstra
      • Triss Merigold
    • Secondary Quest: Brothers in Arms: Skellige
      • Crach an Craite
      • Cerys an Craite
      • Hjalmar an Craite
      • Ermion
      • Folan and Vigi
    • Main Quest: The Isle of Mists
      • It's Off to Work You Go
      • A Long Walk Off a High Column
      • Ferenc Flattened by a Fiend
      • The Fleeing Somnabulist
    • Main Quest: The Battle of Kaer Morhen
      • Old Friends
      • Battle Preparations
      • I Hate Portals
      • Confront the Hunt
      • A Wild Frenzy
    • Main Quest: Blood on the Battlefield
      • Paying Respects Amongst Friends
      • Letting Go in the Snow, or Drowning in Drink
      • Father's Day
  • Quest Walkthrough: Act III
    • Main Quest: Bald Mountain
      • Feast of Gifts: The Wiseman, the Guard, and the Godling
      • Feast of Gifts: Diving for the Defilers Oren
      • Ciris Quest: Getting to the Root of the Problem
      • Geralt's Quest: A Cut Above the Rest
    • Main Quest: Final Preparations
      • Tying Up Loose Ends
    • Main Quest: Blindingly Obvious
      • Hydromancy at the Passiflora
      • Philippa Doesnt Give a Hoot
    • Secondary Quest: A Final Kindness
      • This Much We Can Do
    • Main Quest: The Great Escape
      • The Great Escape
      • Deep Below Deireadh Prison
      • Slaughter for the Sorceresses
    • Main Quest: Payback
      • Fading Memories: Whoreson Junior
      • Fading Memories: Bea the Waitress
      • Fading Memories: Valdos Troupe
    • Main Quest: Final Preparations (Continued)
      • Come in to the Coven
    • Secondary Quest: It Takes Three to Tango
      • I'm a Little Tied up at the Moment
    • Main Quest: Through Time And Space
      • Mucky Pictures
      • Danger In The Ddiddiwedht Desert
      • A Foul and Pestilent Congregationof Vapours
      • Destroyed by the White Frost
      • Awakening at the Palace
    • Secondary Quest: Reason of State
      • To Kill a King
      • The Audacity of Monarchs
      • Rivers of Redanian Blood
    • Main Quest: Battle Preparations
      • Initial Preparations
    • Main Quest: The Sunstone
      • The Emperor's Treaty: Skellige Answers
      • Having a Whale of a Time
      • Diving for More than Pearls
      • Elvish Ruins and Avallac'h's Lair
    • Main Quest: Battle Preparations (Continued)
      • Above suspicion?
    • Main Quest: Veni Vidi Vigo
      • Swimming, Sneaking, Surrendering
    • Main Quest: The Sunstone (Continued)
      • Opening the Door of Fiallan
      • Making Light of the Situation
    • Main Quest: Child of the Elder Blood
      • You Can't Just Knock?
      • The Aen Hen Ichaer
    • Main Quest: Skjall's Grave
      • Craven No More
      • End: Battle Preparations: To War!
    • Main Quest: On Thin Ice
      • I Give You My Heart. But I Shall Take Your Head.
      • I Give You My Blade. You Better End Up Dead!
      • Bearing the Brunt of the Wild Hunt
      • End: Cold Contempt
    • Main Quest: Tedd Deireadh, The Final Age
      • The Conjunction of Spheres Has Begun
      • And Giants Shall Face Giants in Battle
      • The Wild Hunt Are Defeated. The White Frost Is Not.
  • Epilogue And Endings
    • Author Note
    • Something Ends, Something Begins (I)
      • Lament For A Slain Swallow
      • Despair Devours You, As Maggots Devour A Corpse
    • Something Ends, Something Begins (II)
      • The Impatient Huntress
      • Playing Hare And Hounds
      • Vesemir’s Technique
      • You’ll Be Fine. You’re A Witcher.
    • Something Ends, Something Begins (III)
      • The Gentleman Will Lead. The Emperor Will Follow.
      • A Blade Fit For A Witcher
      • The Sword And The Swallow
    • Main Quest: Endings
      • Character Endings
      • Final Endings
  • Episode 1: Main Quests: Hearts Of Stone
    • Evil’s First Soft Touches
      • Art Appreciation With Olgierd
      • The Road To The Toad
      • Big. Bad. Ugly. Squats In The Sewers.
      • Escaping The Phakbarthojl
      • Blood On The Sands
      • The Vassal Of Master Mirror
      • End: Heads Will Roll
    • Dead Man’s Party
      • Hide And Ghost Seek
      • A Sartorial Reanimation
      • Walking With A Dead Man Over My Shoulder
      • Who Could Ask For More?
      • Ghost Dance
      • An Abrupt Departure
      • A Wish Fulfilled
    • Shani’s Quest: A Midnight Clear
      • A Sprig Or A Swig
      • A Stroll Towards Miller’s Lake
      • Row Me To The Moon
    • Open Sesame (Part 1)
      • Before The Auction: Stand To Attention And Shut Yer Geggy!
      • Before The Auction: Vimme’s Interesting Associates
      • At The Auction: Do Your Bidding
      • After The Auction:don’t Expect A Warm Welcome
    • Open Sesame: Breaking And Entering
      • Option #1: Someone Has Hassled The Hoff
      • Option #2: Gallo’s Humor; Perform Or Pay
    • Open Sesame: The Safecracker
      • Option #1: An Explosive, Temperamental Cuckold
      • Option #2: Hans Off Quinto!
    • Open Sesame: Witcher Seasonings
      • A Heady Concoction Of Blood, Bane, And Spirit
      • Fishing For Clues
      • Horrendous Uprisings From The Bottom
    • Open Sesame (Part 2)
      • At Your Service, Mate
      • For Whom The Bell Tolls
      • Hostage Takers And Troublemakers
      • Complications, Complications…
      • End Part 1: Brother Against Brother
      • End Part 2: A Violent Fratricide
      • End Part 3: Unfinished Business
      • End Part 4: Roll Out The Barrel
    • Scenes From a Marriage
      • A Sprawling Estate, Shrouded In Unnatural Fog
      • Taking Care Of Business
      • Friends Of The House
      • Wrath Of A Woman Scorned
      • A Eulogy, And Into The Painted World
      • You’re More Than A Memory Now
      • Nightmare In Red
      • I Am Sadness: Into A Dream Of What Was
    • Whatever A Man Soweth…
      • Someone Didn’t Read The Small Print
      • Higher Learning With Shani
      • I Used To Be An Adventurer Like You…
      • Evil Incarnate
      • Optional: A Fond Farewell To Shani
      • …That Shall He Also Reap
      • Ending #1: Faithful And Servile Obedience
      • Ending #2: Part 1: Some Other Time
      • Ending #2: Part 2: A Heart Of Stone
  • Episode 2: Main Quests: Blood And Wine
    • Envoys, Wineboys
      • The Tyranny Of Bandits
      • Interlude: By The Crane! Villains, Ready Your Arms!
      • Message From The Duchess
    • The Beast of Toussaint
      • All For One, And One For All!
      • Fishing For Clues
      • The Crayfish Chowder Is Off
      • Blood, Wine, and a Bruxa
      • Gaining The Upper Hand
      • Love Demands Great Sacrifices
      • Honor, Wisdom, Generosity, Valor, Compassion, And Murder
      • Garden Games
      • Here, Hare, Here
    • Blood Run
      • The Beast Is Unleashed
      • A Resurrected Regis
    • La Cage Au Fou
      • Could’ve Left The Door Unlatched…
      • Deductions, Decisions, And Decoctions
      • To The Lair Of The Cutlery Collector
      • Mind Your Manors
      • The Wight Stuff
      • Resonance Broth: Needs More Blood
      • Death Hangs In The Air
      • Readying The Resonance
    • Where Children Toil, Toys Waste Away
      • Putting The Boot In
      • No Trace Of The Puppet At The Toy Shop
    • Wine Is Sacred
      • You Arrived And Trouble Followed Soon After
      • Sourcing The Stolen Sangreal
      • His Name Is Dog. They Say He Ploughed Your Mother.
    • The Man From Cintra
      • You Arrived And Trouble Followed Soon After
      • The Mandragora Infiltration
      • (Optional) An Evening Of The Arts
      • Draw Me Like One Of Your Zerrikanian Girls
      • Bloodstains On The Balconies
      • The Heart Of Toussaint
    • Capture The Castle
      • Assault On Dun Tynne: Meeting And Beating Roderick
      • Assault On Dun Tynne: “We Thought You Might Need A Little Help”
      • Assault On Dun Tynne: Rhenawedd Revealed
      • Aftermath: Is Anyone Else Here A Vampire?!
    • The Night Of Long Fangs (Part 1)
      • Your Grace…Vampires!
      • Vampire And Princess: Born Under The Black Sun
      • Path to the Sister: Making a Withdrawl at the Bank
      • Path to the Sister: Prelude to Playtime
      • Path To The Unseen: Off To Orianna’s Orphanage
    • Blood Simple
      • A Weakness For Children
      • “Ever Fight A Witcher, You Piece Of S#!T?”
      • A Larder Of Blood
      • Slipping a Word to the Birds
    • Night Of The Long Fangs (Part 2)
      • Path to the Sister: Playtime Is Over
    • Beyond Hill And Dale…
      • Required Reading: Into The Fablesphere: “Expecto Ludum!”
      • Follow The Rainbow Over The Stream. Follow The Girl Who Follows A Dream.
      • No Wolves Here! None At All!
      • Frolicking In The Fablesphere
    • Contract: Duck, Duck, Goosed!
      • Fowl Play Is Suspected
    • Beyond Hill And Dale… (Continued)
      • Fee-Fi-Fo-Fum-Fight!
      • And They All Lived Happily Ever After…
    • What Lies Unseen
      • Path To The Unseen:an Audience With The Unseen
      • Elders And Betters: Getting It In The Neck
      • Onwards And Upwards
      • Understanding The Gravity Of The Situation
      • Elders And Betters: A Concise Conversation
    • Tesham Mutna
      • Mayhem At Tesham Mutna
    • Burlap Is The New Stripe
      • I’ve Already Got It All
      • Dirty Laundry
      • Guardian Of The Guttersnipes, Locked In The Clink
      • There Are Different Kinds Of Exits
      • A Regular Master Of Diplomacy
      • Boots Should Be As Clean As The Souls That Wear Them
      • Answers. Then Soup. Then Drink!
      • Interlude: A Dirty Lie! Vile Slander!
      • Epilogue: Recollections At The Cemetery
    • Secondary Quest: The Perks Of Being A Jailbird
      • Searching The Secret Stash
      • Something To Hang On Your Wall
    • Pomp And Strange Circumstance
      • Covering Deficiencies In Beauty, Never In Refinement
      • Boots Should Be As Clean As The Souls That Wear Them
      • Answers. Then Soup. Then Drink!
      • You’re Simply A Compulsive Snoop!
      • Saving Face With Captain Damien
      • The Ceremony Begins: Order And Disorder
      • Epilogue: Reflections At The Cemetery
    • Be It Ever So Humble
      • Aging Well At The Corvo Bianco
  • Secondary Quests
    • Overview
    • Available Quests
    • Secondary Quests Chart
    • Missing In Action
      • A Blind Man Leading A Cripple
    • Precious Cargo
      • A Mediocre Merchant
      • A Better Bowman
    • A Frying Pan, Spick And Span
      • Find A Pan For Dear Old Gran
    • Twisted Firestarter
      • A Punking Instigator
      • Fear Addicted, Danger Illustrated
    • Faithful Friend
      • Galloping Gulden
    • Deadly Crossing (I)*
      • Mind The Gaps: Troll Bridge Toll
    • Defender Of The Faith (I)
      • Blasphemers! Should All Be Flogged!
    • Face Me If You Dare!*
      • Ronvid Of The Small Brain
    • Forefather’s Eve
      • A Man Who Fears No Evil, The Pellar Needs…
      • No Toleration For Necromancy
      • All Is Gloom. What Beings In The Darkess Loom?
      • Quest Conclusion: Forefather’s Grieve
    • Highway Robbery*
      • Troublesome Thuggery
    • Last Rites
      • Laying An Old Spirit To Rest
    • Looters (I)*
      • These Peasants Are Revolting
    • Master Armorers
      • Nonsense Skellige Legends
      • Tools Of The Tordarroch Clan
      • C--King Up Simple Bungs
    • Contract: Components For An Armorer
      • Accessing Archgriffin Acid
    • Master Armorers (Continued)
      • Yoana’s Best Plate
    • Where The Cat And Wolf Play…
      • No Honor In Honorton
      • Short-Changing The Bad Man
      • Twelve Crowns Buys You A Massacre
    • Secondary Quests: Take What You Want
      • Teigr, Teigr, Burning Bright
    • Wild At Heart
      • A Bleak Lookout In Blackbough
      • Torn To Pieces
      • End: A Lycanthropeless Romantic
    • Harassing A Troll*
      • Bothering Boris: Zoup-Ala-Corpse
    • At The Mercy Of Strangers*
      • At The Lunch Of Drowners
    • Bitter Harvest
      • A Ghoulish Gathering
    • Caravan Attack*
      • By The Gods, Help Me!
    • Deadly Crossing (II)*
      • Mind The Gaps: Bridge Looters
    • Death By Fire
      • Ca’hbri Le! Help!
    • Fake Papers
      • A Little Bit Of Paperwork
    • Funeral Pyres
      • Burning The Dead Of Mulbrydale
    • Looters (II)*
      • Ghoulish Gatherers
    • Man’s Best Friend*
      • Canine Cuisine
    • Thou Shalt Not Pass
      • King Radovid’s Seal
    • The Volunteer
      • Singing A Happy Tune
    • Fool’s Gold
      • Going The Whole Hog
      • I Think, Therefore I Ham
      • Bringing Home The Bacon
    • Hazardous Goods
      • Gert Borel’s Going To Get Boils
    • Witcher Wannabe
      • The Liar Of Lindenvale
    • Looters (III)*
      • These Peasants Are Revolting
    • The Truth Is In The Stars
      • An Old Coot Needs A Rare Root
    • Lynch Mob
      • Murder At The Crossroads
    • Love’s Cruel Snares?
      • Lament Of The Weeping Woman
    • A Dog’s Life
      • Not Just A Mangy Mutt
    • Defender Of The Faith (II)
      • Blasphemers! Should All Be Flogged!
    • Highwayman’s Cache*
      • To Pass, You Pay
    • A Greedy God
      • Oratory, Not Omnipotent
    • Blood Ties
      • Hunting For Hrodeberth
      • Harried, Hounded, And Hung
    • Deadly Crossing (III)*
      • Mind The Gaps: Forest Fellows
    • The Dwarven Document Dilemma
      • Lies Got Wee Legs And Don’t Run Far
    • Following The Thread
      • Bits And Pieces
      • Lambert’s Lesser Vampire
      • A Hot Head And Cold Steel
      • Vengeance On Faroe
      • End: An Optional Assassination
    • Karmic Justice*
      • Scoia And Tell
    • Witch Hunter Raids*
      • Addling Minds With Magic
    • A Feast For Crows
      • Uncovering Derrick The Dead
    • The Flame Of Hatred*
      • Preaching On A Plinth
    • Message From An Old Friend
      • The Musty Smell Of Parchment And Leather
    • Of Swords And Dumplings
      • Kneading Dough, Not Forging Steel
      • Sukrus Causing A Ruckus
      • Too Much Greed About The Mead
      • Crafting A Plan
    • Racists of Novigrad (I and II)*
      • Elf Service
    • Suspicious Shakedown*
      • A Light Stroll Down A Dark Alley
    • Black Pearl
      • A Plan Crazier Than It Is Sane
      • The Nidas Touch
    • Drunken Rabble*
      • Poor Man’s Always Got It Uphill
    • Hey, You Wanna Look At My Stuff?
      • Everything Is Half Off
    • Strumpet In Distress*
      • Hoes Before Foes
    • Out On Your Arse!
      • Whores And Hooligans
    • A Walk On The Waterfront
      • A Dandy Out Of His Depth
    • Warehouse Of Woe
      • Trading Insults Down On The Docks
    • Of Dairy And Darkness
      • Aeramas Was A Big Cheese In These Parts
      • Trial Of The Tyromancer: Cheesed Off
    • Fencing Lessons
      • A Stroll By Traitor’s Gate
      • Supercilious Swordplay
    • Hidden Messages Of The Nilfgaardian Kind
      • The Stash At The Archway
      • The Stash At Crippled Kate’s
    • Never Trust Children (I)*
      • You Gray Git!
    • The Nobleman Statuette
      • Yn All’an Daonna Ar Ais…!
    • The Soldier Statuette
      • Yn All’an Daonna Ar Ais… (Again)!
    • A Tome Entombed
      • A Grave Discovery
    • A Barnful Of Trouble
      • Ghoulish Goings On:filth Flaying For Quick Cash
    • Empty Coop
      • An Angry Old Coot And A Two-Legged Wolf
    • Little Red
      • Slaughter Amongst The Sunflowers
    • Novigrad Hospitality
      • Sit, A Spell
    • Spooked Mare
      • A Peasant’s Plea
      • Nothing Here For You, Vatt’ghern
    • Strangers In The Night*
      • Exchanging Glances
    • A Warm Welcome*
      • Novigrad Or Death
    • Avid Collector (Hearts of Stone)
      • Preamble: A Sensitive Appreciation Of Beauty And The Arts
      • Selling To The Son Of Roger
    • Enchanting: Start-Up Costs (Hearts of Stone)
      • A Runewright Upon Your Shores Has Landed
    • Enchanting: Quality Has Its Price (Hearts of Stone)
      • A Jade Stone Of Size Substantial
      • Getting Jaded
      • Some Enchanting Evening
    • Rose on a Red Field (Hearts of Stone)
      • Hey You! Puss Peepers!
      • Clues To Kluivert
      • Felling The Fallen Knights
      • Broken Oaths And Wilted Roses
      • End: An Ounce Of Panache
    • The Price Of Passage*
      • The Redarian Coin Con
    • The Most Truest Of Basilisks*
      • A Real Favellian Wyvern
    • Rough Neighborhood
      • Rough And Tumble
    • The Taxman Cometh (Hearts of Stone)
      • Be Thankful I Don’t Take It All
      • End #1: The Taxman Giveth
      • End #2: The Taxman Taketh Away
    • Without A Trace (Hearts of Stone)
      • Gone But Not Forgotten
      • What’s Brought You To These Parts, Master? Lost Your Way?
      • Addendum: A Little Off The Bone
    • Abandoned Sawmill
      • The Lurking Leshen
    • Armed Assault
      • No Solicitors
    • A Bard’s Beloved
      • Looking For Love In All The Wrong Places
    • Brave Fools Die Young
      • Make Petter Feel Better
    • Call Of The Wild*
      • A Hairy Situation
    • Crime And Punishment
      • Dirty Lies From A Little Sister
    • The Family Blade
      • Assault At The Obelisk
      • The Call Of Kuliu
    • Farting Trolls*
      • Breaking Wind And Rocks
    • Finders Keepers
      • Dipping Your Toes
    • From A Land Far, Far Away
      • Irwif Indod O Ifi, Chiast!
      • Nidydych Inei Gael!
    • A Hallowed Horn
      • Assault At Another Obelisk
    • Hard Times
      • An Eye For The Main Chance
      • End: Yanne’s Lament
    • In The Heart Of The Woods
      • Getting To The Root Of The Problem
      • The Sacred And The Profane
      • For History And Harald: Harvesting Hearts From The Woods
      • Stepping Forward With Sven: Snuffing Out The Woodland Spirit
    • Never Trust Children (II)*
      • A Likely Lad
    • The Nithing
      • Nithing To See Here
      • End: Sowing His Seed With The Herbalist Hussy
    • Peace Disturbed
      • Tomb Raider
    • Practicum In Advanced Alchemy
      • Gremist The Venerable Alchemist
      • First Favor: The Harlot’s Pimpernel
      • Second Favor: That’s The Spirit
      • Third Favor: Fritjof Is Feeling Parched
    • The Sad Tale Of The Grossbart Brothers
      • I Am The Best. Always Was.
      • End: Witcher, There Can Be No Mistakes This Time!
    • Shock Therapy
      • Violence Is Golden
    • Siren’s Call*
      • Tending To The Flock
    • Stranger In A Strange Land
      • Cut Down By Some Miserable S--Ts
      • The Very Devil We Speak Of
    • The Cave Of Dreams
      • A Motley Crew
      • The Stuff Of Nightmares
      • End: Blueboy’s Buddy
    • Taken As A Lass
      • Glory To All Heroes!
    • An Unpaid Debt
      • Secretive Simun
    • Woe Is Me*
      • The Woeful Man: The Lying Man
    • Worthy Of Trust
      • Will You Help A Man In Need?
    • Yustianna Disturbed*
      • Ventured Too Far, White-Haired Stray
    • For Fame And Glory
      • Swift Hands And Sharp Eyes! Lead Us.
    • In Wolf’s Clothing
      • Fresh Graves And Razed Huts
      • Craven Some Werewolf Combat
      • Overcoming An Undying Lycanthrope
      • Ramund’s Assistance
      • The Cursed Fang Of Torador
      • End: Cursed Flesh And Flying Fur
    • Master Of The Arena
      • The Arena Of Ulle The Unlucky
    • Free Spirit
      • The Island Atheist
      • Tome Raider: Heathen Book Gathering
    • The Path Of Warriors
      • Two Trials On This Tiny Isle
      • Trial Of Dexterity: A Mad Dash To The Mountain Top
      • Trial Of Conviction: A Breath-Taking Journey Underground
    • The Tower Outta Nowheres
      • Thunder And Lightning, Very Very Frightening
      • Tower And Relative Dimensions In Situ
      • Disturbing Indications Of Freedom
      • End: Aburraghi V’arathern…
    • Flesh For Sale
      • Slave-Driving A Hard Bargain
      • Quest Conclusion #1: Death To The Degenerate Dagr!
      • Quest Conclusion #2: Indebted, Not Indentured
    • The Four Faces Of Hemdall*
      • A Wanderer With A Purpose
    • Iron Maiden
      • Run To The Hills
      • Be Quick Or Be Dead
    • The Price Of Honor
      • Blue And Bloated
    • Bastion
      • Old Bones Of A Young Child
    • Berengar’s Blade
      • The Tale Of Tor’haerne
    • Greenhouse Effect
      • Strange Monoliths And Rusty Sickles
    • Monster Slayer
      • Post Mortem
    • Trail Of Echoes*
      • Sad Memories
    • The Witchers’ Forge
      • Marginalia And The Old Mines
    • The Hunger Game (Blood and Wine)
      • You Always Have Warm Food Awaiting Your Return
      • Roll Out The Barrel
    • A Knight’s Tales (Blood and Wine)
      • A Site Of Sorcery: The Weeping Willow
      • None But Feral Cats Stray Here
      • Overcoming The Power Of Love And Longing
    • No Place Like Home (Blood and Wine)
      • Foulty Towers
      • Renovations Part 1: From Tatty To Tremendous!
      • Renovations Part 2: From Tremendous To Stupendous!
      • Final Touches
    • The Warble Of A Smitten Knight (Blood and Wine)
      • Tour Of The Tourney Grounds
      • Quest For A Crest
      • Chivalry And Rivalry: Meet The Tournament Knights
      • First Trial: Marksmanship Duel
      • Investigation: Guillaume Doesn’t Give A Hoot
      • Second Trial: The Great Race
      • Interlude: Chivalry And Revelry
      • Investigation: The Oriole Flysover The Hill
      • Third Trial: Ten Men Tin Man Combat!
      • Final Trial: Scaling The Mountain
      • End Investigation: Birds Of A Feather Flock Together
    • Wine Wars: Belgaard, Part 1 (Blood and Wine)
      • Veni, Vidi, Vintners
    • Wine Wars: Coronata (Blood and Wine)
      • Chaos At Coronata Vineyard
      • Problem Area #1: Monster Nest In The Northwest Vineyard
      • Problem Area #2: The Forest Herbarium Abandoned Site
      • Problem Area #3: Guarded Treasure At The Overrun Camp
      • Problem Area #4: Treasure Hunt At Pittapatte River Crossing
      • Problem Area #5: Person In Distress North Of Trading Post
      • Sabotage And Sommeliers: Coronata Is Clear!
    • Coin Doesn’t Stink (Blood and Wine)
      • Cashing In On Cosmo’s Coin
      • A Careful Dig Among The Dung
    • Wine Wars: Vermentino (Baw)
      • Violence At The Vermentino Vineyard
      • Problem Area #1: Treasure Hunt At The Cooper’s Cottage
      • Problem Area #2: Guarded Treasure At Sansretour Valley
      • Problem Area #3: Abandoned Site On Pavone Slope
      • Problem Area #4: Abandoned Site At Dantan Glade
      • Problem Area #5: Person In Distress At The Herb Garden
      • Sabotage And Sommeliers: Vermentino No Longer A No-Go!
    • Don’t Take Candy From A Stranger (Baw)
      • Skullduggery At The Winery
      • Stash Under The Sunflowers
    • Wine Wars: The Deus In The Machina (Baw)
      • Taking Stock Of The Archespore Saplings
    • Wine Wars: Consorting (Baw)
      • Strange Bedfellows
    • Wine Wars: Belgaard (Part 2) (Baw)
      • Problem Area #4: Guarded Treasure Near Gelenser Farm
      • Problem Area #5: Person In Distress At The River Bank
      • Dethroning Est Est With Abottle Of Plonk
      • Bludgeoning Bandits And Eradicating Insects
      • Problem Area #1: Vineyard Infestation In The Wine Orchard
      • Problem Area #2: Abandoned Site At Tilly Field
      • Problem Area #3: Monster Nest At The Stone Outcrop
    • The Words Of The Prophets Are Written On Sarcophagi (Baw)
      • Worship Ye Nearing Quietus
    • Big Feet To Fill (Baw)
      • Following Saint Lebioda’s Footsteps
    • Father Knows Worst (Baw)
      • Dizzards! Scoundrels! Tartmongers!
      • Parts Unknown
      • End: Managing The Monnarts
    • Big Feet To Fill: The First Group (Blood and Wine)
      • Bringing Death To The Woodland Brigands
    • Big Feet To Fill: The Second Group (Blood and Wine)
      • Hair Of The Wolf
    • Big Feet To Fill: The Third Group (Blood and Wine)
      • Crossing A Spriggan’s Threshold
    • Big Feet To Fill: The Fourth Group (Blood and Wine)
      • Killed By Kikimores
    • Big Feet To Fill: The Fifth Group (Blood and Wine)
      • Bandits At Twelve O’clock
      • Conclusion: Big Feet Filled
    • There Can Be Only One (Blood and Wine)
      • Chivalry Isn’t Dead
      • Chivalric Choices: A Table
      • This Is The Last Test. What Are You Made Of?
    • Knight For Hire (Blood and Wine)
      • Ducal Camerlengo: On The Money
      • Heroic Deed #1: Person In Distress (2)
      • Heroic Deed #2: Knight Errant In Distress (3)
      • Heroic Deed #3: Abandoned Sites (7)
      • Heroic Deed #4: Hanse Bases (3)
    • Goodness, Gracious, Great Balls Of Granite! (Blood and Wine)
      • Getting A Firm Grasp Of The Situation
      • Rescuing Reginald D’aubry’s Orbs
      • Getting Teste With Old Man Hughes
      • Epilogue #1: Absolutely Knackered
      • Epilogue #2: Never Mind The Ballocks
      • Epilogue #3: Picking Some Plums
    • Of Sheers And A Witcher I Sing (Blood and Wine)
      • There Was A Bard Named Papillon…
      • Whose Singing It Droned On And On…
      • He Helped (Not A Lot)…
      • When They Discovered A Plot…
      • …And Brought A Barber Back To His Salon
    • Paperchase
      • Welcome To Cianfanelli Bank!
      • We Look After Your Coin As If It Were Our Own!
      • The Customer Is Always Right!
      • Red Tape, Or Red Mist
    • A Portrait Of The Witcher As An Old Man (Blood and Wine)
      • Capturing A Glorious Chiaroscuro
      • Paint Me Like One Of Your Beauclair Girls
      • Artist License And Creative Embellishments
    • Till Death Do You Part (Blood and Wine)
      • “Arrghh! Haaaawk! Whoooo! Feeeeeerrkk!”
      • Strange Sounds After Sunset
      • Till Death: Do Your Part
      • Path #1: Siding With “The Gambling Heathen”, Louis.
      • Path #2: Siding With “The Saintly Shrew”, Margot.
      • Conclusion: Catacombs Cleared (Of Screaming Spouses)
    • Turn And Face The Strange (Blood and Wine)
      • Old Parchments And Old Friends
      • The Elven Obstacle Course
      • Ch-Ch-Ch-Ch-Changes
    • Extreme Cosplay (Blood and Wine)
      • A Ghastly Discovery By Gaston
      • Bread And Wine
      • Divethaf And Conquer
      • Divethaf’s Golems
  • Gwent Quests
    • Overview: A Game Within A Game
    • Available Quests
    • Gwent: Playing Innkeeps
      • Playing For (Inn) Keeps
    • Gwent: Velen Players
      • The Very Best Hands Across No-Man’s Land
    • Gwent: Big City Players
      • The Free Cards Of Novigrad
    • Gwent: Old Pals
      • Familiar Friends: Unique Cards
    • Gwent: Playing Thaler
      • So Elusive, He Has His Own Gwent Quest!
    • Gwent: Skellige Style
      • Wild Islanders: Unique Cards
    • Gwent: Secondary Quest: High Stakes
      • Count Tybalt’s Gwent Tournament!
      • Meet And Mingle: Prelude To The Tournament
      • Three Bouts And A Beating
      • Final Bout: Out For The Count
      • Fleecing At The Passiflora
      • Bernard’s Bag Of Crowns
    • Gwent: Collect 'Em All
      • This Way Madness Lies…!
    • Gwent Quests: The Duchy Of Toussaint
      • Overview
    • Gwent: To Everything—Turn, Turn, Tournament
      • Skellige Clans Invade The Game Of Gwent
      • Don’t Sweat The Shortstuffs
      • Two Bouts And Another Beating
      • “Death Tae Any And All New Factions!”
      • A Gwent Master And A Grand Prize
    • Gwent: Never Fear, Skellige’s Here!
      • Gathering Of The Card Clan
      • Skellige Card Holders: Castel Ravello Vineyard
      • Skellige Card Holders: Tourney Grounds
      • Skellige Card Holders: The Cockatrice Inn
      • Skellige Card Holders: Flovive
      • Skellige Card Holders: Beauclair (All Districts)
      • Skellige Card Holders: Francollarts
  • The Heroes’ Pursuits
    • Overview
    • Fists Of Fury
      • Helpful Tactics
      • Fists Of Fury: Velen
      • Fists Of Fury: Novigrad
      • Fists Of Fury: Skellige
      • Fists Of Fury: Champion Of Champions
      • Fists Of Fury: Toussaint
      • Fists Of Fury: Raging Wolf
    • Horse Races
      • Races: Crow’s Perch
      • Races: The Great Erasmus Vegelbud Memorial Derby
      • The Heroes’ Pursuits: Fayrlund
      • The Heroes’ Pursuits: Fyresdal
      • The Heroes’ Pursuits: Kaer Trolde
      • The Heroes’ Pursuits: For The Goddess’ Glory!
      • Races: Swift As The Western Winds
  • Witcher Contracts
    • Overview
    • Contract: Devil By The Well
      • A Devil With A Jealous Fury
      • Preparation For Noonwraith Combat
    • Contract: The Beast Of Honorton
      • Horror At Honorton
    • Contract: Jenny O’ The Woods
      • Don’t Go Out In The Fields Alone
      • The Road To Hell Is Paved With Curiosity, P---Klicker
    • Contract: The Merry Widow
      • A Monster In The Cemetery
      • Time To Bag A Sagging Hag
    • Contract: Missing Brother
      • The Bemoaning Of Brother Bruno
      • Horrors At The Old Mine
      • The Mother Of All Battles
    • Contract: Mysterious Tracks
      • Contract On… Gods Know What On!
      • Stinks Like Fiend S--T
      • More Fiendish Than A Fiend
    • Contract: The Mystery Of The Byways Murders
      • Bartering With The Black Ones
      • Where There Are Ghouls, There’s Usually Corpses…
      • The Byways Bloodsucker
    • Contract: Patrol Gone Missing
      • Eggebracht’s Orders
    • Contract: Phantom Of The Trade Route
      • A Bridge Too Far
      • I Can Feel It Coming In The Air Tonight
    • Contract: Shrieker
      • Not Just A Pack Of Peasants With Pitchforks
      • Ruffling A Few Feathers
    • Contract: Swamp Thing
      • Eyes Like Coals And A Jaw Full Of Fangs
      • Bad, Poxy Air, Stinging Eyes, And Choking Throat
      • A Fatuus Bog Exploration
    • Contract: Woodland Beast
      • Guerrillas In The Midst
      • End #1: Death To The Scoia’tael Devils!
      • End #2: Something For Your Silence
      • End #3: Doublecross!
    • Contract: The Apiarian Phantom
      • Calling All Bounty Hunters, Trackers, And Witchers!
      • Hound Of The Half-Built House
      • The Chill Of The Chase
    • Contract: The Creature From Oxenfurt Forest
      • Wandering Hans
      • A Bit Of Armless Fun
      • Evidence Of An Archgriffin
    • Contract: Deadly Delights
      • A Manner Most Bestial
      • Sweet Smells And Sordid Strumpets
      • Being Fair To Salma Lilith: Confronting A Succubus
    • Contract: Doors Slamming Shut
      • Caveat Emptor
      • Things That Go Bump In The Cellar
      • Elemental, My Dear Witcher
    • Contract: An Elusive Thief
      • An Imp-Erfection In Market Security
      • Impish Acrobatics
      • The Doppler Effect
    • Contract: Lord Of The Wood
      • To The Woods
      • The Wrong Kind Of Wildlife
      • Tracking And Waiting
    • Contract: The Oxenfurt Drunk
      • Haven’t The Time To Clean Gutters
      • Drunk Off Your Ass On Cheap Wine
      • Tracking The Hightailing Higher Vampire
    • Contract: The White Lady
      • The Not-So Merry Widow
      • Luzi, Suffer No More
      • Dance Of The White Lady
    • Contract: Dragon
      • A Terror Straight From The Skjalds’ Tales
      • Brothers Grim
      • A Sheep In Sheep’s Clothing
    • Contract: Here Comes The Groom
      • Searching For A Thoroughbred Skirt-Chaser
      • The Mad And Dangerous Depths
    • Contract: Missing Miners
      • Serious Trouble For The Silver Ore Scavengers
      • Crushed Corpses At The Camp
      • End: What Kind O’ Monster Slayer Are Ye?
    • Contract: Missing Son
      • Seeking Adventure, Never To Return
      • Off-Guard, Then En Garde!
    • Contract: Muire D’yaeblen
      • Solving A Drowner Problem With A Silver Sword
      • In Search Of The Seafiends
      • Perfume For The Lady
    • Contract: The Phantom Of Eldberg
      • Guests Are Not Welcome
    • Witcher Contract: Skellige’s Most Wanted
      • The Odd Fellow From Faroe
      • Rock And Troll
      • A Merciful Release
      • End #1: Geralt Of Rivia: Monster Mediator Of Kaer Morhen
      • End #2: Geralt Of Rivia: Butcher Of Blaviken
    • Contract: Waylaid Transport
      • Fear No Death? Long For Fame In Ballads?
      • Finding The Nest Of A Subterranean Pest
    • Contract: Mutual Of Beauclair’s Wild Kingdom
      • Highway To The Danger Zone
      • They Call Us The Reavers
      • Path #1: The Real White Terror
      • Path #2: Out For The Count
    • Contract: Big Game Hunter
      • Wanted: The White Wolf
      • Petting The Big Cats
      • Making The Earth Move For Count Beledal
      • The Preening Peacocks
      • Epilogue: Geralt The Muse
    • Contract: Equine Phantoms
      • Go Right To The Source, And Ask The Horse
      • Roach Will Give You The Answer That You’ll Endorse
      • He’s Always On A Steady Course
      • This One’ll Talk ‘Til Her Voice Is Hoarse
    • Contract: Bovine Blues
      • Quarrying, Not Quarreling!
      • Emil And The Cow Carnage
      • Trail Ends Here. Nest’s Up There.
      • The Draconids Of Fort Ussar
    • Contract: The Tufo Monster
      • A Tufo-One Offer
      • Pomposity And Perfidy
      • Jean-Luc Out Of Luck
      • The Tectonic Terror
      • End: Back To The Bloody-Minded Bourbeau
    • Contract: Feet Cold As Ice
      • A Load Of Guff From Francois De Goff
      • Into The Grotto Of Grottore The Grotesque
      • Hot Spriggan. Cold Feet.
    • Vintner’s Contract: Dun Tynne Hillside
      • The Worms Are Turned
    • Vintner’s Contract: Rivecalme Storehouse
      • Stinks Like An Ofieri Larder
    • Vintner’s Contract: Chuchote Cave
      • Neck-Deep In Trouble! Of The Spider Kind!
    • Vintner’s Contract: Griffin-In-The-Vines
      • A Whole Lot Of Shaking Going On
    • Vintner’s Contract: Cleaning Those Hard-To-Reach Places
      • A Stone-Faced Killer
  • Treasure Hunts
    • Overview
    • Deserter Gold
    • Dirty Funds
    • Temerian Valuables
    • Grayrocks: An Unfortunate Turn Of Events
    • Grayrocks: The Things Men Do For Coin…
    • Grayrocks: Dowry
    • Grayrocks: Blood Gold
    • Grayrocks: Tough Luck
    • Grayrocks: Lost Goods
    • The Descent: Out Of The Frying Pan, Into The Fire
    • The Descent: Hidden From The World
    • Spitfire Bluff: Sunken Treasure
    • Spitfire Bluff: A Costly Mistake
    • Spitfire Bluff: Queen Zuleyka’s Treasure
    • Spitfire Bluff: A Plea Ignored
    • The Mire: Don’t Play With The Gods
    • The Mire: The Dead Have No Defense
    • The Mire: Sunken Chest
    • Grassy Knoll: Coast Of Wrecks
    • Grassy Knoll: Battlefield Loot
    • Grassy Knoll: The Cursed Chapel
    • Gustfields: A Dark Legacy
    • Gustfields: The Drakenborg Redemption
    • Gustfields:from Ofier’s Distant Shores
    • Gustfields: The Royal Air Force
    • Gustfields: The Secret Life Of Count Romilly
    • Gustfields: A Surprise Inheritance
    • Gustfields: The Sword, Famine And Perfidy
    • Gustfields: Tinker, Hunter, Soldier, Spy
    • Ard Skellig: Inheritance
    • Ard Skellig: Freya Be Praised!
    • Ard Skellig: X Marks The Spot
    • Ard Skellig: Family Fortune
    • Ard Skellig: Pearls Of The Coast
    • An Skellig: Nilfgaardian Treasure
    • Undvik: Precious Haul
    • Undvik: Ruins, Hidden Treasure, You Know…
    • Undvik: Shortcut
    • Spikeroog: Not Only Eagles Dare
    • Snidhall Isle: Unlucky’s Treasure
    • Faroe: Hidden In The Depths
    • Faroe: Ironsides’ Treasure
    • Toussaint: The Last Exploits Of Selina’s Gang
    • Toussaint: What Was This About Again?
    • Toussaint: Curse of Carnarvona
    • Toussaint: Around The World In… Eight Days
    • Toussaint: The Black Widow
    • Toussaint: The Toussaint Prison Experiment
    • Toussaint: The Suffering Of Young Francois
    • Toussaint: But Other Than That, How Did You Enjoy The Play?
    • Toussaint: The Inconstant Gardener
    • Toussaint: Applied Escapology
    • Toussaint: Filbert Always Pays His Debts
    • Toussaint: Waiting For Goe And Doh
    • Toussaint: Spoontaneous Profits!
  • Scavenger Hunts
    • Viper School Gear
      • Serpentine Steel Sword: Kolgrim’s Comeuppance
      • Serpentine Silver Sword: Cryptic Notes
    • Viper School Gear (Additional)
      • Viper School Gear: A Collector Of Vedyminaica
      • Viper School Venomous Steel Sword: Borsodi Basement Bonanza
      • Viper School Venomous Silver Sword
      • End: Witcher Viper Gear: The Serpent’s Bite
    • Griffin School Gear
      • Preamble: Maps From The Adjunct Cartographer Edwin Greloff
    • Griffin School Gear (Basic)
      • Armor, Boots, Gauntlets, And Trousers: Descent Into The Dragonslayer’s Grotto
      • Silver Sword: Precarious Climbing At Lornruk Lighthouse
      • Steel Sword: The Saga Of Witcher George
    • Griffin School Diagrams – Part 1 (Enhanced)
      • Boots (Enhanced): North Mudplough Ruins Reconnoiter
      • Trousers (Enhanced): Sifting Through The Burned Ruins
      • Steel Sword (Enhanced): Bloodshed At The Pirates’ Hideout
    • Griffin School Diagrams – Part 2 (Enhanced)
      • Armor (Enhanced): Hoarded By The Patriot Troll
      • Gauntlets (Enhanced): Guarded By The Spirits Of The Dead
      • Silver Sword (Enhanced): Exploring The Ghouls’ Nest
    • Griffin School Diagrams – Part 3 (Superior)
      • Steel Sword (Superior): Against The Elements In An Skellig
      • Armor, Boots, Gauntlets, And Trousers (Superior): Against The Odds
      • Silver Sword (Superior): Under The Elverum Lighthouse
    • Griffin School Diagrams – Part 4 (Mastercrafted)
      • Steel Sword (Mastercrafted): Abandoned In Boxholm
      • Armor, Boots, Gauntlets, And Trousers (Mastercrafted): In The Lair Of The One-Eyed King
      • Silver Sword (Mastercrafted): Amid The Ruins Of Kaer Dhu
      • End: The Griffin Warrior
    • Cat School Gear
      • Preamble: Maps From The Adjunct Mapper Adalbert Kermith
    • Cat School Gear (Basic)
      • Armor, Boots, Gauntlets, And Trousers: Novigrad’s Biggest Secret
      • Crossbow: The Resting Place Of The Flying Stag
      • Silver Sword: Walled Up Alive In Est Tayiar
      • Steel Sword: The Trial Of Witcher Kiyan Is Complete
    • Cat School Diagrams – Part 1 (Enhanced)
      • Boots (Enhanced): Trespassing In The Wyvern’s Den
      • Armor (Enhanced): Traversing The Abandoned Manor
      • Silver Sword (Enhanced): Up Into Squalor
    • Cat School Diagrams – Part 2 (Enhanced)
      • Gauntlets (Enhanced): Necrophages In The Quarry
      • Trousers (Enhanced): Hidden Alcoves In The Sewers
      • Steel Sword (Enhanced): Hiding A Haul In The Hog Hut
    • Cat School Diagrams – Part 3 (Superior)
      • Steel Sword (Superior): Assault In The Cavern
      • Armor, Boots, Gauntlets, And Trousers (Superior): Attack At The Ruins
      • Silver Sword (Superior): Carnage In The Cavern
    • Cat School Diagrams – Part 4 (Mastercrafted)
      • Steel Sword (Mastercrafted): Death From Within, Treasure Above
      • Armor, Boots, Gauntlets, And Trousers (Mastercrafted): Death From Above, Treasure Within
      • Silver Sword (Mastercrafted): Treasure Above
      • End: The Taloned Talents Of Cat School Gear
    • Bear School Gear
      • Preamble: Maps From The Adjunct Geographer Ibrahim Savi
    • Bear School Gear (Basic)
      • Armor, Boots, Gauntlets, And Trousers: Scaling Yngvar’s Fang
      • Silver Sword: Terror At Fort Etnir
      • Crossbow: In The Gloom Of Melusine’s Room
      • Steel Sword: Hunting Witcher Gerd
    • Bear School Diagrams – Part 1 (Enhanced)
      • Silver Sword (Enhanced): Into The Snow-Topped Fortress
      • Boots (Enhanced): Breaking Wind And Rocks
      • Armor (Enhanced): Banishing The Grossbart Brothers
    • Bear School Diagrams – Part 2 (Enhanced)
      • Gauntlets (Enhanced): A Lack Of Terror Near Fort Etnir
      • Steel Sword (Enhanced): Triumph Over The Pirate Horde
      • Trousers (Enhanced): Inside A Smuggler’s Cove
    • Bear School Diagrams – Part 3 (Superior)
      • Armor, Boots, Gauntlets, And Trousers (Superior): Quarry Exploration
      • Steel Sword (Superior): Braving The Elements
      • Silver Sword (Superior): Illusions In The Fog
    • Bear School Diagrams – Part 4 (Mastercrafted)
      • Steel Sword (Mastercrafted): Into The Bear Cave
      • Armor, Boots, Gauntlets, And Trousers (Mastercrafted): Battle At The Bastion
      • Silver Sword (Mastercrafted): Mangling Drowners In The Mire
      • End: The Ferocity Of Bear School Gear
    • Wolf School Gear
      • Preamble: Notes From The Eponymous Hieronymus
    • Wolf School Gear (Basic)
      • Armor, Boots, Gauntlets, And Trousers: The Last Signal
      • Steel Sword: The Last Bastion
      • Silver Sword: The Last Watchtower
    • Wolf School Gear Upgrade Diagrams – Part 1 (Enhanced)
      • Silver Sword (Enhanced): Deep Down The Baron’s Well
      • Boots (Enhanced): At The River’s Edge, Below The Marsh
      • Armor (Enhanced): Below The Folly, Into The Lake
    • Wolf School Gear Upgrade Diagrams – Part 2 (Enhanced)
      • Gauntlets (Advanced): Entering The Forktail’s Lair
      • Trousers (Advanced): Below The Rippling Waters
      • Steel Sword (Advanced): Return To The Watchtower
    • Wolf School Gear Upgrade Diagrams – Part 3 (Superior)
      • Armor (Superior): Raiding The Harpies’ Nest
      • Steel Sword (Superior): Through The Fumes In The Ice Troll’s Fort
      • Silver Sword (Superior): Nestled In The Barrow’s Alcove
    • Wolf School Gear Upgrade Diagrams – Part 4 (Superior)
      • Gauntlets (Superior): Wrath Of The Earth Elemental
      • Boots (Superior): Exploring Berengar’s Cave
      • Trousers (Superior): Cave Of The Trials Of The Grasses
    • Wolf School Gear Upgrade Diagrams – Part 5 (Mastercrafted)
      • Steel Sword (Mastercrafted): Shipwreck Of The Southern Peninsula
      • Armor (Mastercrafted): The Offering At The Elven Ruins
      • Silver Sword (Mastercrafted): The Fiend Of Kimbolt Way
    • Wolf School Gear Upgrade Diagrams – Part 6 (Mastercrafted)
      • Gauntlets (Mastercrafted): Derelict Castle, Deviant Fiend
      • Boots (Mastercrafted): The Lost Village Of Undvik
      • Trousers (Mastercrafted): On The Lookout At The Old Watchtower
      • End: The Wolven Warrior
    • Master Master Master Master!
      • A Lazare Forge Attitude
      • Grandmaster Lafargue And The Furious Forge
    • Grandmaster Griffin Gear
      • On The Trail Of Witcher Jerome
      • A Battle For The Ages At Mont Crane Castle
      • Jerome Moreau’s Prison
      • End: The Grand Griffin Warrior
    • Grandmaster Feline Gear
      • Out For The Count, Down For The Clerk
      • Bandits’ Lament At Arthach Palace
      • Forcing Back Foliage In The Pits Of Brume
      • End: The Grand Feline Warrior
    • Grandmaster Wolven Gear
      • Here Lies Our Father. He Died So Others May Live.
      • Here Lies Our Witcher. He Died When A Rock Fell On Him.
      • End: The Grand Wolven Warrior
    • Grandmaster Ursine Gear
      • Undermining The Peasants Of Flovive
      • Witcher Junod’s Final Jaunt
      • End: The Grand Ursine Warrior
    • Grandmaster Manticore Gear
      • Pilgrimage At Bastoy Prison Ruins
      • A Hope And A Prayer
      • This Beggar’s Belief
      • A Murky Delve: Trials At The Hidden Chapel
      • The Last Cleansing Of Witcher Merten
      • End: The Manticore Warrior
  • Appendices and Compendiums
    • Overview
    • Bestiary
      • A Witcher’s Guide To Killing Monsters
      • Bestiary Legend
      • Humanoids
      • Beasts
      • Cursed Ones
      • Draconids
      • Elementa
      • Hybrids
      • Insectoids
      • Necrophages
      • Ogroids
      • Relicts
      • Specters
      • Vampires
      • Special Battles And Entities
      • Special Battles And Entities: Hearts Of Stone
      • Special Battles And Entities: Blood And Wine
    • Places Of Power
      • Overview
      • Places Of Power
      • White Orchard
      • Velen (No Man’s Land)
      • Novigrad
      • Skellige
      • Kaer Morhen
      • Other Worlds
      • Toussaint
    • Carnal Knowledge
      • Locations
    • Achievements And Trophies
      • List of Achievements and Trophies
  • Inventory Data
    • Introduction to a Witcher's Tools
    • Item Data
    • Shop Items
    • Shop Locations
    • Item Locations
    • Alchemy
    • Armor
      • Armor
      • Gloves
      • Pants
      • Boots
    • Armor (Crafted)
      • Crafted Armor
      • Crafted Gloves
      • Crafted Pants
      • Crafted Boots
    • Bolts
    • Bombs
    • Books
    • Crossbows
    • Crafting Elements
      • Common Materials
      • Crating Materials
      • Metals and Alloys
      • Monster Remains
      • Miscellaneous
      • Clutter
      • Leather, Hides and Pelts
      • Chitin Scale
      • Precious Gems
      • Jewelry
    • Diagrams
      • Crafting Component Diagrams
      • Ranged Weapon Diagrams
      • Repair Kit Diagrams
      • Crafted Steel Weapon Diagrams
      • Crafted Silver Weapon Diagrams
      • Crafted Steel Relic Weapon Diagrams
      • Crafted Silver Relic Weapon Diagrams
      • Crafted Armor Diagrams
      • Runestone Diagrams
      • Glyph Diagrams
      • Runeword Diagrams
      • Episode One Diagrams
      • Episode Two Diagrams
    • Decoctions
    • Dyes
    • Foods
    • Glyphs
    • Herbs
    • Horse
    • Monsters
    • Mutagens
    • Oils
    • Potions
    • Runestones
    • Runewords and Glyphwords
    • Trophies
    • Steel and Silver Swords
    • Relic Weapons
    • Crafted Weapons
  • Credits
    • Game Credits
    • eGuide Credits

The Witcher 3: Wild Hunt The Complete Edition Guide › Gwent

Deck Building and Factions: Advanced Tactics

This Gwent masterclass concludes by revealing a general location of where each Faction’s cards are spread out, so you know how far through the adventure you’re likely to need to get to before you gather all of a Faction’s cards. This is followed by some deck-building strategies (both generally and for each Faction). Finally, a sample Gwent bout is undertaken, with the overriding tactics you should attempt.

A GWENTLEMAN NEVER INSISTS ON STRATEGEMS

Remember that you may not agree with the optimal tactics present in these sections. If you have discovered other strategies that work well for you, feel free to use them. However, the tactics employed here usually give you an advantage over any opponent you might meet (and obviously, a greater advantage if your collection of Gwent cards is more complete.

Monsters Faction

A beastly host of mainly Close Combat troops led by the frightening Eredin Beacc Glas.

General Locations Of Monster Deck Cards

WHERE FOUNDNUMBER (46)*

Geralt of Rivia (You)

1

Randomly Acquired**

19

White Orchard

0

Palace of Vizima

0

Velen (No Man’s Land)

2

Novigrad City

2

Novigrad (including Oxenfurt)

3

Skellige

19

*This number includes the five Leader Cards, and 41 Deck cards**This is from players found throughout all territories

EXPANSION CARDS***NUMBER (2)
Hearts of Stone 2
Blood and Wine 0

***Expansion Cards are included in the main total of 46

As you can see, the vast majority of Monster cards are found by randomly beating Gwent players, or challenging specific players across Skellige. This means you won’t be able to amass a very strong Monster deck until well into your adventure. Expect to perfect your Monster deck (collecting and strategies) after NIlfgaardian and Northern Realms decks, unless you really focus on finding these cards ahead of others.

Monster Deck Strategies

  • The Monster deck focuses mainly on overwhelming an opponent using Close Combat troops. Ensure victory by using the Eredin: Commander of the Red Riders ability, which acts like a Commander’s Horn for your Close Combat units. It’s another good option as it is always available, and doesn’t add to your deck “bloat”.
  • Eredin: Destroyer of Worlds (discard two cards, and draw one card of your choice from your deck) may seem counter-intuitive to those planning to out-draw their opponents. But if you require a specific card to win a late round (such as a Clear Weather, Muster unit, or Hero), it can win a bout!
  • A better bet is usually Eredin: Bringer of Death, which acts in the same way as a Medic (drawing a card from your discard pile); helpful because Monster decks are devoid of Medics. Augment that by adding Yennefer of Vengerberg (a seven-point Hero Medic).
  • Your overarching tactics is to tactically play Muster groups, beginning with the least-threatening, and stopping your foe from Scorching higher-value Muster groups (such as the Crones). Use your Vampires and Arachas Muster groups as one of their group has a higher strength-point, and can take the brunt of a Scorch while leaving the rest of the units intact. If you haven’t collected all the Muster cards in a group, and all Muster groups in general, Monster decks are far less effective. Remember to add yet another Muster group with Gaunter O’Dimm’s group (Neutral).
  • Remember you have a few Ranged units too, including the Toad (a seven-point non-Hero unit) which has the ability to Scorch an opponent’s Siege row if the total value of units present is greater than or equal to 15. It’s spectacular when playing against Scoia’Tael decks! Partner Toad with Villentretenmerth (Neutral) to bring devastation to an opposing Close Combat row too.
  • As you perfect your Gwent card collecting, your mid-strength cards (such as the Frightener or Ice Giant) should be removed and replaced with High-value Heroes and Neutral cards, to avoid deck “bloat”.
  • Use the Mysterious Elf to enable one Spy ability; otherwise your lack of Spies and Medics is a shortfall. Only use your Mysterious Elf once your Muster units are in play; you don’t want to waste your Elf on gathering a duplicate Muster.

Nilfgaardian Empire Faction

The Black Ones, a collection of troops for most types of combat, supplemented by Medics, Spies and Tight Bond units, led by Emhyr var Emreis.

General Locations Of Nilfgaardian Empire Deck Cards

WHERE FOUNDNUMBER (42)*

Geralt of Rivia (You)

1

Randomly Acquired**

9

White Orchard

0

Palace of Vizima

0

Velen (No Man’s Land)

21

Novigrad City

4 or 5***

Novigrad (including Oxenfurt)

5 or 6***

Skellige

1

*This number includes the five Leader Cards, and 37 Deck cards**This is from players found throughout all territories

***Total reflects cards that can be bought either in Novigrad City, or Novigrad Territory, but not bought twice.

EXPANSION CARDS****NUMBER (2)
Hearts of Stone 2
Blood and Wine 0

**** Expansion Cards are included in the main total of 42*****This total includes one card you have an additional chance to purchase.

This deck is usually the second you end up securing all your cards for, after the Northern Realms. The majority (26) of the cards can be purchased at various traders, and only a few (nine) are randomly found. Of the rest, seven are secured during quests, and one is with you in your base deck (the first Leader card). If you have the funds, gather most of this deck quickly, and strengthen your deck without too much hope for a random outcome.

Nilfgaardian Empire Deck Strategies

  • The Nilfgaard’s faction perk isn’t especially helpful, but if you see an opportunity for a draw (without expending more cards), take it.
  • Though not available until you complete Secondary Quest: High Stakes, the Emhyr var Emreis: The Relentless Leader card (draw a card from your opponent’s discard pile) is a critically-helpful card; allowing you to use a powerful non-Hero from your opponent’s pile, or a Spy card you may have played earlier.
  • A good complement of Spy cards (three, plus the Neutral Mysterious Elf); additional help (though giving your opponent more strength points than the Northern Realms Spies) to out-draw your opponent.
  • Offers three Medics that can be placed in two different rows; vital to use throughout your Gwent gaming with this deck when gathering previously-discarded non-Hero cards. Be sure to complement them with Decoy cards so you can reuse Medics as often as you need to.
  • A focus on both the Close Combat and Ranged row (but with a few Siege row cards to help spread out your forces, minimizing the effects of Weather Cards).
  • The largest number of ten-point non-Heroes (two Black Infantry Archers and the Heavy Zerrikanian Fire Scorpion) of any Faction; augment these with Commander’s Horn, Morale Boost, and Medic them back into play. Or use Decoys on these, or other high-value non-Heroes.
  • Your Tight Bond cards (Young Emissary, Impera Brigade Guards, and Nausicaa Cavalry Riders) are invaluable during early Gwent bouts, and are less likely to be Scorched due to their low individual strength. But remove them as you gain higher-value units (especially Heroes and Neutral Heroes) so you don’t “bloat” your deck.
  • Always play Villentretenmerth; even over Special Scorch cards, to obliterate the highest non-Hero from your enemy’s Close Combat row.

Northern Realms Faction

A mixture of units from all three rows (with a slight favoring of close combat and siege troops), along with many Tight Bond cards, a few Spies and Morale Boosts, and a single Medic, led by King Foltest.

General Locations Of Northern Realms Deck Cards

WHERE FOUNDNUMBER (43)*

Geralt of Rivia (You)

22

Randomly Acquired**

2

White Orchard

4

Palace of Vizima

1

Velen (No Man’s Land)

8

Novigrad City

3 or 4***

Novigrad (including Oxenfurt)

1 or 2***

Skellige

1

*This number includes the five Leader Cards, and 38 Deck cards

**This is from players found throughout all territories

***Total reflects cars that can be bought either in Novigrad City, or Novigrad Territory, but not bought twice.

EXPANSION CARDS****NUMBER (2)

Hearts of Stone

2*****

Blood and Wine

0

****Expansion Cards are included in the main total of 43

*****This total includes one card you have an additional chance to purchase.

This is likely to be the deck you utilize for your first few dozen Gwent bouts, simply because you start your adventure with the majority of this deck (22 cards). Of the rest, 13 can be had through purchasing at vendors across the lands, one is secured by beating the Nilfgaardian Nobleman in Vizima, only five are found during quests, and only two cards are randomly rewarded. This makes the Northern Realms deck easy to collect, learn, and augment.

Northern Realms Deck Strategies

  • The Faction Perk (draw a card from your deck whenever you win a round) allows you to outdraw your opponent more easily. Combine this with Spies and Medics to keep your card hand full until you’re ready to unleash hell!
  • Visit the Inn at White Orchard and purchase the Foltest: Lord Commander of the North Leader card. The ability this gives you (to clear all Weather effects) enables you to reduce Clear Weather cards in your deck, and ignore any Weather effects in later rounds that your opponent attempts.
  • A good complement of Spy cards (three, plus the Neutral Mysterious Elf) offer additional help to out-draw your opponent.
  • A focus on both the Close Combat and Siege row. The latter is especially useful, as this row isn’t utilized as often in other factions. It forces an opponent to carry a larger variety of Weather cards, which lessens their chances of drawing a high-point card.
  • Though you only have one Medic (Dun Banner Medic), she is worth her weight in gold! Use her in the second and third rounds to resurrect an important non-Hero (like Villentretenmerth). Add Yennefer of Vengerberg for her Medic powers too.
  • Tight Bond cards offer excellent points potential, if you can dissuade a foe from Scorching them. The two Tight Bond Catapults offer exceptional strength from just two cards (32).
  • Employ all your Hero cards, plus any you’ve collected from your Neutral deck, to provide some hard-hitting strength unaffected by Scorch and Weather.
  • Your Poor F--king Infantry cards are initially seen as pathetic, until you realize you can place them to coax a foe into action, or use up this Infantry to eke out a victory (usually after an opponent passes).

Scoia’tael Faction

Led by the charismatic Francesca Findabair, this collection of non-humans uses the first two rows of combat almost exclusively, with many Agile cards to add flexibility, and Muster groups plus a quartet of Medics to round out this deck.

General Locations Of Scoia’tael Deck Cards

WHERE FOUNDNUMBER (43)*

Geralt of Rivia (You)

1

Randomly Acquired**

15

White Orchard

0

Palace of Vizima

0

Velen (No Man’s Land)

0

Novigrad City

6-12

Novigrad (including Oxenfurt)

12-18

Skellige

3

*This number includes the five Leader Cards, and 38 Deck cards

**This is from players found throughout all territories

***Total reflects cards that can be bought either in Novigrad City, or Novigrad Territory, but not bought twice.

EXPANSION CARDS****NUMBER (11)

Hearts of Stone

11*****

Blood and Wine

0

****Expansion Cards are included in the main total of 43

*****This total includes nine cards you have an additional chance to purchase.

Only the first Leader card is found in your deck. The rest can be purchased (18), won randomly (15), or won from the Elven Merchant near Carsten (1). Add to this deck during quests by securing eight more cards, though four of them are during Secondary quests; ensure you save your progress before each bout! You’re likely to use this deck later in your adventure.

Scoia’tael Deck Strategies

  • The Faction Perk allows you to automatically choose who goes first. As you usually want your opponent to go first (so you can see what they are planning and counter them), always choose to go second.
  • Scoia’Tael units have the largest number of troops that are Agile and can be placed in either Close Combat or Ranged rows. Use this to circumvent Weather cards, and in conjunction with the Francesca Findabair: Hope of the Sen Seidhe (Leader ability) that can shift Agile units to your most optimal row; a tactic your foe won’t likely be expecting!
  • Francesca Findabair: Daisy of the Valley allows you to draw an extra card at the beginning of battle; an obvious advantage when trying to out-draw your opponent. Use it! Francesca Findabair: The Beautiful acts like a Commander’s Horn for your Ranged units; another good option (as it is always available, and doesn’t add to your deck “bloat”).
  • Of the four Factions, the Scoia’Tael have the most impressive Ranged row troops, so focus on this and, to a slightly lesser extent, your Close Combat row.
  • With only one Siege row card, don’t expect to place a card at the back of your battlefield. But remember that Schirru (an eight-point non-Hero Siege unit) has the ability to Scorch an opponent’s Siege row; spectacular when playing against Northern Realms and Nilfgaard decks! Add Villentretenmerth (which does the same Scorching to your foe’s Close Combat row), and Francesca Findabair: Queen of Dol Blathanna (Leader ability; Scorches your foe’s Close Combat row as well), and you have three enemy-Scorching possibilities per game!
  • Augment your lack of Spies with the Mysterious Hero (Neutral). Play all your Medics (combining them with Decoys so you can use them again and again), and ensure your Muster forces (lower strength to begin with, and Havekar Smuggler units at later stages) are fully ready to fight; the three Smugglers can add 15 points to your Close Combat row in one placement!
  • All your Medics aren’t combat-ready (they have a zero strength), but if you add a Morale Boost to the Ranged row (with Milva, for example), they add three points; don’t forget this benefit!
  • You have a 10-point non-Hero named Isengrim Faoiltiarna. Use this mighty troop to give your Ranged units a Morale Boost, then bring Isengrim back using a Medic time and time again.

Skellige Clans Faction

Offering one of two legendary Skelligers to lead the assembled clansfolk, the Skellige Clans deck favors ill winds and weather, unique Berserker troops, a couple of powerful characters, and a few unique abilities to overcome and overwhelm, as well as Tight Bond and Muster groups.

General Locations Of Skellige Clans Deck Cards

EXPANSION CARDS***NUMBER (37)

Hearts of Stone

0

Blood and Wine

37

EXPANSION CARDS***NUMBER (2)

Geralt of Rivia (You: Blood and Wire Adventure)

23

Toussaint

14

***Expansion Cards are included in the main total of 37. Remember the Weather Cards are counted as Neutral, though they are specifically used by this deck faction.

You have a base deck of this faction when you begin Blood and Wine Gwent Quest: To Everything - Turn, Turn, Tournament!. Find the remaining cards by challenging 19 different merchant types across this realm. This is likely to be the last deck you perfect. Remember the Gwent players of Toussaint use any of the five decks; not just this one!

Skellige Clans Deck Strategies

  • You only have a choice of two Leaders, so build your deck tactics around either King Bran (employ additional Weather Cards including Skellige Storm) or Crach an Craite (a more aggressive plan going for a two-round win; using up high-value cards as early as possible so you can gather them back and reuse them in the second round).
  • Remember your Faction ability allows you to return two random discarded cards to your hand at the start of round three only. Employ this with Crach an Craite’s ability if you wish (though your aggressive style of play should mean you never reach the third round as you’re going for round wins as early as possible).
  • With your Faction ability, it’s possible to use two Heroes up to three times in a game: once each in the first round and once each again in the second round, using Crach an Craite’s ability. You can use them once again in the third round, if they were randomly picked from your discard pile. For this reason, keep your discard pile small (using Medics) to maximize your chances of gathering high-value discarded cards.
  • Olaf is a mighty unit, offering Morale Boost, the Agile ability, and a massive points. He’s also Scorch-bait, so employ him tactically and Medic him back into play.
  • Cerys is a godsend as she summons the Clan Drummond Shieldmaidens who instantly use their Tight Bond ability to grant you 46 Close Combat points. Have her in your hand at the start of a match rather than a Shieldmaiden, if you can. Then use Crach an Craite’s Leader ability and use her again!
  • Use your Berserkers not only to eke out a win (in the case of the Young Berserkers individually, or in groups), but also as Scorch-bait. Stack your deck with Mardroemes (and Ermion) to ensure there’s a high chance of a Berserker transformation.
  • You only have three active Heroes; your fourth is Hemdall, who only appears once the Kambi card is played and discarded. So use your Kambi as soon as you can, and prepare for Hemdall to arrive in the second round, as a Close Combat killing machine.
  • Light Longship units have Muster, so you only need one in your hand.
  • War Longships have Tight Bond, and Draig Bon-Dhu has Commander’s Horn; combine them both to maximize your Siege row (along with Gaunter O’Dimm).
  • Use Birna Bran (and Yennefer) to bring back Olaf (powerful card), the Clan Dimun Pirate (Scorch), or one of the Light Longship (Muster) units.
  • The Clan Dimun Pirate and Villentretenmerth both have Scorch and are great to employ one after another for constant devastating demoralization!

General Locations Of Neutral Cards

WHERE FOUNDNUMBER (16)

Geralt of Rivia (You)

0

Randomly Acquired*

2

White Orchard

1

Palace of Vizima

0

Velen (No Man’s Land)

0

Novigrad City

1 or 2

Novigrad (including Oxenfurt)

10 or 11

Skellige

1

*This is from players found throughout all territories

**Total reflects cards that can be bought either in Novigrad City, or Novigrad Territory, but no bought twice.

EXPANSION CARDS***NUMBER (7)

Hearts of Stone

6****

Blood and Wine

0

***Expansion Cards are included in the main total of 17

****This total includes one card you have an additional chance to purchase.

Neutral cards are all over the place! Seven of them are picked up during quests (all but one are Gwent-specific). Two are won randomly (including Villentretenmerth unfortunately, so keep playing merchants until you secure this much sought-after card!). Four are purchased (most of the Gaunter O’Dimm units), one is won from Aldert Greet during the Tutorial back in White Orchard Tavern (Zoltan Chivay is the card), or it can be found at Hanged Man’s Tree in Velen if you miss Aldert, and finally, one card is loose (the Cow). Use these to augment your faction decks, and fill in gaps with higher-point cards or those with abilities you lack.

General Locations Of Weather and Special Cards

WHERE FOUNDNUMBER (28)*

Geralt of Rivia (You)

7

Randomly Acquired**

5

White Orchard

1

Palace of Vizima

0

Velen (No Man’s Land)

2

Novigrad City

1

Novigrad (including Oxenfurt)

4

Skellige

2

*This number includes **This is from players found throughout all territories

EXPANSION CARDS***NUMBER (7)

Hearts of Stone

1

Blood and Wine

6

EXPANSION CARDS***NUMBER (6)

Geralt of Rivia (You: Blood and Wire Adventure)

1

Toussaint

5

***Expansion Cards are included in the main total of 28

Most Weather cards (12) are either found in your deck to start with (seven) or won randomly (five). It isn’t usually a huge benefit to have three of each card type (especially Torrential Rain; who plays this three times in a match?), so don’t worry too much about finding these. The three Skellige Storm cards are either looted (2) or won (1) from a character during your Blood and Wine adventuring in Toussaint.

Most Special cards (10) are purchased from traders; find them at the earliest point you can, as most are useful no matter what tactical plans you’re trying. The three Mardroeme cards are gathered during your Blood and Wine adventure; one you start with, and two are won from characters in Toussaint.

Gwent: Building A Better Deck

Your first deck-building plans occur with the Northern Realms deck. It is advisable to perfect your Gwent deck build with this Faction first, before turning to the Nilfgaard, and finally to the Monsters and Scoia’Tael. Use the Skellige Clans deck as soon as you wish, when playing the Blood and Wine Expansion.

The following advice applies to all five factions:

As you build up the quality of cards in your deck, refrain from adding Weather cards (or at the very least, add a single Biting Frost); you want a slim deck (so your best cards are drawn more often), and ability cards (and Decoys) are usually a lot more helpful, especially in early matches.

Decoys should be placed into a deck as often as possible. Even if you use one to remove a card you don’t really need, this card keeps your card count up. Utilize Decoys to return a high-value card back into your hand (after it is affected by Weather, for example).

The Commander’s Horn is usually played at the end of a round (or the opponent focuses on this bonus and usually attempts to thwart this card with Weather). It is another card to “burn.” But a better plan is to place it on a row the opponent isn’t expecting. Or use on an empty row to make your foe think you’ll be amassing cards there, and watch your foe’s tactics before countering them. But in the grand scheme of things, the Horn isn’t used as often as you’d think. So keep it (or multiples of this card) away from your deck. Or use Dandelion.

During your initial Gwent bouts, always pick the units with abilities over your “normal” cards. Spies, Medics, Tight Bond, and Muster cards are all favored over a lower-level cards like Sabrina Glevissig (Northern Realms four-point ranged non-Hero). This is because ability cards give you more flexibility, plus Spies and Medics add to your card hand total; the key to winning.

At low to mid-level Gwent games (when you’re still collecting, but don’t have all the cards of a Faction), use troops with five or six strength points or higher. As you receive more 7 or 10 point cards (whether they are Heroes, non-Heroes, or Neutral cards), replace your lower-value non-ability cards with the higher-point cards.

Your aim is to create a Faction deck with the smallest number of high-value cards. Use only the highest-point cards available to you, and ditch the rest, unless they have an ability you use constantly.

You can place between zero and ten Special cards in your deck. Don’t feel obliged to utilize Special cards if you never find yourself using them (though Decoys offer an important deck-maintaining strategy). At a maximum, keep Decoys, one Commander’s Horn (unless you have a number of Heroes which aren’t affected by the Horn), one Scorch, and one Clear Weather until you develop your own strategies.

If you see three Torrential Rain decks in your deck as you’re about to face off in a match with a Scoia’Tael player, you’re doing something very wrong. If you don’t know why this is wrong, please re-read this chapter!

Beware of deck “bloat”; keep your card deck lean and mean (if your total deck size gets over 26, you may start losing because you aren’t drawing your better cards). Your aim is to bring a 22-24 card Gwent deck to a bout with a total strength count of between 150-165+ points.

If you have a deck that permits this, spread your troops out over all three rows to minimize the effectiveness of Weather cards your opponent plays.

Remember your opponent doesn’t change decks between games, so if you lose, retry the bout with a tweaked deck (perhaps with a different Leader ability) more suitable to take them down.

Use Villentretenmerth (Neutral), Toad (Monster), Schirru (Scoia’Tael), and Clan Dimun Pirate (Skellige Clans) wherever possible: A Scorch is devastating.

Gwent: A Sample Card Game

Round 1 Tactics

Before the round starts, swap up to two of your least-impressive, weakest, and usually lowest-point cards (with the exception of Spies) to maximize the potential of your hand in the game to come. If you have too many duplicates of Special cards or other ability cards you don’t use, think about removing them from your deck before your next match. Then play the first round with one of the following two tactics in mind:

Round 1: Geralt purposefully loses, but utilizes Spies to gain a card advantage.
Play To Win:

Depending on your opponent’s actions (they may pass early, or not take advantage of their position), you can try to win the round. A massive combat presence is usually not advisable, as you need your best forces for the second or third round. But you can try to win in two rounds if you wish. The trick is to win without expending all your best cards. So place lower-value cards on the board. A one-point advantage at the end of this round is still a win!

Play To Lose (But With A Card Advantage):

Usually after you see what your opponent is doing, you should attempt to maintain a card advantage in your available deck (to the right of your portrait, on the left side of the battlefield). Remember that the remaining cards in the deck (bottom right corner of the battlefield) aren’t normally used; you only have the cards in your hand! So you want to keep the majority of the best cards for the rounds you are assured victory in. This means conserving cards. Why? Because a player with more cards left to play has more options. Use the following tactics:

Add to your deck with a Spy (and to a much lesser extent, a Medic). This keeps your remaining cards from being depleted. If your foe uses Spies, Decoy them into your hand and use them against your foe. No matter what your plans, use up all your Spies in this round (to gain the card advantage).

“Burn” your less important cards, judging whether their abilities are worth ignoring. For example, you may have a Poor F--king Infantry card, and take a turn using it instead of wasting a much higher card. The Infantry has a Tight Bond ability, but it’s sometimes worth ignoring that ability in order to finish a round with a stronger set of cards to play later.

Bring some inclement Weather onto the battlefield. Though this can be seen as wasteful, it is better than dropping a large-point card you wish to keep until a future round. Weather cards also usually push an opponent into their card reserves (to counter with Clear Weather, commit further units, or pass).

Remember you can always pass, which leaves your strength total as-is, and allows the opponent to keep playing. Do this when you’ve set up a good and devastating series of cards you want to place in the next round. Passing is usually done early, as you can’t lose more than one round!

Finish a round without committing your more potent cards into the battlefield. A massive first-round victory isn’t tactically advantageous (as you have fewer options for future rounds); save your best troops for rounds two or three. On the other hand, Medic heavy decks can push harder in the first round.

Delay Your Play: Fear Of Commitment

You should exercise caution when committing a card to the battlefield. A Hero can never be brought back into your hand. A non-Hero can only be brought back into your hand by using up a Decoy, and a Medic (after discarding). But keeping a group of high-value cards in your hand as long as possible is much more advantageous. Why? Because:

  • It forces your opponent to start playing their cards, so you can react to their tactics.
  • It forces your opponent to play Weather and Scorch cards early, so you can play cards that might have succumbed to these Special cards if you played them too early.
  • It enables you to watch for openings in the battlefield. Has your foe played a Biting Frost? Then refrain from playing a Clear Weather in case your opponent has a second Weather card, or the round tactics change and you don’t need to use it. Then employ Clear Weather at the last possible moment.
  • It sometimes causes your opponent to think you are weak, and pass. Then you can eke out a win with the lowest possible cards that guarantee a win.

Round 2 Tactics

You should have ended the first round by eking out a win (and maintaining either an equal number, or slight card advantage compared to your opponent), or a loss but with at least two or three additional cards compared to your opponent. The tactics for this round are different depending on how the first round went:

Round 2: With this round to win, Geralt starts to use Decoys and Medics, winning decisively, but keeping most of his best units for the final round.
Round 1 Won? Let Battle Commence!

If you won the first round, you’re usually more evenly matched with your opponent, making this round a little tougher. At this point, you can:

Immediately pass: If you wish to play a purely strategic game, you can pass immediately (or after expending one or two low-point cards in the hope your opponent drops some higher-point cards). If your opponent uses a card (or two) to claim victory, all the better; this plan gives you the advantage in the third round; a similar tactic to “losing” in Round 1. This plan is more advantageous if you’re placing cards first in this round, as your foe will go first in the final round; which allows you to see what your opponent is planning, and counter it.

Make this the Final Round: If you reckon your deck is strong enough, and your foe’s deck is weak enough to claim victory after two rounds, then go for it! Remember your opponent is likely to have more high-point cards than in the final round, especially if you didn’t “sucker” your foe into dropping their best troops earlier. Use the Final Round tactics from this point.

Coax more cards out: Though you’ll probably need to commit some of your higher-quality cards, you can “pretend” that you’ve fully committed to winning this round, watch your opponent play some of his or her best troops, and then wave the white flag and pass (after Decoying any high-point cards, of course!). As long as the units your foe is committing are more powerful than yours, you put yourself in a good position to win the last round. A worthy sacrifice to your own deck!

Round 1 Lost? Let Carnage Commence!

If you lost the first round, you should have a significant card advantage over your opponent, in terms of quality (high-value units) and quantity (you should be able to out-draw your opponent by at least 2-3 cards). You must win, employing Final Round tactics, but with the knowledge that you should be keeping a number of high-value cards in reserve for the final round. Medics and Decoys come into play here (use the tactics described earlier in this chapter). Commit one or two of your “group” ability cards (Muster or Tight Bond groups). Drop in a powerful non-Hero, and Decoy it back. If your opponent passes (and never pass first!), Decoy cards you need for the final round, swapping them for lower-point cards if you can still maintain a victory.

You should be keeping your best cards for the last round, but during critical moments in this round, feel free to use up some of your strength. Place your Heroes first (as they add a good amount of value without being Scorched or crippled by Weather). Then see what your opponent does before committing high-value non-Hero units.

Cards that give you additional bonuses, such as Morale Boost, Olgierd von Everec, Commander’s Horn, and Dandelion, are most useful during this round to ensure victory. Then use Medics to resurrect Olgierd and Dandelion for use in the final round.

Use Scorch, but judge the board and place it when it is at its most destructive; taking out multiple five-point targets is better than one eight-point target. But play it before your own non-Heroes enter the battlefield, or you’ll only end up Scorching yourself! Use Villentretenmerth in this round too, with a Medic to return him for the final round.

Round 3 (Final Round) Tactics

If the Gwent bout reaches this point, there’s no need to worry about committing Hero troops into the fray—give your foe everything you’ve got! You should have a small card advantage, which helps you counter any plans your foe might have for winning. The trick here is when to place all your cards. As your foe doesn’t know what you have, and your deck should be stacked with your best quality troops, only the order you play your cards in is important: Place them with enemy Weather and Scorch cards in mind.

Round 3: Geralt baits out his opponent’s Scorch, then uses his own Scorch card, along with Heroes and Clear Weather to secure victory!
The Baiting Game To The Bitter End

Nothing can cramp your style like a foe who decimates your key non-Hero troops with a well-timed Scorch or Weather card.

  • Firstly, ensure you have a Clear Weather card to hand (either via a card or a Leader ability, if possible). Then your enemy’s Weather cards don’t matter at all. After only concerning yourself with Scorch, place everything you’ve got (even after Weather cards are played by yourself or your foe). At the very end of the round, check the totals. If you still need points, play the Clear Weather.
  • Secondly, ensure that your enemy’s Scorch attacks are minimized, by employing the multitude of Scorch tactics listed in that section of this chapter. But generally, try placing a single high-value non-Hero so the opponent plays Scorch, then bring it back (if you need it) using a Medic. Afterwards, commit your higher-point group cards (Tight Bond units, for example).

Decoy cards should already have been used in earlier rounds, but if you still have any, use them to retrieve a Medic so you can play it again (and to a lesser extent, an enemy Spy to play yourself and gain a card).

After The Bout

Battle to the bitter end, hopefully claim victory, and strengthen your deck by adjusting it after every Gwent game. Remove cards you only use rarely. Look to find complete “sets” of cards (such as a group of Muster or Tight Bond cards of the same name) on your travels. Start to use new decks as you receive enough cards of that Faction, bolstering them with Neutral cards and become the finest Gwent player in the land!

GWENT CARDS: COLLECT ‘EM ALL!

Need to know where all these potential players are? Then look for the Gwent Player icon in the Atlas, and consult “The Gwentlefolk of the Northern Realms” section in this guide’s Appendix.

Need to know where every single Gwent card is located, including those from Hearts of Stone and Blood and Wine? Then consult the “Gwent: A Complete Card Checklist” section in this guide’s Appendix.

Need to know the ins and outs of the specific Gwent quests? Consult the Gwent Quest section..

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