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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.
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    • Contract: The Tufo Monster
      • A Tufo-One Offer
      • Pomposity And Perfidy
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      • 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.
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      • The Worms Are Turned
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      • Stinks Like An Ofieri Larder
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      • Neck-Deep In Trouble! Of The Spider Kind!
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      • A Whole Lot Of Shaking Going On
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      • A Stone-Faced Killer
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    • The Descent: Out Of The Frying Pan, Into The Fire
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    • Undvik: Shortcut
    • Spikeroog: Not Only Eagles Dare
    • Snidhall Isle: Unlucky’s Treasure
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    • Griffin School Diagrams – Part 4 (Mastercrafted)
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      • Silver Sword (Mastercrafted): Amid The Ruins Of Kaer Dhu
      • End: The Griffin Warrior
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      • 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
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      • Gauntlets (Enhanced): Necrophages In The Quarry
      • Trousers (Enhanced): Hidden Alcoves In The Sewers
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      • 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
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      • Preamble: Maps From The Adjunct Geographer Ibrahim Savi
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      • Armor, Boots, Gauntlets, And Trousers: Scaling Yngvar’s Fang
      • Silver Sword: Terror At Fort Etnir
      • Crossbow: In The Gloom Of Melusine’s Room
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      • Silver Sword (Enhanced): Into The Snow-Topped Fortress
      • Boots (Enhanced): Breaking Wind And Rocks
      • Armor (Enhanced): Banishing The Grossbart Brothers
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      • 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
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      • Preamble: Notes From The Eponymous Hieronymus
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      • Steel Sword: The Last Bastion
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      • Boots (Enhanced): At The River’s Edge, Below The Marsh
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      • Boots (Mastercrafted): The Lost Village Of Undvik
      • Trousers (Mastercrafted): On The Lookout At The Old Watchtower
      • End: The Wolven Warrior
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      • End: The Manticore Warrior
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The Witcher 3: Wild Hunt The Complete Edition Guide › Secondary Quests › Knight For Hire (Blood and Wine)

Heroic Deed #4: Hanse Bases (3)

The toughest job, if you’re helping the Knight Errants, is the clearing of three huge bandit bases. These take considerable time, preparation, and skill to emerge victorious from, and the odds are the most overwhelming you’ve ever faced!

Each of the three Hanses is a base of operations for an infamous outlaw gang commanded by a particularly unhinged leader. These bandits are well-organized and when attacked, they call for help from neighboring camps. To prevent this, kill bandits running with torches (that show up on your mini-map) toward signal fires (also on your mini-map). Your goal is to kill the hanse’s leader. Once this occurs, the Knights Errant take over this location, and you can claim a reward.

Items: Crowns (100 per Hanse)

In each location, you should expect upward of 20 bandits, and around 10 Hanse Dogs to face. Some bandits have long swinging hammers, while others carry shields. Tucked away in a separate area of the camp is the Hanse leader himself; a particularly hardy specimen. Your job is to remove all enemies from the Hanse.

HANDLING A HANSE BASE: GENERAL TACTICS

Each Hanse base has some particularly troubling topography to navigate, and specific advice is given below. However, there are some general pieces of pertinent advice to follow before every Hanse massacre:

Only Witchers of Level 48 and over are recommended to try these Hanse assaults.

Look at the guide’s Atlas maps for the general area surrounding the Hanse, and methodically remove any bandit camps that are nearby. If you need to retreat, you don’t want to run into further trouble. Ensure the Hanse is the only bandit-related area left in the vicinity.

Consult the Atlas for each Hanse to pinpoint the exact location of the Hanse’s signal fire; keeping your foes to a minimum is the recommended strategy here.

When launching a raid into a Hanse, your overwhelmingly important plan is to stop the torch-carrier before he reaches the signal fire. It’s even worth shrugging off some damage while pushing through to reach the bandit with the torch.

Study the layout of the Hanse and read up on the exact route the torch-carrier takes, so you can stop him before he lights the signal fire, and 20 or so more foes come to slice you into morsels for their hounds.

Bombs that freeze foes are particularly useful (like Northern Wind), and can help you reach a fleeing torch-carrier (by incapacitating those between you and the target).

Deal with the torch-bearer himself by casting Axii, confusing him so he stops in a daze, and then cut him down; this is the easiest way to deal with the torch-carrier by far!

Other methods of stopping the torch bearers include using explosive-tipped crossbow bolts, northern wind followed up by crossbow shots, or other ranged attacks. Sprinting up behind and slashing with your sword works, but is far less effective as you need to be very close to the torch-carrier, and he usually has a head-start on you.

There is only one torch-carrier and one signal fire. Once you nullify the carrier, the only way reinforcements arrive is if you “accidentally” set fire to the signal fire with Igni. Some Witchers prefer a challenge, and leave the torch-carrier or light the fire themselves!

Once the torch-carrier is slain, take your time and slay foes without becoming surrounded, stopping to check your mini-map for stragglers before progressing further into a Hanse.

After dealing with the torch-carrier, gradually retreat. It’s worth fighting in surroundings you’re familiar with than dashing further into these strongholds and alarming yet more foes! Find areas such as stairs or courtyards, or corridors where a minimal number of foes can be faced at once.

Remember you cannot jump high or climb ladders during combat, so don’t rush into dead-end areas with no way out of them except through an overwhelming bandit force.

As you haven’t seen as many foes attack at one time before, area-of-effect attacks (such as your Witcher Mutations, and improved Aard, Axii, Igni, and Yrden), as well as bombs, are all excellent choices to soften up multiple foes at once. The carnage can be immense!

After all of the footsoldiers are culled, the Hanse isn’t cleared until the leader is faced. Expect a tougher bandit, but one that succumbs to your usual combat tactics. If you’re having trouble, just use Axii and cut him down.

Check the Hanse afterward; there are always high-value diagrams, armor, and other trinkets that make this prolonged bloodshed worthwhile!

HANSE BASE #1: ARTHACH PALACE RUINS

Located at the very northern part of the Vedette Valley Territory, this old elven ruin slowly sinking into the marsh features a central island, shallow waters you can fight in, and a few scattered bandit camps.

HANDLING A HANSE BASE: ARTHACH PALACE RUINS

This base can be struck from all sides, which is helpful and allows much more flexibility to your ranged attacks. If you’re overwhelmed, you can retreat out of the mayhem to rest before returning.

The signal fire here is on the north side of the base, on an open but raised ruined bridge walkway. The torch-carrier starts outside the central structure, before running into the west arch, and north across to light the fire.

Attacking from the west allows you to easily intercept the torch-carrier, daze him with Axii, and cut him down.

Defending the bridge walkway with the signal fire at the end of it (where the chest with the Witcher diagrams is) can be dangerous if you’re swarmed with foes, as you can’t leap off with your sword drawn, though you have opportunities to cause mass casualties as the foes cluster on the bridge.

Darting in and out of the center of the arched ruins is a good way to quickly reach foes (rather than navigating around the swamp exterior), and the arches make good cover from archers.

The swamp (particularly the large trees) can also help you thin out groups of bandits to tackle at once. The biggest help (a wide open space) can also be a hindrance as it’s easy to get swarmed.

Try leading groups of foes to the raised walkway bridge to the south; it has no low walls to get stuck near, and the bridge can easily be fallen from. This allows you to use the low stone walls to protect you from archers, and cluster foes so you can use area-of-effect projectiles or signs.

Antoine “Starling” Straggen is the leader of this Hanse. When combat is abated, climb the ladder on the south stone walkway, move along the rickety wood balcony, and face him on the upper central area of the ruins. He uses a heavy two-handed hammer. But if you use Axii, he’s less of a threat. Check his area for some notes of his machinations

Once the Hanse is cleared, Knight Errant forces appear to take over this position. Expect a deep discount from a Journeyman Blacksmith that is now at this location.

Items: Antoine “Starling” Straggen’s notes

Attacking from the west allows you to easily intercept the torch-carrier, daze him with Axii, and cut him down.

Defending the bridge walkway with the signal fire at the end of it (where the chest with the Witcher diagrams is) can be dangerous if you’re swarmed with foes, as you can’t leap off with your sword drawn, though you have opportunities to cause mass casualties as the foes cluster on the bridge.

Darting in and out of the center of the arched ruins is a good way to quickly reach foes (rather than navigating around the swamp exterior), and the arches make good cover from archers.

The swamp (particularly the large trees) can also help you thin out groups of bandits to tackle at once. The biggest help (a wide open space) can also be a hindrance as it’s easy to get swarmed.

Try leading groups of foes to the raised walkway bridge to the south; it has no low walls to get stuck near, and the bridge can easily be fallen from. This allows you to use the low stone walls to protect you from archers, and cluster foes so you can use area-of-effect projectiles or signs.

Antoine “Starling” Straggen is the leader of this Hanse. When combat is abated, climb the ladder on the south stone walkway, move along the rickety wood balcony, and face him on the upper central area of the ruins. He uses a heavy two-handed hammer. But if you use Axii, he’s less of a threat. Check his area for some notes of his machinations

Once the Hanse is cleared, Knight Errant forces appear to take over this position. Expect a deep discount from a Journeyman Blacksmith that is now at this location.

HANSE BASE #2: MONT CRANE CASTLE

Resilient against the winds of Mont Crane is the sprawling castle atop this mountain, in the northeastern part of The Champs-Désolés. Expect the majority of combat to occur within the crumbling walls of this fortification.

HANDLING A HANSE BASE: MONT CRANE CASTLE

The two roads to the west and south of the castle are each patrolled by bandits on horseback; tackle these enemies (one pair, one group of three) before assaulting the castle itself.

Charge into the lower courtyard, and a torch-bearer tries to flee up the steps. Concentrate on him first if you aren’t wanting to face reinforcements. Expect around six foes in this lower area.

You can use the gap in the exterior battlements left of the main gate, below the ballista, and with some careful jumping you can leap up, past the ballista, and more easily catch the torch-carrier.

Try to keep the torch-carrier in the lower courtyard (by blowing him up, using ranged weapons, or sprinting and hacking at him).

If you ignore the torch-bearer, the fire is usually lit when you reach the upper bailey and fight for a minute or so; a large walled area of grass with tents at the top of some long stone steps. Around 12 reinforcement foes charge in up the steps behind you, and may overwhelm you.

Charging the signal fire isn’t feasible, as it’s too far away and high up to reach before the fire is lit, so cut down the foe running as early as possible.

You may wish to actively encourage more foes to arrive, to gain additional experience and enjoy much more carnage! If you do, retreat to the northwest ruined castle chambers, where you have cover and foes (plus their hounds) can only approach one at a time.

Stealthy Witchers may wish to enter the lower courtyard, turn right, and climb up through a ruined tower to reach an upper covered deck where you have more cover, and access to the top of the main open stairs to the upper bailey, though this isn’t the best way to catch the torch-bearer.

Well-timed bombs thrown at the reinforcements streaming up the steps can cause mass casualties, especially if you quickly switch from a Northern Wind bomb to an explosive or Igni blast. Drop area-of-effect magic or bombs at the top of the steps, when the foes show up en masse.

Fighting in the open usually makes you susceptible to archers, though by now your activity point allocation should make ranged attacks moot. If you need to hide from the archers on the upper bailey, dip below the wall on the stone stairs at the upper bailey entrance, while coaxing foes into an easily-dispatched group.

Fighting on the signal tower spiral steps is unwise, especially at the top, as you can easily fall after being struck by a foe. Incapacitate enemies with Northern Wind, Signs, or crossbow bolts to lessen the chances of losing your footing.

Need to flee? Leap from the upper bailey, down to the lower courtyard, and back up to the stream, using the high castle walls as cover.

Remain in the northwest castle ramparts after the main fighting has died down, find a ladder, and climb onto the wooden platforms, facing a couple more armored foes as you reach a second ladder, and more platforms leading all the way to the top.

This is where Filibert Fourfingers – the Hanse leader – resides. He is clad in heavy armor, and tough to hack apart easily, though you can parry and push him back toward the red explosive barrel, then light it with Igni or a flaming crossbow bolt (or explosive bomb). Or just Axii his brain. Then check his perch for some notes. You’ll find some orders from Filibert at the nearby Knight Errant in Distress.

Once the Hanse is cleared, Knight Errant forces appear to take over this position. Expect a deep discount from a Journeyman Armorer that appears at this location.

Items: Journal bound in worn leather

  • The two roads to the west and south of the castle are each patrolled by bandits on horseback; tackle these enemies (one pair, one group of three) before assaulting the castle itself.
  • Charge into the lower courtyard, and a torch-bearer tries to flee up the steps. Concentrate on him first if you aren’t wanting to face reinforcements. Expect around six foes in this lower area.
  • You can use the gap in the exterior battlements left of the main gate, below the ballista, and with some careful jumping you can leap up, past the ballista, and more easily catch the torch-carrier.
  • Try to keep the torch-carrier in the lower courtyard (by blowing him up, using ranged weapons, or sprinting and hacking at him).
  • If you ignore the torch-bearer, the fire is usually lit when you reach the upper bailey and fight for a minute or so; a large walled area of grass with tents at the top of some long stone steps. Around 12 reinforcement foes charge in up the steps behind you, and may overwhelm you.
  • Charging the signal fire isn’t feasible, as it’s too far away and high up to reach before the fire is lit, so cut down the foe running as early as possible.
  • You may wish to actively encourage more foes to arrive, to gain additional experience and enjoy much more carnage! If you do, retreat to the northwest ruined castle chambers, where you have cover and foes (plus their hounds) can only approach one at a time.
  • Stealthy Witchers may wish to enter the lower courtyard, turn right, and climb up through a ruined tower to reach an upper covered deck where you have more cover, and access to the top of the main open stairs to the upper bailey, though this isn’t the best way to catch the torch-bearer.
  • Well-timed bombs thrown at the reinforcements streaming up the steps can cause mass casualties, especially if you quickly switch from a Northern Wind bomb to an explosive or Igni blast. Drop area-of-effect magic or bombs at the top of the steps, when the foes show up en masse.
  • Fighting in the open usually makes you susceptible to archers, though by now your activity point allocation should make ranged attacks moot. If you need to hide from the archers on the upper bailey, dip below the wall on the stone stairs at the upper bailey entrance, while coaxing foes into an easily-dispatched group.
  • Fighting on the signal tower spiral steps is unwise, especially at the top, as you can easily fall after being struck by a foe. Incapacitate enemies with Northern Wind, Signs, or crossbow bolts to lessen the chances of losing your footing.
  • Need to flee? Leap from the upper bailey, down to the lower courtyard, and back up to the stream, using the high castle walls as cover.
  • Remain in the northwest castle ramparts after the main fighting has died down, find a ladder, and climb onto the wooden platforms, facing a couple more armored foes as you reach a second ladder, and more platforms leading all the way to the top.
  • This is where Filibert Fourfingers – the Hanse leader – resides. He is clad in heavy armor, and tough to hack apart easily, though you can parry and push him back toward the red explosive barrel, then light it with Igni or a flaming crossbow bolt (or explosive bomb). Or just Axii his brain. Then check his perch for some notes. You’ll find some orders from Filibert at the nearby Knight Errant in Distress.
  • Once the Hanse is cleared, Knight Errant forces appear to take over this position. Expect a deep discount from a Journeyman Armorer that appears at this location.

Items: Journal bound in worn leather

HANSE BASE #3: TULASENS CAVES

In the far northern climes of the Gorgon Foothills, north of Fox Hollow (which is an Abandoned Site full of bandits, and a recommended culling spot before the Caves are assaulted), is a deep gorge in the wooded hills. You can fall to your death from above. A better plan is to assault from the river, into the mouth of a small cave.

HANDLING A HANSE BASE: TULASENS CAVES

Though the map marker of this Hanse shows it just south of a deep fissure leading to a shallow underground stream, the only real way to actually engage the foes in this base is to search the river to the southwest, and uncover a small bandit camp at the cave mouth. Tackle the four foes here before heading into the cave. Note there’s a second cave entrance to the east of here, but it has an iron gate that is locked and cannot be accessed now.

Watch the left side of the stone passage; you don’t want to fall into the rock-walled streams of this Hanse at any time, as it’s difficult to get out, and you’ll attract unwanted attention.

Reach the first wooden footbridge, before sprinting across and through the first set of foes, focusing on the torch-carrier. He runs up the long right-curving path, then up

the wooden steps to the signal fire at the top of the open cave fissure. Use Axii before he reaches the steps to ensure this doesn’t happen.

Now turn your attention to the assembled bandits. As the cave complex is dark and confusing, a good idea is to face foes where you killed the torch-carrier, retreating back to the first wooden bridge and using that narrow opening to funnel foes into your attacks (so you aren’t overwhelmed). Retreat to the cave mouth if you wish; then slay bandits in a much more manageable manner.

The steps up to the signal fire are difficult to navigate, and you can easily be swamped by foes. As the only way to escape is a death plummet, stay away from here (even if the signal fire is about to be lit).

There are side passages, the watery stream below, and other small bridges and ledges to explore. Do this after combat, and not before, to minimize risk of becoming lost or trapped.

Head roughly south, passing a waterfall gorge to your left as you cross a wooden bridge, push open an iron gate, and enter the lair of Loth Halfbreed, the Hanse leader in these parts. He favors a sword and shield. You should favor an Axii flummoxing and quick murdering.

Once the Hanse is cleared, Knight Errant forces appear to take over this position, with a Journeyman Armorer (found in the north part of the cave). Search Loth’s corpse for his notes and a key to unlock the southeastern cave exit, off this area, allowing a quick access out to the river.

  • Though the map marker of this Hanse shows it just south of a deep fissure leading to a shallow underground stream, the only real way to actually engage the foes in this base is to search the river to the southwest, and uncover a small bandit camp at the cave mouth. Tackle the four foes here before heading into the cave. Note there’s a second cave entrance to the east of here, but it has an iron gate that is locked and cannot be accessed now.
  • Watch the left side of the stone passage; you don’t want to fall into the rock-walled streams of this Hanse at any time, as it’s difficult to get out, and you’ll attract unwanted attention.
  • Reach the first wooden footbridge, before sprinting across and through the first set of foes, focusing on the torch-carrier. He runs up the long right-curving path, then up the wooden steps to the signal fire at the top of the open cave fissure. Use Axii before he reaches the steps to ensure this doesn’t happen.
  • Now turn your attention to the assembled bandits. As the cave complex is dark and confusing, a good idea is to face foes where you killed the torch-carrier, retreating back to the first wooden bridge and using that narrow opening to funnel foes into your attacks (so you aren’t overwhelmed). Retreat to the cave mouth if you wish; then slay bandits in a much more manageable manner.
  • The steps up to the signal fire are difficult to navigate, and you can easily be swamped by foes. As the only way to escape is a death plummet, stay away from here (even if the signal fire is about to be lit).
  • There are side passages, the watery stream below, and other small bridges and ledges to explore. Do this after combat, and not before, to minimize risk of becoming lost or trapped.
  • Head roughly south, passing a waterfall gorge to your left as you cross a wooden bridge, push open an iron gate, and enter the lair of Loth Halfbreed, the Hanse leader in these parts. He favors a sword and shield. You should favor an Axii flummoxing and quick murdering.
  • Once the Hanse is cleared, Knight Errant forces appear to take over this position, with a Journeyman Armorer (found in the north part of the cave). Search Loth’s corpse for his notes and a key to unlock the southeastern cave exit, off this area, allowing a quick access out to the river.

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