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

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The Witcher 3: Wild Hunt The Complete Edition eGuide Secondary Quests The Warble Of A Smitten Knight (Blood and Wine)

Second Trial: The Great Race

Objectives

  • Go to the entrance to the racing course.

The racing event is about to begin! Pass the snack vendor, head between the two guards, and wait in line as Le Papillon introduces each of the knights; your first introduction to every single one of your rivals in this competition! After Lady Vivienne inspects the line of knights, you catch your first glimpse of Sir Gregoire of Mount Gorgon; a mountain of a man who waits to be challenged at the end of the third event.

After Le Papillon’s flowery introductions, he asks if anyone requires the rules of this event to be spelled out in lavish, poetic utterances. Remain silent, or request this if you wish; it could be helpful to listen to this dandy spout off, as you learn that (according to him) there are five targets to strike with bolts.

SIR GERALT OF RIVIA: AN OFFENSE TO HONOR

If you chose the Rivia crest (even if you’re not wearing the armor), Prince Anseis leans out and says your presence here is an offense to his honor, for the way you deserted his mother, Queen Meve. He stands back in line, seething.

FAVIX OF FOURHORN: ANOTHER POCK TO MARK YOU

If you picked the Fourhorn crest (even if you haven’t donned the armor), Count Tailles leans out and tells you he bears marks where he met your steel, and swears he’ll add another pock to your face by tourney’s end!

OFF TO THE RACES

Objectives

  • Checkpoints to pass (9).
Tourney Race: Competition Course

Now for the race itself! Gallop off the starting line, with a long left turn, and learn the route by studying this guide’s map, and learning the order of everything:

  • Dummy #1: A race downhill to your first dummy (on the left).
  • Checkpoint #1: Downhill to your first checkpoint.
  • Target #1: Downhill and a slight right to the target (on the right).
  • Checkpoint #2: Down the stream to the next checkpoint.
  • Dummy #2: Slight left turn to a dummy (left) just before the bridge.
  • Checkpoint #3: Over the wood bridge, straight to the next checkpoint.
  • Target #2: Sharp left turn, over a stone bridge and a target (on the right).
  • Dummy #3: Uphill gallop, relatively straight, to a dummy (on the left).
  • Target #3: Slight left curve uphill, to another target (on the right).
  • Dummy #4: Uphill gallop to a dummy (on the left).
  • Checkpoint #4: The checkpoint is almost immediately afterwards, medium left turn.
  • Target #4: Down into a narrow stream bridge, with a target on the other side (on the right).
  • Dummy #5 (right route), Target #5 (left route), Checkpoint #5: The track splits. The left route is longer, has a target along the trail, and you can cut across the hillside to the right to reach the checkpoint. The right route is slightly shorter, and has a dummy on the lower parallel goat trail. When the routes join, pass the next checkpoint.
  • Dummy #6: Uphill gallop to a dummy (on the right).
  • Checkpoint #6: A slight left turn over shallow water, then through the checkpoint.
  • Target #6: The route splits with a very sharp left turn, or a medium left turn. The former is shorter but more dangerous. Both routes head either side of a small hut, then they join up with a target ahead and slightly downhill (to the right).
  • Checkpoint #7: A checkpoint before a sharp right turn.
  • Dummy #7: A slight uphill gallop, past a dummy (on the right).
  • Dummy #8: A long medium left turn, over a stone bridge, and a dummy on the left as you pass over a rise.
  • Target #7: A sharp right turn, with a target almost immediately on your right.
  • Checkpoint #8 and #9: A medium left turn through the checkpoint, back into the racing arena, and the finish line.

Available Time:

  • Easy: 85 seconds
  • Medium: 75 seconds
  • Hard: 55 seconds
  • Death March: 45 seconds
  • Dummies: +15 seconds
  • Targets: +10 seconds

If you win, you are presented with a saddle showing the crest you are representing, and Lady Vivienne asks about the white-haired man sneaking out of her tent. She’s ticked off at your juvenile response. If you fail, no such conversation (or prize) is awarded. Soon, the apple-crunching Guillaume beckons you over for an evening’s festivities; there’s a feast to enjoy while you both wait for a more appropriate time to speak to Vivienne.

Items: Sir Geralt of Rivia’s Saddle

OR

Items: Ravix of Fourhorn’s Saddle