The Witcher 3 - White Garden: side quests. All the tasks you can do in the White Garden.

Below you will find descriptions of side quests that you can take to the White Garden. Some of them can be found on the bulletin board, while others require you to visit certain places and people. It is worth taking care of them in order to develop Geralt and prepare him for the dangers lurking in the main missions.

Side Quest: Fun with Fire

You can activate the mission after talking to the blacksmithWillis(Map No. 1), located east of the bulletin board in the village of Byaly Sad. You can find him by the burnt hut. The dwarf will tell you that someone planted the fire and will gladly pay you if you find the arsonist.

Walk through the ruins of the workshop and use the meaning of the Witcher todetect traces . Start following them, heading towards the Weeping Bridge in the east (#2). Explore the paths on the beach, then go under the bridge and head to the beach on the left. Look at the following tracks, which show that the arsonist fought against the dockers (#3).

Red signs that will lead you to the arsonist

Continue following the red dots until you reach the hut (#4). Go inside and go left using your senses. You will meet a person by nameNiepelka,leaning against the wall. Start a conversation with the arsonist and decide if you want to spare him or spend him on a blacksmith.

In the first case, Niepełka will give you 20 crowns. Return to the blacksmith and say that, unfortunately, you were unable to identify the criminal.

In the second case, you will have to decide whether you want to settle amicably or with violence. If you do not want to engage in battle, use the Witcher's sign during the conversation and take Nevotskaya to the blacksmith. The second option is to win a fist fight with him. Regardless of the decision, return to Willy for the prize. Padlock will be sentenced to death and you will receive 20 crowns and discounts on blacksmithing.

Side Quest: Lost in Action

You can start the task after accepting it on the White Orchard bulletin board (Map #1). Your goal will be to findDune Wildenvertstay in Burned Country, southeast of White Orchard. You will meet here Dune (No. 2) who will tell you about his brotherBastiawho died during the battle. The man will ask you to help find the corpse.

If you agreed, go to the battlefield (#3) north of the Burning Village. Talk to Dan (if he's not there, wait a bit until you get there), then head to the nearby battlefield. Use the Witcher's abilities to findshieldswith white flowers (their outlines will be marked in red).

Shields that are looking for, using the meaning of the Witcher

At the same time, get ready to repel a few ghouls that will attack you. Keep looking for shields. After interacting with some of themHuzar dogcatches a trail. Get started with pooch. This will lead you to a hut where you will find Bastien alive and Nilfgaardian Rosin who saved his life. Now you have to decide whether to leaveRosinato fend for themselves or convince Dune to thank him for saving his life.

Regardless of your choice, you will receive 25 experience points. It is worth adding that if you do not complete this mission, in the later part of the game you can find the body of Bastein and Rosin in the same hut. Wounded soldiers will die of exhaustion.

Side Quest: Frying pan like new

In the northwest of the village of Byaly Sad, by the river, there is a lonely cottage. You can find with her old woman , talk to her. He will tell you about the man she borrowed for the pan and he took it without returning the goods.

After the dialogue destroy the door(with sword or Aard sign) and enter the cottage. Go right where you will find a corpse and monocle, lying on the ground that you pick up. Look at the corpses and enter the kitchen. On the table you will find a clean pan. Take her and look at everything else burnt papers, lying in the fireplace on the right. You can read them from the state of the art.

Having done this, it is worth looking around the house for a bit (here you will find, in particular, the recipe in one of the chests). When you're done, leave the hut and give the pot to the woman. As a reward, you will receive 10 experience points and food.

Side Quest: Valuable Parcel

You can start the mission after talking with buyer(Map No. 1), standing by the road northwest of the village of Byaly Sad (south of the Nilfgaard post). The buyer will ask you to check the car, which, as a result of the attack, went into the forest and found valuable parcel.

Take the northern road and use the Witcher's senses to find the red wagon tracks leading to the swamps (#2). Keep moving forward until you reach the car. Look at it and it turns out that it is packed with arrows. Nearby you will also find a man with a shot and a horse, which will prove to be inconsistent with the buyer's story. Near With there are dead field for search. Take it and return it to the client.

A box with a valuable item that you need to find

During a conversation with a buyer, you can act in several ways, on which the further course of the mission depends.

If you give the customer the box and don't mention your findings, you will receive 20 crowns.

If you mention the traces found, the buyer will run away. You can then stun him and give him to the nilfgards (30 crowns) or leave him (30 crowns or 50 crowns and a cure for the last option).

Remember, however, that if you fail to get a buyer on the way to the station, you will have to fight several guards besides him.

Side Quest: On the Deathbed

You can start the mission at Tomila Herbery's house (Map #1) in the west of Byala Sad village (the one you visit as part of the main mission The Beast from Byala Sad). In the cottage you will see a dying Lena- a girl who was attacked by a griffin. To help her, the herbalist will ask you for a witch's elixir ( swallows), which will help the girl or kill her.

To create a swallow, you will need three ingredients: dwarf spirits, five swallows, and a tonus brain. Herbs can be easily found during exploration maps (they are marked with green leaves), buy alcohol, for example. In the tavern, and the brain can be found by searching for dead Drowners bodies (often occur, for example, in the swamps north of the herbalist's house 2 #).

Go to the alchemy screen where you need to create a swallow. Return to the herbalist with her and give her a drink. As a reward, you will receive 350 experience points and 50 crowns.

In the White Garden, talk to Willy the dwarf (). Someone set fire to it. The “dwarf” heard the criminal approaching the house at night.

Stage 1 - look for traces behind the forge using the witcher's flair

Investigate the ground behind the house with your witcher senses. You will see red marks. Come and press the interaction button. We look further - we follow the trail and click on it, if such an opportunity arises. The tracks break off at the water. We go forward - under the bridge. To the left, a little ahead, on the shore you will see blood. Apparently, drowners attacked our criminal.

Stage 2 - find a person injured by drowners using the witcher's flair

We are looking for bloody traces with the help of flair. They will lead us to a drunk guy with a bandaged hand in one of the houses.

Stage 3 - Talk to the suspect

We talk to him. You can agree to take the money and forget about this story, or enchant his mind and bring him to the blacksmith.

Stage 4 - return to the blacksmith

If you agreed with the suspect, you will receive (reward: 20 crowns and 50 xp), but if you brought the culprit to the blacksmith, then he will be hanged, and you will receive a discount and gratitude from the blacksmith.

Missing

In one of the announcements, a certain Dunya is looking for his missing brother.

Stage 1 - Find Dunya

We head to his house () and talk.

Stage 2 - Meet Dunya at the battlefield ()

We run after him. Talk to him again and head towards the huge yellow circle on the map.

Stage 3 - look for Temerian shields marked with a white flower, using the witcher's flair

You need to find a blue shield with white flowers. There are several of them, and the necessary one lies next to the burnt corpse at the edge of the search area.

Stage 4 - follow the dog's tracks

The dog smelled the smell - we run after him. Once you find it, a cut-scene will start in which you can persuade Dunya to take both soldiers.

Reward: 25 XP

Deserters Gold

While fighting deserters in the woods of the White Garden, you will find a letter. Read it in the backpack menu->used items->spy letter. Go to a point on the map, and there find a hut with a hole in the floor. Fall down and break the door with a weapon or a sign.

Please note that one of the chests is locked. It can be opened by completing the quest " Temerian values".

Frying pan like new

A little north of the main city on the shore is a house, next to which an exclamation mark will appear. Talk to grandma and break front door sword.

Turn on the light inside and look around. In the chests you can find a lot of useful stuff, especially a blueprint: a shock bolt and a torn page from a diary, but the most interesting thing here is the corpse lying in the next room. A broken monocle can also be found on the floor nearby, and half-burnt letters near the stove. Don't forget to inspect the table and take the frying pan. Then talk to Grandma again.

Reward: 10 XP, baked apple x5, Apple juice x5, bread x5.

valuable cargo

Near the western road, much to the left of the bridge leading to the mill, there is a halt of a frightened merchant. Talk to him and he will give you a task.

Stage 1 - find the place where the wagon moved off the road, using the witcher's flair

Examine the road next to the ruined hut. With the help of your intuition, you will see the tracks of the wagon. I'm going to the swamp.

We look at the arrows stuck in the wagon next to the dead horse. Another arrow hit the horse itself.

Stage 2 - find a box with a valuable cargo using the witcher's flair

Nearby examine the corpse of a man. To the right is the required box.

Drowners can be killed so as not to interfere.

Stage 3 - return the valuable cargo to the merchant

We return to the merchant. If you expose him, he will run away. See step 4. If you hand over the box, you will receive 25XP and 20 crowns.

Stage 4 - catch up with the merchant

We sit on the horse and catch up with the man. Swing your sword when you are near. Then choose one of the available options:

  • Give it to the Nilfgaardians. (Reward: 10XP and 30 crowns)
  • let go
  • Let go, but take the medicine. (Reward: 10XP and 50 crowns, swallow grass x5)

Temerian values

Near the bridge in the center of the map lies a corpse with a key (). Using the key, you can open the chest, which is located under the bridge in the water. Take all the things and read the letter in the menu->backpack->quest items->blood-soaked military orders.

Stage 1 - find the hidden Temerian treasure using the witcher's flair

We go to a point on the map (). This is the same basement as in the quest Deserters Gold, only this time you will be able to open the lock of the last chest, since you already have the key.

On deathbed

During a conversation with the herbalist Tomira, you can offer to give the sick elixir of the Swallow so that her wounds heal faster. But elixirs are dangerous for ordinary people. But there is no choice anyway, she will die anyway. You can buy all the necessary ingredients for the potion from the herbalist.

Stage 1- prepare the swallow elixir

Go to the "Alchemy" section and find the recipe at the bottom of the list. For the elixir you will need: Drowner's Brain, Dwarf Spirit and Swallow Herb (5).

Stage 2- give the elixir to the herbalist

Reward: 350 xp, poison x2, anti-damned oil recipe, 50 crowns.

In this guide, we will tell you how to find hidden treasures that are not marked on the map, but give a bunch of useful items, but isn't it interesting to feel like a treasure hunter in the vast expanses of Witcher 3: Wild Hunt. The meeting of the Treasure Seekers Club is declared open.

There are many secret treasures in the game that will never be marked on the map, they will not give a quest, and no one will tell Geralt or hint about them. Their developers hid them in the most secluded corners of the world, locked the doors, and scattered the keys in a chaotic manner.

We will talk about them below. The contents of the chests are random.

white garden

Due to the fact that the game generates experience and loot based on the level of the hero, going for treasure already being incredibly “cool” you will expect very modest savings in chests, while exploring the White Garden being at the very beginning of the game, you can get hold of even some very good pieces of equipment.

Nilfgaardian garrison

Here you can find two secret chests. One is located at the beginning of the destroyed bridge, literally just outside the gate. Run up, jump over to the opposite part of the ruins and look around. There should be a chest on the left.

The second treasure is inside the garrison. Go through the gate and look opposite. There are still others, locked. Climb to the top of the tower, climb over the broken window and break the barriers with Aard. Jump onto the ledge and look for the corpse.

Take the key from him, which will open the gate below. Get down and open the gate. Behind them will be the desired chest.

Northern part of the White Garden

The river is simply full of secret chests. There are three of them here. A starting point"Wailing Bridge" From it, swim northwest to the center of the river.

1 - south of the map under the bridge

3 - then return to the bridge and swim to the shore. In the east you will see a small rock, and next to it is the chest you are looking for.

Bridge of Laughs

There is a signpost on one side of the bridge, and a locked gate on the other. They open from the side of the gate itself. Behind the gate (on the western side of the map) is the desired chest, and if you decide to go down to the very mouth of the gorge, you will find a lot of interesting things there.

Velen

Village Javornik

Abandoned house in the southern part of it. Break the doors with Aard and carefully search everything around. Find the basement and get down. Inside there will be many chests and other loot.

In the west of the same village there is another house, which can be entered with the help of Aard. There are two more chests inside.

Castle of the Bloody Baron

The main courtyard of the castle. Turn left and look for lots of ladders and scaffolding by the ruined tower. At the top you will find useful things. Climb over and go down the other side, there you will also be rewarded for your efforts.

Find the quartermaster and examine the left side of him. Find a ladder and climb it up. Examine one side of the roof, climb over to the other, there are chests and good things everywhere.

Castle stables. Climb the stairs to the attic and take the good that you find upstairs.

After talking with the baron, go to the northern part of the castle to the well. Find a ladder and go down. Below you will find many chests and good loot. Also there will be found an underground exit from the castle, which also contains chests.

abandoned tower

Head west from Vereskovka Village and you will see a huge ruined stone tower. Your task is to turn from the destroyed wall to the right window, near which there is a small rocky ledge. Jumping near them, Geralt will be able to grab the top edge and climb up. It will be difficult, but at the top you will find many chests and good loot

If you find something missing in the guide, please unsubscribe and we will definitely add it.

White Garden- a village located in the north of Temeria, east of Vizima. The Nilfgaardian garrison is located on the territory of the settlement. The main location of the prologue of the game.

Territory and population of the village

Visually, the village is not much different from any other village in the north: a group of houses that have gathered around the main source of income - the tavern, which, no matter how cynical it may sound, began to bring good profit only after the start of the war. Since the village is located at a strategically important river crossing, there is a Nilfgaardian garrison on its territory, commanded by . Since the settlement is located near the front line, the surroundings of the village are very dangerous. In particular, the sawmill, which is located in the west of the village, was flooded, the forests are full and the river is poisoned due to the abundance of corpses in it, and the territory of the village is terrorized in the sky.

The population of the village mainly consists of peasants, but there are also individuals who are different from them. For example, a hunter lives outside the village, whose hut is right in front of the forest, and the herbalist Tamira, whose house is not far from an abandoned sawmill. One of the famous residents of the village is also Willy, a dwarf blacksmith, whose reputation is known in neighboring villages. However, with the arrival of the Nilfgaardians, Willy is forced to work for the invaders, which caused discontent among the peasants, as they believe that he is making money off their grief. Also, many men from the village went to war, and few then returned home.

The White Garden in The Witcher 3

White Orchard Village is the first location in the game where the player can really experience all the gameplay elements. The location serves as the location for the prologue, so access to Velen, Novigrad and Skellega will open only after completing the main story in the village. As in any other location, the player can return here after completing the main quest on the territory. Also, here I first met, after they were separated Wild Hunt a few years ago.

Since the White Garden is located in Temeria, at the end of the game Nilfgaard will leave the village. Depending on the player's actions, the settlement will come under the control of the revived Temeria or Redania.

After watching a few introductory videos and cutscenes, we are finally allowed to steer the hero. The place where he is, it seems to us, is already familiar. This room is similar to the one we used to be with Triss. This time our hero is not alone either. Who is this naked beauty sitting gracefully on the couch?

A little patience, now you will find out everything.


KAER MORHEN


A simple starting tutorial quest, during which we will be able to admire Yennefer without clothes (for the first time, but not last time for the game), to be touched by little Ciri (hurry up to see her, because you won’t see her like this again in the game), to brush up on the faces of fellow witchers (hello guys, haven’t seen each other for a long time), to look at Kaer Morhen with one eye and, most importantly , master the basics of witcher combat under the command of Uncle Vesemir. Get ready for an abundance of cutscenes. True, they can be squandered if desired, but I would not do this. Without them, the quest will lose the lion's share of its charm. Yes, and get used to the management will not hurt.

1. After the introductory video, we finally get control of Geralt in our own hands. Our first task is to find the key to the bedroom using the witcher's flair. You won't have to look for a long time - it lies on a table near the door. We take it and open these very doors. Now you can leave the room, but you can also linger to exchange a couple more phrases with Yen and inspect other items in the room. They do not carry a plot load, rather, they add a few strokes to the portraits of the main characters.


2. After leaving the bedroom, we go down to the floor below and talk with Vesemir. Then the game itself will take us from the castle to the upper courtyard, where Ciri is training on the pendulum. Talk to the girl (in the dialogue, you can safely choose any remark you like: it will only affect the content of the answer from Ciri, but not the further plot), and then go to the lower courtyard to the rest of the witchers. Running to the destination in a race with Ciri is optional. If you still run, then the girl's subsequent reaction to the mini-competition that took place will depend on who comes first.


3. After a short conversation in the lower courtyard, the actual training will begin. The game will tell and show in great detail how to use swords, witcher signs and bombs, and then let you practice with all this in sparring with Vesemir. However, you can skip the tutorial. In this case, the next video will immediately start, during which the Wild Hunt will appear to us.

And then Geralt, unexpectedly for us and for himself, wakes up in the forest under a tree. Vesemir sits next to the fire. It turns out that Kaer Morhen, and Ciri, and the Wild Hunt were just a dream. Welcome to real world, White Wolf! After a short or not very conversation (depending on the answers chosen in the dialogue), the witchers will set off. Quest completed.

WHITE GARDEN: LOCATION MAP


Designations on the map

1. White Garden Tavern

2. Nilfgaardian garrison

3. Herbalist's house

4. The place where the buckthorn grows

5. Hunter's house

7. Mill

8. Granny (beginning of the quest "The pan is like new")

9. Dwarf Willy's Forge

10. Duni Veldervelt (beginning of the quest "Missing")

11. Place of battle

12. The house where Bastien and Rosen hide

13. Merchant (the beginning of the quest "Valuable Cargo")

14. Carriage with valuable cargo

15. House of Odolan

16. Abandoned village, noon

17. Place of power (Irden), bear

18. Smuggling

19. Ruined castle, bandit camp

20. Cemetery of the White Garden, Place of Power (Igni), crypt with the remains of Kolgrim

21. Cache with treasures, the beginning of the quest "Temerian values"

22. Place of Power (Quen)

23. Deserted village

24. Bandit Camp

25. Treasure under guard

26. Place of power (Axii)

27. Treasure under guard

28. War trophies

29. Place of power (Aard) and lair of ghouls

30. Treasure Cache

31. Treasure cache, start of the quest "Gold of the Deserters"

32. Bandit Camp

33. Place of Power (Quen) and Ghoul Lair

34. Ghoul Lair

35. Deserted village

36. Treasure under guard

37. Bandit Camp

38. Hut at the mill

lilac and gooseberry

1. This quest will start under the same tree at the fork in the road where the previous quest ended, and it will begin with an attack by a flock of ghouls, the number of which depends on the selected difficulty level. We deal with the corpse-eaters and go. But no, stop. First, we will collect the ingredients from them and tear off the flowers-petals from the grass-ants growing nearby. My advice to you: Witcher 3 grab indiscriminately all the alchemical ingredients that you can get your eyes on and under your arm. Don't be picky. Finding a specific spine later, when you need it, will be extremely difficult. Also, take a quest item with you - crystallized raven skull left over from Yen. Much later, after completing the Skellige side quest "Last Wish" or even later, after moving the events of the main plot to Kaer Morhen (act II), you will have the opportunity to return the skull to its rightful owner and get for it 50 units experience.


Everything, now you can go. We spur Roach and follow Vesemir at a brisk trot.

2. Suddenly, a griffin blocks the way for the witchers. The winged beast attacked the merchant's cart, bit the horse, and now peacefully regales himself with fresh meat, and under the cart, half-dead from fear, the merchant whines. At the sight of the monster hunters, the griffin retreats, taking with him the downtrodden filly. The merchant is overjoyed at the help that has suddenly arrived and is even ready to pay for it. He will also advise you to ask the regulars of the tavern in the village of White Garden about the woman wanted by the witchers. Geralt is free to take the payment or refuse.


In the first case, he will receive + 50 crowns to the already existing 250, and in the second - a sincere Gratitude saved man and a little later, but completely free of charge four fried chicken legs from the innkeeper from the White Garden. After the conversation, the task will be updated and instruct us to visit the same tavern (see 1 on the map). We sit back in the saddle and follow Vesemir. You won't have to drive long.

3. After exchanging a few words with the owner of the tavern and leaving Vesemir to enjoy cold vodka, Geralt goes to question the visitors of the drinking establishment. The most informative will be Gunther o' Dim(sitting at a table near the entrance to the tavern). It turns out that he saw Yennefer quarrel with the commandant of the local Nilfgaardian garrison and then gallop away from the White Orchard. The Witcher has no choice but to pay a visit to the "blacks". If the witcher agree with Gunther to drink, then his Backpack will replenish a bottle of alcohol needed to make elixirs.


The two Kmets who settled down near Vesemir's table need not be disturbed. When you try to talk to them, they will either be rude in response, or, being enchanted by Aksy, they will only say that they saw a woman in black and white, but they don’t know where she went. A scientist in a wide-brimmed beret and not at all sleepy or spirited. As for Yennefer, it is useless to torture him, but he will gladly teach the witcher to play gwent. However, the gwent is already from the category of side tasks, and therefore we will leave it aside for now.

ABOUT future fate scientist

In addition to playing gwent, the scientist is happy to talk about wars as such. Actually, he left Oksenfurt only for the sake of seeing the war with his own eyes. Geralt will in every possible way dissuade the pundit from visiting the front line personally, but he will not listen to the advice of the witcher. A little later in Velen, under the Hanging Tree, Geralt will find the unfinished book of his gwent teacher. There, our hero will also find a gwent card that belonged to a scientist, if he did not bother to win it during his stay in the White Orchard.


unfinished book


4. In the courtyard of the tavern, Geralt will once again manage to get into trouble. Three local gopniks decide to mock the white-haired mutant. Whatever answer options you choose, you won’t be able to avoid a massacre, but if you prefer a replica with enchantment, then there will be one less opponent. So, we give out to the insolent people in a tambourine, we saddle the Roach and go to the nilfs (2).


5. The commandant of the Nilfgaardian garrison refuses to name the location of Yennefer, but he is also in no hurry to put the witcher out of the gate, but all because he has a problem whose name is " griffin". Now, if the witcher saves the district from the winged creature, then it will be possible to speak for the sorceress. There is nothing to do, Geralt agrees to fulfill the order. This activates the quest "The Beast from the White Garden", and until we complete it, there will be no progress on the current quest will.

6. Having completed the quest "The Beast from the White Garden", we return to the tavern (1) to Vesemir. The last moments of the witchers' stay in the White Garden will be overshadowed by the massacre, and then, as if nothing had happened, Ian will appear and inform Geralt that His Majesty Emperor Emhyr wants to urgently see the witcher.


7. The way to Vizima will not be without adventures, but once in the Royal Castle, our hero will be able to relax and take a bath. He will be combed, shaved and asked about the affairs of the recent past. It is during these inquiries that players will have the opportunity to transfer from The Witcher 2 V Witcher 3 their choices and decisions. If you imported your saves from the previous part at the very beginning, then the scene with questions will be automatically skipped. This completes the "Lilac and Gooseberry" quest, and starts the "Audience" quest.

THE BEST FROM THE WHITE GARDEN

The quest is issued by the commandant of the Nilfgaardian garrison at the first meeting with him. He will tell the witcher where it is better to start hunting for a griffin. Hunter Myslav can show the place where the creature first attacked the Nilfgaardian patrol. Who knows, suddenly he will also be able to indicate the location of the lair of the beast? About the herb needed to make the bait - buckthorn - you should talk with the herbalist Tomira. Whom to visit first is up to you.

1. (optional) Tomira lives near the turn to the sawmill (3). Her house is difficult to confuse with another - around it is full of herbs suitable for collecting, planted in neatly organized beds. We need a buckthorn. According to the herbalist, it grows at the bottom of the river, in the place where the channel widens (4). It seems that the witcher will have to go diving.


2. If your mini-map has not disabled the indicator of suitable for collecting herbs, then finding a buckthorn will be easier than ever. Focusing on the icons on the mini-map, choose a place to dive. Having dived, we turn on the witcher's flair. It works the same underwater as it does on land. There are a lot of buckthorn bushes at the bottom, but one serving is enough for us.


3. (optional) Having obtained the grass, we go to meet the hunter. He lives on the outskirts, south of the White Garden (5). If Myslov is not at home, then Geralt will come to use the witcher's instincts. By holding the appropriate button, we will examine the path in front of the hut. The tracks left by the hunter will lead the witcher straight to him.


4. (optional) The hunter is ready to take the witcher to where the Nilfgaardians died, but first he would like to deal with a pack of wild dogs prowling nearby. Geralt is free to either keep the hunter company, or insist that he show him the place of the griffin's attack immediately. In the second case, we will immediately go to watch the massacre, and in the first case, only after we finish with the dogs. By the way, if you help Myslov, then later you can learn about his past, as well as get 350 experience points.

5. (optional) Arriving at the place of the griffin's attack, we carefully examine it using the witcher's flair. We will be interested in the bottles and the fire pit left by the soldiers, the huge bloody pools on the ground and the prints of boots near the road sign. Having discovered the latter, Geralt decides to find out exactly where they lead. Having turned on the witcher's flair, he sets off in the footsteps of the Nilf soldiers.


6. Traces will lead the witcher to the lair, or rather, to what is left of it. Bones and pieces of human bodies are scattered nearby, but they are not what attract Geralt's attention. The corpse of a female near the ruined nest is the reason for the extreme aggressiveness of the man-eating griffin. Now only witcher's blades will be able to calm down the creature raging with grief. Investigation completed. It's time to return to Vesemir in the tavern and discuss a plan for further action.


7. We give the buckthorn to Vesemir and say that we are ready to hunt. He will give us the recipe for Thunder and take us to a place where we can set a trap (6), and just before the battle he will also present a crossbow. The fight with the griffin will take place in two stages. It will begin in the fields where the bait stood. We shoot down the flying beast with a crossbow, then we beat with a silver sword, if possible, keeping to the side or behind it; bounces/rolls are welcome. Then the wounded creature will fly away. We are looking for her near the mill (7). The battle tactics remain the same.

8. Having knocked down the griffin, we go to the commandant (2) for a reward (300 crowns) and for information about Yennefer. However, the witcher can show pride and refuse money, but in this case he will receive nothing but information about Yen. The decision must be made quickly, otherwise the game will do it for you.


AUDIENCE

1. Quest in the spirit of interactive cinema. First, Geralt will be washed, shaved and forced to answer questions from the Nilfgaardian general Morvran Voorhis regarding some of the decisions we made during the passage of The Witcher 2: Assassins of Kings. The activation of the interrogation stage, if desired, can be disabled before the start of the game in the section Settings the main menu, since for those playing on a PC and having the opportunity to import their saves left over from the passage of the previous part, it may not seem particularly relevant. However, for console players, interrogation is the only way to take into account their past choices and decisions in the current game.

2. When hygiene and interrogation are over, we will be asked to choose attire for an audience with Emhyr, and then the emperor's chamberlain will teach us bow properly. You will have to learn and prove in practice that the lesson has been learned, it will not work to get out (the correct answer is: " Left leg forward, right hand chest"). Then the witcher will be taken to the emperor. Regardless of whether he bows or not, regardless of the answers chosen, Geralt will receive the task find Ciri and will perform it throughout the first half of the game.


2. After the audience with Emhyr, there will be a conversation with Yennefer. She will give Geralt some clues as to where to start looking, but won't give him what he wants. :) They will have to part again. The sorceress will open the portal and disappear, and Geralt will take his clothes and weapons from the chamberlain and also set off. The "Audience" quest will end, and four main quests will begin at once: "In the footsteps of Ciri" (a general quest covering the entire first act of the game), "The Nilfgaardian Messenger" (the quest that starts the search for Ciri in Velen), "The Bonfires of Novigrad" (a quest that opens the search in Novigrad and its environs) and "On Skellige!" (a mission that allows you to discover the locations of the archipelago and start searching on the islands). The front doors in the throne room of the castle are a fast travel point that opens access to the global map and previously opened locations. I advise you to go first to Velen. Missions in other territories may not yet be possible for your low-level hero.

FRYING PAN LIKE NEW

On the bank of the river, not far from the place where the buckthorn grows (see the quest "The Beast from the White Garden"), there is a hut (8). An old woman stands near the hut and talks to herself. To start the quest, Geralt needs to talk to the grandmother and agree to help her.

1. The essence of what happened is simple: some time ago, some visiting gentleman begged the old woman for her only frying pan and retired with her in the house, near which she now stands. Soon, however, the guest left the hut and went to God knows where, but the granny never got her frying pan back. She would be glad to get inside and pick up the vessel, but she doesn’t know how - the house is locked. Geralt, unexpectedly for himself, decides to help, because he has not yet had orders for a frying pan.


2. The problem of the locked door is solved by Aard. We kick it out, go inside and look around, using the witcher's flair. In the room to the right of the entrance, a corpse with traces of violent death will be found, and next to it is someone's cracked monocle (we'll grab the find). In the next room, on the table near the stove, there will be a quest frying pan, peeled clean. Looks like the soot was removed from it to make ink. The burnt letter, part of which can still be read, is lying near the stove itself. It also makes sense to raise it.


3. We pick up the pan and take it to the old woman. Having received back her loss, the granny will thank the witcher with food. This will complete the quest. We will learn the name of the owner of the monocle later in the course of the side quest "Deadly Plot".

Easter egg? Coincidence?

PLAYING WITH FIRE

The quest is issued by the dwarf blacksmith from the White Orchard, Willy (9). One of the villagers burned down his hut and forge, and he really wants to find out the name of this bastard. After completing the quest, Willy will become available for trade and crafting.

1. The fireman will tell the witcher that on the night of the arson he heard some sounds outside the house. Geralt decides to start his investigation from there. With the help of the witcher's instincts, he looks for at least some traces and finds them.


2. Traces of human boots lead Geralt to the river. Here the trail ends, but the witcher does not intend to give up so easily. On the same bank of the river, but on the other side of the bridge, he discovers more footprints, human mixed with drowned ones.

Traces of men's boots from the shore lead back to the village, to one of the houses. The arsonist was attacked by drowners, he was bleeding. Geralt enters the hut. He is sure that the attacker will be given the wounds left by the monsters.


3. So it is, on the right side of the hut, a drunken Nepelka can hardly stand on his feet. His hand is bandaged. The arsonist will ask you not to say anything to the blacksmith and will even offer a modest amount as payment for silence. Geralt can either accept the offer, or still take the guy to Willy.

4. If Geralt takes the side of Nepelka, he will receive 20 gratitude crowns, and he will lie to the customer that he did not find anyone. If Geralt decides to extradite the attacker to the victim, then Nepelka will have to be led to Willy either by force or by first enchanting him with Axiom. The blacksmith will not stand on ceremony with his neighbor, but will hand him over to the hands of the Nilfgaardian soldiers. The Witcher will receive the same 20 crowns for his work. This will complete the quest.

MISSING

The quest will begin either after reading the corresponding announcement on the bulletin board, or after talking with Duny Veldervelt, the brother of the missing (10). Quest must be completed before Geralt leaves the White Orchard. Otherwise, the missing brother and his friend in misfortune will die of hunger. Their bodies will remain lying in the hut (12) where they hid.


1. If the witcher agrees to help Dunya find the body of his brother Bastien, who did not return from the battle, then the guy, taking the dog with him, will go to the battlefield and will wait for Geralt there (11).

2. As soon as Geralt joins Dunya, he will tell you that the locals who participated in the battle drew an identification mark on their shields - a flower. Now, using these flowers, our hero will have to find the missing Bastien. You can't do without a witcher's instinct.

3. The shield, presumably Bastien, will be found at the western edge of the battlefield near the charred corpse. Almost immediately, the dog will take the trail, and Geralt, turning on the witcher's flair, will run after it. Duni will not lag behind either.


4. The race will end at a dilapidated hut (12). It turns out that Bastien, although injured, is alive. Sitting next to him is the Nilfgaardian who led him out of the battle. For several days, former enemies took care of each other. Duny wants to take his brother home, but he refuses to leave Rosen. The Witcher can influence the decision of the customer: to persuade him to take the Nilfgaardian with him or to agree that it is too risky. Whatever the decision, Geralt will still receive his fee.

VALUABLE CARGO

A misfortune happened to the merchant, who was going to trade in the Nilfgaardian garrison: he was thrown from the goat on a bump, the mare, along with the wagon, ran away to the swamps, and disappeared there. The merchant himself is afraid to go to the swamps, but he really needs one chest from the cargo that he was carrying. Will Geralt agree to look for him? Agree. For a fee, of course.


1. A wagon trail will be found nearby, at the very beginning of the swamps. The wagon itself can be found in the depths of the swamps, near a huge boulder (14). There is also a valuable chest, and dead driver with an arrow in the knee of the neck (it is necessary to inspect the wagon and the area around it with the witcher's flair turned on). It turns out that the customer was deceiving.


2. You can, of course, not bother and simply, without asking too many questions, return the box to the customer. In this case, the witcher will receive 20 crowns for your troubles, and the quest will end.

3. If our hero decides to get to the bottom of the truth, then at first he will not be able to have a heart-to-heart talk with a liar. The false trader will jump into the saddle and rush away. Geralt will follow him. It is enough to hit the fugitive once with a sword, while on horseback, so that he falls to the ground. Otherwise, the chase will end in the camp of the Temerians, where the witcher will be attacked by fellow pseudo-merchants. After a fall from a horse or after the death of his accomplices from the witcher's sword, the customer will become more accommodating. It turns out that this is not a merchant at all, but a Temerian partisan, and he did not hunt for expensive goods, but for a chest with medicines. Geralt is free to hand over the saboteur to the Nilfs, let him go to all four sides, or let him go, having previously taken the chest with medicines for himself.


In the first case, Geralt will receive 30 crowns from grateful Nilfgaardians, in the second - the same number of crowns, but already from a grateful pseudo-merchant. In the third case, our hero's catch will be 50 crowns and 5 portions of swallow grass.

ON DEATHBED

1. The quest is issued after the first conversation with the herbalist Tomira. During the conversation with her, take an interest in the condition of her patient, and then offer help. The unfortunate wounded girl Lina dies. You can try to save her by drinking Swallow, the witcher's elixir.


2. We go in search of ingredients for swallows. We will need: five servings of swallow grass, one brain of a drowner and one vial Krasnolyudsky alcohol. Grass grows in abundance near the forest between the Crossroads, the Burnt Village and the bandit camp (19). Also, it can be obtained by completing the "Valuable Cargo" quest (see above). Drowners are found along the river bank and in the swamp in front of the Nilfgaardian garrison. Dwarven alcohol can be bought from the owner of the tavern or try to find it. Two bottles are kept in Odolan's house (15) and another one is hidden among smuggled goods under one of the bridges (18).


3. Having all the ingredients on hand, we cook the elixir. Then we return to Tomira and give her the Swallow. Now it remains only to wait and pray that the potion will help the girl, and she will survive. In gratitude, the herbalist will give the witcher some alchemical ingredients and recipes, well, 50 crowns in addition.

Consequence. Geralt will be able to find out about the fate of Lina later if he digresses from the search for Ciri in Velen and again looks into the White Garden to the herbalist. The elixir worked, the girl got better, and then the Nilfgaardians took her away. Tomira never heard from her again. The continuation of Lina's story to Geralt will be told by a Nilfgaardian soldier from the Center army camp, in love with an unfortunate girl. He took her when she got better. However, the final recovery did not come. The wounds have healed, but the former Lina will no longer be. She doesn't talk and doesn't recognize anyone. Whether her condition is a consequence of the use of the Swallow or the attack of the griffin, now it is unlikely that anyone will be able to answer this question. Maybe it was more humane to let her die?

ORDER: LIKHO AT THE WELL

There are three ways to get an order for famously, or rather at noon, in three ways: 1) take the corresponding announcement from the bulletin board; 2) start a conversation with Odolan, who ordered famously; 3) wandering around the location, accidentally stumble upon a midday circling near the well. In the latter case, there will be no information about the customer in the Hero's Journal, and Geralt will start hunting the monster, seemingly on his own initiative (see paragraph 2 and below). But if we have a guide here, then we will consider the most full version this quest.

1. From the bulletin board in the White Garden we take an order for well at the well. Then we go to the customer, Odolan (15). He lives in a house on the western outskirts of the village. In the process of discussing the details of the contract with him, it will be possible to haggle and squeeze a few more crowns. However, it is not worth it to be especially impudent and overestimate the price. If the irritation bar fills up faster than you agree, then the witcher's wages will automatically drop to the original level in 20 crowns. After finishing the conversation, search Odolan's house for dwarven alcohol. It will be required to make the Swallow, an elixir that is very useful in the battle with the noon.


2. Now is the time to look around the place and decide what to do next. Therefore, we go to the cursed well (16). You can see the mysterious famously only during the day. One look at him will be enough for Geralt to understand who he will have to deal with. We read in the Bestiary an entry about middays, learn about their features and vulnerabilities, and then we begin to find out what exactly binds a particular ghost to a particular well. To do this, we carefully study the ground at the well and dilapidated huts standing nearby, using the witcher's flair. In one of them (in the one to the left of the village gate) Geralt will find yellowed diary, skeletal remains men and traces of blood on the floor.



3. We read the diary and find out what, perhaps, exactly bracelet binds noon to this place. It is necessary to find this bracelet, and at the same time other (besides the skeleton) traces of a tragedy that once occurred here. We turn on the witcher's flair again and notice on the floor bloody path. It leads to the entrance to the house. Near the threshold are preserved bloody handprints and signs of a struggle, but there is no body nearby. So, they could get rid of him, the witcher decides. And then he notices rope, wound on one of the pillars supporting the roof of the well. Interesting.


4. It turns out that the skeleton of a woman, the mistress of the diary, is suspended on a rope. Left hand he is missing. Most likely, she was wearing the bracelet mentioned in the notes. Under its weight, the bone fell off and remained lying at the bottom of the well. There is nothing to do - you have to jump down. Once in the water, we dive and with the help of the witcher's instincts we find a memento. We get out of the water and examine the find. That's right, a bracelet. Now is the time to get out of the well and deal with noon finally. To find your way out, keep an eye on the mini-map: a tunnel flooded with water leads to a nearby lake. We'll have to dive again.

5. Investigation completed. Now you need to prepare for the fight with noon. To do this, the witcher will need ghost oil and elixir Martin. Where to look for the ingredients for the Swallow is described above (see the quest "On the deathbed"). For Oil from ghosts, bear fat and arenaria (such a plant) will be required. Arenaria grows in abundance on arable land in front of and behind Odolan's house (15) - look for low grassy bushes with small white flowers.


Bear fat can either be found or knocked out with bear. One, by the way, just hangs around nearby. He guards Place of power(17), which makes it possible to temporarily strengthen the sign irden. This sign will also be very useful to us in the battle with the noon, as it will prevent her from switching to invulnerability mode. And even before the fight, you can round up the Nilfgaardians to the garrison and strengthen the swords and armor on the grindstone and workbench, respectively.


6. Having prepared for the fight, we return to the well. We burn the skeleton of the girl and the bracelet. If this is not done, then killing the noon once and for all will not work. In battle, we cast Yrden and try to lure the ghost inside the formed circle. If a monster from light suddenly becomes dark and translucent, then it is useless to cut it with a sword in this state. Run/roll to the side, cast Yrden and wait for the enemy to enter the circle. The sign-trap will return the noon to its former appearance and make it vulnerable to the sword.


7. Having finished with noon, do not forget to peel the pile of dust remaining from it. Drops out of her emerald dust, required for the manufacture of swords of the school of the Snake. Then go to Odolan (15). It's time to receive the promised payment - 20+ crowns. However, the witcher can refuse money. In this case, he will be given as a gift amethyst(from it you can get amethyst dust - a crafting component). All quest completed.

WITCHER'S ANTIQUES: SNAKE SCHOOL EQUIPMENT

1. The quest will start as soon as you find one of the blueprints. There are two of them: for steel sword and for silver sword. The first of them, as well as the protocol of his interrogation former owner, the witcher Kolgrim, is located in the camp of bandits who settled in the ruins of the castle (19) near the Burnt Village. It's simple: we clean the territory and pick up loot from the chests, bales and bags standing right there. In one of them, a drawing and an interrogation protocol are hidden.


2. From the protocol of interrogation it will become clear that somewhere in the vicinity of the White Garden the remains of the witcher of the Snake school are buried. Geralt's task is to find them. You should search in the crypt in the cemetery of the White Garden (20). Both the cemetery itself and the crypt are guarded from the inside by some of the highest-level monsters in the location, not counting the griffin - ghosts of level 7. So go there better hero level 3+.


3. The door to the crypt is knocked out by Aard. The drawing of the silver sword and Kolgrim's letter will lie on the floor on the right side of it. As soon as Geralt picks them up, the quest will be considered completed. Now all that remains is to find the necessary components and a skilled blacksmith capable of forging legendary swords - the best in Prologue. A quartermaster from the Niflian garrison would do just fine. The emerald dust needed to create swords drops from noon (see the quest "Dashing at the well") and, if random is on your side, from the ghost guarding the Place of Power, which improves the sign of Axius (26).

Characteristics of the Snake school set


TREASURE HUNT: DIRTY MONEY

1. We search the abandoned camp (30) and take the "Notes" from the chest. We read them.

2. We go to bandit camp(32) and arrange a complete sweep there. The purpose of our unfriendly visit is a chest in the corner of the tent, to the right of the entrance. It is worth Geralt to look into it, and the quest will be completed.


TREASURE HUNT: DESERTERS' GOLD

1. We search the abandoned camp (31) and take the document "Spy Notes" from the box. We read it.

2. We leave for the hut at the mill (38). It is better to go there before killing the griffin (see the quest "The Beast from the White Orchard"), otherwise then there will be level 7 deserters - serious rivals for a low-level hero. We go inside and go down to the basement. The door that blocked the path is knocked out by Aard.


3. There are four chests in the cache, but we need the one to the right of the entrance. We take from it random bun(blade or piece of armor) and the quest will be completed.

TREASURE HUNT: TEMER VALUES

1. We rob the corpse of a Temerian soldier lying on the shore. Then we find a chest with a treasure (21) at the bottom of the river and take the document "Blood-soaked military orders" from there. We read it.


2. We leave for the hut at the mill (38). It is better to go there before killing the griffin (see the quest "The Beast from the White Orchard"), otherwise then there will be level 7 deserters - serious rivals for a low-level hero. We go inside and go down to the basement. The door that blocked the way is knocked out by Aard (see the quest "Gold of the Deserters").

3. There are four chests in the cache, but there is only one quest chest - it is highlighted in red when the witcher's instinct is activated. As soon as we open it, the quest will end.


A surreal selfie after a successful quest

DLC TEMER ARMOR

Full set Temerian armor from the add-on is sold in the White Garden from the merchant, whom we saved from the griffin at the very beginning of the Prologue. The merchant stands at the entrance to the village, not far from the tavern. To purchase a set, you will need to upgrade the witcher to 4 levels and accumulate 676 crowns. In principle, if from the very beginning you do not spend money and do not refuse contracts, then by the end of the Prologue the necessary amount will be typed.


Characteristics of the Temerian set

Temerian equipment for horses not as interesting as the clothes for the witcher. These are ordinary things, clearly not up to the level of "master". To buy a complete set - blinders, saddlebags and a saddle - you will have to lay out 595 CZK. Too much, IMHO.

OTHER POINTS OF INTEREST

There are several points of interest in the vicinity of the White Garden (on game map they are marked with question marks) containing valuable loot or allowing you to slightly increase the experience. bandit camps, War trophies And Treasures under guard replenish your gear with good items of equipment, healthy recipes and blueprints, as well as rare alchemy and crafting ingredients. Destruction monster lairs will bring some experience. To do this, the lair must be blown up with Dancing Star, Samum or Buckshot bombs (any one will do). Saltpeter, needed to make them, can be found in the deserter camp at the mill (38), in the chest at the well, or bought from the blacksmith. Cleanup empty villages from monsters will allow residents to return to their homes. Merchants will come along with them, offering rare goods: blueprints, recipes, alchemical ingredients, and crafting components.


Working outdoors improves health and prolongs life :)