Walkthrough “Playing with Fire. Walkthrough “Playing with Fire White Garden: location map”

Talk to the local blacksmith Viliya to find out that his workshop was burned down. You may agree to help find the culprit for a fee.

The task is accepted, and we immediately go around the corner of the house and turn on our witcher senses. Nearby you will see red footprints follow them:

The tracks will lead to the river, after which they will end:

We walk under the bridge, and with the help of a witcher’s sense, 10 meters from the bridge we discover new footprints and lost shoes:

We follow them back to the village. The tracks will lead us to the arsonist's house:

We find him in the back room, he is drunk and barefoot. We talk to him:

The criminal is offered not to hand it over, in return he will promise to give part of the money from the stolen items. We make a choice. I refused, after which Aksiy subdued him with a sign and forced him to proceed to the forge.

At the forge, after a short dialogue, Willie is greeted by the soldiers, who, in turn, immediately impose the death penalty on the criminal by hanging... Severe.

Willy gives us 20 crowns as a reward for catching the criminal.


Geralt brought the arsonist to Willy. He also called in the Nilfgaardian soldiers, with whom, as it turned out, he was in complete agreement. The Imperials quickly determined the guilt, pronounced the sentence and carried it out immediately. The triumph of justice has taken place. Maybe even excessive celebration.

If you have any comments or additions regarding the assignment, please write in the comments.

Few nonhumans lived in the White Garden. One of them was the dwarf Willie - an excellent blacksmith, to whom peasants from all over the area came. Unfortunately, shortly before Geralt appeared, the dwarven forge was destroyed by fire. Willie suspected that his goods were burned deliberately, and therefore asked the witcher to find the arsonist.

Step 1: Look for signs of the arsonist behind the forge using your Witcher Senses.

Willie works in the yard of a burnt-out forge next to the notice board in the village of White Garden. In a conversation with Geralt, the disgruntled dwarf will talk about his misfortune and ask to find those responsible for the arson. We leave the blacksmith to work. Using our witcher's senses, we find traces of men's boots behind the white myrtle bushes in the garden.

Step 2: Follow the tracks using your witcher senses.

We follow the tracks to the river. The boat's tracks on the shore will be cut off. We go down into the water. We pass under the Bridge of the Mourners. On the shore we find traces of drowned people, shoes and bloody stains, along which we return to the village to the house opposite the tavern. In the shed near the wall we find the wounded Nepelok, examine him with his witcher’s senses and ask about the wounds on his hands. A fight or the Sign of Axis will cool the ardor of a drunken rude person.

  • If you bring the arsonist to Willy, the blacksmith will reward Geralt for the work done and give a discount on goods, but the dwarf’s relationship with the villagers will completely deteriorate due to the fact that the arsonist will be hanged without trial for sabotage by Nilfgaardian soldiers.
  • If you leave the arsonist alone and inform Willie about the failure in the investigation, the dwarf will not pay for the contract and will not make a discount on the goods, but relations with the witcher and the villagers will remain at the same level.
Characteristic Minimum Requirements Recommended Requirements
CPU Intel Core i5-2500 3.3 GHz
AMD Phenom II X4 940
Intel Core i7 3770 3.4 GHz
AMD FX-8350 4 GHz
RAM 6 GB RAM 8 GB RAM
Video card Nvidia GeForce GTX 660
AMD Radeon HD 7870
DirectX 11
Nvidia GeForce GTX 770
AMD Radeon R9 290
DirectX 11
35 GB 35 GB
operating system Windows 64-bit: 7/8.1 Windows 64-bit: 7/8.1

Decor. How to use the walkthrough

The entire passage is divided into game areas. At the beginning of the description of each area there is a convenient list of links to all tasks. Any task can be found in two clicks: 1) select an area, 2) select a task.

The frame highlights actions that are not necessary to complete the game’s plot: additional tasks, witcher orders, secret places.

1,2,3 – if a line of text begins with a number, this means that this is only one of the options for game events. There are a lot of places in The Witcher where you can choose how to behave next.

White Garden

Menu for selecting a task in the White Garden:
White Garden Map

Prologue

At first we see how the girl Yennefer found herself on the battlefield between two armies, but she managed to protect herself with the help of magic and got out alive. The witchers Geralt and Vesemir follow in the footsteps of this girl and spend the night in the forest.

Education


Kaer Morhen. Witcher stronghold on the river Gwenlech

The Witcher Geralt is washing in a bathhouse, and next to him is the naked girl Yennefer. We look around, use the witcher's sense (right mouse button), we find the girl's perfume, silverware, but we only need the key on the table on the left. We open the door with the key and go down into the yard.

We talk with the witcher Vesemir, go to the little girl Ciri, and together with her we learn how to move in the game. After that, we study the combat system.


Five magical signs:


During training, Ciri runs away behind the fortress wall. At this moment, a Wild Hunt airship arrives with ghosts on board, they kill the girl. This concludes the witcher's training and sleep.

Lilac and gooseberry
The Witcher 3. Wild Hunt. Walkthrough


Temeria, road to Vizima. May 1272

Crossroads

We can discuss the dream with Vesemir, and look at the letter from that same Yennefer. A flock of ghouls attacks us, we kill them with a silver sword. In the bushes at the fork in the road we find Crystal Skull, left over from Yennefer's magical raven. After this, we mount our horse Roach and continue the journey.


(From the resting place we can go to the field to the northeast, it was there that the battle between the two armies took place, which we saw in the prologue. On the battlefield you can find many sets of simple weapons and armor, and then hand them over to the merchant).


Burnt village

We drive past a destroyed village, in it there are only dead men and crying women. There is a chest in the largest house. To the left of the village, on the sandy shore, lives a flock of drowners, kill them, collect items from two chests.


Crossing the river

At the crossing we see how a griffin attacked the cart. We drive away the monster, and a surviving peasant emerges from under the cart.

1. We can charge him 50 crowns for the rescue.

2. If we don’t take the money, we’ll get discounts from his relative at the nearest tavern.


Village White Garden

We arrive at the village across the Mourner's Bridge. In the tavern we talk with the hostess, and then ask three visitors if anyone has seen the girl Yennefer with the scent of lilac and gooseberries.

The first is a peasant, we use the intoxicating magic of Axii on him to loosen his tongue. He doesn't know anything.

The second one, a scientist, invites us to play the board game Gwent (the essence is simple as in blackjack - you need to score a higher number with cards than your opponent, but it all looks like a collectible card game). For victory we receive the Golden Hiwai card.

The third, the tramp Gunther o'Dim, tells us that Yennefer was seen near the local military garrison. We will go there as soon as we have examined the entire village.

At the exit from the tavern we are met by local people. They want to beat us. Regardless of your choice, the fight will still take place. When choosing the first dialogue, we will also be deceived and we will still fight with everyone. If we sign to calm down one of them, then we will only fight with two. But we can avoid this battle if we do not approach them, but immediately run away.


The merchant we saved from the griffin now stands at the entrance to the village. We can buy a unique set of Temerian armor from him (only in DLC). Level 4 armor costs 676 crowns. Horse armor costs 595 CZK.

White Garden. Additional tasks
The Witcher 3: Wild Hunt. Walkthrough


There is a notice board in the center of the village with 6 messages on it, but only 1 of them is a task. On a large tree in the center of the village there is a separate notice that the herbalist Tamira is buying honey.

(Some additional tasks are given only for a certain time; if we do not complete them immediately and continue to progress through the story, they will be failed).

Additional task: Playing with fire

In the village we approach the dwarf blacksmith, he complains that one of the local residents set his house on fire. We can find the arsonist using the evidence left behind.

We turn on our senses and inspect the ground around the house. Near the white bushes behind the house we find footprints highlighted in red. We get to the water, here the tracks break off, but after passing under the bridge, we find blood on the other side. The trail of blood leads us to a man named Nepelka with a bandaged hand.

1. We can take 20 crowns and not tell the blacksmith about the criminal.

2. We can charm a person’s mind and force him to confess to the blacksmith. The criminal will be hanged, and we will receive a discount from the blacksmith and 20 crowns.


Additional task: The frying pan is like new

In front of the house on the shore in the north-west of the village we find an old woman. She gave her frying pan to a wanderer who stayed overnight, and now she cannot go into the house where he spent the night.

We examine the door, knock it out with blows of a steel sword. Inside we learn that the wanderer only needed soot from the frying pan to create ink and write a letter. In the house lies a murdered deserter, who is wanted by the military; the wanderer himself has been gone for a long time. Nearby we find cracked monocle-type glasses. In the fireplace we find the remains of burnt letters. We collect useful items in chests. We give the frying pan to the old woman and get several servings of food.


Additional task: Missing person

There is a message on the notice board: the peasant Dunya asks to go with him to the forest and find his missing brother.

We find the marked house on the map, go to it, then follow Dunya to the search site. On the battlefield we fight corpse-eating monsters - ghouls. We are looking for a blue shield with white flowers. There are several shields, but the one we are looking for is located at the southwestern edge of the search area. From this place the dog will take the trail, we run after it.

We come to an abandoned house, two soldiers have taken refuge inside: the Redanian Bastien, whom we are looking for, and the Nilfgaardian who saved him. Duni only wants to take his brother, but his brother refuses to leave his new friend Rosen to his inevitable death. We can decide his fate:

1. Persuade him to take Nilfgaard with him.

2. Agrees that it is risky.


Additional task: On his deathbed (level 2)

We communicate with the local herbalist Tamira. Now she is trying to cure the girl Lina, who was mutilated by monsters in the forest. For treatment, you need to prepare the witcher's elixir Swallow.

To create the elixir, we are looking for the necessary components: 5 servings of swallow grass (grows in the glades of the White Garden, this is a plant with small yellow flowers), 1 drowner’s brain (drowned people live on the banks of rivers, in swamps) and 1 bottle of dwarf alcohol (can be bought in a tavern or find bandits in camps).

We return to Tamira. We brew the elixir - in the inventory menu, go left to the alchemy tab, find the desired recipe and use it. We give the potion and as a reward we receive other recipes and 50 crowns.

If we come back here a little later, we’ll see how the elixir helped Lina.


Additional task: Valuable cargo

Leaving the military garrison, we walk along the western road and turn south. On the side of the road we see an injured merchant, and he gives us this task. We need to find the monster that attacked the trade cart.

On the road we find traces of the cart, and then its remains in the swamps. We examine the bodies and find traces of arrows. The cart was attacked by people, not monsters, and the merchant himself was somehow involved in this. We speak with the merchant:

1. “The task is completed.”

2. “I exposed you.” In this case, the merchant will hide from us on horseback. We sit on horseback and catch up with the fugitive. Having caught up, we strike one blow, and the person will fall to the ground. Let's choose what to do with it:


1. “I will take you to the Nilfgaardians.” (+30 CZK).

2. “Good. Go." (+30 CZK).

3. “I’ll let you go. But I’ll keep the medicine for myself.” (+50 CZK, 5 servings of swallow grass).


Additional task: Collect a complete collection of cards

We will complete this task throughout the game. Cards can be purchased from merchants or received as a reward for winning Gwent. But there are no good cards in the local villages; real rivals and access to hero cards will be in the city. In total you need to collect more than 100 different cards.


Order: Dashing at the Well (level 2)

We find the order on the notice board near the tavern.

In the village we speak with Odolan, who left the order. We go south to the abandoned village and examine the evidence. Around the well we see scorched earth, in one of the houses we find the skeleton of a girl without an arm, her diary.

We find out the type of ghost, read information about the midday in the bestiary (open the map, turn the pages to the right to the bestiary).

We find the girl’s hand hanging in the well, we jump into the well. At the bottom of the reservoir we find a bracelet from the girl’s hand. You can only get back through an underwater tunnel into the lake. We return to the well.


Boss: Midday

Getting ready for battle: lubricate the silver sword with anti-ghost oil. We take out and set fire to the skeleton along with the bracelet, after which a ghost will appear. The ghost flickers, and therefore it is not always possible to hit it. We use the sign of the Yrden magic trap to make the ghost vulnerable.

Having defeated the enemy, we collect his remains. We return to the customer for a reward. Here are the options:

1. We take money. We get 20 gold.

2. We refuse payment and receive an amethyst as compensation.

(The story of the midday and the story of the hunter Myslov, who helped us track down the griffin, are connected. We can find out more by visiting the herbalist Tomira after this).


Treasure Hunt: Temerian Treasures (Lv. 4)

On the bridge near the mill we find the key near the dead deserter. We dive into the water, find a locked chest at the bottom, open it with the key, take useful items and a letter. Find and read the “Spy’s Letter” in your inventory (plot items tab).


Treasure Hunt: Deserters' Gold (Lv. 3)

We go to the house west of the mill. Inside the house we break the scattered boards, under them we find the entrance to the dungeon. There are many chests below, one of them is closed, open it with the found key.


Treasure Hunt: Dirty Money (lvl. 2)

To the east of the “Mill” sign we find the “Hidden Treasure” point, kill the deserters, and take the letter from them. After reading it, we get the task. We go further east, find the main camp of the bandits, kill them, take the treasure from the chests.


Witcher Antiquities: Snake School Equipment (Lv. 6)

We examine all the question marks that appear on the map. In one of the bandit camps we find a list of equipment. We can make this task active, and we will see where the special things of the witchers of the school of the snake are located.

1. One of the things lies in the crypt north of the mill. The ghost at the entrance must be killed using the Yrden sign.

2. The steel sword of the School of the Snake is located in the lair of deserters west of the “Burnt Village”, in the ruins of a tower on the hill. You can climb up only one way - from the west.

Using the found drawings, you can forge unique blades, but to do this you need to find a master blacksmith. (Armoursmiths will not forge this).


Beast from the White Garden
The Witcher 3. Walkthrough


We arrive at the Nilfgaard military garrison, located northeast of the village. The guards let us through, having learned that the Witcher is in front of them, and demand to talk with the boss.

In the garrison courtyard we can inspect the goods or create a new item from a craftsman wearing glasses.

The garrison commandant orders us to kill the griffin, who has already killed 9 local residents. Only after this will he tell us where Yennefer went. Let's take the order. We ask for all the necessary information, find out where to find a local herbalist (to obtain a bait plant) and a hunter (he knows the place where the griffin attacked for the first time).


Hunter

We arrive at the designated hunter's house, he is not there. We activate our sense, notice traces in front of the house, carefully examine them, only after that all other traces will appear. We follow the trail into the forest.

Hunter Myslov is tracking down wild dogs, we can help him with this:

1. We help kill a pack of 5 dogs, we find the body of the person they killed. (+350 experience).

2. We refuse. We are waiting for the hunter.

After this, the hunter takes us to the place where the griffin tore apart several soldiers.


Griffin's nest

We are left alone and study the place of the griffin’s attack. You can find a couple of objects in people's bodies. We barely find traces and find out where the soldiers were coming from. There are a couple of chests under the destroyed bridge.

We return to the destroyed bridge, quickly teleport from the road sign closer to the herbalist.


Herbalist

We communicate with the local herbalist Tamira. Now she is trying to cure a girl who was mutilated by monsters in the forest. She needs to stop the intracranial bleeding, but we can't help with that yet.

You can always buy ingredients from the herbalist or donate your collected herbs.

We ask about the desired bait grass, buckthorn, and learn that it needs to be looked for in the center of the lake in the deepest place.


Grass extraction

We go into the lake north of the village, swim, and then dive under the water. There are a lot of bushes of the necessary grass under water, you won’t have to search for long. In addition, at the bottom we can find several chests.



Griffin Trap

Having collected the grass and information about the griffin, we return to the tavern to Vesemir. We get the recipe for the "Thunder" potion. Together with Vesemir we go to the northern field and set up a trap for the griffin.

Before the battle, we are given a crossbow, it can be selected in the same way as magic (press “Tab”, select the bottom cell, and then use it in the game with the “middle mouse button”), but we use the crossbow only if the enemy is in the air, it’s better on the ground act the old fashioned way - with a sword. Before the battle, we can use shield magic to protect ourselves from the attacks of the clawed monster.

The griffin flies to the smell of stinking buckthorn, and we engage in battle with it. When the griffin flies past, we jump to the side. Either we shoot down the bird with a crossbow shot, or after several passes it will land on its own. You need to be wary of the cutting blows of the monster's wings; it is impossible to block them, and it is also not always possible to dodge. But the monster is dangerous only from the front side; from behind it is absolutely defenseless. In battle, we roll forward, find ourselves at the griffin’s hind legs, and hit him from behind. While the monster turns, we move after it so that we are always behind, in which case we roll again.

Having lost half his health, the griffin will fly away from us towards the mill. We get on the horse and catch up with the monster. On the hill we continue the battle, finish the enemy to death, and take the trophies.


Return to the garrison

With the griffin's head we return to the soldiers' garrison for a reward. (If you don’t move around the map, but ride a horse, then along the way you’ll end up in a cemetery. There is an altar of power and one ghost. We use a silver sword, wait for the ghost to appear, and attack it. Having lost health, the ghost will hide in the crypt, go down there and finish him off. After victory, we approach the power stone, we get +1 additional skill point).

At the garrison we report to the commandant on the fulfillment of the order. We learn that Yennefer needs to be looked for in a neighboring settlement - in Vizima.

1. Additionally, we can take money as a reward. (+300 CZK).

2. Or give it up.



The road to Vizima

We return to the tavern to Vesemir.

(If we have not yet completed additional village tasks, then we need to take on completing them. Approaching the World, we will finish the plot part in the White Garden, and uncompleted tasks will be failed).

In the tavern, the witchers are attacked by local residents dissatisfied with the new government. We enter the battle, kill all the bandits.


At the exit, suddenly, Yennefer meets us with imperial guards. The girl hired herself to work for the Nilfgaardian emperor Emhyr, and invites us to follow her example.

Vesemir leaves us and goes to Kaer Morhen for the winter. And the girl and I are jumping to the neighboring city. In the forest we are attacked by a squad of ghosts “Wild Hunt”, we will miraculously escape from them outside the city walls.

Royal Castle in Vizima

Audience
The Witcher 3. Walkthrough website


Preparing for the meeting

We are accepted into the royal castle. Another scene with a bathhouse and girls. Geralt is brought into a civilized state before meeting the emperor.


Questions (transferring a save from The Witcher 2):

As we shave, the general asks questions about the past. (Our answers change the version of what happened and what actions we committed in the previous part of the game - The Witcher 2. If you manually import a save from the game "The Witcher 2", the interrogation scene will be skipped.)

The fate of Prince Arianna during the siege (The Witcher 2. Prologue)

“The siege of the castle of La Valette. The fate of the defense commander, a certain Arian...”

1. “I killed Aryan. It just happened that way.” (We will meet the prince's mother - Marie Louise Le Valette in the story quest in Novigrad. Her attitude towards us will slightly affect the course of the quest. If we killed the prince, she will refuse to talk to us).

2. “I gave him life. He was running". (If the prince is still alive, then Marie will talk to us and accompany us to the races on the estate).


Which side did we choose in Flotsam (The Witcher 2. Chapter 1)

“Then you hid in charming Flotsam and from there you made your way to Vergen. But how? The city was considered cut off from the rest of the world."

1. “I got out of Flotsam with Vernon Roche.” (When we meet Roche, we will easily go to his secret camp. The initial level of trust with Roche is slightly higher).

2. “I joined Iorveth.” (Before the camp, Roche will have to fight with a guard. We will not see Iorveth himself in the third part of the game, perhaps he will appear in the add-ons).


Who was helped in Loc Muinne (The Witcher 2. Chapter 3)

“An inglorious encounter with Loc Muinne. You were there. And again he interfered in the affairs of the powers that be.”

1. “I needed to save Triss.” (When we meet Triss, we will not hear words of gratitude from her for this, but the initial level of relationship with her will be higher).

2. “I helped Roche recapture Anais.” (To this answer, the general will note that you only moved the pawns on the chessboard. The girl Saskia, whose side we chose, is not in the game. Perhaps she will appear in the add-on).


The fate of Sheala De Tanserville (The Witcher 2. Chapter 3)

"Shortly thereafter, you watched as your acquaintance, Sheala de Transerville, was torn to pieces by a corrupted megascope."

1. “Sheala ran away.” (We will meet Sheala in prison in Oxenfurt).

2. “Serves her right.” (We will still meet Sheala in the story, but she will be dying).


The fate of the Witcher Leto from Guletto (The Witcher 2. Epilogue)

“In the interests of the state, sometimes it is necessary to enter into difficult alliances. Even with witchers."

1. “This union has already been dissolved. I killed Leto." (In this case, we won't meet Summer in The Witcher 3).

2. “Is this union still in force? What about Leto? (We can find Leto by completing additional quests in the village of Zalipye: “The Fall of House Reordan”, “Ghosts of the Past”. A little later Leto can help in the battle with the Wild Hunt).



We choose one of three suits and put it on. We rehearse a bow to the emperor, repeating the actions of the courtier (correct option 2).


Emperor

We enter the throne room for an audience with the emperor.

1. We bow. (The Emperor will be surprised that Geralt decided to bow to someone).

2. We just stand and wait. (If we don’t bow, nothing bad will happen; the emperor will only casually note that we were never taught manners. Only the courtier will receive punishment for not preparing us).

The Emperor called us to find his daughter Ciri. At the beginning of the game we had a dream about this little girl, but now she is already an adult girl. She actively uses witcher magic, and therefore the Wild Hunt is chasing her.

1. We take on this order for a large amount of money.

2. We volunteer to help our former student.



Yennefer

After the audience with the emperor, we can talk with his entourage in the waiting room.

After that, we go to Yennefer’s room. She still treats us coldly, recalling old grievances (in the first part of The Witcher, Yennefer was Geralt’s lover, and in the second part the hero lost his memory and got involved with many other girls, at the player’s choice). Yennefer only says that she is also participating in the search for Ciri, kisses Geralt goodbye and immediately leaves for the magical teleport leading to the search site.


We can explore the entire castle. Ambassador Var Attre explains the political situation in the world. We go out into the garden, here we see one Gwent player. It’s useless to play with him right now, we have a weak deck, but we’ll need to return to him later.

Secret. In the garden, to the left of the Gwent player, we find a pressure plate on the wall. Pressing it opens a secret room in the wall to the left. We enter there, find a skeleton with a chest, take boots and a note that refers us to the events from the previous parts of the Witcher game.

We go to the gate to the exit from the castle, on the global map we quickly move to Velen. (To quickly move, you need to press the middle mouse button on the castle map, this will move us to the global map. On the world map, select the “Velen” area, in Velen itself we double-click on the only open column “Hanging Tree”. You can quickly move around the map only be carried out between such symbols of green road pillars).

The necessary conditions: Complete story mission: “The Last Judgment”

Reward: 2250 XP

Legate Agrippa forces the Egyptians in the citadel to work on weapons that will hit the enemy with fire. The Roman engineer Vitruvius is involved in the case.

You receive this quest when you help Praxilla (1) in the Green Mountains during the story quest "The Last Judgment".

Find and rescue Cad from the Cyrenaica Citadel

Travel to the Roman citadel of Cyrenaica and send Sena to find Cad in prison (2) .

Enter through the hole (2) . Kill the guard who often stands in front of the tent (3) .

Make sure that on the nearest tower (4) no one is there, then eliminate all the soldiers from the east entrance (5) , as well as a soldier in the central tower (7) . Head west to the lower level and use the tall grass (6) .

Go to the west entrance (8) and kill all the guards in the watchtowers. Make your way into prisons. You can walk through the building (9) .

Help Cad save other prisoners

Before releasing Cad (10) , open the cells - (A), (B) And (C) to free the prisoners.

Escort Cad from the citadel

Free Cad and run west into the mountains. Stay a good distance ahead of Cad so he isn't tempted to look for trouble.

Talk to Cad

Bayek tells Cad that his mother is safe and that Praxilla took her to Balagra. Cad says that a Roman engineer at the aqueduct invented a special ballista.

Talk to Vitruvius, aqueduct engineer

Head to the aqueduct. If you have not yet completed the additional task “Good Roman", then when approaching Vitruvius (11) The introductory cutscene for this quest begins.

Help Vitruvius

If you haven't completed the quest "The Good Roman" yet, do it now to achieve the next goal in this quest.

Follow Vitruvius

Follow Vitruvius as he goes to the other side of the aqueduct. He tells you that Legate Agrippa should have a record of the ballista.

Find and steal the formula from Legate Agrippa

Roman citadel of Cyrenaica

The necessary conditions: enter the citadel

Reward for exploring the location: 900 XP

Goals in location: kill captain (2), commander (1), find treasure (4)

Return to the Roman Citadel (12) to kill the legate and get the notes. Use the water tunnel entrance (12) to get inside. You go out to the southernmost part of the fortress (13) . Go up to the top floor and gain access to the walls. Start eliminating soldiers and then get to the top of the guardhouse (14) to assess the situation.

Keep an eye on the nearby watchtower (17) . If it is occupied by soldiers, then shoot them with a bow from your hiding place (14) .

Set a fryer trap (15) and destroy everyone in the yard (16) , including the legate.

Legate Agrippa, dressed in lion skin, is a rather difficult opponent. First, quietly eliminate all the soldiers in the area so that you can focus only on the legate. Confirm his kill to receive Vitruvius' Formula.

Destroy Greek fire supplies

Three quest markers appear indicating the location of Greek fire supplies: (18) , (19) , (20) .

Carpe Diem

When you enter the building (21) , where the captain is sitting at his desk, you can find a report from Brutus of the North on the desk. Read this to activate the Carpe Diem side quest. One of the four treasures of the citadel is also located on his desk.

Use fire arrows or a torch to destroy the vases with Greek fire. Return to the aqueduct when the job is done.

After watching several introductory videos and cutscenes, we are finally given control of the hero. The place where he is located seems to be already familiar to us. This room is similar to the one Triss and I were in once. 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

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

A simple starting educational quest, during which we will be able to admire Yennefer without clothes (for the first, but not the last time in the game), be touched by little Ciri (hurry to see, because you will not see her like this again in the game), refresh your memory of the faces of your brothers on the witcher's craft (hello guys, long time no see), take a quick look at Kaer Morhen and, most importantly, master the basics of witcher combat under the command of Uncle Vesemir. Get ready for a lot of cutscenes. True, you can squander them if you wish, but I wouldn’t do that. Without them, the quest will lose the lion's share of its charm. And it won’t hurt to get comfortable with the controls.

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

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

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 line you like: it will only affect the content of Ciri’s answer, but not the further plot), and then go to the lower courtyard to the rest of the witchers. Running to your destination in a race with Ciri is optional. If you do run, then the girl’s subsequent reaction to the mini-competition that took place will depend on who comes first.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

3. After a short conversation in the lower courtyard, the actual training will begin. The game will tell you in great detail and show you how to use swords, witcher signs and bombs, and then let you practice all this yourself 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.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

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, Ciri, and the Wild Hunt were just a dream. Welcome to the real world, White Wolf! After a short or not so brief conversation (depending on the selected answer options in the dialogue), the witchers will set off. The quest is completed.

WHITE GARDEN: LOCATION MAP

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

1. White Garden Tavern

2. Nilfgaardian garrison

3. The Herbalist's House

4. The place where buckthorn grows

5. Hunter's House

7. Mill

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

9. Dwarf Willie's Forge

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

11. Battle site

12. The house where Bastien and Rosen are hiding

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

14. Cart with valuable cargo

15. House of Odolan

16. Abandoned village, midday

17. Place of power (Irden), bear

18. Smuggling

19. Ruined castle, bandit camp

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

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

22. Place of power (Quen)

23. Deserted village

24. Bandit camp

25. Treasure under guard

26. Place of power (Aksiy)

27. Treasure under guard

28. War trophies

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

30. Treasure cache

31. Treasure cache, beginning of the quest "Deserters' Gold"

32. Bandit camp

33. Place of power (Quen) and the lair of ghouls

34. Lair of Ghouls

35. Deserted village

36. Treasure under guard

37. Bandit camp

38. Hut near the mill

39. Camp of Temerian partisans; merchant (after completing the quest "Valuable Cargo")

An icon with a yellow chest marks the location of containers with improved contents, which include potion recipes and equipment blueprints.

LILAC AND GOOSEBERRY

1. This quest will begin 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 hit the road. Although no, stop. First, we will collect the ingredients from them and tear off the flower petals from the ant herbs growing nearby. My advice to you: V The Witcher 3 grab indiscriminately all the alchemical components that come your way and come to hand. Don't be picky. Finding a specific root later when you need it will be extremely difficult. Also, take the quest item with you - crystallized raven skull, left over from Yen. Much later, after completing the side quest on Skellige "The 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 receive for it 50 units experience.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

That's it, now you can go. We spur the Roach and follow Vesemir at a brisk trot.

2. Suddenly, a griffin blocks the witchers’ path. The winged beast attacked a merchant's cart, killed the horse and is now peacefully feasting on fresh food, while under the cart the merchant woman whines half-dead from fear. At the sight of the monster hunters, the griffin retreats, taking with him the slaughtered filly. The merchant is overjoyed by the help that 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 accept the payment or refuse.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

In the first case he will receive + 50 CZK to the existing 250, and in the second - sincere Gratitude a saved person and a little later, but completely free, four fried chicken legs from the innkeeper from the White Garden. After the conversation, the task will be updated and instruct us to visit that very tavern (see 1 on the map). We get back into the saddle and follow Vesemir. You won't have to travel 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(sits 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 Garden. The Witcher has no choice but to pay a visit to the “blacks”. If the witcher agrees to have a drink with Gunther, then his Backpack will be replenished bottle of alcohol, necessary for the production of elixirs.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

The two Kmets, who settled not far from 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 Axiy, they will only say that they saw a woman in black and white, but they do not know where she went. A scientist in a wide-brimmed beret and not at all sleepy or in spirit. It is useless to torture him about Yennefer, but he will happily teach the witcher to play gwent. However, gwent is already one of the side tasks, and therefore we will leave it aside for now.

In addition to playing gwent, the scientist enjoys discussing wars as such. Actually, he left Oxenfurt only in order to see the war with his own eyes. Geralt will do his best to dissuade the learned man from personally visiting the front line, but he will not listen to the witcher’s advice. A little later in Velen, under the Gallows Tree, Geralt will find an unfinished book from his gwent teacher. There, our hero will also find a gwent card that belonged to the scientist, if he did not bother to win it during his stay in the White Garden.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

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 choose a response with an enchantment, then there will be one less opponent. So, we give the impudent people a tambourine, saddle Roach and go to the nilfs (2).

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

5. The commandant of the Nilfgaardian garrison refuses to name Yennefer’s location, but is also in no hurry to send the witcher out of the gate, and all because he has a problem, the name of which is “ griffin". Now, if the witcher rids the area of ​​the winged creature, then we can talk about 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, Yen will appear and inform Geralt that His Majesty Emperor Emhyr wants to see the witcher urgently.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

7. The path to Vizima will not be without adventure, but once in the Royal Castle, our hero can finally relax for a while. This will complete the “Lilacs and Gooseberries” quest, and the “Audience” quest will start (see below).

THE BEAST FROM THE WHITE GARDEN

The quest is given by the commandant of the Nilfgaardian garrison upon first meeting with him. He will tell the witcher where to start hunting the griffin. Hunter Myslav can show you the place where the creature first attacked the Nilfgaardian patrol. Who knows, maybe he will also be able to indicate the location of the beast’s lair? You should talk to the herbalist Tomira about the herb needed to make the bait - buckthorn. Whom to visit first is up to you.

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

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

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

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location) 3. (optional) Now 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 his witcher instincts. By holding down the corresponding button, we will examine the path in front of the hut. The tracks left by the hunter will lead the witcher straight to him.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

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 carnage, and in the first, only after we finish with the dogs. By the way, if you help Myslov, then you can later find out about his past and also get 350 units of experience. Looking ahead, I will say that his story is closely connected with the story of the midday from the order “Dashing at the Well” (see below).

5. (optional) Having arrived at the scene of the griffin’s attack, we carefully examine it using the witcher’s senses. We will be interested in bottles and fire pits left by soldiers, huge bloody puddles on the ground and boot prints near the road sign. Having discovered the latter, Geralt decides to find out exactly where they lead. Using his witcher senses, he sets off in the footsteps of the Nilf soldiers.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location) 6. The tracks 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 attracts Geralt's attention. The corpse of a female near a ruined nest is the reason for the extreme aggressiveness of the cannibal griffin. Now only witcher blades will be able to calm down the creature raging with grief. The investigation is over. It's time to return to Vesemir in the tavern and discuss the plan for further action.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

7. We give Vesemir the buckthorn and say that we are ready to hunt. He will give us the recipe for Thunder and take us to where we can set a trap (6), and just before the battle he will also present us with a crossbow. The fight with the griffin will take place in two stages. It will start in the fields where the bait was. We shoot down the flying beast with a crossbow, then hit it with a silver sword, if possible staying 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 killed 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 the 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.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)
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 (option OFF) before the start of the game in the section Settings main menu, since for those playing on a PC and having the ability to import their saves left over from the previous part, it may not seem particularly relevant. However, for console players, interrogation is the only way their past choices and decisions can be factored into the current game.

1. Siege of the castle of La Valette. The fate of the defense commander, a certain Arian...

  • I killed Aryan. It just so happened→ in the main quest “List of Harlots” Baroness La Valette will be extremely cold with the witcher. In addition, it turns out that her maid, Molly (one of the key characters in this quest), married the baroness’s nephew and became Madame La Attard.
  • I gave him life. He escaped→ in the main quest “List of Harlots,” Baroness La Valette will warmly greet Geralt and readily tell him where to look for Molly, her maid (one of the key characters in this quest).

2. Then you hid in charming Flotsam and from there you reached Vergen. But how?

  • I got out of Flotsam with Vernon Roche Hunt for the younger "Geralt will be able to avoid a fight with the sentinel.
  • I joined Iorveth→ when trying to penetrate the camp of the Temerian partisans as part of the main quest “Hunt for the Younger,” Geralt will have to get into a fight with the sentinel.

3. Inglorious meeting in Loc Muinne. You were there. And again he interfered in the affairs of the powers that be.

  • I needed to save Triss→ the sorcerer Carduin will appear in the game, the same one who presided over the Council in Loc Muinne in an attempt to revive the Chapter. If you wish, you can exchange a few words with him near Radovid’s ship, moored in the port of Oxenfurt. In addition, the Redanian monarch will mention the Chapter he revived in a conversation with Geralt as part of the main quest “A Service for Radovid”.
  • I helped Roche recapture Anais/Iorveta needed to disenchant Saskia. I helped→ Carduin will not appear as part of the main quest “A Service for Radovid”. And the king of Redania will not mention the Chapter in a conversation with the witcher.

4. ...you watched as a corrupted megascope tore your friend, Sheala Tanserville, to pieces.

  • Sheala ran away→ we will see Sheala as part of the main quest "The Great Escape". Alas, this will be a sad meeting.
  • Serves her right→ Sheala will not appear in the main quest "The Great Escape". It’s understandable, the sorceress died.

5. In the interests of the state, sometimes it is necessary to enter into difficult alliances. Even with witchers.

  • This union has already been dissolved. I killed Summer→ everything is simple, Summer in “The Witcher 3” will not appear from the word “at all”. R.I.P.
  • Is this union still in force? What about Summer?→ Summer won't just appear in the game. He will have a personal quest - “Ghosts of the Past”. He can also be persuaded to take part in the battle against the Wild Hunt as part of the main quest “The Battle of Kaer Morhen”. And take my word for it, with Leto on the battlefield you will have more fun than without him.
2. When hygiene and interrogation are finished, we will be asked to choose audience outfit with Emhyr, and then the emperor's chamberlain will teach us bow correctly. You will have to study and prove in practice that the lesson has been learned; you won’t be able to get away with it (the correct answer is: “Left leg forward, right hand on your chest”). Then the witcher will be taken to the emperor. Regardless of whether he bows or not, regardless of the answer options chosen, Geralt will receive the task find Ciri and will carry it out throughout the first half of the game.

"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)


"The Witcher 3": complete and detailed walkthrough of the Prologue (White Garden location)

Attention! You should not throw away or sell your Nilfgaardian ceremonial outfit immediately after the audience. You will need it later when completing the additional quest in Novigrad “A Matter of Life and Death” and the main quest on Skellige “The King is Dead – Long Live the King” (Act I).

In addition, any of the Nilfgaardian ceremonial outfits will give Geralt unhindered access to the room Guest house for Nilfgaardian officers in Velen, located northwest of the Nilfgaardian Army Camp "Center" (lower right corner of the Velen location). There is, however, nothing special to do there: neither trade nor play gwent. You can only profit from some loot (if the guards don’t burn you) and gawk at a boy prostitute - a rarity even for this more than liberated game. (Thanks to ScullySS and Red_Starreader for the tip.)

Well, if your witcher is tight on money, do not hesitate to take all three outfits offered by the chamberlain, so that later you can sell two of them.

2. After the audience with Emhyr, a conversation with Yennefer will take place. She will give Geralt some clues as to where to start his search, but she won't give him what he wants. :) They will have to separate again. The sorceress will open a 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), "Nilfgaardian Messenger" (the quest that starts the search for Ciri in Velen), "The Bonfires of Novigrad" (a mission that opens searches in Novigrad and its environs) and “On Skellige!” (a mission that allows you to open locations of the archipelago and begin searching on the islands). The front doors in the castle's throne room are a quick transition point that provides access to the global map and previously open locations. I advise you to go first to Velen. Missions in other territories may still be difficult for your low-level hero to complete.
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