The Witcher 3: Expansion "Hearts of Stone". Walkthrough of Side Quests

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The side quests in the "Hearts of Stone" expansion are not very numerous, to be precise, there are very few of them. It's understandable, the whirlwind of events during the main storyline immerses you fully, and it doesn't feel like breaking away from the captivating narrative at all. However, they are still worth our attention, as completing some of them will allow you to obtain some nice items, as well as improve your existing gear. So let's take a look at the side quests offered by this expansion.

RACES: FAST AS THE WESTERN WIND

Recommended level 32

Let's start our overview of side quests with the simplest one. While strolling through the village of Bronovitsy on the western shore of the lake, a person of clearly foreign appearance will call out to the witcher.

He will turn out to be an Ofir merchant, who came to the Northern realms to see the world and show himself. During the conversation, the witcher will notice an excellent stallion owned by the merchant and will suggest organizing horse races. Horse racing is one of the most beloved pastimes not only in the North but also in distant Ofir. Therefore, the merchant won't need much persuasion. He will gladly agree to the competition. And that means: "Get moving, Roach!"

Roach will be moving until the victorious finish, earning herself a new "outfit," specifically the "Ofir Nomad Saddle" with 85 energy units. From the same merchant, you can also replenish Roach's Ofir wardrobe with decorative covers and saddle bags (100 kg).

However, life is such that where there is a chance to win, there is also a chance to lose. And a loss in the races is quite possible. But that shouldn't upset you. Although in case of defeat the quest will be considered failed, you can approach the merchant at any moment and demand a rematch. The task that was failed will again become active. And this can be repeated until victory.

Interesting. If you have the paid expansion "Hearts of Stone" installed and during the main plot of "Wild Hunt" you just arrived in Velen at the tree of hangmen, and if you have an extra 600 crowns lying around, you can head straight to Bronovitsy to complete this quest. Successfully completing it will allow you to get great gear for Roach almost at the beginning of the game.

SPELLCASTING: STARTING CAPITAL

Recommended level 32

Now Roach is racing in new gear, why wouldn't the witcher take care of his own equipment? From an announcement at the inn "Seven Cats," we learn that a rune caster has arrived in the Northern realms and is located right next to the Ofir merchant-rider, in a tent.

To make this quest available, it's not necessary to inspect the notice board. It's enough just to find the tent and approach the Ofir man with bushy eyebrows, and the quest will activate.

So, during the conversation with the witcher, the Ofir man will tell about his craft and the trouble that befell him on the way to the Northern realms. All the tools he uses to place runes and glyphs ended up in the sea depths due to a shipwreck, and there is no way to retrieve them. And new ones cost an outrageous amount of money.

The story about enchanting armor and weapons, thereby giving them new properties, will interest Geralt. He might just invest in it. To start, the rune master will need "just" 5000 crowns. But that's not all. The master will ask to bring him a substantial piece of jade. Only then will he be able to start his work. As soon as the cash is handed over to the Ofir man, the quest "Spellcasting: Starting Capital" will be considered completed, and immediately the next quest related to the rune master, "Enchanting: Pay for Quality", will activate.

ENCHANTING: PAY FOR QUALITY

Recommended level 32

The rune master is now financially secure, but the lack of jade will prevent him from starting his craft. Geralt knows that north of Novigrad, one can dig up that very jade.

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But before heading for the stone, one must procure mining tools. After all, a piece of jade won't just be lying on the ground. For that, we need a pickaxe, which the witcher will requisition from local inhabitants living near the mill.

Now it remains to find the piece of jade and bring it to the rune master. Of the locations offered by the game, a piece of the right size can be found in only one place. This place will be a cave that has been chosen by arachnomorphs as their home. They will not allow the witcher to seek jade peacefully, so pest control in the cave is simply necessary. After the sanitary procedure, we get to work: jade will not just appear in the witcher's hands.

Note. At the entrance of this cave, the body of a local resident will be found, from whom you can borrow a key and a letter. After reading it, a treasure hunt quest "Condemned to Drakenburg" will activate here.

As soon as the jade stone is in the witcher's possession, he can rush back to the rune master. The latter hasn't wasted any time and has already managed to set up a makeshift outdoor laboratory with the witcher's money.

The jade stone brought by the witcher will finally allow the rune master to engage in his beloved craft. He will thank Geralt for his assistance, and the quest "Enchanting: Pay for Quality" will conclude.

From this moment on, the rune master will be available as a universal craftsman, where you can not only repair equipment and dismantle junk but also craft weapons and armor. However, this is not the main advantage of the master. He will be able to enchant any item of equipment that has three slots for runes or glyphs. Moreover, the rune master, of course for a fee – and not a small one – can add slots to all equipment (armor, weapons), except witcher gear. Also, new glyphs (and their crafting diagrams) will be available for sale with him, which will be needed for enchanting armor with glyphic words. These glyphs can also be used as ordinary ones and placed in slots for improvements.

Minor Defense Glyph

Increases resistance to elements by 1%

Minor Improvement Glyph

Increases armor durability by 33%

Minor Binding Glyph

Increases resistance to bleeding by 2%

Minor Recovery Glyph

Increases health recovery by 1

After completing the quest, we will only have access to level I enchanting.

Runic or Glyphic Word

Description

Requirements for Application

"Binding"

All effects from the use of the grindstone and blacksmith's workbench are preserved forever.

1 minor rune stone of Svarog

1 minor rune stone of Devana*

1 minor rune stone of Marena

"Dumplings"*

Any food restores 100% more health, but tastes like pie.

2 rune stones of Pie

1 rune stone of Curd

"Calmness"

Upon reaching the maximum, adrenaline points begin to drop to 0. During this time, health and energy recover faster, and the level of intoxication decreases faster.

1 minor rune stone of Devana

1 minor rune stone of Marena*

1 minor rune stone of Stribog

"Reflection"

Armor reflects all arrows.

1 minor glyph of Quen

1 minor glyph of recovery*

1 minor glyph of improvement

"Weight"

All elements of armor correspond to heavy armor.

1 minor glyph of Quen

1 minor glyph of recovery*

1 minor glyph of improvement

"Exhaustion"

Hitting opponents with the Aard sign reduces their stamina by 50%.

1 minor glyph of Aard

1 minor glyph of Axii*

1 minor glyph of improvement

"Usurpation"

If an opponent dies under the influence of Axii, the effect transfers to the next target.

1 minor glyph of Axii

1 minor glyph of binding*

1 minor glyph of improvement

"Burning"

Enemies ignited by Igni have a 25% chance to ignite other enemies within a 2 meter radius.

1 minor glyph of Igni

1 minor glyph of Irdan*

1 minor glyph of defense

The rune stones "pie" and "curd" cannot be purchased from the rune master. In the game, you can only find their diagrams and craft the stones based on them.

Location of the Pie rune stone diagram

Location of the Curd rune stone diagram

Although the quest has been completed, you can again enrich the rune master with 10000 crowns. After this monetary investment, he will have higher-level glyphs and rune stones (as well as diagrams for them) for sale, and he will also gain the ability to impose level II enchanting. The rune master will graduate from being a student to an apprentice.

Defense Glyph

Increases resistance to elements by 2%

Improvement Glyph

Increases armor durability by 50%

Binding Glyph

Increases resistance to bleeding by 3%

Recovery Glyph

Increases health recovery by 2

Here's what new the rune master will offer us from enchanting.

Runic or Glyphic Word

Description

Requirements for Application

"Cutting"

Increases the radius of the vortex by 1.1m and the rupture by 1.9m.

1 rune stone of Zorya

1 rune stone of Veles*

1 rune stone of Perun

"Triumph"

A fatal sword blow adds from 0.1 to 0.25 adrenaline points.

1 rune stone of Dazhbog

1 rune stone of Veles*

1 rune stone of Devana

"Update"

Each fatal blow restores 25% stamina.

1 rune stone of Perun

1 rune stone of Svarog*

1 rune stone of Stribog

"Charm"

The effect of Axii charms imposed on an opponent is extended by 2 seconds each time the opponent lands a successful blow.

1 glyph of Axii

1 glyph of Igni*

1 glyph of recovery

"Shield"

When a fight begins, there is a 100% chance of automatically using the Quen shield without costing stamina.

1 glyph of Quen

1 glyph of Irdan*

1 glyph of defense

"Balance"

All elements of armor correspond to medium armor.

1 glyph of Axii

1 glyph of recovery*

1 glyph of improvement

"Chains"

When an opponent falls into a magic trap Irdan, a glyph of Irdan appears in the place where he stands.

1 glyph of Irdan

1 glyph of Axii*

1 glyph of binding

"Ring"

A basic attack using the Igni sign hits all opponents nearby, but the sign no longer ignites other opponents.

1 glyph of Igni

1 glyph of binding*

1 glyph of improvement

To elevate the Ofir craftsman to the "master" level, you need to part with an utterly indecent sum of 15000 crowns. Then, the range of runes and glyphs (as well as their diagrams) will increase even further, and he will be able to impose runic and glyphic words of level III.

Large Defense Glyph

Increases resistance to elements by 3%

Large Improvement Glyph

Increases armor durability by 100%

Large Binding Glyph

Increases resistance to bleeding by 5%

Large Recovery Glyph

Increases health recovery by 3

And finally, enchanting at the "master" level

Runic or Glyphic Word

Description

Requirements for Application

"Inspiration"

If health is at maximum, the health-boosting effect is replaced by additional damage dealt (up to +50%) on the next attack.

1 large rune stone of Devana

1 large rune stone of Zorya*

1 large rune stone of Perun

"Extension"

Each unblocked strike extends the effect duration of elixirs by 0.5 seconds.

1 large rune stone of Marena

1 large rune stone of Perun*

1 large rune stone of Svarog

"Filling"

Using a sign spends one adrenaline point, and during the next attack, the sword fills with the sign's power.

1 large glyph of Axii

1 large glyph of Aard*

1 large glyph of binding

"Mastery"

When an opponent under the influence of the Axii sign dies, the effect carries over to the next target. The duration of the effect increases by 2 seconds for each successful hit on the target.

1 large glyph of Axii

1 large glyph of Aard*

1 large glyph of binding

"Retribution"

Grants a 30% chance to return part of the damage taken to the attacker.

1 large glyph of Quen

1 large glyph of Igni*

1 large glyph of improvement

"Explosion"

Enemies ignited by Igni explode and ignite the nearest enemies.

1 large glyph of Igni

1 large glyph of Quen*

1 large glyph of improvement

"Lightness"

All elements of armor correspond to light armor.

1 large glyph of Aard

1 large glyph of recovery*

1 large glyph of improvement

So, having impoverished ourselves by a total of 30000 crowns, we will obtain a unique craftsman at our disposal. Finally, there will be a place to spend the money, rune stones, and glyphs that are likely plentiful after the completion of the "Wild Hunt" main storyline.

WITHOUT A TRACE

Recommended level 32

Upon arriving in another village, the witcher never misses the opportunity to check the local notice board. Just now, while in the village of Bronovitsy, Geralt noticed a notice about searching for a missing person. And since there is a reward offered for the search, it would be a crime not to take advantage of such an opportunity.

To talk to the client, we head to the hut of the herbalist under Oxenfurt. Perhaps you've been there before on a plot quest from "Open Sesame!".

The herbalist will ask the witcher to find his apprentice Folkert, who went to the Corpse Bog for hemp fiber and hasn't returned yet. That's where he must be sought. However, that's not enough; a description of the missing person is also needed. According to the herbalist, Folkert is short, like him, and has light hair. For such an experienced tracker like Geralt, this is more than enough to start the search.

The game will hint that it's best to look for him near Erde village.

![](/api/field/image/wcKQqJMZiBS6z)

The witcher's instinct will help him discover the herbalist's cart, and near it, he will find bloody tracks leading into the village.

It seems that someone attacked Folkert, and he decided to find shelter in the village. And strangely enough, right at the entrance to the village, the tracks stop, as if the apprentice had sprouted wings. Therefore, it’s absolutely necessary to look around here. The village will look abandoned, but the witcher may get lucky and meet a couple of residents. This elderly couple remains in the village to spend their last days, unwilling to leave their homeland.

They will tell the witcher that they saw Folkert. He was attacked by wolves, so he decided to find shelter in the village. However, for some reason, he soon decided to go back into the woods for herbs and never returned. Apparently, on the second attempt, fate was less favorable to the short man and he found his death at the jaws of wolves.

In principle, you could go straight to the herbalist now to tell him about the apprentice's fate, receive a reward of 200 crowns, apparently for your efforts, and finish this task.

However, something in this village doesn't feel right. It would be wise to sniff around a bit. The first oddity will be found in a neighboring house. The floor by the entrance will be soaked in blood that has been there for several months, and a bloody handprint will be clearly visible on the wall.

Let's ask the elderly couple about this finding. Their explanation will seem quite plausible: the old man is butchering game there.

The second oddity will be the smell of rotting flesh. The witcher will catch it to the left of the old people's house.

This smell will lead us to a pile of boxes, and beneath them will be something like a trapdoor. Aard will help clear the obstacles of the boxes, and now we only need to descend into the cellar. There the witcher will be met with a scene that clearly does not promote appetite, but rather the opposite. Animal carcasses will be hanging from the ceiling, and on the table – the apprentice of the herbalist has been butchered.

It seems the old couple are the most genuine cannibals, and a serious conversation with the witcher filled with wrath will be unavoidable. After hearing their excuses, the time will come to decide – to execute or to spare.

In the end, whatever choice you make, it’s time to head to the client. The apprentice is dead, so there’s no reason for the herbalist to continue waiting for him. Of course, the short man will want to know the cause of Folkert's death. Whether to tell him the initial version about the wolves or to reveal the harsh truth – it’s up to you.

If you think the version with the wolves is more appropriate, you will receive a reward from the herbalist, and that's that. The task will be considered complete.

If honesty won't let you lie, the herbalist will ask whether you have served justice on Folkert's murderers. The news of the cannibals' demise will soothe the herbalist's soul, and he will thank the witcher and give him the full reward. However, the herbalist will not be pleased with sparing the murderers. He will give you the reward and promise to find those flesh-eaters and avenge Folkert.

Consequences. If, upon discovering the old couple's secret, you spared them and told the herbalist the whole truth, then the next time the witcher visits the village, he will stumble upon the old couple feasting on the bodies of the cannibals. The herbalist indeed avenged Folkert's death.

CRY AND PAY

Recommended level 32

Just as the witcher has gathered some money in his pockets (over 35000 crowns), an unfamiliar individual stopped him at the entrance to the marketplace in Oxenfurt. He will introduce himself as a tax inspector and regretfully inform the witcher about his undeclared income.

The tax man will ask the witcher three questions:

  1. Has the witcher been selling unprocessed cow hides in White Orchard?

  2. Has the witcher been buying up sea shells and subsequently reselling the pearls from those shells?

  3. Has the witcher ever broken into someone else's home and taken anything from there without permission?

Well, the third question is clear, but what about the first two – it’s somewhat unclear. However, those players who started playing [The Witcher 3: Wild Hunt](/games?search=Ведьмак 3: Дикая Охота) from the early versions will immediately grasp the developers' nefarious hint. There were times when in White Orchard you could, with a certain amount of patience and endurance, unreasonably enrich yourself to the point that it would suffice for a lifetime in the elite bordello of Novigrad "Passiflora." Or to amass a fortune the size of the imperial treasury in Nilfgaard, merely by buying sea shells from merchants for mere pennies, which could then be disassembled with any craftsman and the pearls sold back to him at a much higher price. Later, this little scheme for "sly" enrichment was shut down, leading to such a reminder of a quest.

How to answer the questions – you decide for yourself, the inspector will take the witcher's word for it. If the witcher confirms his comparison of his wrongdoings in at least two out of three cases, the tax inspector will hand him a bill for payment.

![](/api/field/image/k9V38Odtw656X)

And until the witcher pays this bill at the Vivaldi Bank, he can forget about loans. To be honest, he doesn't really need them.

If the witcher denies two of the three assumptions regarding his wrongdoings, he will be given a "law-abiding taxpayer's diploma."

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What a funny quest this is. It will conclude when receiving the diploma or when paying the bill at the Vivaldi Bank.

The quests discussed above have nothing to do with the main plot of the expansion. However, the following side quests may only be obtained after completing the main storyline quests.

ROSE ON THE RED FIELD

Recommended level 33

As you remember, as soon as the witcher received the task from Olgierd von Everec to kill the beast in the Oxenfurt canals and was heading to fulfill it, an eccentric lady named Adele (exactly the same rhyme, damn it) stopped him at the threshold of his estate.

She will literally force the witcher to listen to her. Her acquaintance, Kluivert, who, by the way, was involved in fishtach, failed to show up for their meeting. And since he hasn't arrived, it means that something has happened to him. Therefore, the witcher must visit Lukovets village to find out what happened to Adele's beau.

![](/api/field/image/TjPvqTubaLou3)

The village will greet the witcher with silence. Only the drafts will creak through the unclosed shutters in the abandoned houses, while ghouls, walking around the village, will complete the grim picture. Well, the witcher’s conversation with the ghouls is a short one. The flesh-eaters didn’t just come to the village for nothing. They must have sensed the smell of rotting flesh. Therefore, we should look around here more closely.

The witcher's instinct – is a best friend and helper (along with Roach) – will save the witcher this time as well. However, instead of the nauseating stench of decaying carrion, the village will be filled with the smell of some reagents. The sensitive nose of the witcher will lead him to one of the huts, equipped for the production of fishtach.

Part of the equipment was clearly taken away. But by whom and for what purpose – it's unclear. Perhaps the note lying on the table will shed some light on what happened here.

![](/api/field/image/ZfnTl7IjokxpB)

Our guess turned out to be correct, Kluivert was in danger. Which is not surprising, drugs are a dangerous business (and extremely harmful). And their production even more so.

But let's not get distracted from inspecting the hut. By the bed near the window, there will be some tracks. And since a person crawled out of the hut through the window, it means that he was taken by surprise. Behind the house will be more traces, leading the witcher to a body with a crossbow bolt protruding from his back. By the marks, the witcher will identify the victim as Kluivert.

The shot was clearly fired from the direction of the village and from close range. The tracks near the fence at the edge of the village will fully confirm our assumption.

The tracks will be deep, just like those an armored person could leave. Kluivert's killer, judging by the tracks, returned back to the village and rode a horse to the hill with the lone house. Let's follow him. At the hill near the house, the witcher will be fortunate to meet five knights of the Order of the Burning Rose, only if you haven't been there before to grab their Ofir treaty in the quest "From Distant Ofir". You can either kill the knights, or sneak past them, but examining the area carefully is key. Near the house, there will be a cart with equipment taken from the laboratory, and in the cart, there would be an interesting note.

![](/api/field/image/J5zYal4QzZZbD)

Well, well. It seems the Order of the Burning Rose is behind all this commotion surrounding the laboratory. Apparently, the brothers have sunk to their lowest depths as they have engaged in drug production.

The note clearly states that the Order's laboratory is located somewhere northwest of Bronovitsy village. That will be our next destination.

![](/api/field/image/WoV3La12DO8xI)

Of course, the entrance to the laboratory will be guarded, and the guards will not be inclined to peaceful conversation. There are three ways to infiltrate the laboratory: firstly, simply kill the guards, secondly, pay them 1000 Novigrad crowns – money is the key to everything, and thirdly, using the Axii sign (requires Deception level 2). In this case, it’s best to pay and obtain "iron" 100 experience points for it.

So, the money has done its job, and the witcher is already in the underground laboratory. So this is where the remnants of the once-powerful organization have nestled. The place, to say the least, is modest.

Ulrich, the main knight, will be friendly and even answer the witcher's question: “Why would the knights of the order engage in robbery and drug production?” However, the chief's revelations always end the same way. He will recognize the witcher as the killer of the Order's master, Jakob of Aldersberg. Naturally, after being recognized, the witcher will not be released from the laboratory alive. We will have to fight in a small room against 8 opponents, two of whom are archers. The fight will be fierce, and we will need something for mass damage, such as Igni or the "Grape Shot" bomb. Once the knights in the laboratory are defeated, it will be time to head to Adele at the inn “Alchemy”, located in Oxenfurt. This is where she will be waiting for news from us. On the way out, two guards will bid farewell to life in glory of the Eternal Fire (unless you dealt with them earlier). You can collect all the money up to the last crown from their corpses, which you paid for entering the laboratory.

Already in the inn, we will tell Adele about Kluivert's demise, about vengeance for his death, and receive a reward of 200 crowns from her. The task will be considered completed.

CLEAR MIDNIGHT

Recommended level 33

Another quest closely related to the passage of the main storyline. It activates as soon as Gunther o'Dimm drives the spirit of Witold von Everec from Aldona and Yavnut's wedding back into the tomb and advises the witcher to cheer up Shani, who is saddened by her unfulfilled expectations. He will suggest bringing the girl flowers or something to drink. We will have four items to choose from, but we can only select one.

A bottle of wine

Rowan tincture

A bouquet of daisies

A branch with rowan berries

Which of these would Shani like the most? The game will suggest reading about Shani in the glossary, from where it will become clear which gift the girl would appreciate. It's the branch with rowan berries. If you recall, at the beginning of the wedding, she immediately noticed the rowan in the yard since she used to make beads from it when she was a child.

After choosing a gift, we set out to find Shani. I will say right away, it’s pointless to approach her without a gift. The girl will be sitting in the barn where the main wedding festivities are taking place, with her head hanging low. Her entire posture will scream of the melancholy she is engulfed in.

Geralt's appearance will surprise Shani, and the gift he brought will bring a smile to her face. The branch of rowan will elicit a more emotional response from her, while the other gifts will be met with much more restraint. The witcher and Shani will have a little chat, drink to friendship or this evening, depending on the line you choose.

At the same time, somewhat tipsy musicians will increasingly play out of tune, which will make conversation in the venue impossible. Geralt will propose to Shani to go for a walk, to which the girl will gladly agree, and our pair will step outside for fresh air. During their stroll, Geralt and Shani will reminisce about old times and their shared adventure in Wyzima, talk about the newlyweds, about Shani herself, and what happened at the wedding.

However, all the while, the kiss when the spirit of Witold kissed Shani will not leave Geralt's mind. He will feel the urge to compare the sensations, and the lips of old acquaintances will meet in a passionate kiss.

During the walk and after the kiss, choose any response line that you prefer. However, when Shani asks the witcher if they have time to be together, this is where you need to select correctly. And the game will not let us think for too long.

Choosing the line "Let's go back" will cause you to lose the chance to spend the evening with Shani. The disappointed girl will not want to stay at the wedding anymore and will decide to leave. But before leaving, Geralt will ask her to find out more about Olgierd von Everec, to which she will agree. Shani and the witcher will part ways to do their own things, and the quest will be completed.

The line "One kiss is not enough for me" will continue our evening in the company of the charming Shani. The witcher will decide to arrange a boat ride on the moonlit lake, but the pier has already been taken over by a kissing couple (of course, you recognized the girl).

Upon the appearance of Geralt and Shani, they will flee, forgetting to take with them the bottle of wine. Shani will immediately find it, and if you brought her alcohol, she will decide to drink this wine. The game will then offer you a choice: stop the girl or let her drink. If you presented her with the branch of rowan or the daisies, Shani will not wish to drink.

In any case, Shani and Geralt will set off on a romantic walk across the illuminated by full moon night lake, which will conclude with a no less romantic love scene.

In the situation where you allowed Shani to drink, at the most crucial moment, her stomach will decide that these two shouldn't indulge in pleasures, and she will vomit.

No matter how the night ends, Geralt will wake up at sunrise already by the shore. By this time, Shani will be awake. After discussing what happened briefly, Shani will want to spend some time alone to process it all and head home. But before leaving, the witcher will ask her to find out more about Olgierd. Shani will happily agree and leave the witcher. The quest will be considered completed.

COLLECTOR

Recommended level 34

This guide started with a simple quest, and it ends simply too. This quest activates only if you learned from Yaromir about the passion of the bookseller in Novigrad for Van Rog's paintings during the completion of the plot task "Open Sesame!" and later participated in the auction, where you bought the painting "Starry Night Over Pontar" by this Van Rog.

Our task will simply be to deliver this painting to Markus Hotgerson in Novigrad (his shop is located on Hierarch's Square) for sale.

The bookseller, upon learning that the witcher is selling a Van Rog painting, will immediately express his desire to buy it. For the canvas, he will pay us 500 crowns and additionally provide "a trophy taken from the charlatan", which was once left in collateral by the witcher Gaetan (if you recall, he is the witcher from the Cat school, who appears during the quest "Cat and Wolf Games").

So, we have looked at all the side quests in the "Hearts of Stone" expansion. Yes, they are few and not as thrilling as those in "Wild Hunt," but it wasn't boring to do them either. Especially, some turned out to be quite useful for the witcher, especially the rune master quests.

Well, it’s time for me to say goodbye to this wonderful expansion, which definitely deserves to be paid for with your hard-earned money. I hope the guides for the expansion turned out to be useful for you, and you glean something new from them.

However, they would hardly have come to be under my authorship if it weren't for the esteemed Elle (for which I am immensely grateful!) for trusting me with such responsible and serious work, which only you – my beloved readers – can appreciate.


Thank you very much for the tips and clarifications regarding the quest "Enchanting: Pay for Quality" - Lady_Beatrice, regarding the quest "Without a Trace" - Lady_Beatrice, VodkodaV, regarding the quest "Clear Midnight" - Lady_Beatrice