The Witcher 3: Walkthrough. Velen. Additional quests not related to the main story
In addition to main quests and additional quests closely tied to the central storyline, "The Witcher 3" features a plethora of quests that do not relate to the main plot. These are small self-contained vignettes telling about the working days of a wandering monster hunter, to whom people turn for help in various cases and situations. Such quests can be undertaken either alongside the main missions or during freeplay after the end credits. This post will focus on quests available in Velen, i.e., the lands to the left of the main channel of the Pontar River. By the recommended hero level, side quests in Velen correspond to the main missions of Act I in the same territory, which means they are aimed at a not-so-powerful witcher of levels 4-13. Most of these tasks are reflected in the in-game Journal, but there are some that are not recorded anywhere and seem like random events. In this post, these seemingly nameless quests are marked with an asterisk.
For convenience, the quests whose completion stages are tracked in the Journal are organized by recommended level. The recommended level for the conditionally nameless posts is unknown, so instead of the hero's level, I have tried to indicate the level of the enemies wherever possible. All places significant for completing the quests mentioned in this post are indicated on the map of Velen.
And before we finally get to the subject, a few words about what is not included in this post. There are no walkthroughs for witcher contracts; a separate post will be devoted to them in the future. The exception comprises two contracts closely connected with the side missions themselves. Quests based on mini-games and focusing on finding sets of witcher gear are not considered here, as there are already quite decent guides on them in the blog (links provided at the end of the post). Recommendations for finding various treasures are also absent. They are also planned to be dedicated to a separate guide.
MAP OF VELEN
The map is clickable :)
1\. Gert Borel, quest "Dangerous Cargo"
2. Benkovo Village, quest "The Prophet Will Tell the Truth"
3. Cave with Dragon Root
4. Priest of Eternal Fire, beginning of the quest "Burial Pyres"
5. Western pit with corpses
6. Northern pit with corpses
7. Southern pit with corpses
8. Priest of Eternal Fire, end of the quest "Burial Pyres"
9. Quest "Dog's Life"
10. Lyamki Village
11. Stone Circle on Kolomnitsa Island
12. The body of old Yamroz, the father of the soothsayer
13. The soothsayer's house
14. The village of Bolshie Sushchia
15. Remains of Ganna
16. The den of Nellen the Werewolf
17. Brick ruins, quest "Opium for the People"
18. Oxenfurt, Western Bridge
19. Border Post
20. Merchant of fake travel passes
21. Albin Hart, quest "Graveyard Hyenas"
22. Elderly woman, quest "The Last Service"
23. Cemetery of Bolshie Sushchia Village
24. Burning hut, quest "Death in Fire"
25. Duan Hen, quest "Guardian of Faith"
26. Shrine, quest "Guardian of Faith"
27. Shrine, quest "Guardian of Faith"
28. The village of Zalipye
29. Cemetery of Zalipye Village
30. The den of the graveyard hag
31. Abandoned settlement, quest "Dame in Distress"
32. Refugees' camp
33. The village of Klyki
34. Ruins, pirate camp
35. Forest glade
36. Sworki Village, quest "Fool's Gold"
37. The Boar's House
38. Nilfgaardian Woman, quest "Blood Ties"
39. Quartermaster of the Nilfgaard army camp "Center"
40. Abandoned camp
41. Wyvern
42. Place of execution for deserters
43. Oxenfurt, trading alley
44. Fort White Eagle
45. Troll Bridge, bandits
46. Bandits
47. Bandits
48. Marauders
49. Old Hrychi Quarry, marauders
50. Toderas Village, marauders
51. Ambush on the road, bandits
52. Troll Boris
53. Jan Verdun
54. Refugees' camp, Jan Verdun
55. Merchant caravan
56. Ronvid of Little Log
57. Abandoned homestead
58. Bridge, bandit hideout
59. Gallows Alley
60. Plague-infected Gert Borel
61. Quartermaster of Wronik Castle
62. Shore of lost ships
DANGEROUS CARGO
Attention. If you want to complete this quest, start it right after you meet the questgiver, do not postpone it. If you move a significant distance away from him, when you return, you will no longer find him, and the opportunity to complete the quest will be lost forever.
1. Once upon a time, on the road connecting Zalipye and Sworki, Geralt met a man (1) fighting off a group of ghouls of level 4. After dealing with the corpse-eaters, the witcher spoke with Gert Borel, that was the man's name. It turns out he is in charge of transporting plague corpses, and the smell of rotting human flesh attracted the ghouls. At this point, the dialogue with the corpse-carrier can be ended (replica: "I must go"; in this case, the quest does not activate, and the chance to complete it is lost forever), or you can continue (replica: "We need to burn the cart").
2. If Geralt suggests to burn the cart with the infectious corpses, he will have to do it himself. Naturally, with Igni. Once the dangerous cargo is set ablaze, the quest will end.
Consequence. If Geralt helped Gert Borel get rid of the cart with dangerous cargo, he will be able to find him approximately six (according to one of the owners of the game's GOTY version on Steam, after 10) in-game days later near an abandoned half-collapsed house (60) between Reardon Manor and Benkovo Village (it may be necessary to previously unlock the road sign "Reardon Manor"). Transporting infected corpses did not go without consequence for the man. He too contracted the infection. The dying Gert crawled into this wilderness in the hope that the monsters would finally end his suffering. Catching sight of Geralt, he will beg him for a final mercy. The witcher can agree or refuse.
Attention. Regarding how quickly one should respond to the dying Gert's request, players' reports vary. Some claim that a decision must be made immediately, without moving from the cash desk more than a hundred steps from the requester, otherwise the chance to help him leave with honor will disappear forever. Others report that the quest marker displayed on their map burned for over 10 in-game days after activation, and during all that time, dialogue with Borel remained available.

1. If Geralt agrees, he will even receive from Gert some crowns. After everything is done, the unfortunate's body must be burned. That was his last wish.
2. If Geralt refuses, Gert will ask him to leave, as he does not want to die in the presence of the witcher. He will not have the opportunity to talk to Gert again and change his mind.
It seems this continuation of "Dangerous Cargo", which is not marked in the Journal at all, has a recommended level of 1, as the hero of level 6 and lower gains 20 experience points for completing it, while a hero of level 7 and above gains only 1 experience point.
THE PROPHET WILL TELL THE TRUTH
Note. Although this quest is always available, including during freeplay after the full completion of the storyline, it is better to complete it before the final battle with the Wild Hunt on Undvik (the end of Act III). This just makes more sense from the perspective of maintaining narrative coherence and logic.
1. In the village of Benkovo, at its western edge, an old man (2) sits on a bench, smoking a pipe and waiting for the White Wolf. For a handful of food, the old man promises to predict the witcher's future, but instead recounts the past - the death of Foltest. Realizing his blunder, the prophet asks to bring him dragon root - a rare plant capable of clarifying his "cloudy third eye" that has become muddled over the years. If Geralt agrees, he will receive the quest "The Prophet Will Tell the Truth".
2. Dragon root grows in a cave on the banks of the river southeast of Benkovo (3). Before the cave, the witcher will encounter a white hare - an Easter egg referencing the bunny scene from the movie "Monty Python and the Holy Grail", and inside the cave - a pack of level 2 ghouls. The root must be found with witcher senses activated, and it will be discovered away from the corpse of a nilfgaardian, right by the cave wall. After taking the root, return to the old man, as Geralt is dying to know: does the old man truly see the future with the root?
3. After receiving the root, the old man will ask to give him a moment, and then he will start prophesying. In general terms, he will predict the events that conclude Act III of the game, and then the Prophecy of Itlin will flow from him. Once the old man finishes his predictions, the quest will end.
BURIAL PYRES
Recommended level: 3
By the road leading from Yavornik to the inn "At the Crossroads", a priest of Eternal Fire (4) is praying. If Geralt speaks to him, the priest will propose a simple job: it is necessary to burn the bodies of fallen soldiers decaying in mass graves so that they are not desecrated by corpse eaters. The witcher can refuse (replica: "I'm not interested in that") or agree (replica: "I'll handle it"). In the first case, we will not receive the quest, and the priest will forever refuse to speak with us. In the second case, the quest will be triggered, and the dialogue will continue. The priest will give Geralt a vessel of sacred oil and tell him where to look after everything is done.
1. So, it is necessary to burn the bodies in three pits; the order does not matter. Near the western pit (5), one ghoul and, it seems, one wolf are grazing, but an approaching pack of wild dogs may attack Geralt. The northern (6) and southern (7) pits have been taken over by level 2 ghouls. The burial procedure is the same in all cases: first, we douse the bodies with the oil obtained from the priest, and then we set them aflame with Igni.
3. When Geralt approaches the third pit, he will see a survivor crawling out of it, and he will immediately be attacked by the corpse eaters. After finishing the battle with the monsters, the survivor will approach the witcher to talk. This is Tit Helas, a thief and a drug dealer. One of his buyers, the priest, decided to get rid of Tit by throwing him into the pit of corpses to be eaten by ghouls. If Geralt inquires if it was the priest of Eternal Fire who was the buyer, Tit will readily confirm the guess. If the White Wolf exclaims: "You're crazy", Tit will shy away and quickly end the conversation. He will bid farewell and go on his way, while the witcher will finish burning the bodies and head to the holy man for his reward. .
4. The client (8) with his guards will be waiting for the witcher east of the bridge over the Pontar that leads to the Border Post (19).
1. If Geralt did not think to ask Tit about the priest of Eternal Fire, then, after reporting on the done work, he will receive a meager 20 crowns, and the quest will end there.
2. If Geralt thought to question Tit about the priest, then he will hint to the client that he knows about his dirty dealings. The priest will try to buy the witcher's silence. The witcher, in turn, can agree or decline. If Geralt agrees, he will receive 60 crowns, and the quest will end. If he does not agree, he will have to fight the priest and two of his guards. After the fight, the witcher will find 200 crowns in the pockets of the holy man. A nice catch, however!
DOG'S LIFE
Recommended level: 5
1. On the road from the Mines to Lyamki, Geralt witnessed an unequal fight between a domestic dog and a pack of wolves (9). The witcher could have just passed by, but he did not. He stepped in to help the dog fend off the forest predators. A key was attached to the dog's collar. Moreover, the saved animal behaved as if it wanted the witcher to follow it.
2. The dog led Geralt to the village of Lyamki (10), to the house where several bandits were crowding (during the fight watch the dog's health bar, if it dies, the quest will fail). After dealing with them, the White Wolf decided to check inside the hut and investigate it with witcher senses. His attention was drawn to a hatch in the floor directly opposite the front door. Underneath, there was a chest. The key from the dog's collar fit, and the witcher was able to stock up on a few more loot items. When Geralt left the hut, the dog was no longer around.
FOOL'S GOLD
Recommended level: 6 (10)
Attention! The quest will be added to the game after installing a pack of 16 free DLCs. There is no need to buy it. It is free!
1. In the abandoned village of Sworki (36), Geralt met some strange fellow who was running around demanding to save Bazhenka. Nearby, three rough-looking men were roasting a pig over the fire. The men showed no interest in the crazy guy, and when the witcher talked to them, they even offered him some pork. But just as one of them took hold of the knife to cut a piece, the running fool cried out again about the killed Bazhenka. This time, the men could not take it and decided to give the screamer a good beating. If Geralt does not step in to defend the village fool, he will be killed and the quest will not activate. If the witcher defends him, he will have to kill the three men who were roasting the pig.
2. After a short skirmish, Geralt will attempt to question Yontek, as the madman is called, about what is going on and where all the villagers went. It turns out that all the villagers fell victim to a strange curse and turned into pigs. Even Bazhenka, who was being roasted on the fire, was also a human not long ago. The witcher did not initially believe the ramblings of the daft boy, but after examining one of the village pigs (just look inside the nearest hut near the fire and inspect any pig with witcher senses), he recognized the presence of magic and curse. Geralt had even more questions for Yontek.
Interestingly. If Geralt does not hurry to talk to Yontek after inspecting the pig, he can watch the fool trying to cast a spell. He will wander around the village, seemingly trying to cast something and even perform a kind of ritual with a broom.
3. From the second conversation with the madman, the witcher learned about some Boar's House (37), which all his fellow villagers recently visited and returned already in the form of pigs. Yontek vaguely explained where approximately this House is located and gave him the key to it. Geralt decided to personally check out the mysterious place that turned people into pigs.
Advice. On the way to the Boar's House, destroy all opponents that you encounter - nakers, wolves, and bandits. Before entering the cave, it is wise to save, as a bug may occur - the quest pig may not appear where it is supposed to appear.
4. Instead of a house at the designated place, the witcher found an entrance to a cave, and inside were several bandits trying to activate an elven teleport. Having dealt with the robbers, Geralt applied Yontek's key to the portal and, lo and behold, it worked. After passing through the portal, the White Wolf found himself in some elvish ruins. With the witcher's senses, he noticed many trails leading from the portal down the corridor. The corridor ended in a hall with columns, pig statues, and one living pig. (Sometimes the quest pig may not appear in the shrine. In that case, jump from the left side and swim under the arch. In the water near the pillar will be the lost pig. Press "E" to talk, and the next cutscene will take you to the right place on the bridge. A huge thanks to kirillmurman for the tip about finding the missing pig in an unconventional spot.)
5. To lift the curse, it is necessary to return the gold back to the shrine, and all the villagers must be present. The only one who could know the whereabouts of the gold was Yontek. Geralt left the Boar's House and headed back to Sworki. He arrived just in time, otherwise, a pack of wolves, complaining about the smell of piggy, would have made a delicious meal out of the cursed villagers.
6. So, the plan of action is as follows: Yontek takes the gold from the hideout, while Geralt gathers the pigs and drives them to the mill, from where they will then all head to the Boar's House together. It is necessary to collect 9 pigs (their locations on the map are marked with ticks), which are located in three huts. If you use Axi, the little pigs will go wherever the witcher points them.
7. On the way to the shrine, a small problem awaits Geralt, Yontek, and the pigs - a pack of nakers: several ordinary creatures of level 6 and one nakker warrior of level 12. Soon after the encounter with the monsters, a cutscene will trigger, during which the pigs will safely reach the Boar's House and turn back into people. Upon turning back, they will immediately find the culprit - the fool Yontek, who led the villagers to the cursed gold. If Geralt steps in for the boy, the villagers will leave him alone and walk away, but the witcher will not receive a dime for his efforts. If Geralt does not interfere, the villagers of Sworki will hand him 100 crowns as a reward, while Yontek will be taken along with them. The quest will end here.
Consequence. If Geralt allows the villagers of Skvorok to take Yontek, they will hang him on a tree that grows near the mill.
Attention. There is a high probability of a bug where the hanging man appears either before the quest ends (or even before it starts) or when Geralt intervenes on Yontek's behalf.
Since disputes about whether Yontek hangs from the tree in Skvorok continue, I made a short video with a "good ending", meaning one where Geralt intervenes for the village fool. As you can see, in this scenario the hangman does not appear.
UNCLES
Recommended level: 7
The quest will be given by the soothsayer. He will be waiting for Geralt near Keira Metz's house immediately after completing the quest "Mouse Island", if by the time it is completed, you have already dealt with the striga in the main quest "Family Matters", or in Wronik, if you dealt with the striga after completing the additional quest "Mouse Island".
1. The soothsayer will ask the witcher to come to Kolomnitsa and meet him at midnight in the stone circle (11). By the time Geralt arrives at the island, a fair crowd of villagers from nearby villages will have already gathered there. And of course, the soothsayer will be present. However, it will not be possible to talk to him until the midnight strikes.
2. If you speak to the soothsayer at midnight, he will immediately announce the start of the ritual and explain to the witcher his job - keeping the circle and the people gathered in it safe from souls that can no longer be helped. However, instead of lost souls, the first guests at the party will be drowners led by a water hag. Only silver swords and Igni will help in this case.
3. Then a mysterious spirit will actually appear. Apparently, it will come for the soul of the soothsayer himself and with rather serious accusations against him. But he hardly has the chance to make a case when suddenly witch hunter troops stomp in, drive off the spirit, and urgently demand that the soothsayer close up shop and no longer disturb the people with his witchery rituals. At that moment, Geralt will have to decide: side with the soothsayer or not intervene.
4.1. If Geralt prefers not to intervene (replica: "It's none of my business"), then the witch hunters will disperse the villagers. The soothsayer will be extremely annoyed by the witcher's actions. He will make it clear that the White Wolf has no reason to visit him anymore. This will conclude the quest, and the soothsayer will refuse to talk to Geralt from now on. Trading with him will also become impossible.
4.2. If Geralt stands up for the soothsayer (replica: "Leave these people alone"), he will have to fight the hunters. The bloodshed will defile the sacred circle and attract ghosts. Their appearance will interrupt the ritual, and people will flee in terror. Once the ghosts are defeated, only Geralt and the soothsayer will remain on the island. It is a good time for an honest conversation, because the spirit that appeared previously was the soothsayer's father. He called the old man a parricide and promised to return. Geralt understands that without his help, the soothsayer won't cope with the specter. He will promise to find the body of the old Yamroz, who died somewhere in the marshes.
5. The ancient yet decently preserved corpse will be found in the western part of Kryvounik Marshes (12). With the quest tracking marker on, Geralt will not have to search for long. Nearby, a pack of rotters will be hanging around the remains. After examining the body using witcher senses, it will need to be burned. Activate Igni and enjoy the homemade funeral pyre, and then head back to the soothsayer (13).
6. The soothsayer's father was a bad and cruel man who tormented his mother, for which he paid with his life at the hands of his own son. Following these revelations, the soothsayer will hand the witcher 50 crowns for his trouble. This will conclude the quest. The sins and youthful ghosts will no longer trouble the old man. If needed, Geralt will always be able to stock up on herbs and other alchemical ingredients from him. Other traders in Velen will be glad to give the witcher a discount and sell goods at reduced prices.
WILD HEART
Recommended level: 7
The quest will begin after reading the announcement "Missing Wife" from the notice board, for instance, in Wronik.
Attention! After completing this quest, there is occasionally a bug with the blacksmith from Bolshie Sushchia - he will be impossible to talk to and unable to play cards. So, if you plan to make some card games with him, it is better to do so before you start the "Wild Heart" quest.

1. The house of hunter Nellen
2. Glenn's House
3. Forge
4. The remains of Ganna
5. Secluded hut and the lair of Nellen the Werewolf
1. So, hunter Nellen from Bolshie Sushchia (14) has encountered trouble - his wife Ganna went into the forest and hasn’t returned. The unfortunate husband is ready to pay any amount to have his spouse found, and the witcher is ready to take the job as long as it fills his empty purse.
2. Geralt will find Nellen at the western edge of the village (1 on the quest map). The poor man confirms the disappearance of his wife. She could not have run away, and everything was normal before her disappearance; he noticed no oddities in her behavior. The villagers have already combed the forest and scourged the entire village - they don’t find her anywhere. Soon, Margarita - the missing girl's sister - interrupts the conversation. According to her, Ganna, if she was close to someone, then it was to Glenn, the butcher's wife. Maybe she knows something? Geralt could also ask the blacksmith, as Ganna sometimes watched his children. Thus, the witcher would proceed. Additionally, he would like to scout the forest, as the locals could have missed something important.
3. Glenn lives nearby the hunter (2 on the quest map). Almost all day long, she's busy plucking chickens in her yard. In her opinion, wolves have likely torn Ganna apart. Recently, their population has surged in the area.
4. However, the son of the blacksmith (3 on the quest map) will provide more interesting information. He recently saw Aunt Ganna leaving with another woman into the forest.
5. The location where traces of Ganna may be found lies west of the road connecting Bolshie Sushchia and the Abandoned Tower (15; 4 on the quest map). However, the witcher won’t be able to calmly investigate the area. As he approaches the destination, a pack of wolves will attack Geralt, and then Marguerite will come up and try to persuade him to cease his search. Moreover, she is even willing to pay him just to convince Nellen that his wife is dead, thus giving him a chance to start afresh. Geralt is free to agree with Margarita's offer or not.
6.1. If Geralt agrees, he will receive 55 crowns from the girl. After this he can:
head to Nellen in Bolshie Sushchia and lie to him that Ganna was eaten by wild animals in the forest, either receiving another 10 crowns (replica: "Thanks") or declining the payment (replica: "I can't accept that"). If the witcher declines the money, he will gain only 30 experience points, while if he takes it, he will gain 50 experience points. In either case, the conversation with Nellen will conclude the quest;
continue the investigation (see below for point 7).
6.2. If Geralt does not agree, the annoyed Margarita will flee away.
7. Once Margarita leaves, the witcher will finally have a chance to inspect the surrounding woods using his witcher senses. His attention will first be drawn to a dismembered dog's body under a tree and the traces nearby. A little further, he will find decomposing remains and a lot, a lot of blood. Apparently, this is all that is left of Ganna. The woman evidently became a victim of the werewolf, and his lair must be nearby.
8. Traces of the beast will be found near a boulder leaning against a tree, which is clearly visible from the location where the dog's body lies, just don't forget to activate the witcher's senses - and on the boulder. Here, the werewolf climbed a tree. The witcher will not climb that high but will prefer to search for other traces on the ground. Behind the boulder, between the trunks of three slender trees, he will be lucky enough to find a foul-smelling tuft of fur belonging to the shapeshifter.
The foul trail will lead Geralt to pieces of torn male clothing left in the woods, and that, in turn, will take him to a secluded hut guarded by a 6-level bear. The bear - to be disposed of, and the hut - to be investigated. The house will be empty; however, in its right part of the floor, the White Wolf will find some notes. Nearby are a locked chest. The "Mysterious Notes" document is listed in the hero's inventory, belonging to Nellen. He is the one who is the werewolf being tracked by Geralt.
9. The entrance to the secret lair of Nellen the Werewolf is located under the hut, on the side facing the lake. Blood trails lead there too. To get inside, Geralt will have to use Aard, and to meet the master of the cave, he will need to wait for night. A cat potion wouldn’t hurt too, as it’s dark in there.
10. In the cave, Geralt will encounter the werewolf, surrounded by a pack of wolves of levels 2-3. It’s advisable to focus on the main opponent. A silver sword and Igni will come in very handy here. The key is to constant attack him without giving a break to regenerate health. After the witcher drains about 80% of the beast's health, the battle will end, and a cutscene with dialogue will begin. This is where everything will be revealed. Margarita, too, will be in the lair of Nellen, madly in love with the hunter - and the key word here is "madly". A few days ago, she lured Ganna into the woods to show her who her husband really is. Nellen, being a werewolf, in a fit of beastly fury, attacked his wife and tore her apart. He did not know what he was doing and had not remembered what he had done until this moment. Now, upon hearing Margarita’s confession, he will only want one thing - to kill her, to take revenge for Ganna. It’s up to you whether to stop Nellen or allow him to enjoy his revenge, but time for a decision is limited.
11.1. If Geralt decides not to interfere, Nellen will tear Margarita apart and then beg the witcher to kill him. After Ganna’s death, his life lost all meaning. The witcher will fulfill the unfortunate’s last request.
11.2. If Geralt intervenes, terrified Margarita will run away, and Nellen will attack the witcher again with the remaining 20% of his health. The fight will be short.
12. On the body of Nellen the Werewolf, he will find the key to the locked chest in his hut. The contents of the storage will become Geralt's reward for his efforts - a set of random items, including a blueprint. It will also not hurt to visit the werewolf's cave again. There are some things worth looting.
Consequences. Geralt can learn about the further fate of the heroes of the quest by eavesdropping on the conversation between two men from Bolshie Sushchia (they stand across from Nellen's house). But if you happen to run past and miss their conversation, don’t be upset. You can later talk to the villager in the screenshot in the white hat. Look for him on the bench behind the house that stands opposite Nellen's house (the house shown in the screenshot is on the right).
1. If the witcher did not investigate the story of Ganna's disappearance and lied to Nellen, he will eventually learn that Margarita was found torn to shreds on the edge of the forest, and Nellen gathered his things and left the village. If after that, Geralt glances into the secluded hut (the lair of the werewolf), he will not find any owner’s items there either.
2. If Geralt prevented Nellen from dealing with Margarita, shortly after, the girl will leave the village and head off to an unknown destination.
3. If our hero did not interfere and let Nellen enjoy his revenge, he will now "find out" that the villagers searched the forest and found Margarita’s ripped body, as well as dead Nellen, around whom lay a dozen wolves with slashed throats.
OPIUM FOR THE PEOPLE
Recommended level: 7
Attention! It makes sense to complete the quest after finishing the main quest "By Touch".
1. In the ruins of a brick structure south of the Courtyard of the Celebrants, Geralt accidentally stumbled upon two peasants worshipping some All-God. The deity was angered with his flock and did not want to accept their meager offerings. Geralt became immensely curious about what this All-God was. He suggested the farmers speak to their divine patron and find out why he was angered.
Note. If so happened that Geralt guessed to peek into the underground part of the ruins and exchanged a few words with the sylvan hiding there before starting a conversation with the peasants, when mentioning the All-God, he will state right away that he knows him personally. Nevertheless, he will still inquire what the matter was with the offerings and, upon listening to the answer, suggest his mediating help in resolving the conflict with the angered "deity".
2. The peasants told the witcher to stand before the altar in the form of a wooden idol and loudly appeal to the All-God for mercy. The deity responded to the call, but refused to change his anger to mercy concerning the peasants. Realizing that the voice came from somewhere beneath, the White Wolf decided to investigate the surroundings and search for a way down, beneath the ruins.
Note. If Geralt got acquainted with the All-God before talking with peasants, meaning before the quest starts, he will not have to converse with the idol. The game will suggest checking in on the sylvan again straight away.
3. At the entrance to the ruins, there will be an illusion in the form of a pile of stones (apply your Nehale's Eye, received from Keira Metz at the end of the main quest "By Touch"), covering the entrance to the dungeon, and within the dungeon is the corporeal manifestation of the All-God - the oversized sylvan gorging on the peasants’ offerings. He happily told the witcher how he managed to become the local deity, but he had no intention of showing mercy to the peasants who lately bring him nothing but scraps. What to do with this fraud and parasite is up to you.
1. The sylvan can be killed, thus freeing the peasants from their "divine" freeloader (replica: "I have a better idea. I will kill you"). He is rather slow but can stun and periodically spits fire, so it’s better to hit him from the sides or from the back. However, the death of this deity will not please the peasants. They will perceive it as a herald of new evils and hardships.
2. The sylvan can be made to moderate his appetites (replica: "Be content with modest offerings. Otherwise, you will die."). In that case, the peasants will be immensely happy and reward the witcher 100 crowns.
3. Everything can be left as it is. The sylvan will be allowed to continue demanding food from the peasants (replica: "Alright. I will inform them"), and the farmers will be told that negotiations with the All-God failed.
4. If Geralt leaves the sylvan-All-God alive, then after talking with the peasants, he can either simply say farewell and leave (replica: "Farewell"), or suggest to them to check out the basement beneath the ruins.
In any case, after the conversation with the peasants, the quest will end.
Consequences.
1. If the witcher tells the peasants about the basement, then upon returning after some time, he will find that the entrance to it is piled high with bricks.
2. If Geralt decides not to tell the peasants about the basement and leaves the sylvan alive, then upon returning after a while, he will witness a charming scene. In the ruins, several peasants stand, and from beneath the ground comes the voice of the sylvan, full of despair: "Porridge... Millet... Without cracklings and even oil. Hard times have come."
3. If Geralt spares the sylvan's life, when completing the witcher contract in Skellige "The Most Dangerous Criminal of Skellige", his chances of escaping with minimal bloodshed will increase.
SUMMONING JUDGE
Recommended level: 7
Attention. The quest is only available before receiving the secondary quest from Keira Metz "Friendly Gesture". If you first visit the Gallows Alley while doing this quest, you will find the judicial victim (the nilfgaardian) already hanging in the noose.
If you want to complete this quest, take it on as soon as you first arrive at the Gallows Alley, don’t put it off till later, not even to meditate for an hour or two. Otherwise, the person being lynched will be hanged, and the opportunity to complete the quest will disappear forever.
1. At the Gallows Alley (59), local men are plotting to carry out a lynching against a captured nilfgaardian deserter for attempting to barter a ring for food while starving.
1. Geralt can intervene and try to stop the peasants. In this case, the conversation will end in a brawl, and the witcher will need to kill the peasants (four people of level 7-8) (see below for p. 2).
2. If Geralt prefers not to intervene and leaves the nilf to his fate, the