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Follow Keira north, through a doorway, down some stairs, and through another doo

rway. When you reach the room Keira is standing in she'll complain about another
riddle. Elves and their damn riddles! Investigate the door with your Witcher Se
nses to discover an inscription, which Keira translates. Another riddle, indeed.
Step back from the door and look at the northern wall to see four statues glowi
ng under the influence of your Witcher Senses, two on either side of the door, a
nd two (with hounds at their feet) further away. You'll have to light fires at t
he base of each statue in the correct order to open the door. Simple enough-ligh
t the one east of the door, then the one west of the door, then the far east sta
tue and finally the far west statue. Once done the door opens.
head through the door you opened and follow Keira north into an elven sanctuary.
Geralt and Keira will guess at the contents of a sarcophagi, and Keira will cla
im her lamp. Search a nearby chest, then pick up the "Sage's Notes" from atop th
e shrine to shed light on both the sarcophagi's inhabitant and the nature of the
lamp Keira now possesses.
Places of Power/Hidden Treasure (level 6)
Before you head off, search the western side of this room to find some ledges yo
u can climb. Ascend them and continue up the tunnel to the north-west a bit to f
ind a Place of Power. Nab an ability point, then continue north-west down some s
tairs and into a chamber where another Golem (level six) lurks, now appropriatel
y a normal foe. Kill it and score a chest to the south-west, then two more along
the north-western end of the room, completing a Hidden Treasure event in the pr
ocess.
We're not done yet, however. Near the stairs, along the south-western wall, you'
ll find a section of wall vulnerable to Aard. Knock it down and search the chamb
er beyond to find a chest in the south-western corner, and in a smaller chamber
to the south-east await two more chests.
Backtrack to-and through-the shrine, through the statue room, up some stairs, an
d into the unexplored room to the south. Turn west and go up some stairs, then g
o up another flight of stairs to find the way blocked by rocks... or at least, a
n illusion of them. Use the Eye of Neheleri to dispel the rocks and exit the shr
ine. Once you escape, Keira and Geralt will chat, and if you were nice to her an
d helped her recover her magic lamp, she'll invite you to visit her again later.
Agree to start the quest "An Invitation from Keira Metz."
Objective Reward
For helping Keira recover the Magic Lamp 100 XP
To get back to the lands we've explored, you can pilot the boat nearby-it's safe
r and faster than travelling on foot, and we'll need to get our sea legs sooner
or later, so you might as well give it a try now. Climb on inside the boat and h
ead to the helm to take control of the ship. Accelerate with (X), stop/reverse w
ith (Square) and leave the helm by pressing (Circle). Simple enough. Sail east a
bit to clear the land to the north, then swim north, docking anywhere near Midc
opse.
Helping Keira Metz
An Invitation from Keira Metz (level 6)
We could go after these "Ladies of the Wood," but why risk messing with witches
we don't know when a pretty one we do know wants to see us? Head over to her hou
se and you'll overhear her talking to somebody. Interrupt her and you'll see tha
t she's already started playing with her new toy. Ask about the request she has
for you and she'll ask you to help her lift a curse on a nearby isle, and provid
e you some background information about how the curse might have been formed, an
d her motivations, if you ask. You'll need to sail over to Fyke Isle, from whenc
e this curse emanates. To aid you in your task she'll give you the Magic Lamp an
d a Xenovox. This ends the quest "An Invitation from Keira Metz" and begins "A T
owerful of Mice."
A Towerful of Mice (level 6)
Head south along the road leading to Midcopse until it bisects another road runn
ing east-west. West takes you to Midcopse, east takes you to the ship you're loo
king for. Sail south down the river and Keira will shortly make use of the Xenov
ox to bug you. Turn south-east when you run out of south and hold course to reac
h the island. Once you land Keira will attempt to bug you again, but it seems th
e Xenovox is performing about as well as your standard cellphone. You'll be gree
ted by a batch of Rotfiends (level six) if you land on the western end of the is
land.
Continue east along the southern end of the island, fighting off Drowners (level
four) as you go until you come across the ruins of what appears to have been ei
ther a shrine or a tomb. North of the moss-covered rock in the center of the rui
ns you'll find a doorway leading to a flood cavern, within which lies a chest. L
oot, leave, and continue exploring to the east, where you'll find more Necrophag
es along a trail in the form of Ghouls (level six). North of here another group
of Rotfiends (level six) lurk.
Kill them and proceed south-east to reach the edge of the search area where you'
ll find more Ghouls (levels six and nine) as well as the "Fyke Isle" signpost. I
f you spot any green clouds, whip out Keira's Magic Lamp and focus it on the abe
rration to witness a ghost scene play itself out. If you encounter a cloud of bu
gs... blast them with Igni to disperse them. There's a ghost scene at the far so
uthern end of the search area, opposite the signpost, and one a short distance s
outh-east of the signpost. Spot them out then head to the signpost.
Objective Reward
For witnessing a ghost scene 50 XP Each
South of the signpost you'll find the opening in the palisade. Head through the
gates and continue north to find a tower, outside of which you'll encounter a Wa
ter Hag (level six). Kill it, then use your witcher Senses to spot a corpse in t
he water near where the hag appeared. Examine it, then turn south to find some s
tairs leading to a watch tower, upon which you'll find two chests and a crate to
loot. Another crate can be found beside the stairs. When you're done looting, h
ead around the northern side of the tower where you'll find another ghost scene.
Along the way you can search a house to the north-west of the tower, and an adj
acent shelter, both of which have containers to loot.
Exploring the Tower
Return to the southern end of the tower and head up some stairs to enter the tow
er. Once inside, turn your Witcher Senses on and search some weaponry near the d
oor, then some dead rats (which makes Keira object). Loot a chest in a fire plac
e to the north-east, then turn north-west and use the Magic Lamp to spy on a gho
st scene. Seems that, despite the bad wrap nobles have been getting all game, th
e peasants might be the more vile party here. Then again, maybe anybody with any
power sucks. Loot a crate near the stairs, then rummage through two sacks and s
earch some blood on the floor.
Ignore the stairs for now... the ones up, anyways, and go through a door north o
f the blood. As you descend the stairs you'll witness a mainstay of paranormal a
ctivity-the old swinging chandelier trick ghost seems to adore so much. The rats
don't seem to mind, however, so neither should we. There are some sacks and a c
hest you can loot to the north, and another chest stacked atop some cages to the
south-west. To the south-east you'll find another ghost memory. Guess that expl
ains where the rats came from...
Head back upstairs, and continue up the stairs we ignore a little while ago. All
you can do here is witness another ghost scene opposite the door. Watch it, the
n head up another flight of stairs. Another favorite mainstay of poltergeists wi
ll occur here-self-lighting candles. Spooky. Head out onto a balcony opposite th
e stairs to score a chest, then return inside and loot some sacks near the next
flight of stairs leading up. Go through a doorway to the north-east and loot ano
ther chest, then go through an adjacent doorway and use your Magic Lamp to witne
ss another ghost scene.
Climb another flight of stairs, loot a chest, walk around some beds, then go up
more stairs. Keira will bug you when you reach the top, telling you to look for
a laboratory. Search near a wall to examine some damage to the floor, then pull
a lever on the north-western wall to open a door near the scratches on the floor
. Go through a doorway, then up some stairs, then through another doorway to rea
ch the laboratory. Once here, loot a chest along the north-western wall, examine
some seedy testing tubes to the south-west, then score a smaller chest to the s
outh-east, near another ghost image. Speaking of which... pop the Magic Lamp on
it to witness another scene...
Objective Reward
For discovering the laboratory 100 XP
Anabelle's Plea
Converse with the ghost and she'll mention that the mage who owned this tower wa
s named Alexander-Keira had a (presumably unsent) letter to a mage who lived in
a tower named Alexander. She'll also tell the story of what happened here, inclu
ding the story of her gruesome demise. No wonder she can't rest in peace. After
a while she'll tell you the conditions that will free her from this place-and pr
esumably lift the curse.
The request is rather reasonable, and if you offer to help her she'll ask you to
bring Graham to her. You also have the option to turn her down, which is more i
nvolved in the short-run. If you do turn her down, she'll get understandably ups
et, turn into a Plague Wraith, then attack. She fights similarly to a Noonwraith
, save she summons swarms of insects to attack you. Normally Yrden would be the
correct course of action, but in this case starting out with Igni to disperse he
r bugs and rats might prove more helpful at the beginning of the fight. Of cours
e, like other wraiths of this type, she'll take a pathetic amount of damage if s
he's not under the effects of a Yrden Sign. Once she's taken a bit of damage she
'll flee. Chase her down the tower and fight her again in front of it. She'll st
ay a bit longer this time, but still vanishes before you can finish her off. Kei
ra will berate you via the Xenovox and tell you to find Graham-the object of Ana
belle's undying affection-in Oreton.
Graham and the Ghost

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