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Either way, you'll end up having to go pay Graham a visit.

Return to your boat a


nd sail north-east to reach Oreton. You'll find Graham in an isolated riverside
hut south-west of the rest of the village. Be sure to visit Oreton to get the si
gnpost, in case we need to travel here later. Once done, knock on his door and h
e'll talk to you when you tell him about Fyke Isle. He'll tell you his side of t
he story, after which you can convince him to either go with you back to the isl
and (if you got into a fight with Anabelle earlier) or bury her bones (if you ag
reed to help her).
If you got into a tussle with Anabelle earlier you'll be back at the tower. Ente
r it and kill a pair of Wraiths (level five) on the first floor. Continue to the
top of the tower to confront Anabelle again, who doesn't seem happy to see Grah
am. She'll ask for a show of his affection (ew) and will be cruelly treated by A
nabelle for this show of love... but at least they're together now.
Objective Reward
For reuniting Graham and Anabelle 500 XP
On the other hand, if you handed her remains over, leave the hut. You'll hear a
scream shortly afterwards. Return to see that Graham is dead, and Anabelle-the P
esta-is floating over him. Either way, the curse is lifted.
Objective Reward
For bringing Anabelle's remains to Graham 300 XP
Return to Keira (fast-traveling from the "Oreton" signpost to Midcopse is ideal)
and tell her the good... well, the news, in any event. Go to leave and Keira wi
ll ask you to perform another task for her... this time somewhat more mundane. A
gree to help her to complete "A Towerful of Mice" and start "A Favor for a Frien
d."
A Favor for a Friend (level 6)
Our next stop is Hangman's Alley, however, as you're leaving Keira's hut the pel
lar-of all people-will pester you and ask for help. Agree to help him to start t
he quest "Forefather's Eve," which is to take place on Fyke Isle. He can wait-a
pretty lady is in need of aid!
Note: Depending on which order you did the quest "Bloody Baron" and "Hunting a W
itch" and their subsequent quests ("Family Matters" and "Wandering in the Dark")
you could meet the pellar in different places. If you do "Hunting a Witch" firs
t, you'll meet the pellar during "Family Matters" after talking to the peasants
who help Tamara escape to Oxenfurt. As you return to the Bloody Baron in Crow's
Peak, the pellar will be waiting near Fergus Graem's shop.
Head to the "Midcopse" signpost and fast-travel to Hangman's Alley, then turn on
your Witcher Senses. Under your feet you'll discover the heavy, wide wheels of
a mechant's wagon. You'll also soon be accosted by a Water Hag (level six) and a
pair of Drowners (level six). Kill them, then follow the wagon tracks south alo
ng the road until they veer off to the south-west. Examine more tracks, then fol
low the tracks until they terminate at another road, where you'll find the wagon
.
Examine the booze, food, and blood which all glow red and loot the various parce
ls lying around, but ignore the box under the wagon for now. Instead, follow the
blood trail to the south-west to find the merchant's body. Loot it for the "Mis
sing Merchant's Letter," then return to the wagon and search the box under it to
obtain the "Package for Keira." Well, at least she'll get some of her delivery.
Objective Reward
For recovering Keira's package 25 XP
Return to the "Hangman's Alley" signpost and use it to fast-travel back to Midco
pse. then make your way back to Keira's hut. Talk to her and Geralt will call he
r out on the mundane nature of her delivery and she'll tell you to wait outside.
Agree, and "some time later" she'll show up and conjure some mighty steeds for
you two. Geralt will explain a... new take on the Cinderella myth, and Keira wil
l tell him to shut up and just indulge her for one night. Continue to pander to
her tastes in the form of an illusion spell, then race her on horseback.
Objective Reward
For racing Keira 50 XP
Enjoy a romantic dinner with Keira, at the end of which you'll get an option to
become "friends with benefits". If you choose this route, play a little game whe
re Keira will hide, after which you'll need to follow a trail to the south, exam
ining various pieces of discarded clothing along the way. When you reach the wat
er's edge, Geralt will continue to indulge in own weakness-for sorceresses. This
ends "A Favor for a Friend" and begins "For the Advancement of Learning," which
takes place on... Fyke Isle. How convenient.
Objective Reward
For spending a romantic night with Keira 80 XP
More Fun on Fyke Isle
For the Advancement of Learning (level 8)
Swim over to Fyke Isle, or head east along the coast to Oreton and find a boat.
Either way, make your way to the tower and Geralt will notice that, predictably,
Keira has made her way to the lab atop the tower. As you near the tower Keira w
ill come out with a few notes scavanged from the tower. Confront her and, if you
're rude (call her a two-faced serpent or don't show sympathy for her minor inco
nveniences) and then demand the notes, things will end in a fight. To defeat Kei
ra, simply side-dodge her spells and try to close with her. After a few hits, sh
e'll teleport away from you. She does a fair bit of damage, so a Quen Sign might
come in handy. When she falls Geralt will take the papers and burn them.
Objective Reward
For killing Keira Metz 200 XP
Well, that's kind of a downer. On the other hand, if you're more sympathetic (wh
en she starts talking about Radovid, pick the option "Radovid never forgets," th
en tell her "It's suicide") you'll get the option to suggest that she waits the
war out in Kaer Morhen. Before she departs, be sure to ask for the notes, which
will give you the item "Alexander's Notes."
Objective Reward
For sending Keira to Kaer Morhen 100 XP
Alternatively you can pick the dismissive "Do what you want" at any point, and K
eira will walk off with the sensitive documents. Either way, this is probably go
ing to have an effect later down the line...
Objective Reward
For letting Keira leave with the notes 100 XP
Note: Letting Keira live will pay dividends in the quest "The Battle of Kaer Mor
hen." If you let her go to Radovid you'll get the quest "A Final Kindness" later
on, but in general, things end badly. If you kill her, of course, neither will
happen.
Forefather's Eve - Part 1 (level 7)
Now to help the pellar with his little Forefather's whatsit. Head to the western
side of Fyke Isle where you'll find the pellar and his flock near the ruined sh
rine along the southern end of the island. Rest until midnight, then talk to the
pellar, who is near the stone slab. Your task is simple-defend the petitioners
from the spirits that will be summoned by the pellar's ritual. Begin the ritual
when you're ready-the first wave of foes will include a Water Hag (level seven)
and about a half dozen Drowners (level seven). Kill them and another ghost will
be summoned from the flames and make an accusation.
Before more progress can be made with the spirit, some Eternal Fire enforcers wi
ll show up to apprehend the pellar, for performing magic they don't like. If you
refuse to stand up for the pellar and his mob, they'll be dispersed by the Eter
nal Fire jerks, and the pellar won't be pleased. This ends the quest, albeit uns
atisfactorily.
Objective Reward
For allowing the Eternal Flame Enforces to disrupt the ritual 200 XP
On the other hand you can defend the pellar and his adherents. Kill the Witch Hu
nters (level seven) then the pellar will talk to you again and reveal that the b
loodshed has tainted the ritual-which means we'll have to fight off more beastie
s. After some more chanting a trio of Wraiths (level seven) will disrupt the rit
ual. Banish them, then talk to the pellar again, who will admit to the charges o
f the spirt who disrupted the ritual. Seems Geralt has more work ahead of him...
but this quest continues near where we'll need to go for "Ladies of the Wood,"
so we'll postpone it temporarily.
Objective Reward
For defending the ritual 200 XP
Exploring Around Oreton
If you haven't already, read the book "The Ladies of the Wood" that Keira gave y
ou during "Wandering in the Dark" to update this quest. When you do, you'll find
you destination-some shrine a ways south-east of Lindenvale, or, if you are fol
lowing along well enough and already got the Griffin armor, just south-west of D
ownwarren. We can fast travel fairly close by, or take a boat and sail east to g
et fairly close to the landing spot... or we could use this as a tenuous excuse
to explore around Oreton. Yeah... why not do that? If you're not much of a compl
etionist and you just want to get on with things, skip to the "Ladies of the Woo
d" section.
A Greedy God (level 7)
Make your way to Oreton search the notice board, where you can find the notice "
Contract: Missing Soldiers" which starts "Contract: The Mystery of the Byways Mu
rders." It's far above our level right now, but it's good to have for later. Pla
y Gwent with the Trader (who has a rather powerful Northern Kingdoms deck) then
head south-west along the coast to return to Graham's house. From this now-vacan
t house head north-west along a trail to eventually reach some ruins, where two
peasants are arguing. Talk to them to discover that their meager offerings have
angered the Allgod. Agree to intervene on their behalf to start the quest "A Gre
edy God."
Talk to the nearby wooden effigy, then, after getting a response that raises Ger
alt's suspicions, activate your Witchers Senses. Investigate the wine bottles ne
arby to get a scent trail, which leads to a pile of rocks nearby. Or rather, the
illusions of rocks. With the Eye of Neheleri you can dispel the rocks and find
some stairs leading down to a cellar below-a well stocked cellar, with a rather
corpulent monster inside. Talk to the beast to find out that it's an unrepetent
parasite who has no inclination of giving up its feast.
You have three options-kill the beast (it can breathe and throw fire at you, but
otherwise it's not too difficult to just chop him down in melee combat), convin
ce the beast (under pain of death) to accept the smaller offerings, or agree to
tell the peasants that the Allgod won't be pleased with what they can safely spa
re. In the former case, the peasants aren't too happy that you killed their god.
In the latter two cases you can then inform the peasants about some "fascinatin
g architecture" in the crypt below. The middle course is the most immediately lu
crative.
Objective Reward
For talking to the Allgod 25 XP
For telling the peasants about your encounter with the Allgod 50 XP
For convincing the Allgod to accept smaller offerings 50 XP 100 Crowns
From the ruins head north along a road until you find the "Wastrel Manor" signpo
st. Continue north, staying course through a crossroads, until you reach a raise
d bridge. If you swim across the channel to the north you'll find that the bridg
e is guarded by a handful of Bandits (level three), who have decided this is now
a toll bridge, and they're entitle to collect. You can either pay them to cross
(50 Crowns), use Axii on them (requires an upgraded Axii) or introduce them to
your Steel Sword. Either way, activate a wheel near the raised bridge to lower i
t, and make the world an easier to travel place for everyone.
Objective Reward
For using Axii on the bridge bandits 40 XP
Monster Nest/Abandoned Site (level 9)
Cross the bridge south and return to the crossroads, at which point you should f
ollow the eastern road. Follow this road until you reach a small village, which,
if you explore, you'll discover the "Claywich" signpost. Not much to see here,
but having the signpost is still nice. If you continue east fro

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