The Witcher 3 wild hunt complete world map

Kaer Morhen- a fortress located in the northeast of the mainland at the foot of the Blue Mountains. On the territory of the castle there is a witcher's School of the Wolf.

History of the castle

Presumably in 800, a group of renegade sorcerers settled on the territory of the castle, who intended to create ideal warriors, monster killers by changing the human body with various mutations. It was difficult to conduct experiments on the mainland, since young boys were required to create witchers. Most often, tramps or orphans became little witchers, but there were cases when a child was taken from the family through the Right of Surprise. It was not uncommon among common people to believe that children were simply kidnapped. In 1185, the castle was attacked by fanatics who believed that witchers were just as monsters as the monsters they hunted. As a result of the assault, the castle turned into ruins, and the witcher's craft began to decline. By 1240, the training of new witchers was finally completed.

Location of the fortress

The location for the construction of the castle was definitely not chosen by chance. The road to the citadel lies through a narrow passage in the rocks, and the fortress itself is successfully hidden between trees and rocks in a mountain valley. In addition to providing protection from prying eyes, the valley's landscape serves as an excellent place for training new witchers. In the forest, near the fortress, there is a steep, winding path called “Torment”, on which children improve their running speed and breathing control. Also in the forest is a witcher's bastion, which once served as a place for combat training for young recruits. To the north of the castle there is a lake through which the route for testing the witcher's medallion passes. In addition to the witchers, the inhabitants of the valley are various types monsters: the lake is teeming with drowners and others, they are found in caves, and in the rocks you can always come upon them.

Until 1272, Kaer Morhen was located on political map Kaedwena. During the events of The Witcher 3, the castle will move to the Redania or Nilfgaard map, depending on the player's actions.

Kaer Morhen in The Witcher 3

Kaer Morhen is one of the five main locations in the game. At first, the player gets here during Geralt's sleep, but as they progress, the mountain pass becomes available for exploration. During the defense of the castle from the Wild Hunt, the oldest witcher and caretaker of the fortress, Vesemir, dies. His death determines future fate Kaer Morhen - the final death of the fortress.

In each of the many game locations there are so-called places of power - round stone altars erected in places where magical energy accumulates. They are notable for the fact that they can significantly increase the power of one of the five Witcher Signs for a limited time (from “Infusion of Power” to infinite), and also for the fact that when used they give an additional skill point, which can be spent on developing skills and mutations.

How to activate a place of power

To get a skill point, you must not just approach the altar and press the “E” key, but hold it down for a while. Otherwise, you will only receive a bonus to the Sign!

We bring to your attention a list of points where all known places of power are located.

White Garden

The starting location where you start the game. At the exit from it, you will receive about five levels and exactly the same number of skill points, if you do not visit all the places of power indicated on the map. This is not difficult to do, since there are no particularly strong monsters here, and five additional skill points at the start will definitely not be superfluous.

  1. Aksiy. Between the Nilfgaardian garrison and the sawmill to the west of the mill. After using a place of power, a ghost will appear nearby.
  2. Igni. Located at the burial site north of the mill. The place of power is guarded by a high-level ghost, who will force you to continue the battle inside the crypt.
  3. Aard. North of the crypt with the ghost. Guarded by ghouls.
  4. Quen. Located to the west of the abandoned village. The place of power has been chosen by ghouls, which you will have to get rid of. Do not confuse this place of power with the griffin's nest - it is very close!
  5. Yrden. To the east of the abandoned village. Near the place of power, a large brown bear is sleeping sweetly, which will have to be disturbed.
  6. Quen. Far to the east, next to the Smeshka Bridge. There is also a lair of monsters that can be destroyed.

Velen and Novigrad

Some places of power will become available as you progress through the main storyline.

  1. Igni. Not far from the entrance to the Old Oak cave (quest “Whispering Hill”). Inside the cave lives the spirit of the forest, and next to the place of power there is a werewolf. You can get here at any time, but in any case you will have to deal with the werewolf.
  2. Quen. Near Bald Mountain. According to the story, you can get here after returning from Skellige - you won’t miss it.
  3. Yrden. Will be found in dungeons during the quest " Magic lamp"(you must agree to help Keira Metz after completing the related story quest). The statues in front of the entrance must be set on fire in the order 3-2-4-1.
  4. Quen. In the very northwest of Velen there is a Lonely Tower. At its top there is a diagram of the Griffin's silver sword, but the place of power itself is at the foot - it is not necessary to climb.
  5. Igni. In the northern part of Novigrad, east of the Palace of Electors. You need to follow the road at the edge of the island to the mountain ledge.

There should be no problems finding the remaining three places of power - they are marked on the map.

Skellige

  1. Aard. In the east of the main island in a cave with a Cyclops.
  2. Quen. On the northeastern island. You need to get to a point called "Road to Ingvar's Fang". Head north, then turn west. When you reach the very top of Ingvar's Fang, jump and climb up the rock ledges. A place of power will be waiting for you in the very center of the shrine.

The remaining seven places of power are also marked on the map.

Kaer Morhen

The only place of power in Kaer Morhen is in the north next to the exit from the cave with the Cyclops. Yennefer will send you to this cave in the quest “The Final Test”.

Toussaint

Along with the Blood and Wine expansion, the developers added five new places of power. Their location is marked on the map.

Number of places of power in the game

  • White Garden: 6;
  • Velen and Novigrad: 8;
  • Skellige: 9;
  • Kaer Morhen: 1;
  • Toussaint: 5;
  • Poisonous Fields (one of the many worlds you need to go through to meet Avalakh): 1.

Total: twenty-nine places of power.

In addition, on the top of Bald Mountain from the corpse of Imleric (according to story task) you can pick up and eat a magical acorn, which gives as many as two skill points. For the acorn to appear, you need to sit with Ciri on the edge of the cliff, and then return to the corpse.

You can get another skill point by eating the golden egg of a goose from the Land of a Thousand Tales ( soft version completing the “Blood and Wine” add-on), but it’s worth doing this before the witcher leaves this wonderful place, because otherwise the egg will disappear.

After patch 1.07, the trophy became glitchy and did not drop after collecting all the cards. If you have not received the trophy, DO NOT UPDATE the game. If you have already installed the patch, make a separate save before collecting it last card and wait for the fix. Thanks for the information

Patch 1.08 fixed the trophy.

This trophy is easy to miss!

There are a total of 199 cards in the game:

4 main decks:

  • Northern Kingdoms: 40 cards
  • Nilfgaard: 38 cards
  • Scoia "tael: 37 cards
  • Monsters: 40 cards
Neutral cards (can be used with any deck, this also includes weather cards): 31 cards

Leadership: 16 cards (4 for each deck).

Of the 199 cards, 79 are duplicates, so for the trophy you will need to collect 120 non-repeating cards. At the beginning of the game you are given a basic deck of 32 cards (including 4 leader cards).

There are 11 cards in the game that are easy to miss (1 in the White Garden, 10 in Novigrad), almost all of them can be obtained by completing various side quests, save before each in a separate cell, so that in case of failure you will be able to repeat it.

White Garden:

  • 1 card (Zoltan Chivay). You need to win the first gwent training game, you can lose as much as you like, the main thing is to get the card before leaving the location. In patch 1.07, a map was added to the corpse near the Hanged Tree (we appear near it after leaving Vizima Castle).
Novigrad:
  • 3 cards (Buttercup, Vampire: Brooksa and Milva), we get during the sidequest Triss: A Question of Life and Death. At the masquerade you need to play with 3 players, they are all on the right near the entrance, marked with an exclamation mark.
  • We receive 3 more cards (Jan Natalis, Fringilla Vigo and Isengrim Faoiltiarna) during Zoltan's side quest: Dangerous game. At the end of the quest you will need to choose cards as a reward, not days. The quest itself is taken after saving Dandelion, Zoltan will be near the tavern.
  • 4 cards (all leader 4 levels for each deck) can be obtained during the gwent tournament, the quest is called High Stakes. You must have a strong deck and 1000 crowns in order to be allowed into the tournament, save before registering for the tournament so that you can postpone it until later, because during the tournament you will not be able to leave it without failing the quest. You will need to defeat all 4 opponents, save before each one, you cannot lose. For more information about the tournament, see the tip for the GwentMaster / Gwent Champion trophy.
Other unique cards:

You will receive almost all unique cards by completing side quests for gwent. One of the first opponents will be the Bloody Baron. If suddenly you did not win his card before completing his quests, then the card and the list of players will be in his office, then the same applies to Oliver. It is best to complete gwent quests immediately upon receipt (this does not apply to the tournament), because not only these characters will disappear from the game.

There are a total of 5 such quests (22 cards) in the game, not counting the tournament:

  • Gwent: Velen Players: 3 cards
  • Gwent: Playing Innkeepers: 4 cards
  • Gwent: Big City Players (Gwent: Games in Novigrad): 5 cards (The 3rd game will be available after you meet Dijkstra.)
  • Gwent: Skellige Style: 6 cards
  • Gwent: Old Friends: 4 cards (With Lambert you can play after completing the quest: Unraveling the Tangle, and with Tyler after completing the quest Deadly Plot, the task is given by Dijkstra after completing the sidequest Triss: Now or Never.)
2 more unique cards:
  • The Level 3 Northern Kingdoms Leader Card can be won in Vizima Castle. Near the exit from the castle (after the audience with Emhyr) there will be a player marked with an exclamation mark. He has a strong deck that will be difficult to compete with at the beginning of the game, you can safely skip him and come back later, he won’t go anywhere.
  • We get the "Iorveth" map after the druid's sidequest: Shock therapy. The druid is located at the bottom of the central island near the Gedyneith oak tree. The quest will remain available after completing the game, so don’t miss the map.
By unique cards we mean those that are guaranteed to appear when you defeat a certain NPC or complete a side quest and are not repeated in the game.

The remaining cards will need to be bought and won from NPCs (merchants, armorers, blacksmiths, etc.), from each NPC you can usually win one random card. I advise you to buy all the cards you come across from the very beginning and play all the NPCs who have a game of gwent in the dialogue options. This way, firstly, you will understand the game and put together a strong deck, and secondly, it will be easier for you not to get confused with who you played with and who you didn’t. You can, for example, get yourself a sign and mark with whom you played and were able to win, especially if you meet a strong opponent and cannot win with the current deck.

You can win 53 cards from the NPC (including those that will be repeated).

You can buy 79 cards from merchants (including those that will be repeated):

  • White Garden: 5 cards
  • Velen: 28 cards (We free the merchant in the village of Glinnik in the bandit camp.)
  • Novigrad: 23 cards
  • Skellige: 23 cards
If you did not buy all the cards from Elzy in the tavern in the White Garden before completing the prologue, then in patch 1.04 they added the opportunity to buy these cards from the merchant whom we rescue from the griffin at the beginning of the game.

One of the 3 Necker cards available in the game can be found during Lambert's sidequest: Unraveling the Tangle.

List of all cards and their locations

“Who will measure my path, who will change my fate,

What is inscribed on me with the ancient cold sword?

I've been wandering all my life in a maze of roads

And I carry death over my right shoulder.

Every day - new fight, every day is an old fear,

And you can’t turn away from the path of fate.

But I will return home - to the old castle in the mountains,

When my journey is over."

Tam. Dedication to Kaer Morhen

Kaer Morhen... Oh yes, it was worth going through almost half the game for him. I don’t know about you, but I was looking forward to the opportunity to get here, to freely wander around the fortress and its surroundings. Since the time of the first part, this cult location for fans of The Witcher World has undergone significant changes. Firstly, geographically it has become significantly larger. Secondly, it has acquired a variety of ruins, caves and other points of interest that add very interesting touches to the history of this amazing place. Apart from the official add-on to the first game, “The Price of Neutrality,” and the second chapter of the amateur adventure, “Medical Problems,” for the first time we have the opportunity to go outside the fortress, walk along the shores of Gwynlech, admire the Blue Mountains and, at the same time, deal with all sorts of skeletons in the closet, sometimes in the most literal sense of the word. Let your silver sword always be with you and never become dull, because the monsters here are both angrier and “fatter” than most of their relatives from other locations. This is understandable: the most dangerous strains, as is known, live in hospitals.

I strongly advise you not to neglect reading the in-game documents related to side missions in the Witcher Fortress, including documents from the free DLC “Wolf School Set”. Together, these diaries, letters, and notes shed light on the past of Kaer Morhen and the life and death stories of its former inhabitants.

MAP OF KAER MORHEN VALLEY

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

Attention! The map is clickable.

1. Bastion, entrance

2. Dead drowners

3. Dead Drowned Man

4. Dead Drowned Man

5. Dead Drowned Man

6. Dead drowners

7. Old Troll's Cave

8. Leo's Grave

9. Apothecary garden

10. Kaer Morhen, forged chest

11. Kaer Morhen, main castle

12. Berengar's Cave

13. Iron Mine

14. Underground Witcher Laboratory

BASTION

For successful completion for this quest we will need magic lamp Keira Metz, obtained at the beginning of the additional quest "Mouse Tower". I hope you continue to carry it with you.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

1. Let's go to bastion(1), located west of the Kaer Morhen fortress. Optimal way to it on the map marked in red. They will meet us at the gate four ghosts 23 levels. Otherworldly and extremely aggressive comrades will have to popularly explain why they should not attack the witcher. Anti-ghost oil, bomb Moon dust And Yrden will add credibility to our “arguments.” As soon as the opponents are dealt with, Geralt will share his thoughts with us. It seems, something attracts spirits here, because the medallion is clearly shaking, but what exactly, he cannot yet understand. Will it lift the veil of secrecy? Keira's lamp?

2. (optional) There is a total of four places where a miracle lantern will highlight the projections of people who were once here. They are marked on the map with flashlight icons:
    1) just west of the south tower;
    2) in a small extension near the western tower;
    3) at the parapet separating the upper level patio from the bottom;
    4) near the canopy near the northern tower.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The spirits will tell story of a boy witcher, who trained in this very bastion under an overly strict mentor and died here. After examining four scenes from the past, Geralt will conclude that the restless spirit of the pupil is wandering around the fortress. Perhaps if his remains are found and buried, he will finally find peace.

3. The remains of the boy will be found in north tower. To get there you need to climb up ladder onto the wall and then walk along it to the tower. Near the skeleton of the child, Geralt will see the fifth and final scene from his past (don’t forget to turn on the magic flashlight, yes), telling how the boy died. It turns out that the stern master is out of business. The boy became one of the many victims of that terrible peasant attack on Kaer Morhen, from which the School of the Wolf was never really able to recover. The child's body, pierced by a pitchfork, deserves a human burial.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

4. By taking the bones of the witcher from the tower, the White Wolf will provoke the appearance of a new portion of ghosts in the courtyard of the bastion. We get down from the wall and take the fight - four spirits level 7 spit.

Having dealt with the ghosts, let's take care of the boy. In the annex near the western tower, in the same one where our hero just now contemplated a scene from the past, we should set the remains on fire. We press the button to interact with objects, and a mound with witcher swords stuck into it will appear on the ground - sleep well, baby! This will complete the quest.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
NEIGHBOR QUARTER
You can activate this quest in two ways: by inspecting any of the dead drowned people lying along the shore of the lake, or by dealing with the troll who killed these same drowners, provided that you had not had a chance to examine his victims before meeting him.

1. If, for God knows what reason, your Geralt is brought to hut on the lake shore, behind it he may well stumble upon carcasses of two dead drowned men(2). Inspecting one of them using your Witcher Senses will activate this quest. Judging by the damage, it was not a person who dealt with them, but someone much larger and stronger, and therefore very dangerous. Who could it be? Let's try to find out.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

In search of a creature that kills smaller monsters, we will walk around right bank of the lake at the very edge of the water. Soon we will come across another dead body (3), and another (4), and another (5)... On the island blocking the entrance to a narrow bay, two torn drowned corpses (6) will be found at once. Somewhere after examining the fourth carcass, the witcher states that some huge beast killed a whole flock of drowned people living in the lake.

3. It will soon become clear that the genocide of the local drowning population is the work of paws rock troll Level 26, living in a cave nearby (7).

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

There will be no other conversation with the dull and aggressive thug except through a silver blade, and therefore we endure it without sentimentality. And if you happen to look into this god-forsaken cave, then it would be nice to look around in it. In addition to another dead drowned man, in the troll’s home there is one very interesting document - old letter with Salamanders seal. Maybe it has something to do with their attack on Kaer Morhen?

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

After reading the letter, Geralt will understand that a couple of years ago the troll he killed greatly helped the witchers by destroying one of the salamander bandit squads. This will complete the quest, giving those who played the first part a pleasant feeling of nostalgia.

Interesting. Azar Yaved's note is not the only reference to the events of the first game in the series, which we will encounter in the vicinity of Kaer Morhen. To the south of the fortress there is a stone tombstone (8) with a sword stuck into it. Examine it and Geralt will tell you that it is Leo's grave- a student of Vesemir, who died tragically while trying to prevent Yaved and the Professor from stealing the witcher's secrets.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
GREENHOUSE EFFECT

Did you know that witchers once had their own apothecary garden? He was looked after by someone specially assigned with “ big land» the sorcerer Hieronymus, who died during the infamous attack by a crowd of peasants on Kaer Morhen. Moreover, he died not at the hands of the Kmets, but by jumping into an unstable portal in an attempt to save the drawings of the Wolf School armor. And he saved... at the cost of his own life. We will find his remains with drawings under the watchtower to the west of the fortress.

Nehalena's eye To the touch ".

1. South of Kaer Morhen there is a place (9), upon wandering into which Geralt will tell us that it is unnaturally cold here. This place is truly scary, because black thunderclouds are swirling right above it, and rain is pouring from them. Limit it to three menhir. As soon as our hero approaches them, the quest “Greenhouse Effect” is activated.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot2. (optional) First of all, the game will offer to inspect the location of the weather anomaly. Let's start with menhirs: There is magic emanating from the stones, which seems to affect the aura of the place. To the left of the far menhir protrudes a stone column of natural origin, supporting a stone canopy, under which there was once something resembling agrotechnical laboratory. At the foot of the column itself there is a place protected illusion. We dispel the illusion through the eye of Nehalena; boxes with leftover seedlings And rusty sickle, stuck into a wooden platform next to the bottles and jars, we inspect using the witcher’s senses. Based on the results of the inspection, Geralt will conclude that in front of him is an abandoned apothecary garden, where they grew long ago rare herbs for witcher elixirs. If you manage to influence the menhirs correctly, it can, in principle, be revived. But it will tell you exactly how to influence letter from the resident sorcerer, discovered behind the illusion. We read it, although it is optional.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot 3. After reading the letter (if you know in advance the principle of activating menhirs, then there is no need to read it), Geralt will understand: to activate magic stones should be applied to one of them Aard, and to the other two – Igni, and it doesn’t matter at all which menhir to hit with Aard, and which ones to hit with Igni. Immediately after activating the last one, it will open portal, and will come to the witcher's apothecary garden crap Level 27. Will help defeat him anti-relic oil and a bomb Damn mushroom.Having dealt with the devil, Geralt will notify us that the microclimate inside the perimeter fenced with menhirs has changed. It has become here much warmer, and now you can grow here exotic plants. It's definitely worth visiting again a couple of days. Spend them either doing other things and quests, or in meditation. You can meditate right there, between the menhirs. After two days, our hero runs the risk of not recognizing the transformed site, which had recently been overgrown with one weed grass. A real botanical garden will spread out in front of you. On this positive note, the quest will end, after which you are free to send the White Wolf collect herbarium.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

If you are in a hurry to complete this quest, then you can easily skip examining the menhirs, seedling boxes, sickle, and searching for the letter. Immediately, having found the place of the former magical greenhouse, activate the menhirs with signs, kill the devil that appears, and two days later admire the witcher’s grass growing in riotous colors. By the way, The sorcerer's letter, hidden by an illusion, can be found, picked up and read after the end of the quest.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
SWORD OF BERENGAR

The quest is a reference to the first part, reminding us of the witcher Berengar. According to the plot of the game, he would certainly die, but the absence of a strictly written script made it possible to save Berengar’s life in the battle with Azar Yaved. Personally, I am pleased to know that he survived and is now probably wandering somewhere far from Kaer Morhen and the horrors of war.

1. In the once residential, and now abandoned stone outbuilding in the middle courtyard of Kaer Morhen (where there is a large tree and a ballista under it), in a forged chest (10) another message from the past awaits Geralt - Berengar's notes. As soon as the papers are transferred to our hero’s clothes, the quest is activated. The first thing you should do is read them. It turns out that Berengar was going to forge himself a silver sword, but not a simple one, but Tor-heern. Maybe, Vesemir was aware of these plans of his ward and still remembers that things didn’t work out for him there. We need to talk to him.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot 2. So, we find Vesemir and ask him about Tor-heern. In general, the drawing of the sword disappeared along with all of Berengar’s belongings when he decided to get rid of damn, holed up in a cave (12) east of the fortress. The beast was too much for the guy, and he was forced to retreat. And since quickly scurrying around with things in your arms is not particularly convenient, Berengar abandoned them there, in the cave. Soon after this incident, he left Kaer Morhen forever, and the devil lives and thrives to this day, becoming the involuntary custodian of Berengar’s property.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot3. We go to cave (12), where Berengar was forced to throw his things. The only road there runs along the banks of Gwynlech, and the last part of the journey will have to be covered by swimming.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
    If before visiting the cave your Geralt talked to Vesemir and he told him about damn, the level 27 cattle will appear before him in all its glory. Prepare for battle in advance: anti-relic oil on the sword, bombs Damn mushroom to active slot Inventory.
    If your White Wolf is with Vesemir didn't talk and, accordingly, you don’t know about the devil, then he won’t meet him. The cave will be uninhabited. Everything is great, if not for one “but”: experience for completing the quest in in this case you won't be disappointed.

Having somehow had the opportunity to calmly explore the cave, go to its farthest end. There you will find bag Berengar, and in it drawing of the silver sword Thor-heern. Take it and the quest will end immediately.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
WITCHER FORGE

In the old days, witchers in Kaer Morhen had not only their own magical greenhouse, but also their own forge, where the swords of the School of the Wolf were forged. Now it’s abandoned, but that’s no reason not to look into it, right?

To complete this quest we will need Nehalena's eye- a magical artifact that we receive from Keira Metz shortly before completing the main quest “By touch”.

1. On the first floor of the main castle (11), on one of the chests in the staircase tower, which can be accessed from the kitchen (room behind the fireplace), lies second volume the infamous anti-witcher propaganda "Monstrum, or the Witcher description". If your Geralt shows curiosity and takes it with him, he will activate the quest “The Witcher's Forge”.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

Read the document. It turns out that this is not just a xenophobic libel, but a key that opens access to a cache in a mine near the fortress. Well, shall we go there?

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot 2. Let's go to the abandoned iron mine(13), located south of Kaer Morhen.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

He will meet us there earth elemental Level 30, and until we deal with him, there can be no talk of any search for the cache.

Having finished with the magical guard, we place the book-key taken from the fortress on stone altar, we watch how the slab that blocked the path deeper into the mine moves away, and before moving on, we take it from the same altar drawing of excellent Wolf School gloves(unless, of course, you have installed the free Wolf School Kit DLC and are interested in collecting this kit.)

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

3. A short corridor will lead us to forge, which, according to Geralt, is completely saturated with magic. We look around. As soon as the witcher pays attention to furs the one who continues to burn forge, the fire in it will flare up brighter than before, and a voice will be heard telling the uninvited guest to get away, for this place belongs to Radmir.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
    "Radmir from Todd Carnedda has died"(optional) - He was flayed during Falka's rebellion. It was a long time ago. However, the spirit of fire will not believe Geralt’s words.
    "Who are you?"(optional) – fire, the soul of this forge, really speaks to our hero.
    “I want to look around here”– the spirit of the forge will be categorically against it. He will turn ifrit and will attack Geralt.

In battle with ifrit(level 30) don't forget to use Aard to put out his fire attacks. Also don't forget about oil against magical creatures.

4. After destroying the fire guard, we will have the opportunity to examine back wall forge, however, be careful: the fire continues to burn, and the witcher risks getting smoked by stepping on the burning coals.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot of The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot
The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

Ironically, monsters live there now: Necker warriors And devourer Level 12. Kill them and go to the far end of the cave. When you hit that part of it that Geralt names laboratory, the game will count you completing the quest and send you back 25 experience regardless of the hero's level.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

I advise you not to leave the cave immediately after earning experience, but to take a good look around it. In addition to loot, there are items whose examination will allow you to learn more about how witchers were made: tables for mutations, mechanisms for making elixirs, containers for mutagens, journal of experiments with herbs and so on. A dark place, very dark.

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot


The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

The Witcher 3: Walkthrough. Kaer Morhen. Additional missions not related to the main plot

Unfortunately, there are not many side quests in the Kaer Morhen valley - only six. That’s why this post turned out to be so unusually short. However, don't be upset. You will still have the opportunity to walk around the surroundings of the witcher’s fortress as part of the main quests, which will be the subject of the next post. The search for Ciri is reaching the home stretch - we just need to remove the curse from Uma. And good luck, Yennefer seems to know how to do it. Amazing woman! Even though she's a bitch.

Acknowledgments Thank you very much for the clarification on the quest “Sword of Berengar”

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