If you have yet to complete Main Quest: Family Matters, go to the Baron's study and inform him that obtaining Uma may be the key to finding Ciri. If you have completed Family Matters, go to Crow's Perch and speak to the sergeant who took over the Baron's position. Either way, they will tell you to go to the stables.
Track this quest and use your map to find the stablemaster, telling him that you're taking Uma. He'll agree and you'll be free to ride off. You will, however, be stopped while passing through Velen and taken to see Emhyr var Emreis.
From this point forward the quest is a lot of walking and talking, and for the most part you can choose the conversation options that you desire. When you arrive in Kaer Morhen, chat with Vesemir, but take a moment to retrieve one of Triss' earrings from the wreckage of the bed Yennefer threw out the window. This will allow you to return it to Triss at a later time.
Although this quest sort of concludes at this point, it's actually a tracking quest that opens up three more. You are now free to begin Disturbance, To Bait a Forktail, and The Last Trial.
As long as this is the quest you're currently tracking, use your mini map to find Yennefer and strike up a conversation with her. You can choose whatever options you wish, but if you don't want to get yourself teleported to a lake because she's angry, we'd suggest you simply ask what she needs you to do. That's how you progress the quest, so you might as well get to the point.
Make sure you can whip out your potestaquisitor whenever you need it, then head back down the stairs and into the main hall. Get close to where Lambert is, then start using your potestaquisitor as you make your way toward Vesemir and Uma. You'll notice that to the left of Vesemir is a steel cage, and to the left of that are some crates. Inspect them, then ask Vesemir what's inside. He'll tell you, of course, then offer to remove them.
Return to Yennefer and let her know that the disturbance has been dealt with. You'll spend the rest of the quest in conversation, and generally you can choose whatever options best suit you. This will bring the quest to an end. If you have completed the quests with Lambert and Eskel, No Place Like Home will begin.
Exit Kaer Morhen and check for hoof prints near the south gate. Use your Witcher Senses if you must, then call for your horse and follow the tracks along the road and to the river. Cross heading south and go up the hell, then turn southeast. You should eventually run into Eskel's horse, Scorpion, and you can inspect the bottles at the camp if you wish. Again use your Witcher Senses, locating Eskel's footprints, as well as those of a goat.
Take the path that leads south and keep an eye on the tracks in front of you. They will stop soon after, but you should find evidence of a goat rubbing itself against a tree. Start tracking the smell along the trail that leads up the mountain until you pick up Eskel's footprints again. You should find his goat tied to a stake, and shortly after Eskel will show up and you can engage in conversation with him.
Geralt and Eskel will now have to fight a forktail, but after you manage to steal a third of its health away it will retreat up the mountain. Head southeast up the mountain, climbing rock ledges and continuing your chat with Eskel. When you reach the crest of the gully you're in, start descending and using your Witcher Senses to look for the following things.
This will lead you to the wounded forktail, and of course you should get busy ending its life. After all, it did make you climb up the mountain, which is just a little rude.
Follow Eskel's instructions to take some of the beast's spinal fluid, then leave the forktail's lair. Eskel will challenge you to a race back to Kaer Morhen. You can accept, earning more XP and some additional alchemy recipes if you win, or you can decline and head back under your own terms. Either way, this is the end of the quest. If you have completed Disturbance and The Final Trial, you will now begin No Place Like Home.
The Witcher 3: The Beast of White Orchard
The Witcher 3: White Orchard - Missing in Action
The Witcher 3: Velen - Bloody Baron, Family Matters
The Witcher 3: Ciri's Room, Fake Papers
The Witcher 3: Novigrad - Broken Flowers, Get Junior
The Witcher 3: Skellige - The King is Dead, Nameless
The Witcher 3: Bald Mountain, Imlerith Battle
The Witcher 3: White Orchard Contracts - Devil by the Well
The Witcher 3: Velen Contracts - Jenny 'O the Woods, Missing Brother
How to Earn Infinite Crowns in The Witcher 3
The Witcher 3 - How to Play Gwent
The Witcher 3 - Skills, Signs and Mutagens
The Witcher 3 - All Places of Power Locations
The Witcher 3 Bestiary, Monster and Boss Battle Guide
The Witcher 3 - Carnal Knowledge and Romance
Make sure this quest is the one you're tracking, then use your mini map to meet Lambert in the great hall. Speak to him and choose the options that you wish, then agree to go with him on his task.
When you're ready to go, follow Lambert out of the fortress and listen closely to the conversation. Be sure to practice your crossbow skills by taking down some harpies, an act which will impress him. Cross over the two sketchy looking bridges, then turn and go down a path that follows along the stream. This will lead you to a boathouse in which Lambert expects to find his vessel, but it isn't there. Head to the west along the edge of the pond until you come across some drowners, taking a few moments to slice them up and loot their corpses. Do the same with the water (or bilge) hag that appears, then agree to a boat trip across the pond.
When you disembark you'll hear the cries of a boy, but both you and Lambert will be convinced this is an illusion. You don't have to investigate if you don't want to, choosing instead to continue on and into the cave. We suggest, continuing into the cave, as your suspicions about the illusion will turn out to correct. If you do investigate, get ready to battle three foglets.
Enter the cave near the boat, using a cat potion if you need to improve your vision in this dark space. Help each other up a ledge that's too high to climb, then another. When you reach some fallen rocks that block your path, use your Aard Sign to clear the way. With the path cleaned up, follow the tunnel until you reach a cavern, ignoring the ledges and pushing forward.
Continue to move forward until you reach a large cavern with a central column. Try to keep the noise down and avoid waking Speartip, but either way you'll want to attack him. Murder the beast like only a witcher can, then move on to the next set of objectives.
Climb the wall to the northeast, turning east and passing into the tunnel that leads into the open. Turn east and follow the path that curves to the north and up a deep mountain gully. Eventually a troll will run for you, and if you continue forward you'll be confronted by two rock trolls standing on a ledge. You can respond however you want, as Lambert will chime in and make things worse either way. Sprint to the tunnel entrance that sits to the north.
The tunnel that you're in is blocked by boulders (of course it is), but you can use your Aard Sign to clear a path forward. Climb up a ledge and into a ravine where instead of being stopped by two rock trolls, you are halted by three. You have two options on how you wish to proceed forward.
When the battle (or non-battle) is over, head south along the trail to the Circle of Elements, then do as Lambert asks.
Make your way to the unlit torches and use your Igni Sign to quickly light them, then place the phylactery on the smooth stone alter. Feel free to answer Lambert's questions as you please, as the following conversation is quite lengthy. When it's over, follow Lambert and return to the fortress, or stay and do some exploring on your own. If you've completed Disturbance and To Bait a Forktail, you will now begin No Place Like Home.
Ensure that this quest is the one that you're currently tracking, then follow the your mini map to the objective, the large dining table where the other witchers are assembled. Feel free to answer any of the questions, or choose conversation options that appeal to you the most. It's shortly after this time that you'll have the opportunity for a Carnal Knowledge Encounter with Yennefer, which is again optional. If you choose that route, you'll return to find your witcher friends passed out drunk. If you don't go with Yennefer, however, everyone will get drunk together. Either way, the conversation will take on a lighter tone going forward.
At a certain point during the quest, Eskel will wander off as drunks tend to do. Make use of your Witcher Senses to discover the following clues/items.
The sounds you heard were just Eskel snoring. When he wakes, you have the option of agreeing or disagreeing with Lambert's idea.
You probably don't need much help from here, seeing as how if you agreed to play with the megascope you're on your way to borrow some of Yennefer's clothing. Once you use the megascope, Yennefer will break up the party and you'll be sent to bed, which you should have opted for a little while ago. This will conclude this quest.
Following a bit of morning conversation, head to the table and gather the ingredients that Yennefer needs. Open your Alchemy menu and use the following components that you just picked up.
Return to Yennefer and follow her instructions. There's no point in disagreeing with her, just do as your told to progress forward. As day turns to night, work your way through some additional conversation in order to keep Yennefer awake. From here it's all fairly straightforward, and since we don't want to spoil the plot, we'll leave you to work through things on your own. Don't worry, it's not difficult in the least.
Note: Although completely optional, we highly suggest that you complete the Brothers in Arms line of Secondary Quests prior to venture into the Isle of Mists.
You've got a firefly companion to help you across Skellige. Make your way from Kaer Trolde to the coast of Undvik. You'll be teleported close to the Isle of Mists. Do your best not to bump into anything, including islands, outcrops, or anything else that might get in the way. Also be sure to deal with an sirens you come across.
When you finally hit the shore, continue to follow the firefly. You'll have to deal with a couple of foglets, but by now you should have no trouble with this task. Kill the foglets, then head up the rocky path to the building that's sticking out of the hill. There will be no answer when you knock on the door, but a sneeze can be heard coming from inside. Proceed with the conversation as you see fit, as you won't be let in either way.
Head down the path and move to the north, across the grass. Shift to the northeast, passing under an archway to a beach. Take the path down to the sand dunes. You'll have to deal with a couple of bilge hags that are hanging bout near an odd looking rock column, but eventually you should hear someone call for help from along the shore. Move to help the dwarf in need, telling him that you have talked to his friends. Tell him it's safe to come down, then take a moment to process the events that take place right after that... We'll wait.
Head south and make your way across the island. Keep an eye out for foglets, slaying any that you might come across. When you reach a flattened area you'll encounter a fiend near a large tree. Kill it using your Signs and sword, then check the corpse nearby to discover what happened to Ferenc. This isn't turning out well at all.
From the corpse of the unfortunate Ferenc (may he rest in peace), head to the north and through the woods. When you spot a lighthouse, head inside and climb the ladders to find a fire burning at the very top, as well as a sleeping dwarf named Gaspard. Speak to this little guy, telling him that his friends sent you to find him.
You need to get Gaspard back to the hut, and along the way you may have to battle it out with a couple of foglets (three, to be exact). When you arrive, Gaspard is your ticket inside, as you explain to the group what happened to the other two crew members you were sent to retrieve. Again, we don't want to spoil things for you, so enjoy choosing your own options through any of the subsequent conversations, with the quest ending with you back at Kaer Morhen.
The number of allies you have for this quest will depend on your actions with the Brother's in Arms line, which we advised that you complete. We hope you listened, as the potion is about to hit the fan here in a big hurry.
You should be tracking this quest, but if you're not you can go ahead and fix that right now. It's always a good idea if you want to keep your objectives in order.
Things will start off fairly straightforward in this quest, and you have the option to greet and chat with not only Triss and Yennefer, but also with everyone you've invited through your efforts in the Brothers in Arms quest. Triss and Yennefer will have reactions that depend on some of your romantic choices, but we've written about that in a separate article, so for now we'll stick with the business at hand.
You'll begin the process of preparing for the Wild Hunt, and since we don't like to spoil dialog unless it impacts your game, we'll let you navigate through most of it on your own. Of course, some of the options you do or do not have depends on previous choices, so keep that in mind.
Eventually you'll have to choose between potions that Vesemir brews, or traps that Eskel can set. Here are the details of the decisions ahead.
You must then choose whether to fix a breach in the wall, or clear a cave in at the armory that will allow you access to some swords.
There are three open portals that need to be closed. If Roche is with you, there are also some spike traps that the Wild Hunt will start to fall into. Your portals are to the south and southeast, so pick one and make your way there to close it with Dimeritium bombs, or Yrden. When it's closed, take out the warriors and hounds that remain before moving on to the next. If you want hints on how to effectively do this, consult the Bestiary on each of the enemies that you'll face.
Now in control of Ciri, you'll get a conversation option that seems important, but you'll end up joining the festivities either way, so answer Vesemir how you please. Run to help Triss, killing the hounds and warriors along the way. If Zoltan is with you, he'll take care of some enemies in the yard. If you help him, he'll then head off and try to help Triss. You'll have a decent battle to endure here, so make sure you're putting all of your combat techniques together, including the ability to blink in and out of range from your foes.
Once again playing as Geralt, you'll eventually get the help you needed from Triss. Hop on Roach and start to make your way back to the castle. Head north, dodging any projectiles that threaten your health along the way. When you're inside the keep entrance, dismount from Roach and prepare for a tough fight. Slay any warriors you can, listening for Vesemire to tell you to close the gate. Reaching that lever should now be your priority.
Head back to the courtyard and get ready to battle it out with at least five more warriors and an equal amount of hounds. Expect a lot of chaos, but the task is a simple one to grasp - kill those who aim to kill you, and don't stop until they're all gone.
Continue your retreat but heading the way you moved during the initial phase of this quest. Vesemire will drop an archway on those who pursue you, and you should remain in the courtyard and battle against at least six warriors and hounds. You'll also want to use your bombs and Yrden to close any portals, battling up the steps until you reach the still closed main doors. If Zoltan is there, he will have placed explosive barrels about, and you should definitely blow these up as a means of taking our your enemies in a fun, effective fashion. If Roche and Ves are there, they will shoot flaming arrows at your foes, which shouldn't bother you in the least.
Head down the steps and towards Triss, pausing to close the portal with bombs or Yrden. You'll have to slice up a few more warriors and hounds, but Lambert and Letho will help you with this task. Make sure to wipe out anyone that stands against you, then get ready to play as Ciri once again.
Jump in to save Eskel, taking on Caranthir yourself. This fight won't last long, and you'll be left to cut down even more cannon fodder. When this is done, proceed to the next objective area on your mini map and kill two more warriors and two more hounds. Continue working to the lower courtyard, striking down anything that stands in your way. When you unlock the gate you'll be back to playing as Geralt again.
Focus primarily on closing the portal with your bombs and Yrden, making sure that you can do so without getting overrun by the Wild Hunt. If Hjalmar is with you, he'll jump into one of the portals, then emerge shortly after and assist you with closing it.
After closing three or so portals, fight anyone left in your immediate vicinity. If you closed the breach in the wall earlier on, things will be slightly different, but the main part of the quest is over. Finish up any fighting that needs to be done, then just take in what is left to experience. Again, this isn't a plot driven walkthrough (except where necessary), so we won't tell you what happens next. Just know that you can make whatever conversation choices you want, as it won't change the way things unfold at this point. When this quest is over, Blood on the Battlefield will begin immediately.
This is a short quest considering what you just went through, but it is filled with some interesting conversations. Here is who you can talk to (depending on who was with you during The Battle for Kaer Morhen), as well as if there are any ramifications to your conversation choices.
Head to the north, down the hill and toward the fortress. It's here that you'll find Avallac’h, Triss, Ciri and Yennefer.
Pay close attention, because your decisions right now will most certainly help to determine what happens to Ciri at the end of The Witcher 3: Wild Hunt. In total there are five decisions you must make (not all right now), and negative choices might lead you to an ending that you're not particularly fond of. You'll need to choose between one of two responses below. Choose the +1 response for positive, and the -1 for negative.
Tip: Now is the time for a manual save, as your choices now will change the ending you get.Your next major decision that helps to decide Ciri's fate will take place when she wakes you in the morning. She will want to head to Bald Mountain to go after Imlerith, which leaves you to decide if you should do that, or go to see Emhyr var Emreis in Vizima. Choose between the following options. Please note that of the five decisions you must make to decide her fate, this is not one of them. You can choose the option you wish, and the two positive outcomes will still be available.
If you decide to go to Velen, this quest will end immediately, and one of the five choices regarding Ciri's fate will be lost, leaving only four. However, if you go to Vizima, Ciri will see the emperor, and she will earn herself a new title. If you skip Vizima for Velen, Ciri can still have a positive ending, but she'll miss out on a promotion of sorts.
The emperor is pleased that you brought her to him, and offers you the additional 2,000 Crowns that he agreed to pay. You can choose one of the following options.
If you had the snowball fight, went to see the emperor, and refused payment, you have racked up two of five positive choices. If you had the snowball fight, but skipped the emperor to go to Velen, you have one positive choice, and three more ahead of you. You can still get a positive outcome, but Ciri's role in this world could change drastically. It's completely up to you how you wish to proceed.