The Witcher 3 wild hunt addition stone hearts. Passage of the quest “I was there, drank honey and beer”

Begin walkthrough The Witcher 3: Wild Hunt - Hearts of Stone

The first shoots of evil

Geralt will once again find himself at the very center of adventure. You will learn about the new order from the tavern called “Seven Cats”; it is a simple order for a monster. To complete the task, additional information will be required, which the customer named Olgerd von Everik can tell about.

Using the information received, you will find yourself near the Oxenfurt canal, which is the abode of the monster. Go down and get ready for a fight with a few drowned people. After that, explore the sewer. A short walk through the city's sewage will lead you to an old friend. After talking, continue your way and soon you will come across a grate. Break the brickwork located on the right (highlighted by flair), move forward, destroying more and more drowners.

As a result, you will come to a monster two in one, a huge toad and a boss. The monster is quite mobile, and its jumps can cause quite a bit of damage. The toad also uses its long tongue to reach you even from a great distance. The boss sprays toxic gas and reduces visibility by spitting in the eyes. The unusual image of the boss does not provide for new tactics to combat him. Everything is standard, that is, you need to use Quen and combine “strike + roll/dodge”.

You should not relax after a victory, as you will end up in even more trouble. difficult situation, in the finale of which you will have to draw your weapon. Now the boss is an Ophir magician, who is surrounded by a large retinue. First you need to deal with the spearmen, then with the shield warriors, after which there will be a battle with the sorcerer. He masters the element of wind and can turn into a tornado, tearing vortex currents out of the ground and teleporting directly behind his back. Although in this battle you can simply leave, since the boss acts as an additional quest objective.

Talk to the mysterious assistant in the forest, now head to the customer's house. Events turn in such a way that he turns into another boss, representing an even greater danger. The opponents have plenty of tricks up their sleeves: sword strikes, a quick ramming technique and a powerful lunge. The boss blocks any frontal attacks, making him vulnerable to attacks during his combos and to hits after a successful deflection. He has one weak point attack while charging his smash move, accompanied by red lightning. After defeating the enemy, you will have to watch the video and prepare to complete the next quest.




And I was there, drinking honey beer

Geralt receives a new task, which is to cheer up Olgerd's late brother, Witold. You need to listen to Shani's advice, and then go to the von Everik family crypt. There you will need to find a tomb, next to which there will be a hut on a stand. It is necessary to improve the room with the help of a censer, and, of course, you have to fight with several ghosts, among which are relatives of Olgerd himself. Take the yearning spirit with Shani to a rural wedding. There are many entertainment events, which will last until midnight. All that remains is to play cards and take part in the fight; these activities will not take much time. The hero will be able to sleep with Shani. After midnight, go to Olgerd in Oxfenfurt to tell him about the work done.

Sesame, open up!

Having had an active rest at the wedding, serious work awaits Geralt. His task is to obtain the auction house of Maximilian Borsodi for Olgerd. First you need to find an estate located in Oxenfurt and talk to its owner. Geralt invites the owner to voluntarily donate the house, to which he sets two guards against the hero. After eliminating the guards, Geralt is approached by a person who wants to help take back the auction house. You need to get to the appointed place, then there will be a robbery in the spirit of Ocean's Friends. The hero will have to cope with three preparatory quests, which consist of: finding a security guard and a burglar, as well as creating a sleeping pill for the house guards. You will find the burglar in the camp of the wandering corpses of acrobats. Evelina Galo, a young artist, agrees to take part in the adventure if you can replace the shooter in the “Hit the Bullseye” trick. Take the crossbow and shoot down all the fruits. After the performance, Evelina goes to the gathering place. You can find the bugbear in a small village. Axiy and convincing arguments will force Casimir to come down from the roof and join the team of robbers. Create the required elixir in the “Alchemy” section, which will be useful in the third task. Listen to three conversations of the guards, then go to Oxenfurt, in this place you should find out the location of the cook. You will find him on the river bank fishing. During negotiations, you need to persuade him to participate in this adventure. Now seasoned burglars must wait until midnight to go to work. Even the most ideal plan can fail, so a fight cannot be avoided. Deal first with the security, then with the law enforcement officials, who should tell you a funny joke. Follow the assistant to the treasury, where the owner and two bodyguards will meet you. After an easy battle, you will have to sort out the conflict situation that has flared up between the accomplices. After taking the house (actually the box), go to meet Olgerd.




And they lived happily ever after

After you cheer up the dead man and get the house, Geralt will receive the last, but most difficult task from Olgerd. It is necessary to return the purple rose, which is a parting gift from his wife. Head to Olgerd's estate, whose front gate will be closed. Follow left side fence until you see a hole. In this area, you will meet a burglar who will tell you that his accomplice is somewhere here. Inspect the front yard and at the same time look for the burglar's partner, and you can use your witcher senses. After checking the place, head to the backyard, in the garden you will find the corpse of a burglar, and nearby the boss. The faceless type will deal little damage, but he can restore health through successful hits. When he starts summoning shadows, you need to destroy them faster than he himself.

After dealing with this Pale Man, go into the back door of the estate. On the second floor of the building there is the room of Olgerd's wife, go there. There will be a sketchbook on the ground floor (lit by sparks), take it. Heading along a long corridor, you will again encounter a boss in the form of a ghost. Similar to the previous boss, the woman in black can heal her wounds using the green light emitted from the painting. The lady is capable of inflicting modest damage, but it is worth paying attention to her cheat regeneration. After defeating the ghost, you will find her dead body on the bed, which Geralt will want to bury. Exit through the front door and head to the area with the easel. Bury the body and give the eulogy, then go after the ghost. You will find yourself in the rich inner world of Olgerd’s wife. In this world you need to deal with all her nightmares and restore the most important events.

First memory

Use your witcher senses, find the glass and insert it into her hand. Now you should kill the ghost spiders.

Second memory

On the dining table, you should inspect all the key objects. I focus on the picture hanging opposite the table, light the candles and the fireplace. A shadow will appear that also needs to be destroyed.

Third memory

Find the bloody shirt that is located by the bed and put it in the basin standing near Olgerd.

Fourth memory

Take an iron glass and fruit from the cabinet, place them on the counter near Olgerd, focusing on the picture. That is: the glass should be in the center, the apples on the right side, and the grapes on the left. You will have to kill the shadows again.

Fifth memory

Inspect all key objects located in the room. Take candles and chalk, go to the pentagram located on the floor and arrange the candles in accordance with the circle of the picture. Once the memory is reconstructed, a fire will start. It will be possible to get out of it only through a picture that smells of a cold wind. You will find yourself in a cold environment, so you should quickly get to the basement, which is located on the right side of the stairs that lead to the porch.

Sixth memory

There is a mug to the left of Olgerd, pick it up and insert it into his hand. Do the same with the prenuptial agreement, which you need to hand off to the man next to you. Destroy the shadows again.




Seventh memory

In the final reconstruction you will find a tray of food. Give it to the faceless man. Place a large bowl and a smaller container near the dog and cat, respectively. Walk down the hallway to the living room to read the letter. From it you will get a complete picture of the relationship between the von Everik spouses; now you will have to face the most important fear of Olgerd’s wife. He represents Olgerd himself, surrounded by motionless doubles. This boss is very dangerous compared to others, so you need to be extremely careful. Do not touch the doubles, otherwise they will join the fight and it will be very difficult to fight back. After you free the woman from all her nightmares, you can take the purple rose.

Who sows the wind...

Before the final meeting with Olgierd and the mystical Mr. Mirror, you should visit Shanni, who will help you understand the personalities of these heroes. After talking, follow her to the university to ask Professor Shezlock a lot of questions. Entering his house is not so easy, since the territory is guarded. Head to another passage, which is located near the embankment. At the site you have to deal with the hunters of sorceresses. Now you can try to get to the desired building. First, knock on the locked front door, there is a ladder behind you, go up it, now climb onto the small balcony, using Aard to demolish the flimsy door there. After talking with the professor, go to the meeting. A tense dialogue will lead to a dilemma: save Olgierd, thereby stopping Mr. Mirror, or allow him to take von Everik's soul. If you choose the first option, you will find yourself in a world of illusions, where you need to solve a riddle within the allotted time. The answer can be found in the mansion, which is visible from the starting point in the distance. You can get to the estate without being distracted by enemies and other active moments. In the destroyed courtyard you will see a non-working fountain. Use Aard to break the cracked masonry (highlighted by sense). As a result, you will defeat the villain and free Olgerd von Everik from his debt - the curse. You will be given a great sword as a thank you, and will also have to watch the end credits.

On this Walkthrough of The Witcher 3: Wild Hunt - Hearts of Stone completed


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Northeast Estates Map

All missions of the Witcher 3: A Hearts of Stone expansion take place in the area northeast of Novigrad, where the map previously ended with several large country estates. Now there are many more count estates, several new villages and many bandit camps. Also, part of the action takes place in Oxenfurt.

Story missions tell the story of the sad fate of one noble family, the Von Everiks. Additional missions tell about overseas merchants from the Middle East of Ophir, about Redanian deserters of the Order of the Red Rose, and about the girl doctor Shani from previous parts of the Witcher game.

All missions assume that you have already completed the main story of the game and have reached at least hero level 32. If your level is lower, then entering the expansion lands is dangerous; strong monsters and bandits can kill you in a couple of blows.


Garin Estate

We go to the indicated “Garin Estate”. Inside we meet people who look like bandits, but call themselves “wild boars”. We ask them where to find the customer Olgerd Von Everek. In response we hear only jokes. Deciding what to do:

1. "A bunch of idiots." We participate in a fist fight.

2. “It’s nice to chat, but I’m here on business.” We avoid conflict.

We are taken upstairs to the owner of the estate. Olgerd asks our opinion about the stone sculpture. The answer is not important.

In any case, we receive an order for a monster in the sewers - a huge toad, which is rumored to be an enchanted prince. Olgerda's maid tried to disenchant him, but was killed, like many other girls. Let's go on a mission.

On the way out of the house, one of Olgerd’s bandits also asks her to help find the killer of her loved one (we receive the additional task “”).


Oxenfurt Dungeon

We get to Oxenfurt, on the main square we find a well with a broken wall, we go down into the canals. We kill drowners. We meet the girl Shani, she is the only survivor from a detachment of Redanians sent to study the toad and take samples of its poison, which poisons all the city water.

With Shani we go further into the dungeon. On the way, we will be stopped by a grate with curved bars; we won’t be able to open it, but we can break out the corner of the wall on the right with the Aard sign. Next we see a hole to the lower floor. Nearby in the branch corridor we find the corpse of a Redanian, we take the universal key from him, return, open the grate, go to the lower floor into the central drain.


Boss: Huge Toad

The toad attacks with acid, so you should take the Oriole potion to reduce the damage from the poison and avoid poisoning. The boss attacks from afar with her tongue and poisonous spitting, and if you get closer, she starts jumping, hitting the ground hard. Getting close is dangerous, so we attack from medium distance using the Igni sign. Although the toad is not afraid of fire, it receives maximum damage from it. You can use a Yrden trap to stop the toad for a few seconds.

We rip open the belly of the toad, it dies, but we lose consciousness from all the poison that comes out. The toad turns into a prince after death. After the battle, Ophir soldiers come running, having arrived here from the distant east for their missing prince.


Ship

We regain consciousness in a cage in the hold of the Ophir ship. From a neighboring prisoner we learn that we have been accused of the death of the prince and are now being taken to Ophir to the king. The situation is hopeless, but then an old acquaintance appears - a man in yellow robes, Gunther O'Dim. (We met him in the tavern in the White Garden, it was he who helped us get on the trail of Yennefer). Gunther offers a deal: he arranges for us to escape, and then we will have to carry out several assignments for him.Having heard our agreement, Gunther disappears, and immediately after that the ship is wrecked during a storm.

On the shore we break out of captivity. We need to defeat several Ophir soldiers and a battle mage without armor. The magician teleports constantly, but he can be stunned from afar with the Axii sign. After the victory, we learn that we sailed not so far - to the shores north of Novigrad.

We get to the Yantra village, meditate until midnight, Gunther will meet us here. He fulfilled his part of the deal, now it’s our turn - we must help him deal with Algerd. As a reminder of our duty, Gunther leaves a magical brand of a couple of symbols on Geralt’s face.



Garin Estate

We return to Olgerd's estate. We see that the estate is on fire, and the count’s people want to execute one of their own. Deciding what to do about it:

1. We try to communicate in a good way, but they won’t listen to us and the person will be executed.

2. We stand up for the person. Algerd arrives and decides to fight us.

Boss: Algerd Von Everik

This is no ordinary opponent, he attacks with a whole combination of attacks, can turn into a shadow and move quickly, and when the sword lights up red, he can break through any block. Block is useless, but counterattacks help (you don’t need to hold down the block button all the time, but press it only at the very last moment before an enemy attack). We strike three times and run away. If timely counterattacks fail, you can constantly roll to the side and deliver single blows from the side.

Having won, we cut off the enemy’s head, but it does not fall off, Algerd easily puts it in its place. Gunther appears and explains the reason for Olgerd's immortality. Gunther O'Dimm - Mister Mirror, who makes deals with people for their souls. This is exactly the deal Algerd made with Gunther, and now we need to fulfill the count’s three wishes so that Gunther gets his soul. Naturally, Olgerd von Everik makes the most difficult tasks so that no one can complete them. Let's find out the first two of them.

And I was there, drinking honey beer (level 33)
Witcher 3: A Hearts of Stone. Walkthrough


Olgred von Everik's first wish is for his brother to have fun all day like never before in his life. But the problem is that his brother died long ago. Will need necromancy or others similar species of magic. Gunther advises contacting Shani.


Shani's house

Shani lives in Oxenfurt on the second floor of a hospital. We see how Shani gives the created antidote to the Redanian soldiers. After this, Shani will find in the books where the Von Everik crypt is located, and will give us the censer. (We can also read a letter with a wedding invitation in Shani’s room).


Crypt

We go to the crypt indicated on the map. In the dialogue we ask about the wedding, Shani invites us to her friend’s wedding. Together with the girl we enter the dungeon and destroy the ghosts. We find a destructible wall, demolish it with the Aard sign. In the cave we find a body with a key, we go a little further and find treasures.

Eventually we find ourselves in the central hall. We find the coffin, next to which there is a saber, we read the inscription “Witold Von Everik”. Activate the censer (select it in the weapon selection menu, press the middle mouse button). We walk along all the marked corridors, leaving smoke behind us. Having fumigated the entire room, we go to the center and activate the altar. The ghosts of the Everik family appear, we talk with them, but in any case we will have to fight them. Only after this will Witold’s spirit come to us.

We agree with Witold that his spirit will occupy our body for this evening. We explain everything to Shani, together with her we go to the wedding to entertain the spirit of Vitold.



Wedding

Before entering the village, we take festive clothes from the ropes and put them on. Let's go meet the bride and groom. After this, you can take part in many different events:

In the center we find the bride's parents, they have lost their dog Demon and the ordered circus performer - a fire eater. We examine the booth, follow the traces found and go into the forest, find the circus performer’s hat, and then him on a tree. The dog is quite small, but the circus performer was scared of it because he can’t see well. We use the Axiy sign on the dog. (If we drive the dog away with a stick, he will run away and not return to his owners). We take the captured fire eater back. A wild boar will attack along the way, quickly kill it. After this, the circus performer must be convinced to return for 50 crowns or the Axiy sign (level 2 deception).

You can take part in a competition in the pig pen. You need to drive two piglets, marked with yellow paint, into a barn with hay. If you use Axii on the pigs and bring them along, the peasants will recognize this method as dishonest, and there will be no reward.

On the bench in the center we notice a lonely girl. Witold manages to seduce her, but at that moment three brothers appear. We fight them with sticks in the pig pen. After this, the girl runs away.

At the table on the left are the lowly Gwent lovers, you can play with them.

We go to the shore of the lake, where a shoe diving competition is being held. We ask Shani to throw his shoes into the lake, and we dive in after him. At the bottom you can find three shoes that the other guys couldn't get.

At other points you can just drink a glass or chat with girls.


Having walked around the entire yard, we enter the house. There is an orchestra and many dancing guests, we start dancing with Shani. The mysterious Gunther appears and orders a slow dance for Geralt and Shani. Witold seizes the moment and kisses Shani.

After the dance, we listen to how Gunther O'Dimm enthusiastically tells the women about making gingerbread, and about time as the main ingredient. Gunther communicates directly with Witold, telling him all his shortcomings. But Witold is not upset, he climbs onto the stage and decides to give a speech. We can agree (this will upset the peasants a little, but will amuse Witold), or remain silent at Shani’s request. We are going to the ceremony of putting on the bride's cap. The thrown wreath of the bride catches Shani, which means she is destined to be the next bride.

Time ran out and it was midnight. Witold writes a letter of gratitude for his brother in Geralt's blood. But after this, Witold’s spirit refuses to leave the wedding until he achieves reciprocity from Shani. Gunther O'Dim appears and forces the spirit to return to the crypt.

We are left alone with Shani. Deciding what to answer:

1. "Exactly. I need to get ready." Leave the wedding.

2. “I’d like to stay a little longer.” The extra will start. quest " ".



Add. task: Clear night (level 33)

(The quest will begin if, according to the plot, at the end of the wedding we agree to stay with Shani. The quest must be completed immediately, it will not be possible to postpone it until later).

Despite our agreement, Shani will run away to the guest house. We need to cheer up the girl. We open information about Shani in the diary. Let's go look for a gift:

1. [Pick a rowan branch]. The girl will be more sober.

2. [Take a bottle of mead]. The girl will get very drunk.

We sit down at Shani’s table and talk. The answers don't really affect anything. We go out into the street, and along the way we see the interaction between the groom and the father of the bride. We answer Shani's questions. It is enough to make at least a couple of answers that are pleasant for the girl so that she trusts us.

Having kissed Shani for the second time, already without Vitold’s spirit, we decide what to do:

1. “One kiss is not enough for me.” We spend the night with Shani in the boat. The footage shown will depend on whether the girl was drunk or not.

2. "Let's go back." The quest ends with separation.


The next morning we go to Olgred, show his brother’s letter as proof of the fulfillment of his first wish. (After this, you can play gwent with Olgred. If we win, we get the “Toad Prince” card - strength 7, shooter, execution of other shooters, monster).

Sesame, open up (lvl. 34)


Olgred Von Everik's second wish is to obtain the Borsodi house. What kind of house this is is not known, but the auction is named after Borsodi, so we go there.


Auction Borsodi

We go to the Borsodi auction house in Oxenfurt. The Redanian guards refuse to let us through. To our luck, we meet a familiar gnome moneylender, Vim Vivaldi, and together with him we go inside. Before the auction starts, we can talk with Vivaldi’s acquaintances, whom he introduced to us.

We communicate with the old Countess Mignol. She is an expert in witcher values. We can bargain with her and buy 4 drawings of the Snake School armor, recipes for workshop elixirs, if we don’t already have them. Vivaldi will take 5% from each purchase. Afterwards, the Countess will lure us onto the balcony and ask us about Vesemir, with whom she had an affair. Let's talk about him. (If the plot has not yet been completed to the end, then there will be one answer. If Vesemir has already died, we talk about his death).

With a man in the center, we can play gwent, raising the bet by a maximum of 250 coins. Having won, we give Vivaldi 10% of the winnings. But besides this, as a reward we get the card “Gunther o” Dim” - strength 2, double, neutral, and “Gunter o” Dim: Darkness” - strength 4, double, neutral.

We communicate with an art critic. He will decide to test our knowledge of art by asking us to find a painting by a certain artist. Before answering, we can simply examine all the paintings and read the author’s signatures under them. Correct answer: a picture of a merchant with a pearl in the middle. For the correct answer, the art critic will share important information, he will advise you to buy Van Rogh's canvas, which can be sold to the scribe of Novigrad for 500 crowns (access to the quest " " will open). It is better not to tell Vivaldi the information received, otherwise he will also participate in the auction and raise the price of the painting.



When we sit on the bench in the corner, the auction will begin. We participate in the auction:

1 lot. Brass figurine of a bird of Count Romilla, in which a treasure is hidden. If we buy it and break it, we will get the quest "". Cost 300 CZK.

2 lot. Van Rogh's painting "Starry Night over Pontar". Needed to complete the quest "". If we didn't tell Vivaldi about it, you can buy it for just 20 crowns.

3 lot. Maniac Professor's glasses. This is only a reference to the events from the first part of the Witcher game series, has no practical value, and is not necessary to buy. Cost 350 CZK.


During the break, we take a moment to meet the owner of the auction, Horst Borsodi. We ask him about the Borsodi house. This question terribly scares the owner. After this, we can tell or hide what we learned about this item from Von Everik. But in any case, Borsodi will order us to be taken outside.

On the street, the guards do not give us weapons, but decide to beat us in a fist fight. We fight, we win. As we leave, we meet mysterious man in a cloak, he offers to take part in a raid on the auction house. he makes an appointment at the herbalist's house.


Herbalist's House

We go to the herbalist, who lives northeast of Oxenfurt. We see that the herbalist’s house is being attacked by the knights of the Order of the Red Rose, we fight them. (From the herbalist we can find out the conditions of the task “” if we have already taken this task from the notice board). We call the password “Bloodstone Extract”, and the herbalist takes us to the secret headquarters in the basement.

The stranger talks about the robbery plan. We need to get half the guards drunk, and also take on two more specialists. We do all this in separate tasks.

Open Sesame: Witcher Seasonings (Lv. 34)
The Witcher 3: Hearts of Stone. Walkthrough


We receive a recipe for a cleansing potion from a stranger. You can prepare the “Cleansing Potion” directly from the herbalist in the alchemy section.

With the finished potion we go to Oxenfurt. We eavesdrop on the guards at the entrance to the auction house to find out where to find the cook. We don’t find out anything, we eavesdrop on other guards. In this case, you need to stand at a certain distance in order to hear with your witcher’s sense, but not attract the attention of the guards. We will only hear about the cook from the guards on the coast.

We go to the western pier, meditate until the morning, we see the cook sitting on the pier and fishing. We persuade the cook to add a laxative potion, for this we pay 500 crowns or use the Axiy sign (level 2 deception).

Family matters: security guard (level 34)
The Witcher 3: Hearts of Stone. Walkthrough


We need someone to open the safe. There are two candidates: the demolitionist Casimir Bassi or the burglar Quinto. You can only take one of them. This choice will determine whether the robbery will take place loudly or silently.

Kazimir - demolitionist. We go to the "Village of Alness" in the north. We find Casimir on the roof of his house, lined with explosives. He decided to blow himself up because of his wife's betrayal. We can talk him out of it. The simplest option is the Aksiy sign. Dialogue option 2 and then 3 can also help, in this case you will have to fight with him with swords. Other options will only lead to an explosion, and you will have to look for another accomplice.

Quinto the burglar. We go to Hans from Tsidaris, for whom we killed the Archgriffin. Quinto is his prisoner. We can: 1) negotiate for 200 coins, 2) kill all his mercenaries, 3) or win him in Gwent. We free Quinto, and it turns out that he himself managed to open the lock with a fish bone a couple of days ago. An excellent specialist.

Family matters: burglar (level 34)
The Witcher 3: Hearts of Stone. Walkthrough


We need a climber who can climb the tower along the wall. There are also two candidates: low-rise window maker Hugo Hoff or elf acrobat Evelina Gallo.

Hugo the window keeper. We go to the marked house, but no one opens it for us. We look around and find a blood stain on the canopy support. We follow the tracks we found to the shore. We kill three bandits, find Hugo’s cut off ear from one of them, and read the crumpled letter. From the text we learn that Hugo was drowned. We dive into the water, and indeed we find Hugo tied to a stone and drowned. So there is no way to hire this specialist.

Gallo - acrobat. We go to a place near the village of Karsten, where a traveling circus is located. We find Evelina Gallo, nicknamed Lasochka. We offer her work. In response, we need to help her, replace the circus shooter. 1) If we agree, we will need to hit 4 apples placed on the elf. 2) Or we can pay 600 CZK for the return of all tickets. After this, the girl will agree. We can immediately move with her to the lair in the herbalist’s basement.

Sesame, open up (robbery)
The Witcher 3: Hearts of Stone. Walkthrough


Penetration

At night we carry out our plan. The guards have been neutralized, leaving only one patrol. Gallo climbs the tower and throws the rope down to the others. We have to stun a guard who was not there before, which means the security has been strengthened. We are dressed in black thief armor, and in the attic we take wooden swords and put on the masks of kings.

We go down into the building. Along the way we collect treasures and read the notes we found. In the lower hall we meet guards and fight. One of the enemies still manages to use the bell, and a patrol comes running from outside the building. The leader of the attack will take a hostage and begin to negotiate with the Redanian patrol. Next we participate in negotiations:

First, we ask the Redanians to leave, then we put forward a demand - to deliver a cart, an ordinary cart, we promise to release one hostage, and after receiving the cart, all the rest.

1. If we took the demolitionist Kazimir with us, then the negotiations will be interrupted in the middle due to a powerful explosion. The patrol will get inside and you will have to fight.

2. If we took the burglar Quinto, then we will be able to avoid a fight with the patrol.

At this time, the acrobat quietly leaves us, and we go down to the basement. At the entrance to the treasury, if we stand on the slab behind the door, we will fall into a trap - a pit with spiders. We kill them, they will pull us up. But it's better to jump over this trap.



Meeting with Horst Borsodi

We get to the treasury and meet the owner. Here it suddenly turns out that the mysterious organizer of the raid is Horst Borsodi’s brother, Ewald. Let's listen to the family story. The brothers' father bequeathed everything to Ewald, but he gradually drank away his fortune. Then Horst defrauded his brother Ewald of his inheritance and threw him out onto the street. Now Ewald has returned to take revenge.

Horst is trying to buy out Ewald's mercenaries, promising them mountains of gold. Depending on who is on our team, the accomplices will choose their side:

1. The burglar Quinto, in any case, goes over to the side of the rich man Horst.

2. Demoman Kazimir in any case remains on the side of the bandit Ewald.


We also have to choose which side to take:

1. "Tempting offer, Horst. I accept it." Horst kills the prone Ewald with his sword.

2. "You won't bribe me. I'm staying with Ewald." After the victory, Ewald finishes Horst off on the floor with the golden cup.

3. “I have no desire to get involved in your dark affairs.” In response, we will only hear that you still have to choose from the first two options.


We ask the winning brother about the “House of Borsodi”. No matter who survives, they will refuse to give up this relic, since documents about the family inheritance are kept inside. Deciding how to respond to this:

1. "Stupid decision. However, whatever." We kill the surviving brother and accomplice, if he remains. We take the toy house with papers. To get out, we find a secret passage, open it by pressing the button on the far column from the exit. We exit through the tunnel through a fisherman's house on the embankment.

2. “Maybe we can come to an agreement.” We only take the house and leave the inheritance documents to the surviving brother. (If the demolitionist Casimir survives, he will receive his share of the gold and go to drink it away. If the burglar Quint survives, then we will never know where he will go and what he will spend the gold on. If brother Horst survives, we will no longer be with communicate with him. If brother Ewald survives and we did not blow up the building during the break-in, then it will be possible to return to Ewald at the auction house and sell him valuables).



Delivery of the relic

We go to Olgerd, give up the “house of Borsodi”. We can listen to why the count wanted to interfere with the Borsodi inheritance. At one time, the Von Everik family fell into debt during a lean year, and the Borsodi quickly took advantage of this - they sold at auction everything that was dear to Olgierd.

From the text of the will we learn that no specific brother was indicated there. There was only a condition that if the brothers did not shake hands at Belleten at least once a year, then all the property should be transferred to the hospital, with this money he would be able to treat children and the poor for free. So both brothers lied at the time, and did not want to show these papers to anyone.

Olgerd will add that he ordered this desire not for the sake of restoring justice, but for the sake of his own revenge. It was the greed of the Borsodi brothers that forced him to enter into a dangerous contract with O'Dim.

And they lived happily ever after (level 35)
The Witcher 3: Hearts of Stone. Walkthrough


We answer Olgerd's question about love. After this, we learn the last wish of the immortal count - to bring him a purple rose, which he once gave to his wife Iris before parting.


Estate

We get to the Von Everik family nest. All the gates are locked; entry is only possible through a gap in the western wall. In the fissure we meet a marauder, he lost his accomplice Kaimir here, but is afraid to go inside. We promise him to find the missing thief. We enter, we can examine the things in the garden: a picture stand, a bench, a fountain, tombstones. But there’s nothing interesting, and we can’t enter the house, so we go to the backyard. We see how some creature in a cloak is digging a grave for the missing thief. He has no face; nothing is known about such a monster in any bestiary. We enter into battle with him.

Boss: Keymaster

The housekeeper hits with a rusty shovel. If he hits us, he will replenish some of his health, so you can’t get caught often, it’s better to use the Quen sign for protection. We wait for the Keymaker to make normal blows, and then hit him hard, before that a blue glow will appear on the ground, and after the hit the shovel will get stuck. While the enemy is defenseless, we run up, deliver three blows and run away so as not to fall under a circular defensive blow.

From time to time, the Keymaster will clear the fog and summon ghosts. They are not dangerous to us, but by killing them, the Keymaster restores health, so we must kill them faster.

When the boss has little health left, he will also start making ramming attacks. his shovel will begin to glow before this. We roll to the side at the last moment, and then we can deliver three blows from the back.

After the victory, a black cat and a dog sit in front of the Keymaster’s body and begin to talk to us in a human voice. They say that they are attached to this place and want to get out of here, so they will help us. We take the key to the house from them. From the body of the key holder we take a shovel - a unique weapon with the ability to steal health.



Inside the house

On the first floor we take the “Iris Sketchbook” from the table. In the far chest you can find a drawing of the Banshee weapon - a steel sword with health stealing. We collect other things and notes. We go up to the second floor, go to the right room, to the far balcony, along it we go to the back room of Iris.

Boss: Ghost

We are attacked by the ghost of the girl from the painting. We hit him as usual, but when we see a green glow, we run and hit the glowing picture so that the ghost does not restore health.

In the room in the far corner we find a portrait of Iris and Olgerd. Only then do we approach Iris’s body on the bed. After consulting with the dark animals, we decide to bury the girl’s body.

We go to the courtyard in front of the house, choose a place for the grave near the picture stand. We call upon the spirit of Iris, she will not say anything, but will open a portal in the picture. We teleport after her.



Painted World

We find ourselves in the world inside Iris’s paintings. Here we need to restore the girl's memories by moving the missing objects.

1. In the gazebo. We take the artist’s palette from the bench and place it on the table next to the painting of Iris. We take the book from the railing and put it in the hands of young Olgerd. Fighting off flying bees fire sign Igni.

2. Near the fountain. We take a glass from the fountain and place it in Iris’s hands. We fight off the shadows of spiders.

3. Family Dinner. We light the fireplace and two candlesticks on the table.

4. Bedroom. We take a towel with blood from the floor and place it on Olgerd’s washbasin.

5. Portrait of Olgerd. We take a vase of fruit and place them on the table next to Olgerd. Apples are on the right, grapes are on the left, a glass is in the center.

6. Olgerd's room. We take chalk and candles. We draw a pentagram with chalk. We arrange the candles in a circle (3rd option). Olgierd will begin summoning the demon, and the room will light up. We run to the corner, into a picture with a snowy landscape.

We find ourselves in the winter version of the Von Everekov estate. The snowstorm causes constant damage to us, and the house is closed, so we immediately run to the basement to the right of the stairs.

7. Basement. We take the marriage contract from the floor and put it in the hands of Iris’s father. We take a beer mug and put it in Olgerd’s hands.

8. Dinner. We take a tray of food and place it in the hands of the key keeper. We take the dishes, put a small cup in front of the cat, a large cup in front of the dog. After this we are attacked by ghosts.



Boss: Iris's Greatest Fear

Against us are several disfigured bodies of Olgerd. If we touch any of the stationary bodies, it will also begin to attack us. And if we don’t hurt anyone, then only one enemy will always fight with us, and after his death, the next one.

Just like during the first battle with Olgerd, we use counterattacks by pressing the block button in time. We avoid quick attacks by rolling to the side.


After the victory, we can finally talk to Iris. In the memories we saw all the scenes of the history of this family. Olgerd, having lost everything, called Mr. Mirror and entered into an agreement with him. Material issues were resolved, he received immortality, but all this separated him from Iris. She found herself locked in her own house, and her soul was forever tied to paintings with pleasant moments from life, as she wished. It came true, but it became a real nightmare.

Deciding whether to take the purple rose from the girl:

1. "Can you give me the rose?" After this, the painted world will disappear, and Iris’s spirit will rest. Demons in the form of animals will also be freed, and as a reward they will tell us that O'Dim should be looked for in the reflection of the water surface (a hint for the final riddle).

2. "I can't take your rose." We leave the rose and leave the picture. In this case, a purple rose will appear on the canvas of the painting, we will be able to take it to Olgerd instead of the real one. Demons in the form of animals will remain unhappy and will wait for the next chance of liberation.

Who sows the wind (lvl. 36)
The Witcher 3: Hearts of Stone. Walkthrough

Tavern Alchemy

We go to the meeting place with Olgerd in the Alchemy tavern, but there we find only his messenger, as well as Gunther O'Dim, whom no one notices. The demon will stop time. We have fulfilled all three wishes, but Gunther is in no hurry to remove the brand from us. The last point of the agreement remains - everyone will meet together in a certain place - in the Lilvani sanctuary. When the flow of time resumes, we communicate with Olgerd's man, inform the new meeting place. We find out that Shani was looking for us.


Shani and professor

(It’s not necessary to go to Shani, this is an additional option, but if we go, we’ll find out about Mr. Mirror’s weak spot). We go to Shani’s hospital, she is leaving for the Eastern Front, we ask her to stay. She found information for us about Professor Shezlock, with whom Olgerd communicated.

Shezlock lives at the Oxenfurt Academy, let's go there. The professor's house is guarded by witch hunters; they only let Shani through. We need to go to the western bank, there Shani will throw us a rope from the wall, and we will climb inside. Having indicated the house, Shani leaves, but invites her to come to her later. Let's go and kill the internal guards. The door is locked, so we climb onto the stairs opposite, climb along the upper floors to the balcony of the house, knock down the door with the Aard sign, and the wooden beams are slightly damaged.

On the lower floor we meet a blind professor standing in a protective pentagram. Let's learn part of the story from the professor. Olgred came to him, paid a large sum for studying the demon Gunther O'Dim in order to find out who it was and how to break the contract with him. The professor achieved success in his research, but Gunther also came to him, promising him death if he marries limits of the pentagram. So the professor spent the entire last part of his life inside this symbol, afraid to leave. We recognize Gunther’s weakness - he is gambling, and likes to bet on human souls. Death overtakes the professor: destroyed wooden beams move the cabinet, the professor, evading, leaves the pentagram and immediately dies, breaking his neck. We leave Oxenfurt by jumping from the wall into the water.

Let's go to Shani's house, last time We communicate with her before leaving. At this moment we can play gwent with her using a unique card.


Lilwani Sanctuary

We enter a rock cave with two monster nests on it. In the cave on average height We go into the tunnel on the right, so we will come out to the destroyed Lilvani sanctuary on the mountainside.

We give Olgerd the rose or its image. Immediately O'Dim descends from the sky, announcing the full fulfillment of the agreement. The last condition Olgierd put in the agreement was that the meeting should take place on the moon, so that this would be impossible. But Gunther fulfilled this too, scheduling a meeting on the site with the symbol of the moon. Demon begins to pull the soul out of Algerd, we decide what to do:


1. [Help Olgerd]. (Option available only if we visited the professor). We offer Gunther to double his winnings and play for two souls at once, the demon agrees, but on his own terms.

We appear in another world. O"Dim gives us a riddle, we must solve it in a limited time. The riddle itself is simple, the answer to it is “reflection.” But in order to completely solve it, we must touch this object.

We run forward to the mansion on the hill, not paying attention to the monsters. There will be branches on the sides that are created to distract and delay us. In one there are chests with gold, in the other you can find the Poisoned Silver Sword of the Snake School. On the way we will see Shani asking for help, but this is just an illusion.

There are many mirrors in the mansion, but if we approach them, they will immediately collapse. Here the advice of animal demons will help us: we need to look for a reflection not in a fragile mirror, but in water, which cannot be destroyed. In the center of the mansion we see a dry fountain, we approach its far wall and destroy it with the Aard sign. Water gushes out of the wall and a reflection can be seen in the fountain. We pull Gunther out of the reflection, and the riddle is solved. The demon burns up like a fulfilled contract and leaves with nothing.

We return to our world. Olgerd’s feelings returned, his heart of stone disappeared. He thanks us and gives us his unique sword, glowing with red energy.


2. [Do not interfere]. Gunther takes Olgerd's soul. For a completed contract, he offers us a choice of one of the rewards:

Cornucopia (endless food, you can constantly restore health).

Bottomless glass of vodka (endless drinking).

Super speed (saddle Saddle of Sorrow +100 energy).

Wealth (5000 coins).

Hint for finding Ciri (Specific actions that should lead to the best ending). The option will not be available if the story has already been completed.

Refuse the reward.

Additional tasks. DLC Hearts of Stone
The Witcher 3: Wild Hunt. Walkthrough

Spell: Starting capital (level 32)

We leave Novigrad through the eastern gate, approach the Seven Cats tavern, examine the notice board near it, and receive this task. You need to visit the rune master who arrived from Ophir.

We go to the designated point “Upper Mill” and enter a large tent. In the conversation we learn that the master knows how to enchant weapons using runes, but in a shipwreck he lost all his tools, and to resume work he needs a large sum of money - 5,000 crowns.

Having received the money, the master will also ask you to get a jade stone for rune blanks. We take a miner's pick from his shed. We go on a search to the western part of the region.

We return to the Master and give back the extracted gem. During this time, the master has already equipped his production.


Enchantment: Pay for Quality (Lv. 32)

After the rune master starts working, he will initially have only one type of enchantment available to him. Other types need to be opened by paying even more money:

10,000 CZK.

15,000 CZK.


Horse racing: fast as the west wind (level 32)

On the eastern shore of the upper lake, at the “Upper Mill” point, we communicate with the merchant near the Rune Master. We organize horse races around the lake. If we win, we will receive the Ophir Nomad Saddle (+85 energy).


Add. task: Without a trace (level 32)

We find this task on the notice board in the village of Bronovitsy, on the shore of the northern lake. We learn that the herbalist of Oxenfurt is looking for a missing student.

We go to the herbalist himself, who lives northeast of Oxenfurt, and find out the details. Nizushek Folkert went into the Corpse Thicket and did not return.


Let's go to the search site. On the road we find an abandoned cart with traces of blood. Following the tracks we come to the abandoned village of Erde. Only the grandfather and grandmother remained in the village in the eastern hut. We ask about the bottom, they tell how wolves ate him. (Having heard this, we can immediately finish the quest by returning to the herbalist).

We continue the investigation. We go around the old people's hut, and from behind, by the smell, we find a hidden hatch underground. We destroy the boxes and go down. In the basement we find the butchered body of the bottom. We return to the old people and accuse them of cannibalism:

1. “I will spare you, but you will not touch human flesh again.”

2. "I don't believe you. You deserve to die."


We return to the herbalist. Let's talk about what we found:

1. He was eaten by cannibals." The herbalist will ask if we killed them. If we killed them, we will receive a reward. If not, we will receive only part of the money, and the herbalist’s promise to hire killers for this matter.

2. "It was an accident." We tell the original version about wolves.


Add. quest: Collector

During the auction we buy the painting for 20 crowns.

Having completed the story mission, we go to Novigrad, to the bookstore north of the central square. We sell the painting for 500 CZK. (If in the quest “Games of Cats and Wolves” we left the witcher Goetan alive, then the scribe will also give us his trophy, left as collateral). If we bought a painting, but did not communicate with an art critic, then we can only sell it for the same 20 crowns.


Add. task: Sword, hunger and betrayal (level 36)

North of Novigrad, on the other side, we find a house on a hill, go down to its basement, find a body, and it has a key and a letter from Brother Anselm. We read the letter. We swim into the sea, search the indicated area, and find a chest at the bottom inside the sunken boat.


Add. task: Condemned to Drakenborg (level 38)

From the “Yantra Village” we go north, not far from the “Hunter’s Lodge” we find the entrance to the cave. Inside we examine the body, find a key and a letter. We read the text of the letter. In the cave we kill all the spiders, find a chest half-buried in the ground, and take out the treasures.


Orders

Order: Rose on a red field (level 33)

During the first story mission, at the exit from the Garin estate, the girl Adele will stop us and ask us to find the killers of her friend.

We get to the village of Lukovets, clear it of ghouls. We examine the hut in the south, in which we find a laboratory for the production of phystech. The equipment was removed, but traces remained. We notice a mark on the bed in front of the window. We go behind the house, following the tracks from the window to the corpse in the field. A man is shot with a crossbow. We go around and find traces of the shooter behind the fence. We follow the marksman's tracks, find hoof prints, and follow them to a lonely house. We are met by the knights of the Order of the Red Rose, we deal with them. (The house contains one of the drawings from the task “”). In the cart we find the document “Order to attack Lukovets.” We find out the location of the main base of the knights.

We come to a small house in the north, which is guarded by two knights. We can kill them or use the Axii sign. We take the key and go inside. We find ourselves in a large underground hall, where the Knights of the Red Rose have already set up their workshop for the production of fisstech. We communicate with the chief officer. We learn that the knights consider themselves loyal to Radovid, and do not want to participate in the war, so they took up robbery. We can answer this with a few remarks, but in any case, the knights will remember that Geralt killed their leader, Jacob from Aldersberg, and a battle will begin.

Having won, we return to Adele in Oxenfurt, we receive 200 crowns.


Treasure Hunt

Treasure Hunt: From Distant Ophir (Lv. 33)

On the eastern shore of the upper lake, at the “Upper Mill” point, we communicate with the merchant near the Rune Master. After trading with the merchant for the first time, we learn that he lost the drawings after an attack by bandits.

We go to the marked point, the nearest pillar to this place is “Wikk Watchtower”. We examine the cart and the murdered merchant, use our witcher’s sense to find traces, and follow the traces to the north. Then we find a bloody stain and follow the bloody footprints. We find a dead body under a tree. In the northeast direction we find a continuation of the tracks. At the end we find a dusted hatch into the underground bandit camp. We kill them, in the chest we find the first drawing and a letter indicating the location of three more drawings.

The 2nd drawing lies nearby, in the northern bandit camp.

3rd drawing in the east near the point "Castle Zutzer". Here the red knights have a large camp in a ruined castle. Drawing inside a large tent.

We find the 4th drawing in the north in the camp near the village of Lukovets.

We return all the drawings to the overseas merchant, we receive drawings of Ophir armor.


Treasure Hunt: Tinker, Hunter, Soldier, Spy (Lv. 33)

From the village of "Lukovets" we gallop south to the deserted village. There is an observation tower nearby, we climb onto it and find a body with a key and a letter. We read the found report. Let's go check out the lake in the south near the Moldavi Estate. Under the wooden pier under water we find a chest.


Treasure Hunt: Royal Air Force (Lv. 36)

Near the Wicca Watchtower we go south, examine the ruins of the castle, and kill the harpies. We examine the man’s body at the entrance, take the key and Nokolas Fogle’s diary. We read the notes. (The scientist tried to raise and tame harpies here in order to use them as the air troops of King Radovid, but nothing worked, the harpies devoured everyone). We climb to the top floor of the ruins, there we find the desired chest.


Treasure Hunt: Cursed Chapel (Lv. 36)

From the village of Bronovitsy we go to the eastern shore of the lake, to an abandoned village, at the entrance we find a corpse with a key and a letter. We read the note. Inside the chapel we fight the ghost of the Cursed Mother. We examine the corpse at the altar, collect treasures.


Treasure Hunt: Unexpected Inheritance (Lv. 38)

From the “Heddel Village” we go north, there, near an abandoned settlement on a hill, we find a ballista and a body next to it, we find a key and a letter about the inheritance from him. We read the note. We go to the hill on the other side of the river. We kill the arch-griffin. We find a hatch in the ruins of the house, go down to the basement, and find treasures and a couple of drawings in the chest.


Treasure Hunt: Dark Treasure

At the auction during the story mission we can buy a bird figurine. After completing the mission, go to any blacksmith, disassemble this item, get the key and the count's will. Reading the text. We go to the point "Arnskron Castle" in the east, unlock the building. We go down the tower to the basement, defeat the ghosts, find and read another text from Count Romilla, find a locked chest nearby


Treasure Hunt: Secret life Count Romilla (level 38)

Before the entrance to "Arnskron Castle" we find a body in a swamp near a tree. We read the second part of Count Romilla's notes. We go to the basement of the castle. We open the locked chest, find treasures and “Drawing: Black Unicorn”.


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After installing the add-on you have three options further development events. You can take on any new game. After the prologue, the first DLC quest, Hearts of Stone, will be added to your game log. But it should be remembered that the add-on is focused on characters, like the universe, level 30.

You can continue playing the game after the story campaign, playing for an already promoted character. Finally, you can run the amazing Hearts of Stone. In this case, you will receive a level 32 character with still unassigned skills, and all tasks of the main storyline “Wild Hunt” will be marked as completed.

The first sprouts of evil

Target. Check the notice board at the Seven Cats tavern.

Get to the Seven Cats tavern, which is indicated by the dots on the map. Interact with the notice board by pressing the E key. After the cutscene, the task will be updated.

Target. Go to Olgerd field Everek and talk to him about the contract.

Take away all the notices you see from the board. You will return to the need to complete additional tasks later, but until then, continue to complete the main task. Ride your horse to the new mark on the map and watch the ensuing cut-scene. Talk to everyone, say goodbye to your uncle and open the door where he will stand. And again there will be a cut scene. Talk to Olgerd.

Target. Go down into the canals near Oxenfurt.

Leave the building and talk to the young lady who will give you a new task. Ride your horse to the farm. At the center of the city there is a well. Go down the stairs into the canals.

Target. Search the channels using your Witcher Senses.

Once down, follow the red prints. If you forget, then to activate the witcher, slightly hold down the left mouse button. Follow the bleeding prints and kill the monster. Examine the bones of another monster against the wall on the left. The witcher should note that the wounds from the blade and this openly do not look like the work of a monster. Go through the grate on the left and watch the cutscene. You must meet Shani.

Target. Go to where the monster attacked Shani and the Redanian fighters.

Use your senses to find a damaged red wall on the right. Using Tab, select the Aard stone, which is responsible for the telekinetic strike. Press the Q key to use this blow on the wall. Go to the yellow area until the cutscene starts.

Target. Find the key to the grate in the channels using a little Witcher.

Turn around, turn on your senses, and in the opposite direction you should see a glow over the ashes. Search the bones and find the key. Follow the rating on the map. On the lower level of the canals, destroy the monsters and find France's bones using your senses. After the cutscene, the task will be updated.

Target. Find the monster's lair.

Follow the trail further until you open the door. A cutscene will start here.

Target. Kill the monster.

So, the duel with the Toad Prince will begin. The boss can attack you from afar, spitting a poisonous substance. Also, using the tongue, the enemy stuns Geralt. Getting back to him will be problematic, since in one jump he can roll all 180 degrees. The best way to fight against the Toad: use a rune with a magic trap. When the Toad sneaks up on you, it will fall into a trap. Attack her at this moment. Next, take a pause in order to restore the energy of the rune.
Prince Toad, the initial boss of the “Hearts of Stone” add-on. After the cut-scene in the Tara-Bary-Rasta-Bar with the guards, choose the final phrase, for which you will receive an experiment. Wait for the dialogue to complete.

Target. At midnight, meet Mr. Mirror at the crossroads near the willow tree.

Now you can choose whether to defeat your opponents or run away from them.

We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Additional target. Defeat the Ophir fighters

If you decide to fight, then information about the Ophir magician will not hurt you. First, it is more important to identify the usual fighters that will distract you. Use dodges and parries to avoid magical and carnal attacks, respectively. If the magician fires at you, you turn away, and the projectile hits another enemy, he will receive serious damage. When all the guards are defeated, it will not be difficult to free yourself from the magician. Use the improved magic ability Axii or Aard (telekinetic strike). Before he recovers from the stunning effect, run up and attack.

After everything seems to be over, you will have to fly to the crossroads at the willow tree at midnight, where Mr. Mirror is waiting for you. Use meditation to change the times of day. When the Mirror appears, talk to it about everything, including about Olgerd. Answer as much as you think is necessary. Agree to support. Now you must get to Olgerd's hideout.

Target. Go to Olgerd.

Move to the score on the map, back at the estate, where Olgerd will be. When you approach the estate, talk to the two guards. Next, talk about everything with Mr. Mirror, and then with Olgerd Field Everek. Find out about the first two desires: to gain the house of Borsodi and, as it were, to disperse Olgerd's brother named Witold.

We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

And I was there, drinking honey and beer

Target. Talk to Shani about the tomb of the Everek family.

Move to the Redanian city and find Shani in one of the houses. The girl will be on the second floor of the house with a sign " Medical practice Shani." Talk to her about everything and find out where Witold, Olgerd’s late brother, is buried.

Target. Meet Shani at the Tomb of the Everek Family

Ride your horse to the Everek family crypt, where Shani will be waiting for you. In a tara-bari-rasta-bar with a young lady, agree or refuse to go with her to a friend’s wedding.

Target. Enter the Everek family crypt

When you receive the censer, go to the cemetery territory. Go forward and go inside the crypt. Go down and defeat two groups of ghosts, two opponents each (they will be shown in order). After the ghosts are destroyed, note that in the hall there are niches with coffins in a circle. Take a look at the inscriptions on these coffins to find the one where Witold Field Everik rests.

Target. Fumigate all the halls in the tomb.

Go into the corridor near the round room to fumigate three places. In order to pull out the censer, click on the mouse wheel. On the map, three places are marked with tiny yellow worlds inside a huge yellow area. Next, move to another blanket to fumigate the fourth point. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.
Another meeting with Olgerd field Everek at the flaming estate. Target. Light the main lamp to continue the ritual.

The main lamp stands at the focal point of the hall. Approach her and interact. Watch the cutscene and then fight the Everek family. Be in constant motion, attack with a powerful blow and dodge. When you defeat everyone, talk about everything with Vitold, who will eventually inhabit Geralt. Gallop on horseback to the estate where the wedding celebration will take place. Chat about everything with Shani.

Target. Follow Shani and meet the newlyweds.

Follow the young lady, talk to the newlyweds by pressing the E key. Select any options for tara-bara-rasta-bar.

Target. Take part in wedding fun until midnight.

For the ABC, go to the marker in the focus of the village, where the elderly couple is standing. Talk to the bride's parents and find out about the missing heat eater.

Target. Using your witcher senses, find the heat eater.

Go to the booth and activate the witcher's sense. Examine the bones, chain and bowl. Leave the estate by going through the gate. Follow the red prints until you find the dog that drove the heat eater into the tree. Talk to him about everything until he comes down. Surely the boar will kill him, so you will have to return back with terrible news. On the territory of the estate, report to your parents that the eater will not be able to entertain the guests. Offer your support.

Target. Juggling while entertaining guests at a wedding.

Go to the table with fruit and press the E key. Next, Witold will automatically begin to juggle. When you get bored with the spectacle, simply take a step into any Palestine. The task will be updated.

Target. Take part in wedding fun until midnight (continued).

Approach the players at the table and try to win Gwent. If it doesn't work out, you'll have to put on donkey ears. After the dances, a new task will arise. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Target. Talk to Mr. Mirror at the wedding.

Move to the decrepit wingman and talk to him.

Keep having fun. On the street to the left of the entrance there is a pen with pigs. Talk to the guys to start having fun. Drive two black pigs with yellow worlds on their humps into the barn. Three barns will be on the left (always covered pens with hay or a trough with water). Having driven two pigs, talk to Shani. Try to pick up the young lady, and then defeat her three brothers. The fight will be simple. Next, go to the lake and talk with the people. Play the game. Dive under the water and use your witcher's senses to find Shani's shoe. By the way, there are about 3-4 shoes in the lake, so you need to catch them all in order to be sure to find the one you need. Give the shoe to Shani by simply talking to her.

Target. Go to the barn for the ceremony of putting on the cap.

Go inside the barn and talk to everyone. In the coffin of coffins, Witold will return to his own crypt.

Target. Find something that will elevate the approaching Shani using your Witcher Senses.

Now you have three yellow areas to eat. You can bring Shani mead, rowanberry, or pick rowanberry flowers. Use your Witcher Senses to find these objects. To conquer Shani, follow the further instructions. Pick a branch of rowan and bring it to Shani, who is waiting for you in the barn.

In a dialogue on the street, choose the following options:
- It wasn't bad.
- What is unsuitable?
- It was Witold, not me.
- Nothing, I prefer you.
- Definitely more important.
- Just one kiss for me.

Watch the sexy cut scene.
Target. Inform Olgerd about the completion of the task.

Get to the city and talk to Olgerd Field Everek in the tavern. The first desire is fulfilled. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Sesame, open up!

Target. Go to the Borsodi auction house in Oxenfurt and find out about its owner.

Approach the house where the guards will be standing. Try to persuade them until Vim Vivaldi appears. One way or another, you will find yourself inside the auction house. Chat with Vivaldi and report to him that you would like to talk to the owner.

Target. Go up to another floor of the auction house.

When you go upstairs, watch the cutscene. An additional target will appear.

Target(extra). Talk to Vivaldi's wingmen (0/3).

On the left stands Countess Mignol - this is Vivaldi’s first acquaintance. Talk to the woman drinking wine from a goblet. She lost her earring and is begging her to find it. Go to the balcony, turn on your Witcher Senses and examine the puddle of wine on the floor. Soon the Countess will appear and talk to Geralt. At this point, part of the task will be completed.

Next, you will come to Jaromir, who is looking at the paintings hanging on the wall. Talk to your uncle. If you choose the right picture, you will receive healthy information. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Finally, Vivaldi’s third wingman is Gilbert, a guy in a hat, standing between the steps leading to the balcony. If you play Gwent with him and win, you will receive a valuable card reward. The task is completed.

Target. Wait for the ABCs of bargaining.

During the bargaining, you can agree on the rates, or you can not bargain. One way or another, upon completion, you need to talk with Horst. Tell what you need. Watch the cut-scene, then teach the guards the task in a fist fight.

Target. Go to the herbalist's house near Oxenfurt and give the password.

After meeting the mysterious stranger, head to the herbalist's house. Along the way, kill a boar that someone has already hunted. There will be guards near the house. Kill them all and talk to the gnome.

Target. Talk to a stranger.

Go down to the cellar and chat with the same guy in the hood that you previously saw on the street. Agree to support him and find out about the bugbears and other details of the plan.

Family matters: safecracker

Target. Go to the mercenary camp and talk to Quinto.

Follow the marker and talk to Quinto sitting in the cage. The mercenary will offer you to ransom the burglar. Choose whether to enlist: spend 200 crowns or defeat all mercenaries. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Family Matters: Burglar

Target. Head to Hugo Hoff's hideout.

At the same time, you can visit another yellow marker on the map in order to persuade Evelina Gallo to participate in the raid. Then move to the city and find the house marked on the map. Knock on the door, but no one will open it for you.

Target. Inspect the house using your Witcher Senses.

Activate the Witcher Sense by holding down the left mouse button. Now look at the blood that is visible on the wooden support on the porch of the house. After this, examine the prints on the ground.

Target. Follow the prints using your witcher senses.

Without turning off your witcher senses, follow the prints that will make you tremble with the three robbers. Defeat the opponents, and then examine the blood prints in the boat. Dive underwater and find the body of Hugo Hoff. But now you will have to hire Evelina. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Target. Persuade Evelina Gallo to participate in the raid.

Ride your horse to the place and talk to Evelyn. The girl will ask for support. You must shoot four apples from your crossbow on unequal parts of your uncle's body. Even if you miss, Evelin will agree to support you.

Open Sesame: Witcher Seasonings

Target. Prepare a cleansing potion that will weaken the Redanian fighters.

To prepare the mixture, you will need two portions of foulbrood blood, two wolfsbane plants and one dwarven spirit. All this can be taken from the recently visited herbalist's hut, where your friend will be in the basement. When the ingredients are concentrated, go to your inventory, select the alchemy tab and find the “Cleansing Potion”. Create one batch and the task will be completed.

Target. Eavesdrop on conversations between Redanian soldiers patrolling Oxenfurt and use your Witcher Senses to find out where to find their cook.

Go to the city and flow out to the highlighted area. Eavesdrop on the conversation between two fighters with red markers using your witcher senses. The next conversation will be inside the house. It is enough to go all the way to the auction house. Finally, go behind the house and move behind the protruding fighters. They will talk about the imperative.

Target. Visit the garrison cook during the day and assure him of support.

So, if it is night, then use meditation to change the time of day. After this, go out onto the pier and see Maarten, the garrison cook, fishing. There are two ways out here - either pay him 500 crowns, or use the second level deception skill (if you eat).

Sesame, open (continued)!

Target. Go to the herbalist's house to prepare the raid.

Return to the herbalist's house again, go down to the basement and talk to the team. You can get to the desired place on your own, or you can choose the initial option so that everyone together can go straight to the task. Why not save time? Continue playing The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Target. Get to the treasury in the dungeon.

Get down until you see the tenants of the house. Defeat the first group of enemies. Negotiate.

Target. Repel the attack of the Redanian fighters.

Deal with the negotiator and two fighters. Follow the stranger down to the treasury. Go through the door when it opens for you. Trap.

Target. Defeat monsters.

Deal with four spiders. Watch the cutscene.

Target. Find Maximilian's House in the treasury.

Deal with the enemies. In the coffin of coffins, you will have to kill everyone.

Target. Take Maximilian's House.

Approach the altar with candles and take Maximilian's house.

Target. Using your witcher's senses, find the hidden exit from the treasury.

Activate the witcher’s sense and find a red plate on one of the supports. Press on it to open the hidden passage. Continue along the tunnel until you reach the outside. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Target. Take Maximilian Borsodi's house to Olgerd.

Just return to the tavern and chat about everything with Olgerd. At the same time, find out about the third lust.

And they lived long and cloudlessly

Target. Go to the Everek Field residence.

On Roach, gallop to the Palestine of the newly created marker on the map. Near the wall you should hear the voice of an uncle calling for help. Talk to him about everything and find out how he gets along here.

Target. Find the accomplice of the robber you met.

There are several marked worlds on the map. You must examine them using your witcher's senses in order to try to understand where the robber's accomplice hit.

Target. Try to find a purple rose on the territory of the Everek residence.

Look at several places you see in the yard: beehives, a fountain, bags of manure, a bench, a wooden stand near an oak tree. But there will be no rose anywhere. The task will be updated.

Approach the front door and interact with it. Turn on your witcher senses and examine the bleeding spots on the ground. From here they dragged a wounded man. Follow the trail of blood, examine the prints and interact with the huge metal gate. Continue following the prints until you meet the Keymaster.

Target. Defeat the estate guard.

In a battle against the Keymaster, you need to wield it in a special way. His main attacks involve swinging a huge shovel. When you see that the ground in front of him begins to glow, then get out. The key holder will deliver a painfully large blow, which can cause greater harm to Geralt. On the other hand, after this blow his spade will get stuck in the ground for a few seconds. In addition, before pulling out this shovel, the earth will again glow. You must avoid this glow as it will stun you for a few seconds. We continue our walkthrough of The Witcher 3: Wild Hunt – Hearts of Stone on StopGame.Ru.

Several months have passed since the credits of The Witcher 3 finished their leisurely journey across the screen to the accompaniment of the final composition and my breathless breath of delight. CD Projekt RED rolled out patch after patch, correcting annoying mistakes, but waiting and resisting the urge to return was much more important. To receive a new charge of pleasant impressions with fresh strength and cooled emotions.

I got to the Seven Cats tavern. Some kid, dodging Roach, who was slowing down his run, shouted, “My mommy said hello to you.” I raised an eyebrow in surprise, but, alas, there was no time for mommies, so I dismounted and headed to the main attraction of the yard - the notice board. Indignant at the invention of their authors, Geralt drew attention to an unusual-looking peasant nailing a contract nearby to kill another monster. After some thought, the witcher decided to get down to business. And then, as usual, it began. A free squad of baronial sons with forelock hairstyles, a huge toad in the dungeons of Oxenfurt, unknown warriors from distant Ophir, confused by many with Zerrikania after watching the release trailer. Yes, what happened during these 10 hours, which resulted in an exciting adventure that began with a seemingly harmless task. However, it doesn’t happen any other way in this work.

Ubiquitous satire and self-irony are indicators of the highest class of masters of storytelling, turning the plot into a worthy successor to the book series. Moreover, “Hearts of Stone” is a kind of response to criticism of the main game. Stupid notices on boards - Geralt will definitely make a sarcastic comment on this topic. We saved a bare-breasted succubus - the creature will immediately warn you that thank you, but I won’t go to bed as a reward (hello, part 1). The Western press scolded the game for the lack of black characters - a whole delegation from Ophir, please.

The latter, by the way, is one of the main highlights of the local program. A detachment of warriors speaking an incomprehensible dialect is not enough for us, but two more representatives of this distant and, naturally, mysterious country arrive in the northern kingdoms. The first is a merchant who loves to wag his tongue and brag about his homeland. Suddenly it turns out that the horses in wonderful Ophir are almost better than those of Nilfgaard, and the weapons and armor are in no way inferior to those here, and in general - heaven on earth. The second guest from the mysterious lands is a rune master who can apply entire combinations of glyphs to weapons, creating words that endow the item with very useful properties. That doesn't stop him from being a scoundrel and a bit of a charlatan. Things really get unique features, but this gentleman only pulls the accumulated money with sweat and blood from the poor witcher like a thread from a ball of wool: first 5000 crowns, then 10000, then 15000. As a result, a whole laboratory grows up for a guest from the overseas outskirts of the world, and he himself does not know the disaster, arguing that all his own belongings were lost during the journey. And then the kind and compassionate witcher came to the rescue, how conveniently. But the developers’ motive is clear here - this is a banal way for add-ons to empty the player’s wallet, which was used back in the days of Titan Quest: Immortal Throne and, perhaps, even earlier. They tell little about Ophir itself, but much more than Sapkowski himself in his works, where these lands were mentioned only in passing.

However, quibbles are inappropriate here, and any sarcasm regarding the plot is just savoring its strengths. The game continues to surprise and delight, presenting unusual and varied stories. The entire expansion plays as a sequence side missions. Which, knowing the quality of those in the original, is an undeniable compliment. Despite the fact that the events of the DLC take place after the main scenario, the original characters are actually not here. But we learn some details about the fate of the knights of the Order of the Flaming Rose and funny details of Vesemir’s youth, and much more.

The plot is a tale of an ancient family, unrequited love and omnipresent curses. Praise the gods, our Geralt is a famous master in this matter. The esoteric story of the nobleman Olgerd, the main figure of the supplement, is deep and interesting, but at the same time crazy and sad. The witcher's quest is dedicated to unraveling this tangle of fulfilled desires, unpaid debts and deep melancholy. The scriptwriters of “Hearts of Stone,” as before, do not disdain seriousness and are constantly looking for something new; as a result, the adventure turns out to be rich and memorable. Fortunately, The Witcher was previously famous for its themes and techniques, which the developers of other role playing games and don't think about it.

The bloody dance of sabers and the howling whistle of crossbow bolts give way to a noisy party at a village wedding and a raid on an auction house with the selection of a team (hello, GTA V), which only adds variety to the gameplay. One of the main characters of the add-on is an old acquaintance of the witcher - doctor Shani, a cute red-haired girl with whom Geralt has already had time to hang out on the pages of the novel. The date with her at the wedding is arranged nicely, but after the graceful and passionate Triss, your soul is unlikely to melt at the sight of the modest nerd. However, who knows. The love line is still shoved at us almost by force, and sometimes there is a feeling that it’s time to stop doing this and give Geralt the opportunity to build his own line of behavior.

However, shop grumbling and trivia aside, Hearts of Stone is a great addition. The game hasn't gotten worse, it's just expanded. Several locations have appeared in Velen to the northeast of Novigrad. There were also new dens of monsters and bandit camps - the latter were simply darkness. And here The Witcher continues to demonstrate its strengths. Every corner of the world contains a piece of its history. In any camp there will be papers with orders or notes telling about the inhabitants who were just killed by Geralt. In an abandoned fortress, you will find the diaries of a mad harpy trainer for the Redanian army, and... however, there is no need to reveal the most interesting moments.

The game remains at the same level visually. The attention to detail in the armor and interiors only emphasizes the enormous amount of work done by the developers - it’s a pleasure to look at the rivets on the new uniform of the white-haired conqueror of sorcerer’s hearts. The wind still bends centuries-old trees in a “thunderstorm, mother of her” and whips large drops over broken roads and dilapidated peasant huts. And with a clear sun and peaceful weather, you can just calmly wander through the forest, peacefully watching the hares and deer scatter.

Fortunately, the localizers have been corrected in the add-on; characters no longer practice their tongue twister skills. But Polish developers periodically use all the same elements that have become boring after many hours of the original. For example, scent tracking will again be required more than once. To coincide with the release of the add-on, the authors also published patch version 1.10, whose list of changes includes 600 improvements. Of course, an impressive figure, but many problems still continue to be annoying: Roach still periodically clings to fences along the roads and crashes into trees in the forest, and the screen suddenly “blurs out” at the most unexpected moment. At the same time, the performance of the game, despite hundreds of declared optimizations, although much better, and new characters are no longer loaded in parts during a quick jump, the loading time when moving between road signs is so long that you almost have time to brew and drink herbal soothing tea. Fans of the highest difficulty will certainly be torn and tossed, not so much from the bitterness of defeat, but from the need to wait for the next loading of the checkpoint.

Who said that every fairy tale must have a good ending?

During his travels, Geralt of Rivia repeatedly came across wondrous creatures, as if they had come to visit straight from folklore, famous and not so famous fairy tales, legends and myths. Needless to say, even the Wild Hunt, the fight against which the lion's share of the game was devoted to The Witcher 3: Wild Hunt, owes its image to Scandinavian mythology? However, sometimes even seemingly positive characters from good fairy tales can force the witcher to bare his silver sword... As happened in the task " The first shoots of evil", which is what we will talk about.

This is a job for a witcher!


Are you looking for The Witcher? We are looking for someone who will kill the monster!

The task becomes available immediately after installing the add-on" Stone Hearts", but it is recommended to postpone its passage until Geralt's level reaches 35 or higher. Go to the Seven Cats tavern, which is located near Novigrad, go to the notice board and look at it. There is nothing interesting for the witcher there it turns out, exactly until a man comes up to the board and places an order for a monster from the canals.Geralt asks if the witcher needs help, to which he receives advice to go to the Garin estate, which is northeast of Oxenfurt, and talk with Olgierd von Everec, because it was he who placed the reward on the monster’s head.

Upon arrival, Geralt will discover that the estate has been occupied by robbers, proudly calling themselves “boars.” Fortunately, they will not attack, and one of them from the balcony will call the witcher inside the estate. However, Olgerd still has to be looked for, which the resting and having fun “wild boars” will not rush to help with. On the contrary, when they see the guest, they will begin to joke and mock him, alternately introducing themselves as “Olgerd” and confusing the witcher. The gray-haired monster slayer, of course, will not like this very much, and he will be able to choose one of two lines:

  • Bunch of idiots. Geralt will not hide his irritation, making caustic jokes in response and insisting that he be taken to the real von Everek. One of the robbers will not like such impudence and a fist fight will break out. In general, the enemy is not difficult, and to defeat him it is enough to simply not expose yourself to blows, jumping back and blocking them, and at the right moment counterattack and go on the offensive. If possible, try to land the first blow, and then take advantage of the situation and simply bombard the enemy with a flurry of normal attacks. The defeated "boar", like his comrades, will even be glad of such entertainment and will lead the witcher to Olgerd.
  • It was nice to chat, but I'm here on business. Geralt will not lose his composure, wanting to avoid conflict. By repeating that he came here because of an order, the witcher will thereby somewhat moderate the ardor of the “boars”, and he will also be led to Olgerd.


But I look at this... And I see only a lifeless piece of stone

During the quest “The First Sprouts of Evil”, Geralt will find Olgerd von Everek looking at a sculpture in an office on the second floor. It is noteworthy that although it is not mentioned in the game, the statue represents none other than the legendary Lady of the Lake - a mythical maiden revered by many as a deity. The Witcher knows her personally - during the events of the original game The Witcher, as a reward for defeating the underwater monster Dagon, the Lady knighted Geralt and presented him with a special silver sword, Arondite. Alas, the gray-haired man managed to lose even such a valuable gift somewhere. Owners of the supplement " Blood and wine", by the way, there will still be an opportunity to meet the Lady again and return Arondite, but that’s a completely different story. Now, after a short lyrical digression, let’s return to pressing matters. Olgerd makes it clear that even though he leads a robber lifestyle, but not at all like ordinary looters and bandits. Von Evereck, having thought a little about the fact that modern art cannot be compared with the works of yesteryear, wants to know Geralt’s opinion regarding the sculpture. There are four possible answers.

  • I don't know much about sculpture. Geralt honestly admits that he is far from art and has never been particularly interested in it. Olgerd will say that the witcher has not lost much.
  • I like this. Geralt will state that he likes the sculpture, especially the “bulges”. Olgerd will appreciate the joke, believing that it is always a pleasure to work with people with a sense of humor.
  • I prefer Gernst's works. Geralt will show off his knowledge, expressing preference for the work of a certain Gernst. Von Everek will be surprised at the breadth of the witcher’s horizons.
  • Let's talk about ordering. Ignoring Olgerd's question, Geralt will prefer to get straight to the point. Olgerd will note that the witcher is a man of action, and he likes it.

The choice of replica has only a symbolic function - in any case, Olgerd will destroy the sculpture, knocking it to the floor, and invite Geralt to go down to main hall, where the fun is already in full swing, and already there we can discuss the order for the monster from the canals.

Olgerd von Everec will tell you that the monster that the witcher is tasked with killing lives in the sewers near Oxenfurt and regularly devours women who have heard enough stories about a handsome prince turned into a toad by a terrible curse and descending into dark canals in search of his happiness. They find, alas, only death. One of the victims of the monster was the cook Olgerda, and that is why he longs for the death of the so-called “toad prince.” Agree to fulfill the order and do not hesitate to ask the noble robber to increase the reward - he will, without much hesitation, throw in 50 crowns on top. You can also ask Olgerd about the reason for which the feast was held. It turns out that in this way the “boars” celebrate the baptism of fire of the new saber of one of the “boars”, which was called “Tradition”. At the exit from the estate, the witcher will be called by the “boar” Adele. She will ask you to find the killer of her friend, track him down and take revenge on him. This will begin the side quest “Rose on a Red Field”.

Oxenfurt canals

The descent into the city sewer is located near the Oxenfurt market, right on the main square. A commoner standing near the entrance can tell the witcher that many have already gone down into the canals - both ordinary people and knights in shining armor - but no one has returned. Don't be fooled by the seemingly small height; If you don’t want a tombstone with the carved epitaph “Here lies Geralt of Rivia. He choked on sewage, breaking both his legs,” to appear in the cemetery, use the stairs.

Below, the witcher will be able to see traces supposedly left by a man, and next to them a woman’s. After walking a little through the tunnels, you will come across one of the local inhabitants - a drowned man. Usually taking in numbers, lone drowners are an easy target for the witcher's blade, so there should be no difficulty in killing him. Soon Geralt will hear a woman's voice, apparently begging for mercy. It is worth saying that in the original English voice acting the voice was alarming, almost panicky, while in the Russian localization it is completely calm, which somewhat ruins the tension of the moment. A witcher who hastens to help will find an unexpected sight...


-Shani, he died. -I know... But it was worth a try

As it turns out, the voice belonged to Geralt’s old friend Shani, who was trying with all her might to save the life of the wounded soldier. However, the witcher will have to admit the futility of the red-haired medic’s undertaking - the soldier dressed in the colors of Redania is dead. Despite the circumstances, both Shani and Geralt are very happy to see each other, and no wonder, given their common history. Shani first appeared in the book of the literary series " Blood of the Elves", where the topic of their friendship and love relationship. The latter, in turn, could be continued in the game The Witcher, where a kind and friendly girl acted as a “rival” of Triss Merigold. After the events of the first part, Shani became a teacher at the Oxenfurt Institute and an assistant to Joachim von Gratz, who met Geralt during the execution side quest"Deadly Sins" With the outbreak of the war against Nilfgaard, she went to the front line to help the wounded. At the time of the events of the add-on, she is still working with the Redanians, and it was the task that led her to the sewers - whatever monster lives in the tunnels, it is poisoning the water and Shani needs to get a sample of mucus to create an antidote. Geralt, of course, immediately volunteers to help his friend.

It will not be possible to go into the next room during the quest “The First Sprouts of Evil” in the usual way - in pursuit of Shani, the monster crashed into the metal grate, thereby bending both it and the door. Geralt will assume that the neighboring wall could also have been damaged during the impact, and he will be absolutely right. Create an impromptu passage by using the witcher sign Aard on the wall near the grate; weakness very easy to determine with the help of a witcher's sense. Proceeding further, the witcher will find two more dead soldiers, whom Shani will call Miklas and Vern. The girl will tell you that when they got here, the squad was attacked by a flock of drowners. The Redans were able to fight back, but one of them, Franz, was wounded in the leg. Before the doctor had time to properly bandage the wound, something very large, scary and slimy attacked them. Knols ordered Shani to flee, and the remaining soldiers tried to delay the monster at the cost of their lives. When Shani returned, she saw Nols still alive, covered in strange mucus, dragged him away from the battlefield and tried to help. It was then that Geralt came across her.

There are two ways to get down to the lower levels of the canals: either jump into the hole near which the bodies of Vern and Miklas were found, or find the key and use it to unlock the grate blocking the passage. However, keep in mind that in the first case the witcher will lose half his health, and it will be very useful to him in the battle with the flock of drowners who have occupied the lower level of the sewer. Corpse eaters, due to their nature, are completely immune to the negative effect of “poisoning”, as well as the witcher’s sign of Axii. On the other hand, monsters have a dislike for fire, in particular the Igni sign and the Dancing Star bomb. In battle, try to keep opponents at a distance by pushing them away with the Aard sign or an alternative version of the Quen sign. Also, do not forget to lubricate the silver blade with oil against corpse eaters - it is especially useful on high level difficulties.

Having dealt with the drowners, approach the soldier's corpse. Shani recognizes him as Franz - the same Redanian wounded in the leg, only the scale of the damage has increased significantly - if before it was a laceration from the claws of a drowned man, now the lower limb is completely missing. From the conversation it will become clear that the monster was attracted by the smell of alcohol, which Shani used to treat the wound, mixed with blood. As soon as the dialogue ends, use your witcher's senses and examine Franz's body again - Geralt will be able to smell the persistent smell of alcohol, which will lead the monster killer to the lair of one of them.

Don't rush to immediately follow the alcohol trail to the monster's hideout. Examine the lower level and find two notes that will complement the picture of what is happening and bring some clarity:

  • Advertising for a marriage agency lies at the grate standing at the entrance to the tunnel leading to the monster. It talks about the fact that a certain marriage agency decided to cash in on the story of the enchanted prince, taking payment from gullible girls and sending them to certain death.
  • Soaked letter located at the feet of a corpse glued to one of the walls with dried mucus. As a guide, you can use a torch on the ground located near the letter. From it you can learn an extended version of the story of the cursed “groom” - one Ophir prince arrived in Novigrad and fell in love with a girl. Unfortunately for him, the lady's lover turned out to be a powerful sorcerer, who punished the unlucky lover by turning him into a toad.

Don't worry if you missed these notes - this will not affect the process of completing the task in any way. However, keep in mind that once Geralt discovers the monster’s lair, there is no way to go back or prepare any elixirs or bombs, so do this in advance. Particular attention should be paid to the “North Wind” and “Dancing Star” bombs, as well as the “Swallow” and “Ivolga” elixirs.

As it turns out, the monster chose a monastery worthy of a person of royal blood - spacious, its structure reminiscent of a dome. Shani will take a sample of mucus, which she came down for. Geralt will decide to lure the monster out by luring it with the smell of alcohol and blood. If the witcher does not have any alcoholic drinks in his inventory, Shani will give him his supplies; You won’t have to look for the second component for long either, because the lair is full of human corpses. The gray-haired one will send Shani to the surface, worried about her safety, and he himself will begin meditation in anticipation of the goal of his order.


His Highness, the Toad Prince!

After a few hours, the meditation will be interrupted by the sounds of something large and quickly approaching. The gossip did not lie - the sewer was indeed occupied by a huge toad, but it apparently lost its crown along the way. But even without expensive decoration, the Toad Prince is a very dangerous opponent, primarily due to his increased toxicity. At the first opportunity, take the Oriole elixir, which you were advised to prepare earlier - it will completely cancel any side effects from poisoning. The Toad Prince has several unique basic attacks:

  • Bounce. It would be strange if the toad could not jump. If Geralt moves too far away or, conversely, comes too close, the Toad Prince will jump high, “hover” in the air for a second, and then quickly rush to the ground, creating a shock wave upon landing. Try not to stop and run away from the Toad’s trajectory so that it does not crush the witcher with its carcass.
  • Poisonous Spit . If the witcher is far from the Toad, it will begin to spit clumps of poisonous mucus at him, which upon landing form a cloud of poisonous gas. Before this, the bags on her neck will swell, acquiring a characteristic red color. As soon as you see this, get ready to roll or start running away from the Toad.
  • Tongue attack. The enemy will use an improvised whip if Geralt gets too close. This attack is very fast, so it is not always possible to dodge or run away from it. As an alternative, it is recommended to use the Quen sign.

As you can see, the Toad Prince in the quest “The First Sprouts of Evil” adheres to the strategy of keeping the enemy at a distance, attacking with long-range attacks, and if the witcher manages to get close enough to strike with his sword, jump away and continue his “shelling”. This is the main difficulty in the battle with Toad - due to its mobility, it is difficult to hit it. In order to limit the monster's mobility, you can use the Yrden trap sign and/or the improved North Wind bomb. It's also worth coating your silver witch blade with anti-damned oil, as the extra damage in this fight won't hurt. It is noteworthy that at least in one of the dialogues Shani will mention that she threw a torch at the monster, but he did not even pay attention to it and, therefore, is immune to fire, everything is exactly the opposite - fire element especially effective against Toad. Probably on early stages development The Toad Prince did have immunity to fire, but later this advantage was turned into a weakness.


There is some truth in every fairy tale

Geralt will deliver the decisive blow to the Toad in a cut-scene, dodging the monster’s jump and ripping open its belly. Unfortunately for the witcher, the poisonous blood of the monster poured out of the fresh wound onto him. Although the monster killer’s body, thanks to mutations, is less susceptible to toxins, Geralt, weakened after a difficult battle, will lose consciousness. The last thing he will see will be the dying Ophir prince, posthumously freed from the curse, as well as the running Ophir soldiers.

Captured by the Ophirians


Petty thief, sharper, and in his spare time a tour guide in Oxenfurt

The witcher will come to his senses on board the Albatross ship, locked in a cage. Geralt's awakening will be noticed by his fellow sufferer. He will start a conversation with the gray-haired prisoner, introducing himself as a petty thief, a sharper and a guide to Oxenfurt. From the dialogue it will become clear that the witcher himself was indirectly involved in his imprisonment. Philippe was hired by the Ophirians to guide guests from the South through the city's sewers. They were obviously looking for their missing prince, but they were exactly a minute late, finding only a cold corpse. Calagrande fell under the hot hand of the Ophir people, who decided that he was an accomplice of the murderer. Philippe will tell you that they will travel to Ophir, where they will be executed, but the guide is even happy about this, because he always wanted to look at black horses with white stripes. The dialogue between the prisoners will be interrupted by two Ophir soldiers, who will bring food and order the prisoners to be silent. Geralt will try to take advantage of the opportunity and ask Philippe how the phrase “take me to the captain” sounds in Ophir? The witcher who has not understood anything will have the opportunity to choose one of three phrases:

  • Alle"khe yhll eghallith! One of the Ophirians will ignore Geralt's request, finally adding that they will still see who will laugh last. Philippe will say that the phrase uttered by the witcher translates as “I had your aunt’s hat.”
  • Alle"ghe urh yghileth! The result will be exactly the same as with the first option. Only this time the translation will be less offensive, but meaningless - “I want to dance his nose.”
  • Alle"khe uhl eghullath! Having correctly uttered the request to take him to the captain, the witcher will still be ignored by the Ophirians, in Once again ordering him to shut up.
  • If Geralt does not have time to choose one of the provided lines, the Ophirians will leave silently.

In general, even the right choice will not have any result. Philippe decides to sleep and advises Geralt to do the same - they have a long journey ahead of them. The Witcher, in his characteristic ironic manner, will say that he would like someone on the ship to fulfill his wishes...


Gunther O'Dim, you lousy tramp!

And, oddly enough, such a person will be nearby. Gunther O'Dim, whom Geralt met at the beginning of the game's events The Witcher 3: Wild Hunt in the White Garden. Although O'Dim's first appearance was episodic, even then one could suspect that Gunther was not the ordinary mirror merchant he introduced himself to. Firstly, he knew a lot about Geralt; he also knew what brought the witcher to the White Garden and about his relationship with Yennefer. But if this could still be justified by Gunther’s reading of Dandelion’s ballads, then with the mysterious disappearance this will not work. In addition, those who like to play a game of gwent, collecting new cards and looking for them from merchants, could stumble upon the merchant in the circus performers' camp, located not far from the Wegelbud estate. One of the cards available for purchase is the neutral card "Gunther O" Dim: Darkness", which partially reveals the essence of Gunther.


The "sign" of "O" Dima on the witcher's face, serving as a reminder of duty

Gunther will lend a helping hand to Geralt, offering to rescue the witcher from captivity. In return, O"Dim will ask you to fulfill one small request, the details of which Geralt will find out when he arrives at midnight at a crossroads under the willows near the village of Yantra. At this point, "Mr. Mirror" will break a wooden spoon in half and then disappear. The awakened Philippe will be surprised with whom he just met Geralt was talking? Suddenly, a strong shaking will begin, caused by the storm that has begun. The gray-haired man will lose consciousness again, waking up already on the shore. From the conversation of the Ophirians, it will become clear that the ship crashed near Oxenfurt, caught in a strong storm. Having also heard a lot about the ways in which a witcher can be executed , Geralt decides to flee. Having killed the Temerian mercenary who accompanied the Ophir detachment, the prince's killer will free himself from his bonds and begin the battle against the surviving soldiers.

Please note that combat with them is optional and the only thing the witcher will lose when fleeing the battlefield will be experience and random loot from corpses. If you decide to fight the enemies surrounding Geralt, you can use the following tactics. The Ophir magician, being away from the witcher, will often attack him with a special spell. First, a wide “ring” will form on the sand, which will rapidly narrow, and then completely cause a sand explosion. As soon as you notice such a ring, try to lure as many opponents into it as possible and at the last moment cast the Quen protective sign on the witcher - for any opponent the magician’s spell will be fatal, and Geralt will be left without a single scratch. Applying the Yrden trap sign to the area inside the ring won’t hurt, but you should do it at the first sign so that Quen’s energy has time to recover. The magician is very weak in close combat, but can teleport. Stun him with the Axii or Aard signs, and then unleash a flurry of blows.

Conversation with Gunther O'Diem

Head to Yantra Village, find the indicated location and meditate until midnight. Gunther appears and reflects on the fact that even inveterate criminals consider it a matter of honor to come to a meeting with O'Dim, which greatly surprises him. Then he will outline the essence of his request - he needs Geralt to force one of O'Dim's "clients" to repay the debt . It will be none other than Olgerd von Everek, who, according to O'Dim, once came to him emaciated, ragged and with only his saber on his belt. Gunther gave Olgerd everything that the nobleman asked for, but when the time came to pay the bills, Olgierd wanted to avoid this. Geralt couldn’t refuse the offer even if he wanted to, and then Gunther suggested that the witcher go to the Garin estate and talk with Olgierd.

There is an alternative option for meeting with "Mr. Mirror". Regardless of the agreement, ignore Gunther's words about the meeting at the Yantra village and go straight to your customer - Olgierd von Everek. However, it will not be possible to avoid the conversation - O"Dim will wait for the witcher on the branch of a spreading tree growing at the entrance to Garin's domain. The essence of the dialogue will remain virtually unchanged, with the exception of O"Dim's remark that only the witcher did not consider it a matter of honor to appear at the indicated place, and a short conversation about the fire that happened on the estate.

Return to the estate


And your estate is on fire here

Approaching the estate of the Garin family, the witcher will notice a red glow on the horizon. Upon arrival, the reason will be discovered - the estate is on fire, and on the steps above the body of the dead owner of the land, his daughter is sobbing. But the “boars,” apparently, are not very saddened by this or at all interested. One of the already familiar robbers will meet Geralt in a good mood and say that they had a little too much at the feast and what happened happened. The Witcher will ask where he can find Olgerd? This time the “boar” will not make fun of him, but the problem is that he himself does not know where to look for the chieftain.

The witcher's attention will be attracted by a noisy "boar", asking to spare him, and two more comrades of the person sentenced to death, preparing to carry out this very execution. Geralt will not be able to pass by and will intervene in the execution process. The executioners will perceive such an act of nobility extremely negatively, demanding that the gray-haired man get away and not disturb them. You can answer in one of two ways:

  • Let's talk calmly. Geralt will say that he just wants to talk calmly and does not intend to influence what is happening in any way.
  • Don't move. Geralt will turn very sharply to the “boar”, advising her not to get into trouble and not to test from her own experience what a witcher is capable of in anger.

Whatever option the witcher chooses, the “boar” will still not stop demanding that the gray-haired man move away and not interfere with them doing their job. Here you will have a choice of three replicas:

  • No need to be nervous, let's talk calmly. The witcher will repeat that he does not need a conflict with the “boars” and will ask why they want to execute the man who shared bread with them this morning? "Kabanikha" will sparingly answer that this is Olgerd's order, and that the condemned person violated the "noble code." Algerd, emerging from the burning estate, steals Geralt’s attention for a moment, and during this moment the “boar” loses his head.
  • Let him go or you will deal with me. The Witcher will demand that the poor “boar” be released, hinting that if they want his blood, they will first have to shed the Witcher’s. Algerd, who emerged from the fire, will consider this a challenge and Geralt will cross blades with him in a duel for the life of the condemned “boar”.
  • Do your thing, it doesn't concern me. The Witcher will not interfere with the “boars”, and their former comrade-in-arms will lose his head.

Taking into account the corpse of the owner lying on the steps of the estate, as well as the “boar’s” mention of a violation of the code of nobility, we can conclude that the person sentenced specifically for the murder of the ruler of the Garin estate will be executed. In other words, the punishment, although cruel, is fair - a life for a life.

Fight with Olgierd von Everec


Now at least you know that I don't lose my head so easily

If Geralt comes to the defense of the poor “boar”, a battle will break out with Olgierd von Everec. It is interesting, first of all, because of the opportunity to see Olgerd in action and evaluate his strength. The first thing that catches your eye is his saber "Iris", which the nobleman-robber wields with special skill. During strong sweeping attacks, it begins to glow brightly scarlet, which hints at the magical properties of the weapon. On the other hand, Olgerd himself has the same abilities, capable of making dashes over long distances, enveloping himself in black fog. A similar glow is formed near his hands. In a battle with Olgerd, it is worth remembering his main attacks: a series of several quick saber strikes, a strong blow and a lunge. In addition, at close range, Olgerd can throw a handful of sand into the witcher’s eyes, causing him to lose his balance. It will be most effective to counterattack the first blow in a series or a blow in a dash, trying to push Olgierd to the conventional “border” of the battlefield and begin to actively slash his body with quick attacks. In this case, the enemy simply will not be able to get out of the stunned state and will be quickly defeated. To be sure, you can also apply the Yrden sign - then von Everek will have no chance against the witcher. As soon as Olgierd's health bar is completely depleted, a cutscene will begin in which Geralt will pierce the nobleman's chest right through. However, something will go wrong and Olgerd will not die, and will even be able to continue the fight. With one more blow, the witcher will almost cut off von Everek’s head... And he will personally applaud the winner.

Three conditions

Regardless of whether Geralt fought with Olgerd or not, he will be ready to talk. Olgerd will explain why even after losing his head, if the witcher fought with him, or after being in the fire for a long time, if the head of the “boar” is separated from the body, the nobleman feels great. It's all about the agreement with O'Dim, who made von Everek practically immortal. Over time, Olgerd became bored with the inability to die and he began to see a lot of disadvantages in it - life for him lost color, because even the craziest act loses all risk. In a mocking manner , the nobleman will offer the witcher to take his reward - everything that he can take away from the burning estate.

Then, out of nowhere, Gunther O'Dim will appear, reminding Geralt of his warning - Olgerd cannot be trusted. Von Everek will clearly not be happy to see Gunther, and he will also begin to add fuel to the fire of the brewing conflict between the witcher and the chieftain of the robbers. What will emerge is that Olgerd knew that the monster in the canals was the cursed prince. Moreover, it was he who imposed the curse, and then hired the witcher to kill the converted Ophir. Wanting to quickly get rid of O'Dim, von Everek will ask why he came, and having learned about that Geralt will have to fulfill Olgerd’s last three wishes, he will drive him away, inviting the witcher to go to the stables - the “boars” are just about to leave the estate, since there is no point left in staying in the burnt house.

There von Everek will talk about his desires, the first of which will be the requirement to find “wild boars” for him. new house. But an ordinary house is unlikely to be suitable, unlike the house of Maximilian Borsodi. As a second wish, von Everek will ask the witcher to make sure that his younger brother Witold has a lot of fun - he has not had such an opportunity for the last few years. Olgerd agrees to voice the third wish only if Geralt manages to fulfill the first two, and in case of success, which the robber himself strongly doubts, asks to find him in the Alchemy tavern in Oxenfurt. During the conversation, you can also ask Olgerd about how he cursed the Ophir prince? Von Evereck admits that he didn’t want to do this himself, he just, in a fit of rage, shouted something like “let him turn into a toad.” Olgerd had a reason to be angry - the parents of his beloved wanted to marry the girl to an Ophirian. Apparently, it is von Everek who is called the very “powerful sorcerer” in the soaked letter that could be found in the canals.

Leaving the Garin estate, the witcher will once again stumble upon Gunther O'Dim. Wanting to help Geralt fulfill Olgierd's wishes, since this is exactly what he needs, he will tell the gray-haired man about the reasons why von Evereck is so confident in Geralt's failure. Witold von Evereck , whom the witcher will have to entertain, was not having fun for one reason - he has been dead for several years. Geralt will not be happy with this news, because to summon Witold he will have to resort to necromancy. O" Dim will point to another method - the Summoning Ritual. The witcher will answer that for such a ritual you will need the blood of the deceased... Which will just happen to be in the possession of Gunther O'Dim and who will gladly share it. The auction house is now organizing an auction, but it is obvious that the noble Borsodi family does not just want to part with with property. In a conversation, Geralt will mention that once his swords went under the hammer of an auction house, but then this establishment was in Novigrad. This event took place in the book Thunderstorm season"Geralt from Rivia arrived in the kingdom of Kerak, where he was framed by a corrupt official, arrested and convicted. Very soon the witcher was released, where he learned about the disappearance of his swords, confiscated during his arrest. Attempts to return his property end in nothing - they are still being sold .

I hope that completing the quest “The First Sprouts of Evil” in The Witcher 3 will be useful for you, dear readers. Enjoy the game and good luck on the Path, witchers and witchers!



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