The Witcher 3 tempting offer Horst. Stone Hearts

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After installing the add-on you have three options further development events. You can start a completely 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 aimed at characters of at least level 30.

You can continue playing the game after the story campaign, playing as an already developed character. Finally, you can exclusively run Hearts of Stone. In this case, you will receive a level 32 character with still unassigned skills, and all the tasks of the main storyline " wild Hunt» will be marked as completed.

The first shoots 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 von Everek and talk to him about the contract.

Take away all the advertisements you see from the board. You will return to the issue of completing additional tasks later, but for now continue to complete the main one. Ride your horse to a new mark on the map and watch the next cut-scene. Talk to everyone, follow the man and open the door where he will stop. 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 girl who will give you a new task. Ride your horse to the farm. There is a well in the center of the city. Go down the stairs into the canals.

Target. Search the channels using your Witcher Senses.

Once down, follow the red tracks. If you forgot, then to activate the Witcher, slightly hold down the right mouse button. Follow bloody trails and kill the monster. Examine the corpse of another monster against the wall on the left. The Witcher should note that the wounds are from the blade and this clearly does not look like the work of a monster. Go through the grate on the left and watch the cut-scene. You must meet Shani.

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

Use your senses to find a damaged red wall on the right. Via Tab, select the Aard stone, which is responsible for the telekinetic strike. Press the Q key to use this attack on the wall. Go to the yellow area until a 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 corpse. Search the corpse and find the key. Follow the mark on the map. On the lower level of the canals, destroy the monsters and find France's corpse using your senses. After the cutscene, the task will be updated.

Target. Find the monster's lair.

Target. Kill the monster.

So, the duel with the Toad Prince will begin. The boss can attack you from a distance, spitting a poisonous substance. Also, using the tongue, the enemy stuns Geralt. Getting close to him from behind will be problematic, since in one jump he can turn 180 degrees. The best way 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 break to restore the energy of the rune.

The Toad Prince, the first boss of the Hearts of Stone expansion.


After the cutscene, in a conversation with the guards, select the last phrase, for which you will receive experience. Wait for the dialogue to complete.

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

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

Additional goal. Defeat the Ophir soldiers

If you decide to fight, then information about the Ophir magician will not hurt you. First, it is best to destroy ordinary soldiers who will distract you. Use dodges and parries to avoid magical and physical attacks respectively. If the magician shoots at you, you dodge, and the projectile hits another enemy, he will receive serious damage. When all the guards are defeated, getting rid of the magician will not be difficult. Use the improved magic ability Axii or Aard (telekinetic strike). Before he recovers from the stun effect, run up and attack.

After everything is completed, you will have to get to the crossroads at the willow tree at midnight, where Mr. Mirror is waiting for you. Use meditation to change the time of day. When the Mirror appears, talk to it about everything, including Olgerd. Answer as you see fit. Agree to help. Now you must get to Olgerd's hideout.

Target. Go to Olgerd.

Move to the mark on the map, back to the estate where Olgerd is located. When you approach the estate, talk to the two guards. Next, talk about everything with Mr. Mirror, and then with Olgerd von Everek. Find out about the first two desires: to get the house of Borsodi and to properly entertain Olgerd's brother named Witold.

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 conversation with a girl, agree or refuse to go with her to a friend’s wedding.

Target. Enter the Everek family crypt

When you receive the censer, enter the cemetery area. Go forward and go inside the crypt. Go down and defeat two groups of ghosts, two opponents each (they will appear in turn). After the ghosts are destroyed, note that in the hall there are niches with coffins in a circle. Look at the inscriptions on these coffins to find the one where Witold von Everik rests.

Target. Fumigate all the halls in the tomb.

Go into the corridor next to the round room to fumigate three places. To remove the censer, click on the mouse wheel. On the map, three places are marked with small yellow circles inside a huge yellow area. Next, move to the other wing to fumigate the fourth place..

Another meeting with Olgerd von Everek at the burning estate.


Target. Light the main lamp to continue the ritual.

The main lamp stands in the center 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 Witold, who will eventually possess Geralt. Ride your horse to the estate where the wedding celebration will take place. Chat about everything with Shani.

Target. Follow Shani and meet the newlyweds.

Follow the girl, talk to the newlyweds by pressing the E key. Select any conversation options.

Target. Take part in wedding fun until midnight.

To begin, go to the marker in the center of the village, where the elderly couple is standing. Talk to the bride's parents and learn about the missing fire eater.

Target. Use your Witcher Senses to find the fire eater.

Go to the booth and activate the witcher's sense. Examine the bones, chain and bowl. Leave the estate by exiting through the gate. Follow the red tracks until you find the dog that chased the fire eater into a tree. Talk to him about everything until he goes downstairs. Surely the boar will kill him, so you will have to return back with bad news. On the grounds of the estate, inform your parents that the eater will not be able to entertain guests. Offer your help.

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 tired of the show, just take a step in any direction. 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 that doesn't work, you'll have to put on donkey ears. After the dance a new task will appear..

Target. Talk to Mr. Mirror at the wedding.

Go to an old friend 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 men to start the fun. Drive two black pigs with yellow circles on their backs into the barn. Three barns are on the left (regular covered pens with hay or a trough with water). After driving two pigs, talk to Shani. Try to pick up the girl, and then defeat her three brothers. The fight will be simple. Next, go to the lake and talk to 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 right one. Give the shoe to Shani just by talking to her.

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

Go inside the barn and talk to everyone. Eventually, Witold will return to his crypt.

Target. Find something that will lift Shani's spirits using your Witcher Senses.

You now have three yellow areas. You can bring Shani mead, mountain ash, or pick rowan flowers. Use your Witcher Senses to find these items. To conquer Shani, follow the following instructions. Pick a rowan branch and bring it to Shani, who is waiting for you in the barn.

In 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 better.
- One kiss is not enough for me.

Watch the sexy cut scene.

Target. Inform Olgerd about the completion of the task.

Get to the city and talk to Olgierd von Everec at the tavern. The first wish is fulfilled..

Sesame, open up!

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

Approach the house, near which there will be guards. Try to persuade them until Wim Vivaldi appears. One way or another, you will find yourself inside the auction house. Chat with Vivaldi and tell him that you would like to talk to the owner.

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

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

Target(additionally). Talk to Vivaldi's friends (0/3).

On the left stands Countess Mignol - this is Vivaldi’s first acquaintance. Talk to the woman drinking wine from a glass. She lost her earring and asks 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. This will complete part of the task.

Finally, Vivaldi’s third acquaintance is Gilbert, a man 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 until the auction starts.

During the auction, you can bid or not bid. One way or another, upon completion you need to talk with Horst. Tell what you need. Watch the cut-scene, and then teach the guards a lesson in a fist fight.

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

After meeting with mysterious stranger follow 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 hooded man you previously saw on the street. Agree to help him and learn about the bugbears and other intricacies 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 what to do: spend 200 crowns or defeat all the mercenaries..

Family Matters: Burglar

Target. Head to Hugo Hoff's hideout.

At the same time, you can visit another yellow marker on the map to persuade Evelina Gallo to participate in the raid. And so move into 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 your Witcher Senses by holding down the right mouse button. Now look at the blood that is visible on the wooden support on the porch of the house. After this, examine the tracks on the ground.

Target. Follow the tracks using your witcher senses.

Without turning off your witcher senses, follow the tracks that will lead you to the shore with three robbers. Defeat the opponents, and then examine the traces of blood in the boat. Dive underwater and find the body of Hugo Hoff. But now you have to hire Evelina...

Target. Persuade Evelina Gallo to participate in the raid.

Ride your horse to the place and talk to Evelyn. The girl will ask you to help her. You must shoot four apples with a crossbow different parts man's body. Even if you miss, Evelyn will agree to help.

Open Sesame: Witcher Seasonings

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

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

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

Go into town and follow the highlighted area. Eavesdrop on a conversation between two soldiers with red markers using your Witcher Senses. The next conversation will be inside the house. It is enough to come close to the auction house. Finally, go behind the house and follow the walking soldiers. They will tell you about the cook.

Target. Visit the garrison cook during the day and convince him to help.

So, if it is night, then use meditation to change the time of day. After this, go to 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 have one).

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 right place on your own, or you can choose the first option so that everyone can go on a mission together right now. Why not save time?.

Target. Get to the treasury in the dungeon.

Go downstairs until you see the residents of the house. Defeat the first group of enemies. Negotiate.

Target. Repel the attack of the Redanian soldiers.

Deal with the negotiator and two soldiers. 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. Eventually 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 secret exit from the treasury.

Activate the witcher’s sense and find a red plate on one of the supports. Press on it to open a secret passage. Follow the tunnel until you find yourself outside...

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 wish.

And they lived happily ever after

Target. Go to the von Evereck residence.

On Roach, jump towards the new marker on the map. Near the wall you should hear the voice of a man calling for help. Talk to him about everything and find out what he is doing here.

Target. Find the accomplice of the thief you met.

Several marked circles appeared on the map. You must examine them using your Witcher Senses to try to figure out where the thief's accomplice went.

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 look at the bloody spots on the ground. A wounded man was dragged from here. Follow the bloody trail, examine the tracks and interact with the huge metal gate. Continue following the tracks until you meet the Keymaster.

Target. Defeat the estate guard.

In battle against the Keymaster you need to act 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 run away. The Keyholder will deliver a very strong blow that can cause great harm to Geralt. On the other hand, after this blow his shovel will be stuck in the ground for a few seconds. In addition, before you pull out this shovel, again the ground will glow. You must avoid this glow as it will stun you for a few seconds.

Read more about the fight with the Keymaster

It’s worth noting right away that you must prepare for a long and very difficult fight. The Keymaster's health scale consists of three parts. There are two divisions. At the beginning of the battle, the enemy attacks you by swinging his shovel. Periodically, the ground brightens and the Keyholder deals a powerful blow to it. If you manage to dodge, the Keymaster will not stun you, but he himself will fall into the trap for a matter of seconds. This is the time to attack him.

When the health reserve is at the first (right) mark, the Keyholder will summon ghosts from underground. Attack as many of these ghosts as possible without falling under the Keymaster's shovel. The key holder is a kind of vampire. By hitting you, he not only takes away Geralt’s health, but also replenishes his own. That is why the battle will be difficult.

At the second stage, the Keyholder will no longer hit the ground with a shovel. Most often, when approaching Geralt, the Keymaster will strike a pose and after 2-3 seconds will run towards the main character. Dodge only at the moment when the Keymaster is almost approaching you. Then Shift attack him with a powerful blow from the silver sword. Once! And immediately roll away. Repeat the procedure and when the Keykeeper’s health reaches the second mark (left), the monster will again summon the spirits. Destroy them. That's it, now you can finish off the enemy by acting as described above.

At the end, when the Keymaster's health is just a little low, you can throw a freezing bomb at him. But at the same time, after the first blow, the Keyholder will unfreeze, so attack him no more than 2-3 times. For the rest, elixirs of health and attack enhancements such as “Thunder” will help you..

During the second stage of the fight, you will find yourself in a cemetery. Destroy the living dead, otherwise they will heal the Keymaster. Finally, destroy the Keymaster. You can now enter the estate, but first use meditation to restore your health.

Target. Find Iris von Everek on the second floor of the estate.

Pick up the Keymaster's key and shovel, go into the house through front door. Go to the far left room and take the diary with Iris's sketches from the table. Go right and go up the stairs. Turn left and enter the destroyed room. Exit from here to the balcony and along the balcony get to another room. Take a couple steps forward until the Phantom appears.

Fight with the Ghost

At first glance, it may seem that the Phantom is very strong. Yes, he attacks powerfully, but there is one very simple recipe: select the Quen sign (magic shield) and activate it. Of course, it is advisable that you have this sign upgraded. In addition, use a silver sword as a weapon, onto which you should drip an elixir that enhances damage to ghosts. On the other hand, it is fashionable to use the Keymaster's shovel, since it will restore some health.

When you see a green glow emanating from the painting, run up to it (the painting) and attack it with your sword until the glow disappears. Otherwise, the Phantom will be sucked into the picture. Afterwards he will come out of the other one, but his health will be completely restored. However, after activating the shield, attack and attack the enemy. This is the case when attack is considered the best defense...

After defeating the enemy, go through the door ahead, into Iris's bedroom.

Target. Examine the remains lying on the bed.

Just walk up to the bed and interact with the body lying there. Talk to the cat and dog. Next, you will need to find a place to bury Iris. Exit the house through the main door and look at three places. You must climb the steps to the wooden easel. Examine this easel with your Witcher Senses activated. Click on it to bury Iris. Say the words, then, if you picked up a diary with sketches, then in the dialog box select the option with it (Put the diary on the grave). Next, try to summon the spirit.

Target. Find the memories of Iris von Everek and find a way to restore them.

Follow the marker, near the fountain you should see Iris and Olgerd frozen in place. Find the glass lying on the fountain and insert it into Iris's hand. Watch the memory, after which destroy the spiders.

Go inside the house and to the right. You will see a dining table. There is a huge painting hanging on the left. Inspect it according to the additional objective. You must recover the memory again. There are three candelabra on the table. Light two stands with candles that are closer to the guests (left edge and middle of the table). Further along the wall on the opposite side of the hanging picture there is a fireplace. Light that too. The memory will be restored.

Defeat the ghost and go upstairs to the bedroom. Iris is sitting on the bed, and Olgerd is at the nightstand opposite. He washes his hands in a basin. The water in the basin, if you look, is mixed with blood. Find a bloody towel on the floor opposite the bed. Place this towel next to Olgerd, on the cabinet to the right of the pelvis.

Next, go to the art workshop. Look at the picture and pay attention to what is on the table to the left of Olgerd. Find a glass and a bowl of fruit in the room. For these purposes, you can use your witcher's senses. After all this, place the objects on the table near Olgerd: an apple on the right, a glass in the center, a vase with grapes on the left. Ready!.

Olgred von Everek asks to bring the purple rose that he gave to his wife Iris.


Get to Olgierd's workshop, killing ghosts along the way. Take the chalk on the right and the candles on the opposite side. Draw a pentagram with chalk, then place the candles in a circle that surrounds the pentagram (the third option from top to bottom in the dialog box).

Then a fire will start. Leave the house by clicking on the painting through which air is blowing. All doors are locked, don't even try to open them. You will find yourself in a snowstorm. To the right of the stairs leading into the house there is a large open hatch. Go down to the basement and see another memory involving Olgierd, Iris and her father.

Look around everything. Find a mug, a smoking pipe and a marriage contract on the floor. There is a blade on the table, but you don’t need it, just like the smoking pipe. Place the marriage contract in Iris’s father’s hand, and the mug in Olgerd’s hand.

Go upstairs and you will see another picture: the Keyholder, Olgerd and Iris sitting on a chair. Find two bowls in the room. Place a small bowl in front of the cat and a large bowl in front of the dog. Next, find a tray of fruit and give it to the Key Holder standing in front of the door. Go into the living room and read the letter lying on the table.

Now you must make a decision that will affect the course of events: take the rose from Iris or leave it.

Choice: Leave the rose with Iris.

Target. Meet Olgerd's man in Alchemy.

Just go back to town and enter Alchemy. Talk to the stranger and then to Olgerd's man...

Who sows the wind...

Target(additionally). Talk to Shani at her house.

Go to Shani and talk to her inside the house, on the second floor.

Target(additionally). Go to university with Shani.

Follow the girl to the university, where the professor, touched by his mind, is sitting. Shani will be allowed inside, but the guards will refuse to let Geralt in. Go back to the bridge and jump into the water on the left. Get out to the shore and walk along it. Defeat the three mutants and go to the wall near the yellow marker. Soon Shani will drop a rope along which Geralt can climb to the university grounds.

Target(additionally). Get into Professor Shazlock's house.

Go to the yellow marker, killing the witch hunters along the way. The door inside will be locked. Opposite, find the stairs. Go up it and go right. Climb the second ladder and take a running jump to the adjacent balcony. There will be a dilapidated door here. Use a telekinetic strike to completely break it.

Target. Meet Olgerd at the Lilvania Shrine.

So, you have learned a lot of useful things about Olgerd, his family and Mr. Mirror. Get to the indicated location. Choose whether to stand up for Olgerd or not..

Who is he, the mysterious Mister Mirror?


Choice: help Olgerd.

Target. Solve the riddle of Mister Mirror.

Just run forward, not paying attention to monsters, glowing objects, and so on. Do you see the house with red windows at the end of the location? Get to it, go inside and go down the stairs. Try to run up to the mirror ahead, but it will break. Follow along. Approach the mirror on the right, but it will also break. In general, all mirrors in the location will break. You should find the fountain on the left side of the main hall, where the first mirror was after the fall. Near the fountain you will find another mirror. Use your Witcher Senses to examine the red spots inside the fountain. Geralt will say that there was once water here. Examine the wall at the end of the fountain. Use telekinetic strike to destroy the wall and find the Demon. Watch the final video for the Hearts of Stone expansion storyline.

Spell: starting capital

Target. Visit a rune master and learn more about his craft.

Get to the mark on the map and enter the tent. Talk to the master and give him 5000 crowns. The task will be completed, but another will begin immediately.

Rose on a red field

Target. Find out more about Kluivert's murder in the village of Lukovets using your witcher's senses.

Move to the village of Lukovets. You can take advantage of the fast transfer. In the village, activate your witcher senses, but first kill the monsters. In one of the houses you should find a stand for a boiler. Examine it. Examine the note on the table and the marks on the bed. Leave the house and walk around it. Examine the footprints under the window near the bed. Follow the tracks until you find Kluivert's corpse. Examine his corpse.

So, they shot from the direction of the village. Go towards the village, be sure to go beyond the fence. There will be footprints near the fence. Examine the tracks and follow them. Next, follow the hoof marks. As a result, you will have to destroy a squad of soldiers. Find a note on the cart - this is an order to attack the village of Lukovets. Be sure to open your inventory and read the order..

Move to the laboratory, bribe or kill the guards. On the body of one of them, find the key with which to open the door. Head inside, talk to the soldiers and defeat them all. Return to the customer for your reward.

Enchantment: Pay for Quality

First, go to the nearest stable and find the pick there. Taking the tool, go in search of a jade stone. There are three points on the map. You need to get into the cave, kill the spiders and use your witcher senses to find the jade. Interact with him to have Geralt use his pick to chop off the jade stone. Return to the Rune Master and give him the Jade Stone. For money, optionally buy improved tools.

Without a trace

Move to the village of Bronovitsy not far from the Everek residence and take all the notices from the board. One of them will allow you to take on the quest “Without a Trace”. Follow the herbalist to learn more about the quest. Agree to help..

Move to the indicated place and find a cart near the road. Examine this cart, and then examine the traces of blood to the left of it. Follow the tracks into the village and ask the villagers at the trade counter on the right about Folkert. Return to the herbalist and report your search results. The task is completed.

Horse racing: fast as West wind

Move to the Upper Mill location, which is in the northeastern part of the map. Talk to the merchant who will offer you horse racing. Just beat him in the race and get the saddle of the Ophir horse.

Treasure Hunt: From Distant Ophir

The Ophir merchant will give you the task immediately after the race. Get there. Find the cart with the dead horse. Follow the bloody trail. When large cluster traces break off, then find small footprint nearby. Move around, using your Witcher Senses to inspect the red spots. Find a corpse near the tree. Continue further until you find many tracks again. Follow the tracks to the hatch on the ground and open it to get into the cache.

Kill the soldiers and find the first drawing in one of the chests. Now you must visit three more places and find three other drawings. You won't have to go down into the basements. In one of these places, to the north, there will be no enemies at all. The drawings are hidden in similar chests. When you have them all, return to the merchant and give them to him. Wait one day for the drawings to be translated, pick them up and complete the task..

When, some time later, Geralt told me a story that began at a notice board not far from the Seven Cats tavern, he recalled that something strange was pulling him to this place, like some invisible secret power I wished that he would be there on that day and at that hour. At that time I barely paid attention to this fact, but later, having heard this story in its entirety, I came to the conclusion that this could not be an accident...

Receipt

The task is taken on the notice board at the Seven Cats tavern.

Performance

You need to pick up your order from the notice board:

Order: Beast in the Canals
Let it be known to everyone that Olgierd von Zverek will give a great reward in gold, precious stones or movable property (under contract) to any daredevil who goes down into the canals of Oxenfurt and kills the monster that has settled there, that hunts for the murders of innocent people with a special preference for young maidens. The task is most suitable for a battle-hardened person, a soldier or perhaps a witcher, who will not run away at the sight of drowners, for this abomination is in abundance there.

For more detailed information contact the Garin estate (which is northeast of Novigrad). Ask Olgierd von Everek

Inside the Garin estate, Geralt will meet a cheerful company and will be able to show himself in fist fight if you select the option Bunch of idiots in dialogue. After this, a conversation will take place with Everek himself, who will guide the Witcher into the sewers, promising to reward him generously.

At the exit from the estate there will be an opportunity to take the task Rose on a red field.

A very long adventure awaits Geralt in the canals, so it’s better to prepare in advance. Among the drowners, Geralt will meet his old friend - Shani. However, you can’t expect any help from her in battle, and the local corpse eaters are quite active. The adventure in the dark is linear and will lead to a monster in any case. It turns out to be a giant toad.

How to kill a Toad

One of the options for fighting Toad

The monster explodes well in its own poisonous gas and is vulnerable to Irden, bleeding And oil against the damned, and pumped Oriole will allow you to be treated for poison. You cannot strike more than 2 times with a sword in a row and it is not advisable to stand still.

After defeating the monster, the Witcher will see how the toad becomes a man. The toad will turn out to be an enchanted prince, just like in a fairy tale.

On the ship

The ship Fakbarhiil (Albatross) must take Geralt to Ophir for trial. After a conversation with his cellmate, the Witcher will be forced to communicate with the guards. If you select the correct answer in the dialogue ( 3 …alle’khe uhl eghullath!), then you can earn some experience. All the talk will lead to nothing, but “ I really wish there was someone here with whom we can negotiate«.

After Geralt voices his desire, he will be nearby Gunther O'Dimm. He will remind you of the previous meeting and promise to help, but will leave it as a reminder sign on the Witcher's face. A similar one could be seen on Anna’s hands earlier in the story.

After some time, the action will move from the ship to the shore. Mysteriously, the floating prison was destroyed, but the desires of the Ophir people did not change. We'll have to fight back. Immediately after the end of the video, you will be able to equip normal armor and fight with the survivors. Local magician will be invulnerable as long as at least one more warrior is alive. Ophir Mage easy to fall into trap Yrden, after which it does not cause problems. In extreme cases, you can completely run away from the battlefield, failing the subtask. On the sorcerer's body you can find a letter:

Letter from an Ophir merchant
Werner (Ferner, Perner, whatever your name is)!

It is beyond my understanding why the noblest royal sorcerer Aamad chose you, of all the people in the world, as a guide (the argument that you know the area better does not look convincing to me one bit, because Aedirn has as much in common with Redania as Zerrikania with Ophir, namely: nothing). But, since the decisions of the noblest one are not discussed, I ask you to convey to him the following message: we are camped near the village of Bronowitz. In accordance with the instructions received from His Majesty's court, we share our knowledge and goods with the local commoners. Unfortunately, my predictions about their intellectual level were confirmed a hundredfold, so I again humbly ask permission to move further to urban settlements, where our knowledge and experience will be appreciated.

With regards, Dilla kh'Amanni

A sign on the face will remind you to look into the village Yantra, but this is optional. Regardless of actions and dialogue choices Gunther O'Dimm will give a task and say that he believes that everything will end well, and after that they will all meet and thank each other for what they have experienced together.


It will happen on the Garin estate fire, but few people care about this. More interesting is the execution in the yard, in which you can intervene. If you talk calmly with Everek, a man's head will be cut off, and Everek is pierced with a sword in front of the Witcher. Only this will not bother him at all and he will tell you that the executed man was accused, among other things, of murdering the owner of the estate. If you stand up for a man, there will be fight with Everek. The main skill in this fight is counterattack skill from the red skill line.

Regardless of the choice, Geralt will receive his 450 CZK. This will complete the task.

Reward

Two new tasks will become available: “And I was there, drinking mead-beer” and “Open Sesame!”

This is an unfinished walkthrough, but all important decisions have already been described

Start of the main quest
Go to the notice board and a scene will play. Go to the chieftain's house. Talk to people. If you are rude, it will start a fist fight. After talking with the chieftain, leave the house.
In Oxenfurt, go down into the well. Kill the drowned man and examine the corpse of another one to the grate on the left.
After the conversation, break the wall on the right.
Jump down to the drowners (drive them away with fire and finish them off with weapons). After the battle, examine the corpse and the wall. Follow the trail and examine the place. Then head into the tunnel.
The boss is a huge toad
Use the protective sign and the trap sign, apply strong blows and constantly somersault at moments when the frog jumps or shoots poison.
Boss – Sand Mage
Jump back several times to make the boss get away from you, and undress with your retinue. Then use Mind Fog on the boss and hit him a few times. Constantly jump back or to the sides from sand attacks.
As you run along the shore, look for a hut with drowners and a treasure hunt sign - the place is definitely underground. Break the barrels in the hut and open the entrance to the basement. Take all the items from the corpse to start the quest, which you will leave for later.
In the ataman’s yard, you can stand up for the poor fellow who is about to be executed - choose tough answer options every time. An optional boss battle will start. If you are not rude, the poor fellow will be killed, but the quest will simply continue.
Boss – Olgerd
Use the defense sign and catch him with a counter-attack as he approaches. Use food to restore health in battle.

Side quest - Rose on a red field
Talk to the girl in the chieftain's house and go to the point (Bowdon). Follow the trail in the air.
Examine the cage, the traces by the window and read the note on the table on the right.
Leave the house and examine the footprints behind the house near the window. Run forward along the tracks, examining everything you can, such as a cluster of tracks near a bush and a fence, and also look at the corpse. A new trail leads back to the village. There, pay attention to the accumulation of footprints with horseshoes.
Go into the forest and destroy the soldier camp. Examine the cart - pick up the note. It must be read from the menu. Note that in the hut there is a chest with items that will be the start of another quest.
Head to the next area. If your opponents are too strong for you, then it is better to lure them out one at a time. Some simply stay behind, and you catch enemies with a counter-attack, not forgetting to turn on Quen.
Inspect all the chests.
In a cave camp, whatever you choose will lead to a fight. Lure enemies into a room with gas and set it on fire fire sign. Catch especially “fat” opponents with counter-attacks. Then run to the bridge, using light attacks on the crossbowmen. It is better to destroy the latter in the intervals while the rest are getting out of the room with the gas. And so several times in a circle. Don't forget to activate Quen. Collect all the loot.
The reward will be waiting in the tavern in Oxenfurt.

Main quest - Dead Man's Party
Talk to Shani in the city and go to the crypt. Use a magic trap to defeat the ghosts. Examine the vase in the center and the inscriptions on the tombs. Use the left bumper to select the ceremonial bowl. Spread the scent throughout all rooms by simply moving around the location.
Use a trap and a sword to defeat the ghosts. After the conversation, go to the indicated location.
Talk to the newlyweds, choosing the top option right away; all the others will anger the groom.
Now you can play. For example, drive two pigs into a pen. Just run behind them - carefully, without stopping, towards the paddock.
Talk to the grandmother and the old man in the center of the courtyard. They are trying to find the magician and the dog. Go to the booth and examine it, the bone and the pan. Then look at the tracks. Follow them. At the tree, look at the branch on the ground. Pick up the hat from the ground a little further.
Talk to the artist and drive the dog away (you can influence the mind). Pay him 50 gold to return to the wedding, or influence his mind if you are leveled up enough.
You can dance in the hall, have a drink with the dwarves, and then go to the lake and take part in the game of finding shoes at the bottom of the lake. Collect all the boots using Witcher Vision.
Play Gwent with the gnomes on the street. If you lose, you will be given funny ears.
On the street you can also have a drink with girls near the house.
Talk to the others and go to the mirror master.
After all the talking, don't let Shani drink.
After the last scene, turn in the quest to Olgerd.

Main quest - Open Sesame
Talk to the guards and after the scene go up to the second floor.
Start a conversation with the woman and buy all the blueprints from her, especially the Viper set. Agree to help with the earring and look at the wine stains on the balcony. The video will start.
Talk to the man at the table and play gwent with him.
Now it’s the man’s turn at the painting. The correct answer is a portrait of a man in the center. For this, he will give you a hint on buying a painting. Don't give it away.
After the battle and conversation, run to the herbalist and save him from the soldiers.
Talk to the thief and go to the point.

Safecracker
Talk to the dwarf who wants to commit suicide. We need to make him angry. Select the item below - "you're pathetic." Or enchant, if you have enough abilities.

Breaking and entering
Talk to the elf. Agree to its terms. This is a very easy task. Shoot the apples. Be careful with the one on the elf's right leg.

Now create a potion at the very bottom of the alchemy menu.
Go to the city towards the house and, standing away from the soldiers marked in red in the scent mode, listen to all the dialogues.
Go to the pier, rewind time to a day and talk to the cook. You can pay him 500 coins or enchant him if you have enough abilities.

To be continued…

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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 they talk about overseas merchants from the Middle Eastern Ophir, about the Redanian deserters of the Order of the Red Rose, and about the girl doctor Shani from the previous parts of the game “The Witcher”.

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, 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 his 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. You will need necromancy or other similar types 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. "It's a 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. We take the shovel from the housekeeper’s body - 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 - steel sword with theft of health. 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. We fight off the attacking bees with the fiery sign of 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 holder. 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 and paid a large amount for studying the demon Gunther O'Dim to find out who it is 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 went beyond the pentagram. So the professor spent the entire last part of 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 complete fulfillment of the agreement. The last condition Olgerd included 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: Start-up 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 air force King Radovid, but nothing came of it, 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 "Castle Arnskron" 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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Players have already completed all the main and additional quests of the game “The Witcher 3” and are already hungry for adventure, the developers understand this very well, and therefore regularly release DLC - both small and global. One of the last surprises for all fans in addition to the New Game + was the addition "Hearts of Stone", which greatly expands the world, and even adds a Rune Master, allowing you to significantly improve your weapons.

After installing the DLC to version 1.10 - when loading a save, the player will see that the tracked task has changed to a new one, which is the beginning of a quest chain "Hearts of Stone", but the developers advise paying attention to it no earlier than level thirty. Complete walkthrough The Witcher 3 Hearts of Stone can take up to ten hours, given the huge number of side branches. In addition, new comics and pictures can be found in the game files. And now you can watch the walkthrough of the add-on on video, or continue reading its features in text form.

Watch Youtube video walkthrough of the Stone Hearts add-on

To start playing through the game, you need to move to the Seven Cats tavern and go to the notice board, where a bearded man will post an advertisement in front of you. Having asked if he needed a witcher, main character will receive the answer that there is an evil big monster in the canals - Toad. For details you will have to go to the Garin estate to Olgerd von Everek. Still on the same board there will be a notice that will indicate the location of the rune master: at the mill near the village of Bronovitsy.

All new knowledge and tasks are marked in blue in the journal exclamation marks, fully registered and translated, are being built into a new interesting story, which many NPCs of the world will know and talk about. Opening the map, you can see a huge number of question marks indicating new added locations and zones. Basically they are all concentrated in the northeast, but there is one on the western island.

New NPC quest

By installing the add-on on The Witcher 3: Hearts of Stone, walkthrough you can start either with the main quest about the monster or by visiting rune masters*(more about this NPC in the link). Be prepared for monster attacks on your way to a new character. There will be several more new ones on the board in the settlement side quests, which can be completed at any time, and the merchant near the mill will have many new ones useful drawings and items, including unique weapons. In addition, he will give you another task to find the most expensive and valuable recipes lost during the attack of robbers, and will also offer to take part in horse races and tell you the beautiful legends of his people. Both new characters (Merchant and Runemaster) have unusual appearance, reminiscent of the Arabs from real world, they practice their religion and share details of others' philosophies. Geralt will treat both of them favorably and listen carefully to all their remarks.

The rune master himself is waiting for the witcher in the tent and greets him with the sad news that he lost all his supplies and tools during a shipwreck. It is impossible to get them from the bottom, and each element was made to order and requires exact repetition. The dialogue of the characters leads them to the fact that the witcher decides to invest his money in purchasing new materials, and in return the artisan will strengthen his weapon. The first deposit is five thousand coins and gives access to the weakest runes, and each new set will be more expensive and more powerful. In addition to money, you will need to look for special rare materials, the first of which will be jade. The quest itself will tell you that a pickaxe is needed, and the treasured resource is in a new cave.

Other world changes

After these steps, you can see on the map a dozen new markers, active tasks and quest locations scattered over long distances. Board the Roach and hit the road! Many new dialogues, professionally voiced and flavored with signature witcher humor, will not let you get bored even in the smallest village. At all new locations, monsters with high level and rich loot. Absolutely new story and clarification of the details of the main branch will reveal a new perspective on mysterious world Geralt.

The add-on weighs 2.5 GB, and every megabyte is justified: the game really becomes much more complete. This applies to both classic content and unique achievements, the number of which has also increased significantly, and therefore walkthrough of the game The Witcher 3 Hearts of Stone You will remember it for a long time, you can be sure of that!



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