Locations by Act
From Witcher Wiki
The major locations in the game are as follows: Kaer Morhen, the Outskirts, the Temple Quarter, the Trade Quarter, the Lakeside / Murky Waters, Old Vizima, the Swamp Cemetery, and the Old Manor.
Contents |
[edit] General types of locations
These kinds of places are found in each of the Acts of the game and a general treatment already exists:
- Circles of Elements
- Inns and Taverns
- Places of Power
- Posters, these really only appear in Acts II and III and are merely for interest
[edit]
Prologue
[edit] Kaer Morhen
- Courtyard
- Ground floor (1st floor for North Americans)
- First floor (2nd floor for North Americans)
- Triss' room
- Witchers' laboratory
[edit]
Act I
[edit] Outskirts of Vizima
- Cave under the city walls
- Crypt in the Outskirts
- Eternal Fire Shrines
- Inn
- Old Mill
- Salamandra hideout in the Outskirts
[edit] Main village
Private homes
These are private homes outside the main village
[edit] Gates
- Maribor Gate, locked
- Merchants' Gate, locked
- Miller's Gate, locked until the end of the Act
[edit]
Act II
[edit] Temple Quarter of Vizima
- Angus' house
- Armorer of the Order
- Cemetery of Vizima
- Detective's House
- Dungeon
- haunted house, where the very old wine is as well as the wraiths Coleman needs killed
- Merchant Street
- Sewers of Vizima
- St. Lebioda's Hospital
- Thaler's Place
[edit] Nonhuman District
- Dwarven Blacksmith shop
- Dwarven Blacksmith's house, where the half-elf Geralt saves in A Ghost Story is staying
- Kalkstein's Place
- Vivaldi's Place
[edit] Slums
- Eager Thighs Brothel
- Hairy Bear Inn
- Ramsmeat's Place
- house where the thug who sends Geralt into a trap in A Ghost Story lives
- "haunted" house where the ambush takes place
- warehouse where Vincent leaves Geralt to deal with Salamandra
[edit] Gates
- Merchants' Gate, not specifically identified and locked
- Gate to the dike
- Gate to the Trade Quarter, locked
- North Gate, locked
[edit] Vizima Dike
[edit] Swamp
- Brickmakers' Quarry
- Brickmakers' Village
- Druids' Grove
- Golem Burial Grounds
- Gramps' hut
- the landing
- Lumberjacks' Glade
- Mage's Tower, locked until the very end of Act II
- Scoia'tael encampment
- Swamp Cave
- Wyvern Island
[edit]
Act III
[edit] Trade Quarter of Vizima
- Cemetery, new entrance available
- Gamblers' Den
- Guardhouse
- Herbalist's house
- House of the Queen of the Night
- John Natalis Square
- Marketplace
- Salt Square
- Tanners Square
- Radovid's Hideout
- New Narakort Inn
- Rozalind Pankiera's house (the girl with Dandelion's lute)
- Salamandra Hideout
- Town Hall
- Vivaldi and Sons Bank
- the Workshop
[edit] Gates
- Cemetery Gates
- Maribor Gate, locked
- Miller's Gate, locked
- Gate to the Temple Quarter
[edit] Temple Quarter of Vizima
- all locations accessible in Act II
- Nonhuman District, new location accessible within
- house where Alvin is being held after he is kidnapped
- Sewers of Vizima new locations accessible within
[edit] Swamp
- all locations accessible in Act II
- Salamandra encampment
[edit] Other
[edit]
Act IV
[edit] Black Tern Island
[edit] Fields
- Crypt in the Fields
- Druids' Circle
- the Hermit's place
- Old Farm
- Raspberry Patch
- Ruined Mill
[edit] Lakeside
- Elven Cave
- Fisher King's hut
- Lady of the Lake's Altar
- Crypt by the Lakeside
[edit] Murky Waters
Village
- Adam's house
- Alina's house
- Baker's house
- Blacksmith's house
- Celina's house
- Tobias, the village chief's, house
Just outside the village
- Bridge to the Fields
- Country Inn
- Healer's hut
- Riverbank
- Ruins
[edit]
Act V
[edit] Royal Castle
[edit] Swamp Cemetery
[edit] Old Vizima
- Field Hospital
- Kalkstein's laboratory
- the makeshift forge
- the Executioner's Tower
- the Solitary Tower
- the Order command post
- hte Scoia'tael hideout
- the fences' hangout
- the Breach in the Wall
[edit] Vizima Dike
- Gate to Old Vizima, locked except to enter at the beginning of the Act
- Gate to New Vizima, locked
[edit]
Epilogue
[edit] Temple Quarter of Vizima
- Cloister
- Safe House
- Sewers of Vizima
- Zeugl's lair
[edit] Icy Plains
Not so much a "physical" location, but a dreamspace.
