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Spooked Mare is a secondary quest in The Witcher 3: Wild Hunt.

Walkthrough[]

At the hut north-northwest of the Crossroads signpost near Oxenfurt, you'll find a man who calls out to you for help. Talk to him to learn he believes a "woodland spook" has stolen his gray horse. You can ask a bit more and he'll note only recently have horses gone missing, including a neighbor's. You can then agree to help or not.

Right near where the man was standing you'll indeed find drops of blood, but not much else to go on this. Further south near the open pen you'll find hoofprints that you can then follow by foot or on Roach, eventually reaching a hidden pen with horses and Scoia'tael guarding over them. Note: you have to follow the trail to the commander until the dialogue with him triggers. If you jump over the fence, the Scoia'tael will immediately become hostile.

If you talk to the commander you'll learn they're stealing the horses to try and transport their wounded. You now have the following choices:

  • Say that they need the horses more (completes the quest without rewards)
  • Use Axii (requires Delusion level 2 for a minimum of 35 XP earned based on the Story and Swords! difficulty level)
  • Pay 100 Oren3 (10 XP earned based on the Story and Swords! difficulty level)
  • Threaten them (starts a fight)

As long as you didn't agree for them to keep the horse, you'll earn 25XP earned based on the Story and Swords! difficulty level and then another 25XP earned based on the Story and Swords! difficulty level when you take a horse (this may be delayed because of a bug). The correct one is the gray one, however this is one of the few times you can get it wrong and be rewarded more.

Note: even if you agreed for them to keep the horse, you can still enter the pen and take one, which will re-activate the quest and follow the violent scenario. However, you can then fail the quest by telling the owner you couldn't find his horse.

Whichever horse you choose, ride it back and enter the pen next to the home, then talk to the man. If it was the correct one, he'll acknowledge it and pay you 20 Oren3. If you picked another horse though, he'll be glad that you brought him a young horse instead of his old one and pay you 50 Oren3. Regardless, the quest will then complete. (25XP earned based on the Story and Swords! difficulty level)

Journal entry[]

Geralt met a man who claimed one of his horses had been stolen by some kind of woodland spook. The witcher promised to bring back the missing mare.
If Geralt fights the Scoia'tael or takes one by force:
Geralt ventured deep into the woods in his search for the stolen horse. There he came across a Scoia'tael camp. These elves, and not a spook, had stolen the missing horse. The Witcher was determined to recover the villager's lost property, but the Scoia'tael were equally determined to keep their takings. Sadly, no agreement could be reached before weapons were drawn and blood was shed.
If Geralt decides they need the horse more than the owner:
Geralt ventured deep into the woods in his search for the stolen horse. There he came across a Scoia'tael camp. These elves, and not a spook, had stolen the missing horse. The Witcher was determined to recover the villager's lost property, but the Scoia'tael were equally determined to keep their takings. Luckily, Geralt managed to strike a deal with them and no blood was shed over the matter.
If the right horse was picked:
Geralt recovered the stolen horse and took it back to its owner for his reward. The grateful man paid him as promised.

Objectives[]

  • Find the missing horse using your Witcher Senses.
  • If you fight the Scoia'tael:
    • Defeat the Scoia'tael.
  • If you take one of the horses:
    • Lead the horse into the enclosure.
    • Talk to the owner.

Bugs[]

  • This quest is bugged in multiple ways, which lead to the objective to defeat the Scoia'tael always appearing if you mount a horse inside the pen. Unless that was your choice to from the start, it will appear later and automatically fail when you're almost back to the contract giver. This is reflected in the journal entry too, as it will have the violent version. A workaround, and the only way to get all green objectives peacefully is to use Axii to lead the horse out of the enclosure and not mount it until it's fully outside.
  • One can't tell the owner they couldn't find the horse if they let the Scoia'tael keep it unless they actually steal one back after agreeing the elves could keep the mare.

Videos[]

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