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.
General types of locations
These kinds of places are found in each of the Chapters of The Witcher, for which a general treatment already exists:
Prologue
Kaer Morhen
- Courtyard
- Ground floor (1st floor for North Americans)
- First floor (2nd floor for North Americans)
- Triss' room
- Witchers' laboratory
Chapter I
Outskirts of Vizima
- Cave under the city walls
- Crypt in the outskirts
- Eternal Fire shrines
- Inn
- Old mill
- Royal huntsman's camp
- Salamandra hideout in the outskirts
Main village
Private homes
These are private homes outside the main village
Gates
- Maribor Gate, locked
- Merchants' Gate, locked
- Miller's Gate, locked until the end of the Act
Chapter II
Temple Quarter of Vizima
- Angus' house
- Armorer of the Order
- Cemetery
- Detective's house
- Dungeon
- haunted house, where the very old wine is as well as the wraiths Coleman needs killed
- Merchant Street
- Order outpost
- Vizima sewers
- St. Lebioda's Hospital
- Thaler's place
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
Slums
- Eager Thighs brothel
- The Hairy Bear
- 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
Gates
- Gate to the dike
- Gate to the Trade Quarter, locked
- Merchants' Gate, not specifically identified and locked
- North Gate, locked
Vizima dike
Swamp
- Brickmakers' quarry (or clay pits)
- Brickmakers' village
- Druids' grove
- Golem burial ground
- Gramps' hut
- the landing
- Lumberjacks' glade
- Mage's tower, locked until the very end of Chapter II
- Scoia'tael encampment
- Swamp cave
- Wyvern Island
Chapter III
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
- The New Narakort
- Pankiera house (Rozalind, the girl with Dandelion's lute)
- Salamandra hideout in the restricted area
- Town hall
- Vivaldi and Sons bank
- the Workshop
Gates
- Cemetery gates
- Gate to the Temple Quarter
- Maribor Gate, locked
- Miller's Gate, locked
Temple Quarter of Vizima
- all locations accessible in Chapter II
- Cloister, not that you enter yet, but it features as a location
- Nonhuman district, new location accessible within
- house where Alvin is being held after he is kidnapped
- Vizima sewers new locations accessible within
Swamp
- all locations accessible in Chapter II
- Salamandra encampment
Other
Chapter IV
Black Tern Island
Fields
- Crypt in the fields
- Druids' circle
- the Hermit's hut
- Raspberry patch (also called Hanged Man's tree)
- Ruined mill
- Small farm
Lakeside
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
Chapter V
Royal castle
Swamp cemetery
Old manor
Old Vizima
- Breach in the wall
- Executioner's tower
- Dark alley
- Field hospital
- Kalkstein's laboratory
- Makeshift forge
- Order command post
- Scoia'tael hideout
- Solitary tower
Vizima dike
- Gate to Old Vizima, locked except to enter at the beginning of the Act
- Gate to New Vizima, locked
Epilogue
Temple Quarter of Vizima
Ice Plains
Not so much a "physical" location, but a dreamspace.