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Witcher Contracts: Velen

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The following are the Witcher Contracts for the Velen Region - here for your reference should you want to look ahead and or review the requirements...

Act I: Velen Contracts

To make this guide easier to use we break each of the Acts up into their logical components, with the contracts divided as makes sense for that purpose. The following are the contracts for the main story that take place during the period in which you are based in Velen...

The Beast of Honorton

Deal with the beast

Flagged at the Notice Board in Crow's Perch - Suggested Level: 25

The inhabitants of Honorton had a problem - one only a Witcher could resolve. A monster they unhelpfully called a "spook" was haunting the woods near their village. Geralt decided to see what kind of beast it really was. And then kill it.


  • Talk to the ealdorman of Honorton about his contract for a Witcher

The Griffin from the Highlands

Kill the Archgriffin

Flagged from the Crow's Perch Notice Board -- Suggested Level: 24

A true master armorer is a rare bird indeed, so we can honestly speak of delight sparking in Geralt's heart when he first met Yoana. Yet before she could forge him new armor, she was in need of some assistance. The Witcher would have to hunt down an archgriffin and extract from it some ingredients required for the forging of the finest armor.


  • Find the archgriffin using your Witcher Senses

  • Take a trophy from the archgriffin

  • Take the archgriffin trophy to the baron's quartermaster

Jenny o'the Woods

Deal with the monster called Jenny o'the Woods

Flagged on the Notice Board - suggested level 10

While in the area around the village of Midcopse, Geralt decided to look around and see if there wasn't anyone in need of a Witcher. It just so happened there was - on the local Notice Board hung an offer of a bounty for ridding the area of a monster called Jenny o'the Woods. Geralt decided this was something he should look into.

You are familiar with the man of course - he played a role in the main story missions earlier - oddly he acts like he has no clue who you are which is strange.

He is another quest giver who you can negotiate with in terms of your fee - unlike others he seems very eager to have you do the job and so dies not argue with you in terms of asking for more...

Once you work things out with the quest giver go talk to the witnesses - basically the villagers - and learn what they think they saw and what they think it was.

When you search the field you will find a scrap of fabric and some bare footprints that appear to tell part of the story - and clever Witcher that you are, you read that story. Eventually you find where the woman was attacked and killed! The killer was in so much a hurry that they left the weapon they used in the doing of the deed behind...

Your searching reveals the location of her shallow grave in which you discover a letter - reading the letter reveals that the woman is called Zula and her tormentor is called Bokhai - but the identity of her one true love is missing.

The thing is when women are killed 50% of the time it is not their tormenter that killed them, it is their SO...

When you speak to the ealdorman you learn that the lovers disappeared the week past, and that nobody has seen them since. It seems that their Zula may be the wraith that is tormenting the village!

A Bit of Study

After you learn about the lovers' meeting spot but before you find it take a moment to study up on Wraiths in your Bestiary.

You will learn from the new entry there that Wraiths are particularly vulnerable to the following:

  • Moon Dust

  • Specter Oil

  • Yrden Sign

  • Quen Sign

The Quen Sign is casting of a Protective Shield for the Witcher that helps prevent damage - the shield taking the brunt of any attack. Remember tho that once the Shield takes a hit it must be re-cast in order to continue to protect the Witcher.

Yrden is a Magical Trap - in the past we have found that Wraith-type monsters will disappear and reappear at will while fighting you - a terrible advantage that they can use to appear behind you to attack, which is a very vulnerable spot for you!

What the traps you create using the Yrden Sign accomplish is to slow down the Wraith, preventing them from using that trick and allowing the Witcher to get a few good hits in in the bargain. Another point that is important is that some types of Wraiths can ONLY be damaged WHEN they are trapped!

Specter Oil is crafted using x1 Bear Fat + x4 Arenaria - the latter being a flowering plant that is somewhat rare and that the Witcher needs to harvest from the wilds. While it can be collected in the usual way, it can also be found as a rare loot item, and purchased from alchemists who specialize in plants and herbs.

If you are pressed for a source for this rare Common Ingredient you can purchase some from the Herbalist in White Orchard, and who is also of sufficient skills so as to craft the oil for you too.

There is an Alchemy Supply on the highway outside of the Village of Blackbough (look on the map to the north and west of the village for a hut just off the main north-south highway). but bare in mind that if you have completed the Ladies of the Woods quest lines that may no longer be a source for Alchemy goods for you...

It has been our experience that the Herbalist in White Orchard is the most reliable source for this reagent. Your mileage may vary but that is how we call it!

Whatever your source, before you go in to do battle with the Wraith we recommend that you apply the Oil to your blade, case the Quen Sign and then make Yrden your active Sign for the duration of the battle, using it as needed to trap the Wraith so you can smack her around!

Once you burn the letter and the blood you have to wait for darkness before the Wraith that was Zula will finally appear - just to be clear this is NOT a weak monster and you will be challenged by the battle. So using every resource to your advantage is really a good idea.

You will probably need to dodge and heal - recast the Shield with the Quen Sign. It is probably a very good idea to save the game before you meditate to get it to be night and start the battle. Because there is a very good chance that you will die a few times doing this!

After you defeat the Wraith head back to the village and speak to the ealdorman to collect your reward.


  • Talk to the ealdorman of Midcopse

  • Interrogate the witnesses

  • Search the nearby fields using your Witcher Senses

  • Use your Witcher Senses to determine what happened to the dragged body

  • Read the letter you found in the shallow grave

  • Ask the ealdorman about the lovers

  • Find the lovers' meeting spot

  • Burn Zula's letter and the dried blood from the knife

The Merry Widow

Solve the plague of graveyard monsters

Flagged from the Notice Board - Suggested Level 10

Geralt took a contract the gravedigger of Lindenvale had hung on the village's Notice Board. It seemed the village cemetery was full of monsters who seized children as their victims.

When you arrive have a chat with the gravedigger and you will learn what little he knows about the situation - and then you learn that the beast - whatever it is - no longer restricts its gathering to the graveyard but has started to take children from the town!

This is one of the Contract Givers who you can haggle with over the fee you will be paid for doming the mission... The really odd thing is that you do not actualy flag this mission until you have negotiated the fee even when it appears in your list in the Quest Journal.

Once you have negotiated your fee you need to head to the graveyard and begin the official investigation...

When you use your Witcher Senses - and your sword as you need to defeat a pack of Wild Dogs - you learn that while Ghouls dug up the graves and fed there - and the Wild Dogs ate what the Ghouls left uneaten - the true culprit was neither Wild Dog or Ghoul - something else was stealing children from the village.

Well it appears that Witchers have special phrases for everything - for example the smell of an old corpse is called cadaverine... We should let the blokes from CSI know that...

As you follow the trail you encounter a very large Bear! Kill it or not - but why not? The trail finally leads you to a hut on the outskirts of the village. This thing - whatever it is - is very brave... Or perhaps it has grown brave after not being confronted or caught?

The Witcher concludes that the beast that is likely behind these crimes is a grave hag - which is a type of Necrophage that is weak to Black Blood Potions, Necrophage Oil, Yrden Sign, and Quen Sign. You should have some Necrophage Oil you can put on your Silver Sword...

To prepare for the battle open your Inventory then select the Necrophage Oil. Apply it to your Silver Sword.

The Witcher opts to take the children's skulls that the beast is using to focus power in order to draw it out back at the cemetery...

After you place the skulls you get a CS of the Grave Hag appearing - and you do battle with what turns out to be a surprisingly powerful foe!

After you defeat her be sure to loot her body as it has a Greater Triglav Runestone as well as Venom Extract, Grave Hag's Earand Mutagen, and a Relic Class Weapon called Addan Deith. It also contains a Grave Hag Trophy that offers you a 5% XP Bonus from Humans and Non-Humans.

Since you also have the Wyvern Trophy - which offers you a 5% XP bonus from Monsters you can now switch off between them depending on the battling you will do in the future!

Now that you have the trophy and have dealt with the beast, return to the Gravedigger and collect the sum you agreed upon for your fee. That nicely completes this Contract. And well done you!


  • Talk to the gravedigger

  • Go to the cemetery

  • Defeat all enemies in the cemetery

  • Explore the cemetery using your Witcher Senses

  • Follow the scent of cadaverine using your Witcher Senses

  • Investigate the lair using your Witcher Senses

  • Take the skulls

  • Put the skulls in the cemetery and wait for the grave hag to come

  • Kill the Grave Hag

  • Collect your reward from the Gravedigger

Missing Brother.

Find the missing brother

Flagged from the Notice Board at the Crossroads Inn - Suggested Level 33

Though Geralt had plenty of other worries, he had not fogotten about his trade - which is, let I remind you, slaying monsters. While striving to practice his profession he came across a contract offering an altogether attractive sum in return for tracking down a certain missing individual.

No mention of monsters, true, but Geralt had seen enough incidents of its like to suspect one might turn up - and besides, when it comes down to it, coin is coin....

Talk to Bruno near the Inn at the Crossroads and then after you hear his story, you head for the mine... At the mine when you head inside you find a survivor - who you free and then lower the bridge so she can escape.

You need to deal with the monster but first its eggs and young!

Eventually you find the momma spider and kill it, taking a trophy for proof for the brother... Collect your reward and that completes the Contract!


  • Talk to Bruno

  • Find the missing brother in the mine near the Inn at the Crossroads

  • Explore the mine using your Witcher Senses

  • Use Witcher Signs to destroy all the eggs 12/12

  • Find out where the monsters in the mine are coming from using your Witcher Senses

  • Kill the arachas

  • Take a trophy from the arachas' body

  • Collect your reward

Mysterious Tracks

Solve the mystery of the strange tracks in the woods

Flagged from the Notice Board - Suggested Level 20

In the village of Lindenvale Geralt came across a highly unusual contract. A certain hunter was worried by some strange tracks he had found in the woods and sought someone who could help him determine to whom - or what - they belonged.

You speak the Hunter and he tells you what he knows - and then you head to the forest to look around. You find tracks and follow them, locating a spot where fur was pulled off on a tree. That gives you a scent to follow!

You track the scent trail and find scat that IDs the monster - and a cave. But you have to find a way into the cave to proceed...

The easiest way to do this is get above the opening using the tree up above as your guide and then sort of fall down onto the ledge. Be sure to save your game before you go in just in case you end up dead - just saying. Oh and cast a Shield Sign too?

Inside the cave as you search you find a chest to loot and another dead monster - as you examine the scene of the battle you come to the conclusion that you need to lure the beast back inside. Remember that scat pile outside? Yep, gotta get some!

Now that you have some dung, it is time to pour it around to attract the beast. Once you have poured the bait head back to the cave and wait...

Just so you know a chort is vulnerable to Devil's Puffballs and Relic Oil... What I found actually worked best on it though was dodging its attacks while spamming Igni Sign at it. Even better get close enough so that the Igni sets it on fire and that thing dies FAST!

After you slay the beast take a trophy (and loot it) and then head back to collect your reward.

It would be an idea for you to fully heal before you leave the cave in case jumping down hurts you because it would really suck to die AFTER you kill it from just LEAVING! Heh.


  • Talk to the hunter

  • Search the forest using your Witcher Senses

  • Follow the tracks using your Witcher Senses

  • Find out where the scent is coming from using your Witcher Senses

  • Find a way into the cave

  • Explore the cave using your Witcher Senses

  • Acquire fiend dung to use as bait.

  • Pour the bait around the hill

  • Wait in the cave for the chort to catch the scent

  • Take a trophy from the chort

  • Collect your reward

The Mystery of the Byways Murders

Find out what happened at Byways

Flagged by proximity - Suggested Level 22

While traveling across Velen, Geralt happened across a village which seemed to have been abandoned. The ghouls lurking amidst the huts gave him a bad feeling about its former inhabitants' fate, so the Witcher decided to kill the monsters and investigate what had happened.

Once you kill the monsters the surviving villagers emerge - and you get a conversation that explains what happened here... They tell their story but something is wrong here - the story is obviously a lie! You need to search the village to learn what really happened here!

After you get the key and open the shack you find a clue that IDs the monster - then you need to go down and kill the bugger!

After you take the trophy and head up to talk to the bloke in the village, you manage to get a reward out of them even though they did not hire you....

You then unlock the Achievement: Fearless Vampire Slayer (15g) Complete the contract on Sarasti

When you report back to the Nilfgaardian commander you get the proper payment for the contract - so this one was a twofer! That also completes the contract..


  • Fond out what happened in Byways

  • Deal with the ghouls prowling the village

  • Find the surviving villagers

  • Explore the village using your Witcher Senses

  • Follow the scent of blood using your Witcher Senses

  • Explore the tunnels under Byways using your Witcher Senses

  • Find and kill the ekimmara

  • Take a trophy from the ekimmara

  • Talk to Bytonir

  • Report back to the Nilfgaardian patrol commander

Patrol Goes Missing

Find the lost patrol

Flagged from the Notice Board - Suggested Level 7

Those who stray off the beaten tracks in the bogs of Velen rarely live to amend their error. Even Nilfgaardian soldiers stationed at the Army Group 'Center' camp would at times disappear in the marshes without a trace. After yet another patrol failed to return, the quartermaster of the camp posted a call for some brave soul to search them out and bring them back, or, barring that, at least determine their fate.

When you arrive at the camp site in the marshes you will immediately realize that the soldiers from the patrol left camp in a hurry (and left behind some killer loot). Searching with your Witcher Senses reveals footprints and you discover that there are two distinct sets - the boot prints of the soldiers and another set of bare feet prints.

As annoying as it is to keep hearing the same clue over and over again, examining the clues will reveal the trail ahead, so just do it.

Eventually you come upon a body and you are able to tell from its contorted state that is has been poisoned. The quest then updates - you must kill the Draconid.

Eventually the print trail leads you to the draconid's nest where you will do battle with it. Fortunately it is a younger one - not full grown - and so you easily best it in single combat!

When you loot its body you will find Monster Blood, Monster Bone, Monster Claw, and a Wyvern Egg. More important than all that - though that is very important and you should loot it for later use - you ALSO find a Wyvern Trophy.

The Wyvern Trophy serves as your proof that you have completed the mission and slain the monster in the marshes that was giving the Nilfgaardian patrols so much trouble.

Now you COULD simply do as instructed, and head for the Nilfgaardian camp like a good Witcher that has nearly completed a Contract. OR you could notice the second - and very different - trail that leads from the nest on the hill top towards a cut in the earth that itself leads to the opening of a cave-lair.

A brief examination of the second trail reveals that it marks a path by which bodies were dragged. So okay we have slain the monster that was causing all of the trouble and we actually have proof of our success - but we have not yet discovered the fate of the missing patrol, have we?

Perhaps this new trail will take us to the spot where the rest of the mystery unfolds? Or not, but still...

When we reach the end of the new trail we find not the bodies of Nilfgaardian soldiers - which is what we expected to find - but what may be villager bodies. Not only that but there is a chest in the cave lair that, when we open it, reveals a diagram we do not possess: It is Diagram: Griffin Silver Sword (enhanced)!

This is good because even though it does not say so, this is actually one of the Witcher Kit diagrams we are looking for for another quest. So the extra time and effort that it took to find it was worth it on our opinion...

As we make our way back to the camp we encounter what has to be the largest wild dog pack we have ever seen in the world - we are talking over a dozen of the beasts! And of course we kill them.

On your way back to the camp if you pass through the marshes almost directly to the west of the Hidden Treasure Marker that has the Level 17 Monster guarding it you will encounter a set of gibbets upon which there are Nilfgaardian soldiers hanging... One of them has red hair and may be the boy who is the focus of the Side Quest Blood Ties.

That being the case this is a good time to pause your trip and look into that. Just saying.

When you return to the quartermaster there is no avoiding the unsavory side of the conversation - which is your discovery that the "patrol" was in fact a death squad whose purpose was to execute prisoners taken in the recent battle. An action that goes against the rules of war under which both sides are operating.

It quickly becomes evident that the quartermaster does not see this as much of an issue - after all the winner decides who committed crimes during the war - and who did not - and as far as he is concerned there is only going to be ONE winner for this war: Nilfgaard.

Look, you may not like the morality that is in play here, but you did do the job and you deserve payment for your services. So do NOT be an idiot and refuse to accept that lovely soft leather pouch that is filled with gold and silver coins.

On a side note - were you able to beat this fella at Gwent? Because I couldn't. His deck is WAY better than mine, and unfortunately he happens to favor the same deck as I do - the Norther Realms. In fact he has a couple of 10 point unit cards that never fail to make my life miserable when I play him!

I am going to have to come back later when my deck is improved. I wonder what the reward card is for beating him??


  • Talk to the contract issuer.

  • Go to the abandoned camp

  • Search the (camp) area with your Witcher Senses

  • Kill the draconid

  • Return to the Nilfgaardian Camp

Phantom of the Trade Route

Discover the fate of the caravan

Flagged from a group of refugees - Suggested Level 23

Once upon a time, Geralt took a contract from a group of refugees. I don't know if he felt sorry for the poor souls or if his Witcher blood was simply itching for some action - one way or the other, he promised to find their missing companions, who had set off with a caravan headed north.

All signs seemed to indicate that a beast had attacked them en route.

As you are doing the Cat School Diagrams you will find the cave that is part of this Contract... Searching it will reveal a body outside and inside some survivors - who tell you a story about a Lizard - a GIANT Lizard!

Talk to the survivors and then you need to look for the Royal Wyvern's nest... There is a fair bit of climbing then you have to battle however many of the Wyverns are present and then destroy their nests! Note that the two smaller Wyvern you kill are not really the target here - the Royal is.

Destroying these two nests should unlock the Achievement: Pest Control (30g) Destroy all monster nests in the Velen / Novigrad region, or in Skellige. Well it should if you have been following this guide anyway.

Once you kill it that will trigger a CS and then you need to loot it to take the trophy, and return to the Contract giver to collect your reward. That will complete he quest!


  • Find the missing caravan

  • Examine the cart using your Witcher Senses

  • Explore the cave using your Witcher Senses

  • Find the wyvern nest

  • Destroy the Wyvern's Nest 2/2

  • Kill the Royal Wyvern

  • Take the trophy

  • Collect your reward


Deal with the Monster

Flagged from the Baron's Keep Notice Board - Suggested Level 8

Not only did the people of Crow's Perch live in constant fear of the baron's mad impulses and the greed of his band of toughs, but they also had to deal with a vicious monster. They had given this beast a lovely, full-of-wholesome-folk-character name: "Shrieker."

It had tormented them so terribly that they had decided to pay for a Witcher to eradicate it. Geralt, who was far from deaf to the concerns of simple folk (and also far forever in need of more coin), decided to take the contract on this mysterious beast.

You find the contract issuer down in the lower settlement at the Keep, and when you talk to him he fills you in on the details of this monster that they wish to be rid of... This is another of the contract givers that you can haggle with over the fee if you like.

After you complete the conversation with the Contract Giver head around the back to talk to the only witness - a little boy - who you get some information from... Though how useful that is remains to be seen.

When you reach the site of the attack you find three clues thanks to your Witcher Senses - and then you follow the trail to a cave... Inside you finally locate the monster - after you toss the bomb at it the monster exits from another exit so you need to run outside of the cave to track it down!

Yeah, Peter Griffin would be proud of you - you just had a battle with a Giant Chicken!

If you have trouble remember that Crossbow Bolts will drive it to the ground... Just dodge its attacks and use your Shield Sign to protect yourself.

After you kill it collect the trophy then return to collect your reward. Or not - you can opt to let him keep the Coin since, you know, he took in an orphan and all...

Either way when you complete the Contract you unlock the Achievement: Shrieker (15g) Complete the contract on the shrieker. So yeah, go you!


  • Talk to the contract issuer

  • Talk to the person who witnesses the shrieker's attack

  • Investigate the site of the monster's attack using your Witcher Senses

  • Follow the blood trail using your Witcher Senses

  • Find the monster's lair using your Witcher Senses

  • Find the monster using your Witcher Senses

  • Drive hte monster out of its lair with a Asmum, Grapeshot, or Dancing Star Bomb

  • Chase down the monster

  • Take a Trophy from the monster

  • Collect your reward from the contract issuer

Swamp Thing

Kill the monster in the swamps

Flagged via the Notice Board - Suggested Level 12

A mysterious fog that killed all who ventured into it had arisen near the village of Downwarren - inconveniently close to where peat was being dug. Geralt decided to investigate this murderous mist and see if he couldn't put a stop to it.

When you arrive at the marker and talk to the quest giver you hear what he knows about the monster that has been killing the hunters and gatherers in the swamps. This is one of the quest givers you can haggle with over your fee - once you settle on the amount it is time for you to get to work...

BEFORE you do that, be sure that you are prepared. Make sure that your armor and weapons are fully repaired, that you have sufficient food on you for healing, and that you have some Thunderbolt Potions (and they are equipped in one of the Consumables Slots).

The monster in question here is a type of Foglet.

Fair warning - this guy is pretty dangerous. But he is vulnerable to Moon Dust, Necrophage Oil and Quen - but you should be using the Quen Sign anyway since the Shield will protect you from an initial attack!

Another tactic that you can use is to cast he Igni Sign on the fog in order to reveal the location of the Foglet while it is invisible. If you can successfully set it on fire with Igni it becomes especially vulnerable to your attacks with the Silver Sword for a few seconds - so attack straight away if it is set on fire!

Another solid tactic is to use the Thunderbolt Potion to increase your attack.

When you reach the area where the Foglet is the quest gets updated as the Witcher realizes that there is some sort of illusion in play - so he needs to use the Eye of Nehaleni to see through it!

When you examine the corpses at the rest cabin the Witcher IDs the monster - and an entry for Ignis Fatuus is added to your Bestiary - reading the entry shows you that the moster is an ancient foglet.

Before you head to combat coat your Silver Sword's blade in Necrophage Oil, cast Quen on yourself, and perhaps have Igni set to go... Note that you will want to dispel the illusion quickly and step inside the cave and out of the swamp gas as your breath can be held for only so long...

Good advice - do not insist on getting that extra hit in! Once you have it in flames get a few hits in then dodge away immediately so that it cannot get its hit in on you - especially if you lost the Shield!

After you kill it be absolutely certain to loot its body! Reason being that this monster has a Relic Sword called Carabella on it as well as the Foglet Trophy.

The Sword called Carabella is a Steel Sword of the Relic category - it has 87-107 damage and +5% Critical Hit Chance / +2% Chance to Freeze. It also has three slots for upgrades. That is a pretty good weapon and probably a lot better than the one you are using now!

The Foglet Trophy offers you 5% Bonus Gold from your looting...

Killing the beat updates the quest - and earns you a chunk of XP. Head back to the quest giver to collect your reward, or rather collect what the man can offer - which is not the full reward. To get that you have to agree to return in a week. Sigh.

When the time is up you will get a message on screen to that effect and, when you do, head back to the swamp to talk to him. He delivers as promised - if late - and you complete the quest.


  • Talk to the contract issuer

  • Find out what's killing people in the fog

  • Use the Ehe of Nehaleni to see through the illusion

  • Navigate the illusions to find the foglet

  • Kill the foglet

  • Take a trophy from the foglet's body

  • Collect the reward for the foglet

  • Return in a week to collect the agreed-upon reward plus interest

  • Collect the agreed-upon reward from the contract issuer

Woodland Beast

Kill the beast that is plaguing the woods outside of Novigrad

Flagged at the Notice Board at the Birdgeheat to Novigrad.- Suggested Level 6

Monsters, like men, each have their own individual tastes and preferences. According to legend, dragons like to savor delicate notes of virgins, while ghouls delight in the powerful flavors of rotting flesh. In the woods outside Novigrad, meanwhile, a beast had cropped up with a predilection for Redarian transport wagons. Not surprisingly, the captain of the nearby guard-post did not appreciate this culinary choice and put out a bounty on the monster's head.

When you see the captain he tells you that he will sweeten the deal and give you a pass to cross the Pntar IF you kill whatever it is that is preying on their transport columns. Fair enough!

When you arrive at the scene of the attack it is instantly obvious that something is not right. The soldiers were attacked by sword and arrow and THEN fed on by monsters. That and what monster carries off the cargo?

Following the tracks leads to a campsite by the water with a cadre of Drowners. after you kill them search the area for more tracks and an encounter with an elven unit it seems... You actually know the commander - and have a nice conversation in which it soon becomes obvious what has been attacking the transports.

Now I am a brave Witcher - so I went ahead and dropped my weapons because I needed to get to the bottom of this and I wanted to get close to the leader to do it. Once there, I did not simply agree to walk away - and the fistfight was on!

Okay granted it would have been better of I had had my swords, but I had a good time beating the elves to death and in the end I was happy to do it! Yeah!

Be sure to loot right?

After you deal with the elven bandits be sure that you RE-ARM your weapons! You will look a simple fool if you fail to do that and a Drowner kills you!

So you get your reward and an earful of what passes for "sound" military doctrine when it comes to the non-human management crisis. Huh. Nasty.

That completes the contract.


  • Talk to the commander of the guard-post by the bridge to Novigrad.

  • Examine the site where the transport was attacked using your Witcher Senses

  • Follow the tracks with your Witcher Senses

  • Retrieve your Weapons

  • Gather squirrel tails as evidence

  • Return to the captain for your reward.

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