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Kaer Morhen Witcher 3: Wild Hunt Quest

Group: Main Quests

Location: Kaer Morhen

This is the first quest you get when you start a new game. It's a kind of tutorial that will introduce the game's core elements.

Every story has to start somewhere. This one starts in the guest room at Kaer Morhen, the stronghold of the witchers in the Blue Mountains. It starts with Geralt taking a bath, disproving the theory that witchers neglect personal hygiene. But as he's bathing, he is brusquely interrupted by Yennefer - does she ever interrupt in any other way? She reminds him that he was supposed to train with Ciri. What could our hero do but bid the sorceress farewell and descend into the courtyard of the fortress? Little did he know this would mark the start of a great adventure.

Quest stages of Kaer Morhen

1. Use your Witcher Senses to find the key to the bedroom door.

Activate the witcher senses and look for highlighted objects. The key you are looking for is on the book lying on the table.

Use your Witcher Senses to find the key to the bedroom door.

2. Go to the lower level.

Walk up to the doors, unlock them and go downstairs. You'll meet your friend, Vesemir. Geralt will talk to him for a while and then he'll go outside where Ciri practises her moves.

Go to the lower level.

3. Talk to Ciri.

At the end of the conversation with Ciri you will be able to decide whether you want to run with her to the lower courtyard or skip this part of the game which serves as a tutorial in which you can learn the basics of movement.

4. (Tutorial) Join Ciri in a run along the ramparts down to the lower courtyard.

Here you can learn the basics of controlling your character, jumping, sprinting, climbing ladders, etc.

(Tutorial) Join Ciri in a run along the ramparts down to the lower courtyard.

5. Combat Tutorial

When you get to the training ground, the combat training will begin. You will practice with Vesemir.

Combat Tutorial

Witchers must be prepared to fight foes of all kinds, be they plate-clad knights, ethereal wraiths or bone-crushing giants. To match the strengths and exploit the weaknesses of different enemies, witchers need to use a variety of weapons and combat techniques.

The core tools of their trade are their swords - one steel, for fighting humans and nonhumans, the other silver, for slaying monsters.

Witchers have also mastered a simple form of combat magic. These signs are not as powerful as the spells wielded by mages, but they can be cast very quickly - with simple, one-handed gestures - making them quite useful in the heat of combat.

Witchers are also adept in basic alchemy. They can brew powerful potions, blade oils, and bombs - all of which give them a keen advantage when fighting stronger or faster foes.

5.1. Draw your sword. / Aim at Vesemir and mark him as your target.

Draw your sword and lock the target on Vesemir.

5.2. Perform a series of fast attacks. 0/3

Hit Vesemir three times with a basic sword attack.

5.3. Perform a series of strong attacks. 0/3

Strong attacks are slower than fast attacks, but deal more damage against tough opponents. Weak opponents are not able to parry strong attacks.

A hint for the future: Mount strong attacks against armored opponents and fast attacks against swift ones.

5.4. Perform a series of dodges. 0/2

To dodge to one side, indicate a direction using one of the direction buttons / keys and press the dodge button / key.

5.5. Roll out of the way of Vesemir's blows. 0/2

To roll out of the way of a blow, choose a direction using one of the direction buttons / keys and press the roll button / key.

5.6. Perform a series of parries. 0/3

Hold the parry button and wait for Vesemir to attack.

5.7. Perform a series of counterattacks. 0/3

Wait for Vesemir to attack. Press the parry button just before your opponent strikes to perform a counterattack.

5.8. Cast the Quen / Igni / Aard / Axii / Yrden Sign.

You must now cast each of the five witcher signs. Open the quick access menu and select the sign, then walk close to Vesemir and active the sign.

Cast the Quen / Igni / Aard / Axii / Yrden Sign.

  • The Quen Sign protects you against damage and certain critical effects.
  • The Igni Sign deals fire damage and has a chance to apply a Burning effect on your opponents.
  • The Aard Sign stuns opponents or, in some cases, knocks them to the ground.
  • You can use the Axii Sign to temporarily disorient your opponents.
  • Cast the Yrden Sign to lay a magic trap that slows anyone who enters its area of effect.

5.9. Throw a bomb.

Open the quick access menu, select a bomb to make it active, step back and throw a bomb at Vesemir.

5.10. Stand in the highlighted spot. / Throw a bomb at the training post.

Stand in the spot indicated on the minimap, aim at one of the highlighted training posts, then throw the bomb.

Stand in the highlighted spot. / Throw a bomb at the training post.

5.11. Sheathe your sword.

The combat tutorial is now over. If you want, you can continue training with Vesemir. To stop training, simply sheathe your sword. This will end this quest.

After completing Kaer Morhen you will get or will be able to get Lilac and Gooseberries.

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