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The Witcher 3: All Side Quests in Novigrad

The Witcher 3's Novigrad region is absolutely packed with things to do beyond the main storyline. Like every other area

The Witcher 3's Novigrad region is absolutely packed with things to do beyond the main storyline. Like every other area of the game, this northern stretch of the map is loaded with side quests and Witcher Contracts scattered across its many towns, villages, and city districts.

Below you'll find a full walkthrough of every side quest in Novigrad, with step-by-step instructions for each one.

City and Countryside Quests

A Barnful of Trouble
Travel to Carsten, a tiny hamlet north-north-west of Oxenfurt and south-west of the Vegelbud Residence. Two peasants are standing outside a sealed barn — speak with them, then head inside and deal with the four ghouls inside quickly.

Empty Coop
Just east of Honeyfill Meadworks you'll find an elderly woman wandering around. Offer your help, then use your Witcher Senses to track footprints to their source. Chat with the children you find, then go back to the woman and recommend the kids come live with her.

Little Red
Yantra is a small village nestled between two lakes north-east of Novigrad. Visit around midday and you'll catch villagers holding a meeting. Ask about their problem, then agree to deal with their bandit trouble. When night falls, Little Red appears. Talk to her and choose whether to confront her or walk away — attacking her triggers a werewolf transformation, so come prepared.

Novigrad Hospitality
Leave Yantra heading north-west and you'll spot two men camped by the roadside. Share drinks with them — and keep sharing until you wake up robbed of everything you own. Head back to Yantra, use your Witcher Senses to track down their unconvincing hiding spot, reclaim your belongings, and optionally rub in their failure.

Spooked Mare
On the mainland directly east of the top of Oxenfurt's lower island sits a lone cottage. The farmer there has lost his horse. Take the job and follow the trail with your Witcher Senses to a small camp. You can pay 100 Crowns, cast Axii, or fight for the horse. Then lead it home — the old grey one is the right choice, though any horse completes the quest.

Strangers in the Night
Leave Carsten heading west, cross a small bridge, and go north until you reach a campsite with a group chatting. Introduce yourself and ask for news. The mood turns ugly fast and someone ends up dead — you can pick a side or not, but either way you'll walk away with a diagram.

A Warm Welcome
South-west of Wheatfield, refugees are being stopped by a patrol. Kill the guards, pay 100 Crowns, use Axii to talk them down, or simply walk away. Help the refugees and they'll reveal a treasure location near Downwarren.

Combat and Choice-Heavy Quests

Following the Thread
Make your way to Trottheim on Faroe and cut through waves of bandits. Climb up to the shrine and take on Hammond and his personal guard, then loot his body. Return to Novigrad, speak with Lambert, and once Karadin finally appears, decide whether to spare him or not.

Karmic Justice
At night, on the path outside the walls roughly halfway between Tretogor Gate and Southern Gate, a merchant is being accused of dealing fisstech. Search him, then side with either him or the elves. Backing the merchant leads to a fight and nets you 50 Crowns.

The Dwarven Document Dilemma
Find Rostan Muggs near Tretogor Gate and agree to recover his papers. Cross the bridge east and activate your Witcher Senses until you pick up the scent of moonshine. Follow it south-east all the way to the Seven Cats Inn. Inside, speak with Gerd — you can fight him for the papers, beat him at Gwent, or use Axii Delusion.

Witch Hunter Raids
West of the Glory Gate noticeboard, a pair of witch hunters are forcing their way into someone's home. Follow them inside and choose to intervene or walk away. Saving the victim earns you three Lesser Runestones.

A Feast For Crows
From the Gate of the Hierarch signpost, cross the bridge and head north. Geralt will eventually comment on a terrible smell — use your Witcher Senses to track it down and the quest begins. Examine the scene and follow footprints to a group of dwarves who want to buy the key from you. Hand it over or kill them for the loot — the chest upstairs holds 50 Crowns, 200 Florens, and guardsman's boots.

Quests Inside the City Walls

Message from an Old Friend
Enter the Books and Scroll store on Hierarch Square and talk to Marcus. Ask for the quest book, head upstairs, and find it on the bookcase near the stairs. Pull the letter from My Manifesto to finish the quest.

Of Swords and Dumplings
Requires: Axii level 3 or 200 Crowns

A blacksmith is marked on the map north-west of Glory Gate — visiting him starts this lengthy quest. Wait until dusk and tail Hattori to his meeting. Settle on a price, survive an ambush by some dwarves, then follow Hattori. Blast the crates blocking the archway with Aard and head for the waterfront.

After a conversation, return to the dumpling shop and talk to Hattori, then travel to the next marker where a brawl is underway. Break it up, then throw a few punches yourself. The next stop brings more dialogue, then another errand.

With enough Axii skill you can convince a merchant to settle his bill — otherwise you'll smash some goods and scrap with bandits. Report back to Sukrus, then return to Hattori. It's still not over: speak to Sukrus once more, visit the Sturgeon, and make for the warehouse.

Axii level 3 or 200 Crowns gets you inside. Use your Witcher Senses to mark three crates, then step outside. A fight breaks out no matter what you say, after which you return to Hattori's about that sword he promised. Wait three in-game days, then come back for your new weapon.

Racists of Novigrad
A two-part quest:

Part 1: North of Portside Gate, a female elf is being hassled by thugs. Step in — and get scolded by her regardless of what you say.

Part 2: Afterwards, leave the city north-east of Tretogor Gate and find two more elves being attacked. Intervene again and it turns into a proper fight. Win it, and receive another scolding for your trouble.

Suspicious Shakedown
In the north-east corner of the city's lower island — west of Tretogor Gate, north of the Gate of the Hierarch — bandits are shaking down a merchant. Kill them or use Axii, and the merchant will give you discounts from then on.

The Flame of Hatred
Talk to the preacher just east of Hierarch Square. Confront him, threaten him, or ignore him. The first two options turn the crowd against him, and later in the game two of his followers will ambush you at that spot. It ends in violence no matter what you say — finish them off and carry on.

A Walk on the Waterfront
In the morning near the dock area's south-east corner, a well-dressed man is being hassled. Speak with someone at the scene and win a brief fight to start the quest. What follows is a straightforward escort mission — protect the nobleman through two waves of attackers. At the end, his contact tries to cheat him. Your reward is the same regardless of who you back.

Black Pearl
Pick up the quest, then once the story brings you to Skellige, meet Nidas at the marker and follow him to the oyster bed. Get ready to swim: dive down, use your Witcher Senses to spot clams, and loot them as you search. Eventually you'll find a black pearl. Back on shore, Nidas is fighting drowners — clear them out, chat with him, then return to Novigrad for your payment.

Quick and Quirky Quests

Drunken Rabble
Around the Golden Sturgeon, drunks may pick a fight with you. Just beat them down. Losing costs you coin; winning earns nothing — beyond pride.

Hey, You Wanna Look at My Stuff?
In a small alcove in the upper dock area — directly south of the easternmost of the four jetties — a halfling pitches you a once-in-a-lifetime deal. Show interest and he bolts the moment witch hunters appear. Cover for him, then track him using your Witcher Senses.

Out On Your Arse
Simple enough: rough up the Skellidgers or talk them down with Axii.

Strumpet in Distress
Due south of the Novigrad Docks signpost, you'll hear a sex worker taking abuse from a man in armor. Get involved — only to discover it was all harmless roleplay and you've just ruined their fun. Well done.

Warehouse of Woe
Along the city wall in the dock area's south-west corner, guards and a dwarf are arguing with a man. Talk to the guard, accept the job, and go inside. Kill the nekker, examine the back left corner with your Witcher Senses to piece together what happened, then head out. Tell the guard the truth or bluff — the reward doesn't change either way.

A Tome Entombed
From the Southern Gate signpost, cross the bridge and pass through the gate. Turn left under an archway, then right, then take the first left. A sewer entrance lies ahead — head in and down the stairs, cross the large chamber, and enter the brick tunnel. Follow it left through a metal grating, then blast the cracked wall to your right with Aard and descend into the crypt. Speak with the man trying to open the coffin and agree to help. A vampire stirs, then settles back down. Let it rest or wake it again for a fight — either way the quest wraps up.

Fencing Lessons
Unlocked after you meet Rosa while searching for Dandelion.

Speak with the guard captain, then leave the city to find Rosa. She leads you to a bridge for a duel, then runs off — track her with your Witcher Senses. Study the footprints and follow them: Rosa is being harassed by peasants. Pay them off, kill them, or use Axii to make them apologize.

Hidden Messages of the Nilfgaardian Kind
From the Hierarch Square signpost, head east under two arches, cross the small courtyard, and pass through another arch. Bear left up the hill to spot two suspicious-looking figures. Once they leave, use your Witcher Senses to find a loose brick and read the note hidden behind it.

Follow the marker and repeat the process for the next note. Read it, then follow the marker down into the sewers. Climb down and deal with the drowner waiting below.

Source: the original publisher

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