The major locations in the game are as follows: Kaer Morhen, the outskirts, the Temple Quarter, the Trade Quarter, the Παραλίμνιο / 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 game, for which a general treatment already exists:
Πρόλογος
Kaer Morhen
- Courtyard
- Ground floor (1st floor for North Americans)
- First floor (2nd floor for North Americans)
- Triss' room
- Witchers' laboratory
Κεφάλαιο 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
Κεφάλαιο II
Συνοικία του Ναού 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
- Sewers
- St. Lebioda's Hospital
- Thaler's place
Nonhuman district
- Dwarven blacksmith shop
- Dwarven blacksmith's house, where the half-elf Γκέραλτ 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 Γκέραλτ into a trap in A Ghost Story lives
- "haunted" house where the ambush takes place
- warehouse where Vincent leaves Γκέραλτ 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
Τάφρο
Βάλτο
- 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 Κεφάλαιο II
- Scoia'tael encampment
- Swamp cave
- Wyvern Island
Κεφάλαιο 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 Νταντέλιον'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
Συνοικία του Ναού of Vizima
- all locations accessible in Κεφάλαιο 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
- Sewers new locations accessible within
Βάλτο
- all locations accessible in Κεφάλαιο II
- Salamandra encampment
Other
Κεφάλαιο IV
Black Tern Island
Χωράφια
- Crypt in the fields
- Druids' circle
- the Hermit's hut
- Raspberry patch (also called Hanged Man's tree)
- Ruined mill
- Small farm
Παραλίμνιο
- Elven cave
- Fisher King's hut
- Lady of the Lake's altar
- Crypt at the Παραλίμνιο
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
Κεφάλαιο V
Royal castle
Swamp cemetery
Old manor
Παλιά Βίζιμα
- 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
Επίλογος
Συνοικία του Ναού of Vizima
Ice Plains
Not so much a "physical" location, but a dreamspace.