This article concerns a location that appears only in The Witcher computer game. Its contents might therefore contradict information from Andrzej Sapkowski's books and other adaptations. |
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 game, 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
- 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
- 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.