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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. |

Locations by Act
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.
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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
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
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

Dike

Swamp
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
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[]

Lakeside
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[]

Swamp cemetery

Old Vizima
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.