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The Witcher 3: Wild Hunt

Turn and Face the Strange Walkthrough: Portal Puzzle, 4 Stones Puzzle & More

By
Nathan Garvin

Now you’re into the main labyrinth that the Turn and Face the Strange quest occur. This map is filled with puzzles, from the 4 stones puzzles you need to shoot, along with the portal puzzle that brings you to the actual lab you need to access. With that said, here is a walkthrough for the Turn an Face the Strange 4 stones and portal puzzle, and everything else in-between.

Important Items in this Area
Professor Moreau’s Diary
Megascope Crystal x2
Mutated Giant Centipede Albumen

Into Moreau’s Lab: Turn and Face the Strange Walkthrough

No more diversions, honest. Time to locate the entrance to Moreau’s laboratory, which isn’t too far away. Swim back out of these elven ruins and from the “Entrance” marker swim due north until you find some ruins just below the surface of the water. When you reach the northern end of these ruins dive and the search area should narrow quite a bit - the portal leading into Moreau’s laboratory is along the northern edge of these submerged ruins. Before you swim into the portal, though, consider searching the sea floor near these ruins, as there’s more loot to be found here, housed within urns, chests and on skeletons.

Objective Reward
For entering the ruins 50 XP

Swim into the portal and you’ll find yourself in the ruins. After Geralt recovers from his portal-fatigue loot a skeleton, turn west, go through a doorway and down some stairs. Turn south and you’ll find yourself in a large open chambered notable for the large pit encircled by stairs. There are two ways down, but first, loot around the area to find some lucrative sacks full of goodies, a copper ore vein, and other points of interest.

You’ll have to brave some spike traps to get at some treasure (left) while guardian panthers will challenge your intrusion into the depths of the laboratory (right).

When you’re ready to move on note a gap in the railing around the edge of the pit to the south. You can drop down onto a ledge below you and work your way clockwise along the ledge (stopping, perhaps, to examine a sack near a torch), which runs along the stairs and eventually leads to a landing. Alternatively you can turn east to find a spiked walkway running south. Not only are there plenty of stationary spikes, there are spike-ejecting floor traps interspersed between them. These things are quite painful, and can kill in a single hit… sometimes. When they feel like it. Other times they’re just extremely damaging, perhaps just enough to knock out your Quen without doing any more damage. It’s fairly random, but you should consider deploying Quen as a precaution, just in case. Wait for the spikes to retract and run through the maze to the next safe spot, repeating until you come to a section of the spike walkway that forces you to turn 270 degrees (the spike trap tiles are arranged in the shape of a question mark). Here you might wish to just run to the first turn and, instead of following the path further, simply leap over the stationary spikes to the south. From here you can head down stairs to the west to reach the aforementioned landing the lower ledge route leads to, or, if you want some extra treasure, continue through one more section of spikes to the south to find a chest.

However you reach the landing, head down some stairs to the east to reach an octagonal platform. When you walk on the platform two cat statues - catues? - will animate and you’ll be attacked by two Guardians, which fight just like Panthers. Unfortunately common foes in the wilderness of Toussaint, these critters move around a lot, and fast, occasionally stopping to swipe at you with their claws. Put them down, loot them, then loot some sacks and a skeleton before continuing up some stairs to the east.

Objective Reward
For defeating the Guardian panthers 100 XP

When you reach a small chamber to the east your path will split again. Fun! If you turn south you’ll find a hole in the floor near a candle-laden shrine, or you can simply continue east. There’s no way to do this without backtracking, so head south and drop down the hole near the shrine. When you land, loot a chest and continue south, then turn west to find some blood-soaked rags and a silver vein. Turn east and squeeze through a cleft, climb up a ledge, and when you reach a fork turn north until you find two ledges - one to the east and one to the west. Leap up onto the eastern edge and continue through a doorway, loot a copper ore vein in the corner, then turn south and head down some stairs to find a chest.

Turn and Face the Strange 4 Stones Panel Puzzle

Backtrack west, drop down the ledge, then turn south and return to the fork, at which continue south down some stairs. Loot a skeleton as you go and pop on your Witcher Senses at the end of the passage to find “Professor Moreau’s Diary” . Take it and read it to find out about an upcoming puzzle you’ll have to solve, then pick a Crossbow up off the floor. Big hint-hint right there.

Climb up the spherical boulder - the remains of some long-since triggered trap? - and into another chamber, where you’ll have to battle another Guardian panther. Put the pussy down, then search the room to find a lucrative… uh… container near the southern door. If you want a bit more detail, search some hand-holds along the northeastern wall (near a statue) to find out how your predecessor evaded this encounter.

Search the locks that bar your way (left) then search the chamber for pressure plates you can shoot with your crossbow (right).

Make your way south into another chamber, past a pit, and to the southern end of the room where you’ll find a sealed door. Along the way search a corpse and a crate, then activate your Witcher Sense and survey the door to get Geralt to spell out exactly what you need to do. There are four panels on the walls of this room, and you need to find them all and shoot them with your crossbow. Their locations are as follows:

  • From the locked door along the southern end of the room turn east to find a panel along the southern wall, over the large pit occupying the eastern edge of the chamber.

  • From the locked door along the southern end of the room turn west to find a panel along the southern wall, adjacent to the locked door.

  • From the locked door along the southern end of the room turn north to find a rope attached to a pillar. If you investigate this rope you’ll find out how your predecessor bypassed this puzzle. More importantly, turn west from this rope to find the third panel.

  • Turn east from the third panel and look out over the pit traversed by the rope. The fourth panel is on a section of crumbling wall dangling from the ceiling.

Portal Puzzle

After shooting all four panels head through the door to the south and up the stairs beyond. Loot a gold vein, climb a ledge and pass through another doorway to reach a large chamber occupied by a large statue, portals and Gargoyles - Geralt’s favorite! Fortunately only one of the Gargoyles will animate; put the construct down, loot it for a “Gargoyle Paw”, then place it on a pedestal along the northern edge of the large statue in the center of the chamber. By offering up this hunk of Gargoyle you’ll power up several portals on the ground floor. Naturally you’ll have to make your way through this portals, but first plunder a small chest on the eastern base of that statue.

Objective Reward
For defeating the Gargoyle 100 XP

Defeat a Gargoyle (left) and claim its paw, then navigate the portals by entering them in the correct order (right).

Now that there are portals on the ground floor, which one should you go in first? Well, the game isn’t as obvious with the answer this time around, but the statue in the center of the chamber is the key; the portals the statue faces are the ones that will take you to upper levels, giving you access to a new circle of portals. So naturally that means you should go through the eastern portal on the ground floor first, right?

Yep. Do so and you’ll appear in a new chamber that appears much the same as the previous one - it’s circular, the bottom floor is dominated by a massive statue, and its ringed by portals on multiple levels. From where you appear in this chamber, turn north and drop down some ledges to reach the ground floor of this second chamber and make your way to the statue. The portal this statue is now facing is to the north, but don’t go through it. Instead look northwest to find some rocks you can scale, which puts the second circle of this chamber in reach. Climb up to this second, elevated circular balcony and enter the portal to the north (near where you climb up), which also happens to be where this statue is looking.

You’ll now appear in a third chamber, which once again is set up much like the previous two chambers. Concentric rings of portal-laden walkways of multiple, staggered elevations, the bottom floor is dominated by a large statue whose gaze marks the correct portal. You know how this works. From where you appear, make your way clockwise until you find - and leap - a gap and work your way to the northwestern end of the chamber, where a portal basks in the gaze of the chamber’s central statue.

Objective Reward
For reaching Moreau’s Laboratory 100 XP

Search the laboratory for Megascope Crystals (left) and use them to watch Moreau’s old logs detailing his experiments (right).

Moreau’s Laboratory

After going through the portal in the third chamber you’ll finally find yourself in Moreau’s laboratory. Huzzah! Make your way northwest from where you start and turn southwest and northeast to find some stairs, both sets of which lead to heap of lootable parcels, barrels, etc. After you’re done plundering, return downstairs and continue northwest down another flight of stairs, after which immediately turn southwest to find a megascope and three crystals, each of which contains a recording you can view. As of now only three of the crystals (no even numbers, oddly enough - pun intended) are present, but they paint a clear enough picture of what Moreau was doing down here, and how his failure might just be profitable to Geralt.

Watching these recordings will update the quest and give you new objectives; obviously you’ll want to hunt down the remaining two crystals and, of course, find some of these mutated giant centipede eggs. Sadly, in the latter case time has complicated matters, as they terrarium they were stored in has long since broken, and you’d be wise to bet that whatever hatched from those eggs won’t volunteer replacements easily.

Turn northeast to find where Moreau set up most of his equipment, including a specimen tube whose contents casts a grim light on this morality. Search a table to find the book “The So-Called Giant Centipedes, or My Only Comfort in Exile”, a bottle containing a Greater Green Mutagen, and a Megascope Crystal - more specifically, the missing second entry. From this table continue northwest past some cages to find a bookshelf against the wall, in which you’ll find the book “Witcher Mutations: An Introduction to Research”. Make your way northeast along the southwestern edge of the nearby cage and search the ground near some alchemical equipment to find the fourth Megascope Crystal , then turn southeast to find a Greater Blue Mutagen along a shelf with some jars containing… “donated” organs. Return to the megascope and watch the final two megascope recordings to get all the information you can from this source.

Objective Reward
For viewing all megascope images 100 XP

Kill the Pale Widows in the caverns adjoining the laboratory (left) and claim some of their juicy Mutated Giant Centipede Albumen from their eggs (right).

Out for Albumen

The lab has been scoured for information, and while a normal, sane person would look at the dubious research Moreau has cobbled together and go “nope!”, Geralt is undeterred. Before you can inject yourself with mystery mutagens, however, you’ll have to scrape together some mutated giant centipede eggs for their juicy, juicy albumen. Make your way to the northwestern edge of the lab and enter the cage there, then seek out a hole in the wall to the northwest.

Make your way west through a tunnel to reach a natural stone chamber, which is infested with a pair of Pale Widow centipedes. These critters can be annoying due to their penchant for burrowing, and their attacks are varied enough to be worth mentioning. First and foremost, the act of burrowing itself can be an attack - as you can imagine being caught under the bulk of a massive armored insect can’t possibly be good for one’s health. Sometimes they’ll only surface long enough to leap across the chamber at you and burrow again, other times they’ll try to burrow towards you, only to explosively surface under your feet. These bugs will often do this in succession - just keep dodging and avoid the disturbance on the ground. When they deign to expose themselves for any length of time to attack, they’ll either lunge or slam themselves down at short range (which can knock you down and give them a chance to burrow again) or they’ll spit globs of poison at you. Three spits and they’ll burrow again, and of course this attack can be neutralized entirely with Golden Oriole.

It’s during this poison-spitting routine that they’re most vulnerable to attack, but be wary, as they’ll coil up after being struck three times. While coiled they’re invulnerable, but worse they’ll perform a swinging counter-attack after a bit of time, so don’t get greedy, just roll away from them when they’re coiled up. Using Quen to protect yourself from damage and Insectoid Oil to deal greater damage are both good ideas, but the most effective tool you can employ is Yrden. Simply cast the spell, wait in its confines and dodge attacks until the bug is foolish enough to move inside its bounds (usually during its burrow-and-pop-up attack). Once it surfaces it’ll be immobilized by Yrden, leaving it vulnerable for a great deal of punishment - usually enough to kill any one such beastie outright.

However you manage it, once they’re slain, loot their bodies and make your way to the southern end of the room, where you’ll find a ledge you can scale. Continue southeast down a tunnel into another chamber, where a lone Pale Widow awaits. Kill it and search an alcove to the south to find three egg sacs, which contain Mutated Giant Centipede Albumen . Just what the mad scientist ordered!

Objective Reward
For looting a Pale Widow Egg 100 XP

(1 of 3) Deposit the Mutated Centipede Albumen in the contraption,

C-C-C-Changes

Now that you have the albumen, it’s time for some ill-advised experiments. Make your way northeast and scale several ledges to reach a wall with a crack in it. Give it the ol’ Aard treatment, then drop down into the lab below. Gotta love shortcuts. Make your way to the business-end of the lab (the area with an abundance of alchemical devices, northeast of the megascope) and search behind a device that looks suspiciously like an iron maiden. Deposit your ill-gotten Mutated Giant Centipede Albumen into a compartment on the back, then take off all your clothes, armor, weapons… everything save Roach’s items, your consumables, bombs and pocket items. It’s be a shame if this crazy experiment messed up your threads, after all. Once done, head inside, after which Geralt will emerge… slightly less human than when he went in.

Congrats, you’ve now unlocked the Mutations system, which breathes new life into character advancement - and provides you a means by which you can keep investing ability points. After all, the base game really only supported twelve equipped skills, and most builds were done well before level thirty. Head into your Character menu and press [Triangle]/[Y] to open the Mutations Panel, where you’ll get a tutorial of the new system.

Basically, you get access to a new, albeit somewhat simple tree populated with twelve new mutation slots (six Basic Mutations and six Advanced Mutations). They’re split into the three color-coded branches found in the base ability tree - Signs (blue), Combat (red) and Alchemy (green). Basic Mutations have only one color (require only one Mutagen color to unlock) while Advanced Mutations are a combination of two or three trees (and require two or three Mutagen colors to unlock).

Investing in these new Mutations requires the expenditure of a varying number of Ability Points (gained by leveling up and drawing from Places of Power) and Greater Mutagens (created by combining lesser mutagens via the Alchemy crafting menu). The first three Basic Mutations require two Ability Points and one type of Mutagen, while other Mutations may require three or four Ability Points, two or three types of Mutagens (varying amounts of each) and other Mutations (you must purchase Toxic Blood before you can purchase Euphoria, for example).

As you purchase Mutations you’ll level up the “Strengthened Synapses” ability - the large node at the center of the Mutations tree. The higher the level of Strengthened Synapses, the more new ability slots you’ll unlock on the main tree; you’ll level up Strengthened Synapses after purchasing your first two Mutations, earning you one new ability slot, and will continue to unlock another ability slot every two Mutations purchased thereafter (two ability slots at four Mutations, three ability slots at six Mutations and finally four ability slots at eight Mutations).

These new ability slots allow you to equip more abilities from the main trees, and are located in the middle of the traditional twelve ability slots. Just keep in mind two things; first, mutagen bonuses don’t apply to these abilities and second, you can only equip certain types of abilities to them, based on what Mutation you have activated at the time. If you have an alchemical Basic Mutation activated - say Euphoria - you’ll only be able to equip alchemy abilities in these new slots. If you activate a combat-related Basic Mutation you’ll only be able to equip combat abilities. If you activate a Advanced Mutation, you’ll be able to pick a mix of abilities, varying depending on the Mutagens used to unlock said Mutation. You can only have one Mutation active at a time, and while it would seem like these new ability slots would be ideal for general abilities (since they don’t contribute to Mutagen bonuses), they can’t be placed here due to their lack of ability tree affiliation.

Fittingly, this is a fine place to shovel Ability Points for the rest of Blood and Wine, and with only twelve Mutations, it’s hard to go wrong. If you’ve invested heavily in Alchemy (highly recommended), then it’s easy to recommend the Euphoria Mutation, which will massively boost your sword damage and Sign Intensity based on your Toxicity level (the upper limit varies depending on your current maximum Toxicity). Simply chug a decoction and enjoy a massive boost to your combat stats for the decoction’s duration.

Trophy/Achievement Icon

Weapon W

Developed a mutation.

Trophy icon
35

Regardless of you decide to build your Witcher from this point on, the important thing is that you’ve unlocked the new leveling options in Blood and Wine. With this necessary first step concluded, you’ll be capable of making use of the new experience and levels you gain as you continue through Toussaint. That being the case, you’re now free to return to other tasks, and as usually they’ll largely be prioritized by level first, and geography second. Fortunately, there’s a quest that satisfies both conditions; Warble of a Smitten Knight, where Guillaume awaits you.

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Guide Information
  • Publisher
    CD Projekt
  • Platforms,
    PC, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    24 June 2015
  • Last Updated
    2 January 2023
    Version History
  • Guide Author
    Nathan Garvin (Haeravon)

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You are Geralt of Rivia, a professional monster-hunter known as a Witcher. You’ve fully regained your memories since your miraculous revival and escape from the Wild Hunt, and have cleared your name of the false accusations of regicide. In the wake of the assassination of Foltest, king of Temeria, the north have been rent by warfare as Nilfgaard launches its third major invasion, and the northlands have been united under the insane king Radovid. Overshadowing these petty politics is the mysterious return of Ciri - Geralt’s adopted daughter, who is now being pursued by the Wild Hunt.

The guide offers the following:

  • A full walkthrough that’s more than just a listing of quests-it’s an “ideal chronological order” that will get you through the whole game and allow you to see and do everything the game has to offer.

  • Side quests, including monster contracts and treasure hunts for obtaining powerful Witcher sets.

  • Descriptions of decisions, quests, and events that influence the various endings of the game.

  • Crafting and Alchemy information.

  • General strategies on how to take down foes large and small, monstrous and humanoid, boss or mundane.

  • Information on how to complete all the Gwent quests and obtain all the Gwent cards, including detailed Gwent strategies.

  • Trophy/Achievement information.

MASSIVE UPDATE: 7th September 2016 ongoing

  • Added DLC quests “Fool’s Gold” and “Scavenger Hunt: Wolf School Gear”.
  • Organisational changes in the Velen section of the walkthrough to reflect the increased level of Griffin School Gear.
  • Organisational changes throughout the walkthrough to provide a “no skulls” path through the game.
  • Added Death March difficulty tips and commentary throughout the guide.
  • More XP reward numbers included.
  • Walkthrough now includes additional information based on patch changes.
  • Various typo and grammar fixes.
  • Added DLC pages for Blood & Wine, Heart of Stone
  • Lots more quality of life improvements

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