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The Witcher 3: Wild Hunt

Novigrad, Closed City II

By
Nathan Garvin

Witch Hunters are usually at the top of the pecking order in Novigrad, used to inflicting violence rather than suffering it, and their wanton bigotry mixed with the ubiquitous hypocrisy in the Church of the Eternal Fire makes it hard to be sympathetic to them on the rare occasions when they find themselves victimized. Sometimes, however, a Witch Hunter actually believes in his code and in pursuit of justice finds himself crossing the criminal underworld, which can make for odd bedfellows. This page will provide a walkthrough for the secondary quest "Novigrad, Closed City II" iconNovigrad, Closed City II in The Witcher 3: Wild Hunt.

Quest Objectives

Starting Novigrad, Closed City II

Like the other quest of a very similar name, you can start "Novigrad, Closed City" iconNovigrad, Closed City II after returning to the city following the completion of A Matter of Life and Death. The Witch Hunters will have ramped up their activities after the aforementioned quest, and you are made aware of this the next time you pass through one of the city’s gates, whereupon you’ll be harassed about providing a pass proving you’re not a magic-user. Your criminal connections will save you from this particular nuisance, but it’s a sign of bad things brewing in the city… and an indicator that this quest is ready to go!

Despite the name, the quests Novigrad Closed City and Novigrad, Closed City II are not in any way linked, much less sequential. You can start Novigrad, Closed City II before starting Novigrad, Closed City, if you prefer! To start this quest head to The Golden Sturgeon west of "Hierarch Square" iconHierarch Square, and follow the road east of the tavern up to the northwest. Eventually you’ll find some Bandits standing on the side of the road, who call out to some “grayhair”. Assuming they’re not soliciting some grandmother, they probably mean Geralt. Talk to the Bandits and they’ll tell you that their mate got injured, and they can’t find him - but they’re willing to pay for a Witcher to sniff him out. Agree to start this quest.

(1 of 2) Meet some Bandits northwest of The Golden Sturgeon and agree to help them find their injured friend.

Meet some Bandits northwest of The Golden Sturgeon and agree to help them find their injured friend. (left), Follow the fragmentary trail northeast and north up some stairs to find some double door. (right)

Track the Bandit’s Friend

Activate your Witcher sense and head northeast at the fork where you met the Bandits. There’s no clue at first, but a few paces up the road and you’ll catch a scent. Examine some boot prints near the start of the scent trail, then follow the trail as it meanders northeast, southeast, east, then north up some stairs. The trail is often fragmentary and breaks off numerous times, but a search area will update as you advance so you can never get too lost. After following the trail upstairs continue north towards some large wooden double doors, and as you approach you’ll get a scene.

Help or Abandon the Witch Hunter

Once you approach the double doors the Bandits will find the man they’re after - not a mate of theirs, but rather a Witch Hunter who crossed them. And in a rare turn of events, he was doing a good deed instead of merely persecuting others. You’ll get two choices, after a bit of chatter, either pick the option “Do what you will.” to abandon the Witch Hunter to his fate (the fact that his body vanishes probably means he was taken away - it’s likely not going to be a quick end for him) or “Hands off.” to defend the helpless Witch Hunter.

In the former case the quest just ends - no reward whatsoever. Turns out drug-dealing Bandits can’t be trusted, who knew? On the other hand, standing up for the Witch Hunter forces you to fight the Bandits (Lv14), after which you’ll get another choice regarding the critically wounded Witch Hunter, assist him or leave him to die. You get no reward for either choice, in the former case you’ll take him to a hospital along the northeastern edge of the city, where you’ll appear following your decision, while in the former case you’ll just leave him to die, which he’ll promptly do following the conversation.

(1 of 3) Approach the double doors and you’ll find out who the Bandits were really hunting for - either leave when dismissed,

Aside from getting roleplay Geralt a bit, there’s no real reward for this quest save what the Bandits drop, if you fought them.

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Guide Information
  • Publisher
    CD Projekt
  • Platforms,
    PC, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    24 June 2015
  • Last Updated
    12 August 2024
    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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