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The Witcher 3: Wild Hunt

Racists of Novigrad

By
Nathan Garvin

Bigotry against nonhumans is sadly commonplace in The Witcher 3, and those who hate the elder races are unlikely to be open-minded about Witchers. Partners in persecution, Geralt often finds himself sympathetic with the plight of nonhumans, and while he may not be keen to run out into the forest and join a band of Scoia’tael, he’s not above intervening against racist mobs. This page will provide a walkthrough for the secondary quest Racists in Novigrad in The Witcher 3: Wild Hunt.

Quest Objectives

Starting Racists of Novigrad

One of Novigrad’s many freeform quests, Racists of Novigrad is odd in that it’s a two-phase quest with two completely separate and barely related events. One might be tempted to list them as standalone freeform quests, but the latter encounter will not trigger until after the former is resolved, so we’re content to list them together. Like most freeform quests these ones are easily missed - if you walk away from the encounter or stand around too long without interacting with the participants and the quest will resolve without you, so once you see that yellow exclamation point on your map you’ll need to be ready to act.

Help the Elven Woman Near the Docks

To start the first encounter off, head to the south-center of Novigrad’s southernmost island, east of the Novigrad Docks signpost and north of the Portside Gate signpost. Here you’ll find two men accosting an elven woman. Talk to the group and as uninspiring as it is, your dialog choices here simply do not matter. Call the woman out on lying about getting water or not, then white knight on her behalf - you’ll get no gratitude, just chastised by the elf woman for stirring the pot and leaving without actually resolving anything. If you talk to the group but refrain from getting involved the men will continue harassing the elven woman for a bit before she runs off. Either way, she ends up running to the Portside Gate signpost and standing around.

(1 of 3) For the first encounter in this quest, head north of the Portside Gate,

Help the Elven Man in the Nonhuman District

Intervene on behalf of the elven woman in the first encounter and you’ll unlock another. Head to the nonhuman district - the southeastern island just outside of Novigrad’s walls - and look for some dye pits northeast of Tretogar Gate. Here you’ll find a group of humans beating up an elven man, and if you talk to the attackers and pick the option “I said, leave him alone.” you’ll provoke the Townsman (Lv7) into armed violence. As is often the case, their racism also extends to those who stand up to the people they hate. That said, they’re not gifted combatants, fight as any other non-elite, one-handed weapon wielding bandit would - cut them down and you’ll end up chatting with the elf they were beating, who thanks Geralt while also refusing to take his advice seriously. Sure several people were just murdered in a fit of bigotry right in front of his eyes, but surely other racists in Novigrad wouldn’t take things too far, right?

(1 of 4) After intervening in the first encounter, head to the dye pits in the nonhuman district,

In any event, you’ll get no EXP or any other reward for your interventions. You’ll get one tepid thank you and when your advice isn’t openly scorned it’ll be ignored. So much for being a good samaritan.

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