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The Witcher 3: Wild Hunt

Warehouse of Woe

By
Nathan Garvin
2 Comments

Novigrad is a trade and travel hub, a cosmopolitan, multiracial city, and a haven for merchants and the criminals who prey on them. In such diverse cities, the idea of a “melting pot” is held aloft as a virtuous ideal, but sometimes there are chunks in that pot that are slow to melt, especially when racism is incentivized by a mad king and an intolerant fire cult. When something goes awry in a warehouse, two merchants are only too willing to blame each other and hope the law - and the verdict of a helpful Witcher - removes the competition. This page will provide a walkthrough for the secondary quest "Warehouse of Woe" iconWarehouse of Woe in The Witcher 3: Wild Hunt.

Quest Objectives

Starting Warehouse of Woe

The most impressing part of Warehouse of Woe is that it is NOT a freeform quest. It has a journal entry and everything! That said, you can still easily miss it if you don’t start it when you find the quest marker - walking away or delaying could cause the quest to resolve without you. To start this quest, just head to the southwestern edge of the Novigrad Docks district, the crescent-shaped western half of Novigrad’s southernmost island. You’ll find two merchants, a human and a dwarf, arguing whilst surrounded by guards outside of a warehouse. Merely approach and the quest should begin automatically.

(1 of 2) Head to the southwestern edge of the Novigrrad Docks district,

Head to the southwestern edge of the Novigrrad Docks district, (left), to find two merchants arguing in the company of some guards. (right)

Investigate the Warehouse

Approach and you’ll be swept up into the drama - these two merchants share a warehouse, and neither is overly fond of the other. The human merchant does everything in his power to make himself unlikeable by spewing racism, and surprisingly even the presiding guard seems to find his antics aggravating. Seeking a resolution to this bickering, the guard will ask Geralt to eradicate a monster that somehow ended up loose in the warehouse. Pretty clear-cut case of Witcher’s work - agree, then head inside.

This monster just so happens to be a "Nekker" iconNekker (Lv13), and while lone "Nekkers" iconNekkers aren’t usually a problem, if you’re fresh out of Velen this critter might be a bit higher level, and the relatively cramped confines of the warehouse don’t help. Still, the iframes abundantly bestowed by Geralt’s dodge should see you through the fight regardless of level disparity, and once it’s defeated use your Witcher senses to search the northern corner of the warehouse, where you’ll find a deep, wide print (Geralt speculates it belongs to a dwarf) and the clearly sabotaged cage the monster was kept in. With this info in hand, exit the warehouse and talk to the guard.

(1 of 3) Agree to kill the monster, then enter the warehouse and kill a Nekker,

Give the Guards Your Verdict

Inform the guard you slew the monster, then you’ll get a choice that matters. Pick the option “No.” and Geralt will sassily inform the guard that he was paid to kill the monster, not investigate the warehouse. The guard agrees, and takes both merchants in for questioning. You’ll earn 25 EXP and 60 "Crowns" iconCrowns, all in all not a bad reward for such a short, simple quest.

On the other hand, you can pick the option “Found a cage.”, which will prompt the guard to ask you to finger one of the two merchants. Whichever one you pick will be taken away by the guards - the human racist will continue to spew bigotry and gloat about his rival’s demise if the dwarf was accused, while the dwarf will cackle about the profit he’ll gain before revealing that he wasn’t all that bothered by the man’s racist bluster, and that his now-deposed foe was too dense to attempt such a scheme. It doesn’t look like we’re getting any clear-cut answers here… but Crowns are Crowns.

2 Comments
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117
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"From the brazier head north, and when the street turns east, follow it."

My God. You must turn east at the first intersection where two streets intersect. And as you head east, the street curves to the northeast and then back to the east, and here is the herbalist's house.

117
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"From the Bridge of the Hierarch follow the road north-west, then north. Cross a short bridge to the north-east and continue north until you find an alley to the east, blocked by a crude wooden door."

If I'm correct this door is before the short bridge, not after. And In my case it was only three bandits, whithout any merchants.

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117
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"From the brazier head north, and when the street turns east, follow it."

My God. You must turn east at the first intersection where two streets intersect. And as you head east, the street curves to the northeast and then back to the east, and here is the herbalist's house.

117
User profile pic

"From the Bridge of the Hierarch follow the road north-west, then north. Cross a short bridge to the north-east and continue north until you find an alley to the east, blocked by a crude wooden door."

If I'm correct this door is before the short bridge, not after. And In my case it was only three bandits, whithout any merchants.

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Guide Information
  • Publisher
    CD Projekt
  • Platforms,
    PC, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    24 June 2015
  • Last Updated
    22 August 2024
    Version History
  • Guide Author
    Nathan Garvin (Haeravon)

Share this free guide:

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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