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The Witcher 3: Wild Hunt

Exploring Western White Orchard

By
Nathan Garvin

Only one more bit of exploration to do before it’s time to finally go pay the Nilfgaardians a visit. Return to White Orchard village and do what business you need to do, then follow the large road through White Orchard village, heading west (and slightly south). Pass the Notice Board, the remains of Willis’ shop, and past Odolan’s house to the north. It should be pretty easy to stay on the main road and avoid any detours onto side-roads. Keep going south-west until you spot another house north of the road, wherein you can score some treasure.

Important Items in this Area
Locked Stronbox

Get back on the larger road heading south-west and continue to follow it in that direction into you spot a small trail veering off in a more radical south-western direction, which ends near a ruined house. Inside are two bodies for you to loot. Do so, then return to the larger road again. Carry on until you spot a Nilfgaardian camp south of the road, although this one is tastefully not adorned with hanged corpse decorations. There are more items to loot here, but again, you’ll have to be careful not to let the guard see you. They’re more vigilant here, so you might not be able to get everything.

Abandoned Site (level 2)

When you’re done looting, return to the road again. This time the goal is to follow one of two other large roads to the north that connect to the one you were on… and with each other, forming a triangle on your map. These roads, once joined, lead north to the “Sawmill” signpost. West of this signpost is another Abandoned Site currently occupied by a quartet of Ghouls. Kill them and some villagers will move in to the area, even being so kind as to set up a Grindstone for you to use.

Loot the newly-inhabited houses and the nearby stable. There are even a few beehives around. The bees will sting you if you get too close, of course, and they can do a fair bit of damage (again, piling on the absurdity). Use Igni on the hive to kill the bees and cause the hive to fall to the ground, which you can loot for Honeycomb. Don’t sell any of this yet, as the herbalist - when you can finally talk to her - will give you a pretty penny for them. Last and not least, a new merchant will show up here sooner or later. He doesn’t sell anything earth-shatteringly good, but it’s another place you can drop off excess loot for some much-needed Crowns.

Objective Reward
For slaying the Ghouls and liberating the Abandoned Site 90 XP

Bandit Camp (level 2)

From the formerly-Abandoned Site head north through the wilderness, perhaps stopping to hunt game and fight off some Wolves. Eventually you’ll find a Bandit Camp, occupied by the same weak collection of bandits that you should be used to by now; an archer, two swordsmen, and an axe-weilder. Defeat them, then search around their camp for goodies, most of which is located around the tent. The best loot can be found in a parcel behind the tent and in a chest beside a cot.

Guarded Treasure (level 4)

To the north is a swamp, where you’ll likely face the old hazard of Drowners, and a new hazard: explosive swamp gas. The latter can be used, in conjunction with the Igni Sign, to help deal with the former, if you’re sneaky like that. Just be wary, as swamp gas is every bit as poisonous as it is combustible. North-west of the Bandit Camp you’ll find some Guarded Treasure, constituting a dead soldier, his horse, and a treasure chest lying in the muck. Dispatch any Drowners guarding it and get to looting.

Place of Power (level 6)

You’re now south of the Sawmill signpost, and all the fun stuff you have left to do is back north. So… hoof it back north (figuratively or literally, your call). Your next destination is between the two roads that run north-south through the swamp, east of the Bandit Camp you cleared out earlier. It’s worth exploring the lightly forested hills between the two roads, however, as they contain herbs to harvest, Wolves and Wargs to kill, and beehives to burn.

The place of interest here, however, is the Place of Power whose location was previously disclosed. It’s guarded by a Wraith (level 6), but since you’ve defeated a stronger Wraith earlier this should be no trouble. You might want to consider saving before you fight it, as it has a chance to drop Emerald Dust. Getting a dose of this will allow you to upgrade one of your swords (preferably the Silver Sword) and save you 500 or so Crowns in the process. In any event, draw from the Place of Power once you’ve vanquished the Wraith.

Guarded Treasure (level 5)

Head over to the eastern of the two roads that run up through the swamp and… well, run up through the swamp. Along this eastern road you’ll find a “Guarded Treasure” event. You know the drill,several Drowners - or perhaps some Wolves… - are guarding some treasure. Kill them and take what’s yours.

Spoils of War

Continue north-west along the road until you head under a brick arch. After the arch veer off to the north-east and go for a swim to the east to find the “Spoils of War” event. Near a wrecked half of a boat that’s somehow still floating take a dive to find some treasure near the other, less floaty half of the boat.

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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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