Important Items in this Area |
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Simple Cage Key |
Bandit’s Notes |
Enhanced Feline Silver Sword¶
Fast-travel to the “Oxenfurt Gate” signpost on the eastern edge of Novigrad and from there cross the bridge south-west back into Novigrad. From the gate head south-west and climb up a stone ledge and continue past some small barren trees and a green bush to find a ladder hiding behind the latter. Scale the ladder and head into a house, climb some stairs and search a chest along the southern wall to find the “Diagram: Enhanced Feline Silver Sword” . Only two more pieces of Enhanced gear left to get. If you can make either of the Cat swords, and doing so would benefit you, consider doing so now, especially if you didn’t bother to craft the Enhance Griffin Swords earlier, for whatever reason.
Now it’s time for a long, boring trek. Fast-travel to the “Herbalist’s Hut” signpost (east of Oxenfurt) and follow the road south-west until it reaches the river, and consequentially, a bunch of other roads running south-east. Your goal is to follow the coastal road south through the countryside, past the bridge leading to Oxenfurt’s smaller, eastern island, and down the main road running south until you reach a house to the east of the road, about equal with the southern end of Oxenfurt’s largest island. Outside this house you’ll find a Peasant waiting for a wandering Witcher to offer aid. Talk to him and he’ll claim a “Woodland Spook” stole his horse. Agree to help him to start the quest “Spooked Mare” .
Find a ladder behind some bushes (left) then climb into a building to find a chest, wherein you’ll find the Diagram: Feline Silver Sword (right).
Spooked Mare (Level 12)¶
Activate your Witcher Senses to find some hoof prints on the road leading south-east. Follow them and they’ll veer into the wilderness to the east, then terminate at a pond, albeit temporarily. Cross the pond and continue following the tracks to the south-east until you come to a Scoia’tael camp.
Tell the Squirrel who accosts you that you’re taking the horse back and he’ll threaten violence. Either pick a fight, pay 100 Crowns for the horse, or use the Axii Sign to get the mare back. Or, of course, you can just let the Scoia’tael keep the horse, but all this does is willingly fail the quest. Once you have the horse (mount the gray one), ride the horse back to the enclosure near its owner’s house, dismount, and talk to the peasant to claim your meager reward.
Objective | Reward |
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For using Axii on the Scoia’tael | 40 XP |
For killing the Scoia’tael | 25 XP |
For finding hte mare | 25 XP |
For bringing the mare back to its owner | 25 XP / 20 Crowns |
Activate your Witcher Senses and follow the stolen horse’s hoof prints (left. They’ll lead you to the culprits, who, while not human, aren’t quite worthy of the title “woodland spooks” (right).
Bandit Camp (Level 9)¶
From the peasant’s house continue following the road south-east until you find the “Crossroads” signpost. Another one, anyways. You’re a bit past your goal now, but why not discover this signpost for future ease of travel? From here continue south-east to find a Bandit Camp. Kill the Deserters (level nine), then loot the chests they were guarding. One is on the ground near a wagon, and another is in the back of a wagon.
Person(s) in Distress (Level 9)¶
Backtrack north-west to the Crossroads signpost and keep following the road north-west until you reach a fork going east, then north-east. Follow this road north-east until you find another fork, at which point follow another road south-east, then south to find a “Person(s) in Distress” event. Kill several Bandits (level nine) and loot the Bandit Leader for a “Simple Cage Key” , then free the Scoia’tael merchant, who will head back to his camp, which is along the road a ways to the south. Once done, loot the chests nearby, then grab the “Bandit’s Notes” on a bench.
Objective | Reward |
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For freeing the Scoia’tael Merchant | 150 XP |
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