STORY 22 - Brothers In Arms: Velen
Recommended Level: 22
Objective: Talk to Keira Metz
Fast travel back to Velen and locate Keira Metz to begin.
The Magic Lamp
Recommended Level: 6
Location/ Obtained from: Talking to Keira at the end of story quest 05 - wandering in the dark
Objective: Follow Keira
In the elven ruins (found in story quest 05 - Wandering in the dark) Keira will ask that you help her locate a magic lamp hidden nearby. Accompany her down the dark passage into a room with four stone statues lining the walls and a blocked doorway.
Objective: Search the room using your witcher senses
Examine the door between the statues to find an inscription:
The first to light his fire dared not march on the end
The second, by the first, played a woeful lament
The third kept close to his faithful beast
The fourth marched not beside the first, yet like the second, played a tune
The inscription is to help you figure out in which order the braziers in front of the statues should be lit. Just a hint for those trying to figure it out, the first statue shouldn't have an instrument or animal (as both instruments statues are mentioned later as well as the statue with an animal).
Objective: Light the braziers in the correct order
Note: Lighting the braziers in the wrong order will spawn a couple of wraiths that attack you each time.
The correct order to light the braziers in (looking towards the door) is: Close right of door, close left of door, far right of door, far left of door. When the final brazier is lit, the stone door will grind aside allowing you access to the laboratory.
Objective: Look for the lamp in the mage's laboratory using your witcher senses
Walk over to the stone slab covered in candles ahead of you to trigger a scene where Keira finds the lamp.
Note: After the scene, climb the ledges on the side of the room to find a place of power you can draw from for an ability point.
Objective: Find an exit leading to the surface
Leave via the way you came and take the door to the South to arrive at an illusory wall. Use your 'eye' to clear the path and exit the ruins. As you walk outside, Keira will thank you for your help and invite you to see her at her shack.
An Invitation From Keira Metz
Recommended Level: 6
Location/ Obtained from: After obtaining the magic lamp in sidequest - the magic lamp
When you arrive at Keira's hut, you'll find her using the magic lamp to converse with a spirit. Ask her about her request to begin. During the scene, she'll hand over the lamp and a magic communicator and ask you to investigate a nearby island. Yep, that's it for this quest.
A Towerful Of Mice
Recommended Level: 6
Location/ Obtained from: After talking to Keira at the end of sidequest - An invitation from Keira Metz
Objective: Find a way to get to Fyke Isle
Now that you have the lamp, you'll need to head for the island. Examine the map of Velen to find the marker for the island, then look at the edges of the lake surrounding it for a boat icon. This is Keira's boat and you can use it to cross the water to the isle or simply swim across (or fast-travel there if you have already explored it).
Optional Objective: Use Keira's boat to reach Fyke Isle
Hop in the boat and sail it across the lake to the isle
Objective: Head towards the tower
Ahead of you, will be the stone tower. Cross the grounds and climb up the stairs to enter it, listening to Keira with your magic communicator.
Optional Objective: Use the magic lamp to find ghosts
As you explore the tower, you will find green distortions in the air that signify a spot you can use the magic lamp. Press RB to use the quest item and light up these spots to find out information on what happened in the tower and gain experience for each one you find.
Objective: Explore the tower
Despite the creepy atmosphere, there are no enemies here (just a ton of mice) so make your way up through the levels of the tower towards the top floors. Grab whatever loot you wish and examine the ghosts you wish until you get close to the top level. When you do, Keira will inform you of a laboratory at the top of the tower you will need to find.
Objective: Find the mage Alexander's laboratory
When you reach the top floor, you'll find it doesn't look much like a laboratory. Using your witcher senses on the floor, you will spot scrape marks on the ground showing a secret door. Pull both the nearby levers so they are facing down to open the secret door.
Objective: Use Keira's lamp to investigate Alexander's laboratory
In the corner of the hidden room, you'll find another distortion. Use your lamp to reveal the ghost waiting there to trigger a scene with the lady of the tower. During the discussion you will find out what happened to her and listen to her request for help. Observant players will have found the fresh corpse in the tower and already be suspicious of something being amiss, but the choice is yours.
Fine - Triggers option one path: Help Annabelle
Not sure I trust you - Triggers option two path: Fight Annabelle
OPTION ONE: Help Annabelle
Objective: Take Annabelle to Graham
Exit the tower and cross the lake to find Graham's hut on the shoreline. When you arrive, you'll find him unreceptive to guests but he will open the door when you speak. Watch the scene play out to hand over the bones.
Objective: Investigate what happened
A few steps away from the hut, you'll hear a horrified scream. Return to the hut to see Annabelle the pesta hovering over Graham's corpse before she vanishes. Turns out doing this only released her from the tower.
Option Results: This means Annabelle terrorizes the countryside causing illness and plague (cutscene only, no in-game impact).
Note: Option one rejoins the main sidequest thread after this point.
OPTION TWO: Fight Annabelle
If you take this path, you'll need to fight Annabelle a couple of times on your way out of the tower (you won't be able to kill her though, just force her to vanish).
Objective: Talk to Graham about Annabelle
Exit the tower and cross the lake to find Graham's hut on the shoreline. When you arrive, you'll find him unreceptive to guests but he will open the door when you speak. After hearing about what happened on the island, Geralt will convice Graham to return with him to the island to try and placate Annabelle's ghost.
Objective: Take Graham to Annabelle
Return to the tower, as you enter the lowest floor three wraiths will spawn in the room. Use quen to protect yourself from their back attacks and/ or yrden to force them to materialize. After slashing your way through. At the top of the tower, you'll be able to see the two lovers 'embrace,' and the curse will be lifted. Hell of a looker isn't she?
Option Results: Annabelle will be at rest and not haunt the tower any longer
Note: Option two rejoins the main sidequest thread here
Objective: Tell Keira you've lifted the curse on Fyke Isle
Fast-travel back to Keira's hut to give her the good news (or use the magic communicator) to conclude the sidequest, and obtain another one from her.
A Favor For A Friend
Recommended Level: 6
Location/ Obtained from: Returning to Keira Metz after completing sidequest - A towerful of mice
Objective: Find the ingredients from the missing transport using your witcher senses
When you arrive at the large yellow search area, you will likely run into a few drowners you will have to deal with before the area is clear for you to investigate. The key thing to look at is the wagon trail on the muddy path (which can be found next to the fast-travel sign). Follow them South along the muddy track to spot where they veer off the trail into the scrub.
At the end of the wagon trail, you'll find the remains of the wagon. Examine the puddle of blood next to it and follow it. You'll run into a rotfiend on the way that you'll need to dispatch before continuing. Continue following the trail until you reach the body of the unlucky merchant leaning against a nearby tree. Take the letter from his body and return to the remains of the wagon. Look underneath with your witcher senses to find a box which hold the items you are looking for.
Objective: Bring the ingredients to Keira
Objective: Race Keira to the meadow
Objective: Find Keira using your witcher senses
Fast travel back to the cottage and talk to Keira to trigger a long scene and spend a lovely evening with the sorceress (seriously, if you have trouble during this sequence, how did you get this far in the game?). In the morning, you'll have finished the quest and gotten a new one, the final one in this quest chain.
For The Advancement Of Learning
Recommended Level: 8
Location/ Obtained from: After completing sidequest - A favor for a friend
Objective: Find out what Keira's doing in the tower on Fyke Isle
After Keira's suspicious vanishing act, Geralt will assume she went to Fyke Island to visit the tower. Fast travel back to the isle and approach the tower to trigger a scene. During the dialogue, you can determine the outcome for Keira: If she takes the notes as a bargaining chip or joins Geralt and the other witchers at Kaer Morhen.
Results: Convincing her to join you at Kaer Morhen and hand over the notes results in her falling in love (with someone else) and living happily.
Results: Failing to convince her to hand over the notes ... (Not yet completed).
Either way, afterwards the quest will end. This finishes off the quest chain. She should automatically depart for Kaer Morhen once the scene is over.