The Witcher 3 - No Place Like Home, Till Death Do You Part, Turn and Face the Strange

A guide to every one of the expansion's side-quests.

No Place Like Home

This page covers No Place Like Home, Till Death Do You Part and Turn and Face the Strange. If you're looking for more assistance, our Witcher 3 Blood and Wine walkthrough can help.

Unlocked after defeating the Shaelmaar.

Talk to the majordomo and let him give you a tour of your new home. Once this is done you can come back and talk to him to make improvements to the house and grounds in exchange for money - it's an expensive process and may take you a while to gather the finances to complete the restoration, but each level of refurbishment brings bonuses or provides useful resources. When fully upgraded, sleeping in your bed provides two hours of +1000 Vitality, an hour of 5% combat XP boost, an extra charge for bombs and potions, an an hour of 100% Stamina boost for Roach.

Till Death Do You Part

Given by an NPC in the upstairs room at the Clever Clogs tavern. (You'll pass it on your way to Turn and Face the Strange).

Head to the centre of the cemetery and make your way down the sunken stairs near the four-pillared structure. Head inside and follow the steps down until you run across some grave robbers, and deliver some swift justice (loot the corpses to find a letter that unlocks Treasure Hunt: The Last Exploits of Selina's Gang) then wait until dusk (7-8PM should do). Head back outside, wait for a noise, then head back inside again. Examine everything in the small room to the left and then head back to the lower floors - when you reach the stairs there'll be more noise upstairs, so return to the room and hide in the alcove behind the statue. Listen to the ensuing argument and make a choice which to remove - once you've picked up an urn their spirit will tell you where they'd like to be laid to rest.

  • Take Margot's urn to her resting place in the old cemetery then return to Louis. He's stitched you up, so head to Trentin to collect a replacement reward, the Forged in Fire sword.
  • Take Louis' urn deeper into the catacombs - when you reach the resting place you'll interrupt some grave robbers, so deal with them and then place the urn before returning to collect your reward. She directs you to a house in town, so head for the marker and look for the building with the tree on the sign outside. The door is locked, so head to the left of the building, follow the path round to the right, and then right again round the back. Climb on the barrels and boxes and pull yourself up onto the roof then drop down into the garden. Fight off the killer plants and then examine the ground in front of the roses to collect the Barclay Els and Vampire: Bruxa Gwent cards.

Now return to the original quest-giver for a much more mundane reward.


Our Witcher 3 walkthrough and guide can help you with the main story, including the Wandering in the Dark and Family Matters missions, and eventually, one of several Witcher 3 endings. There's plenty of side content, too, including Witcher 3 Contracts, White Orchard quests, Velen quests, Novigrad quests and Skellige Isles quests. Elsewhere, learn about the best Witcher 3 builds, the best Witcher 3 mods, how to make money in Witcher 3, find Places of Power locations, and learn how to do Witcher 3 crafting and Witcher 3 Alchemy And when you're done with all those - we can help you through expansions with our Hearts of Stone walkthrough and Blood and Wine walkthrough.


Turn and Face the Strange

Unlocked after your first meeting with The Beast.

Head for the marker, and when you arrive examine the grave that's more or less in the centre of the search zone. Look at the lid and body inside then follow the short trail of footprints - you need to examine the start and end of the trail to move the quest along.

Examine the map in your Quest Items inventory then head for the next marker. Swim out to the middle of the river and dive underneath to find a large submerged stone structure - on one side of it is a teleport portal which leads to the inside of the ruins. (There are a few drowners milling around in the water so be careful, and don't forget that when submerged your crossbow is a one-shot-kill weapon.)

Follow the markers through the crumbling interior, and keep an eye open for traps - the moving spikes can do a lot of damage, although it appears that the non-moving ones are perfectly safe to stand on - and be prepared for the statues that spring to life to try and slow your progress. After defeating them head into the next room, explore the area ahead for loot, then return to the first room and drop down the hole in the floor. Examine the bandages in the alcove to the right as you follow the passage, and take a right at the t-junction. Head down the steps, and just through the arch there's an extinguished fire on the ground, next to which you'll find a fragment of the professor's diary.

Read the diary and then climb onto the round boulder and up into the next room. Another statue will attack, so deal with that before heading into the next room. There are four switches in here that you need to shoot with your crossbow: one is on the wall above the far end of the rope that crosses the chasm, one is on the opposite wall, one is just to the right of the locked door, and the other is hidden in the shadows to its left.

In the next room examine the strange rock at the base of the statue and you'll be ambushed by a gargoyle. Once he's defeated loot the body and then use his claw on the strange rock to open three portals and start a maze puzzle.

You'll pass through three sets of portals, each bringing you into a new room with a statue. The statues all face in the direction of the next portal, but you also need to be on the same level as you entered. The first one is simple enough as it's just to the left of the door you entered. In the second room drop down to the lower floor and climb the rocks on the other side to reach the next portal. In the third room follow the balcony round clockwise, jump over the gap, and head through the last portal you can get to.

When you reach the laboratory activate Witcher Sense. To the left is a megascope, but ignore it for now and head for the desk just ahead to the right and grab the crystal from it then move past the desk and turn right to find a second. Take them back to the megascope and watch all five entries. Now grab the book from the desk and read it to learn about giant centipedes, then head back to where you picked up the second crystal. It's a dead end just ahead, but on the right hand side of the passageway is a crystal in a wooden stand - hit it with a blast of Aard to open a new portal, but don't go through it yet.

Apply insectoid oil to your sword, ready any potions you may want, equip Yrden, and make sure you're fully healed and then head through the hole in the wall in the nearby cell to the centipede nest. The Pale Widows aren't particularly strong, but they are a tricky foe to fight - they pop up out of the ground without warning, have ranged poison attacks, and facing more than one at a time is a recipe for hurt.

Roll in and throw down a Yrden trap just to the left of the tunnel exit - with luck the first will emerge in the centre of it and you can take it down without too much bother before dealing with the second. When they're down climb out through the rear of the chamber and deal with the Giant Centipede, then collect the eggs. Use Aard to knock through the cracked stone wall at the end of the tunnel and drop back into the lab. Put the eggs in the back of the contraption, then strip Geralt down to his undies, unequip your swords and crossbow, and step inside to unlock the Mutations system.

Head to the next page for a guide to the quests Wine Wars: Belgaard, Wine Wars: Vermentino/Coronato, Wine Wars: The Deus in the Machina, Wine Wars: Consorting

Other guides:

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About the author

Mat Hall

Mat Hall

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Mat has been playing video games since the late 70s, and hopes one day to be good at them. Still believes the Amiga was the greatest computer ever, and is waiting for the current Windows and console fad to pass.

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