Witcher 3 How to Travel Back to Kaer Morhen

The story of the Witcher 3: Wild Hunt begins in the guest room of the fortress of Kaer Morhen — it was home to one of the six Witcher schools and was called School of the Wolf. After the story scene of communication between Yennefer and Geralt, you will begin your acquaintance with the game management and complete the first tasks.

Objectives

  • Use your Witcher Senses to find the key to the bedroom door.
  • Go to the lower level.
  • Talk to Ciri.
  • Join Ciri in a run along the ramparts down to the lower courtyard.
  • Draw your sword.
  • Aim at Vesemir and mark him as your target.
  • Perform a series of fast attacks.
  • Perform a series of strong attacks.
  • Perform a series of dodges.
  • Roll out of the way of Vesemir's blows.
  • Perform a series of blocks.
  • Perform a series of counterattacks.
  • Apply the Quen sign.
  • Apply the Igni sign.
  • Apply the Aard sign.
  • Apply the Axii sign.
  • Apply the Yrden sign.
  • Drop the bomb.
  • Stand on the marked place.
  • Throw a bomb at the dummy.
  • Remove the sword.

Walkthrough

This is a training quest in which you have to learn how to manage the basic technique of Geralt. There will be no additional preparations and no dangers in this quest.

Use your Witcher Senses to find the key to the bedroom door

As soon as the control of Geralt has passed to the player, you are given the first task — find the key to the bedroom using the witcher's sense. The key lies on the table, on an open book near a large candlestick. In addition to the key, the room contains Yennefer's clothes, her perfume, a box with silver and a vase with drunk juice. You can also enter into a dialogue with the sorceress herself, but for any choice of your answer in the dialogue, she invariably sends you to practice with Vesemir and Ciri.

Use your Witcher Senses to find the key to the bedroom door

Go to the lower level

After you go down, you will see the old witcher Vesemir sleeping, and a very young Ciri instead of reading literature alone trains with a pendulum. Your choice in the dialogs will not affect the game's storyline.

Talk to Ciri

After a short conversation with Vesemir, Geralt goes down to Ciri and points out her mistakes with displeasure. After admitting that she was wrong, Ciri suggests that Geralt descend into the courtyard along the walls of the fortress. You can skip this moment of the game, it is only needed to learn how to control the witcher in dynamics.

Join Ciri in a run along the ramparts down to the lower courtyard.

Your task is just to run to the courtyard of the fortress, but be careful when jumping, you can not calculate the strength and fly outside the fortress or crash when falling from a height. In the courtyard Geralt meets Vesemir in the company of two other witchers Lambert and Eskel. After a brief dialogue with Ciri and Vesemir, Vesemir asks whether to start sparring immediately or repeat the basics? The choice is yours, if you are a beginner — it is better to start with the basics.

Draw your sword

The sword can be reached by pressing the «1» key on the keyboard.

Aim at Vesemir and mark him as your target

Geralt can focus on a specific goal using the «Z» key on the keyboard. At the same time, near the life bar of your goal, a yellow light will appear, and it will point you to your current goal.

Perform a series of fast attacks

You need to perform a series of quick strikes — the left mouse button (LMB).

Perform a series of strong attacks

Powerful blows are applied using the «Shift» key and LMB.

Perform a series of dodges

You can dodges blows using the «Alt» key and the direction keys (W, A, S, D).

Roll out of the way of Vesemir's blows

A somersault is done similarly to dodging, but using the «Space» key instead of the «Alt» key».

Perform a series of blocks

You can block a blow with the right mouse button (RMB).

Perform a series of counterattacks

To perform a counterattack you need to press the RMB just before the enemy attacks.

Witcher's signs

Next you will need to put on yourself or Vesemir witcher signs. This is a very important skill of witchers and knowing when and how to apply a particular sign is very important. You can quickly change the selection of the active sign using the mouse wheel or hold down the «Tab» key».

Apply the Quen sign.

Sign of Quen — magic based on the element of earth. Creates a shield that absorbs a large amount of damage, and at the proper level of talent-also deals damage to the attacker. However, a witcher under the Quen dome can be knocked down, stunned, or otherwise damaged. Choose a sign and cast it on yourself, Vesemir will show you how It works.

Apply the Igni sign

Sign of Igni — magic based on the element of fire. The sign spews a wave or stream of fire from the witcher's fingers. It can be used both in combat and in everyday life, for example, for lighting a fire.

Apply the Aard sign

Aard sign — magic based on the element of air. One of the most useful signs. This is a charge of telekinetic energy that can knock down, stun or disarm an opponent, or destroy an obstacle.

Apply the Axii sign

Sign of Axi — magic based on the element of water. The sign has a psychotropic effect, very useful in dialogues. It affects a great many creatures, except those with a strong will. In communication, it allows you to get the necessary information from a taciturn interlocutor, and in battle for some time to attract the enemy to your side.

Apply the Yrden sign

Sign Irden — magic based on the fifth element, the essence of magic. Creates a field of powerful magical attraction, paralyzing and immobilizing the target. However, the heavier the target, the easier it is to break out of the field. With the proper level of talent, it can cause paralyzing pain or blindness in the opponent.

Drop the bomb

Press the «Tab» key and select «Training bomb». You need to throw it into Vesemir using the mouse wheel.

Stand on the marked place

Next, you will see a marked place, stand there and select «Training bomb» again. Hold the mouse wheel and throw the bomb into the dummy.

Remove the sword

After that, the sparring with Vesemir will begin. to finish it, simply remove the sword by pressing the «1» key»

At the end of the sparring, the story video starts. Ciri knocks the dummy's helmet out of the courtyard and and having gone to look for it — disappears. The Wild Hunt ship appears and Geralt wakes up in the company of Vesemir, who is sitting near the fire. It was just a dream and then you need to make a decision whether to tell vesemir about It or not. After that, the conversation turns about meeting with Yennefer, which did not take place because of the nilfgaardian attack. After a conversation with Vesemir, you are attacked by a flock of ghouls and the story task «Lilac and Gooseberries» begins.

The training is over and the game begins.

Witcher 3 How to Travel Back to Kaer Morhen

Source: https://witcher.help/en/the-witcher-3/the-basics/kaer-morhen-tutorial

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