- TL;DR
- The Witcher 3 base game has 59 main quests across Prologue, Act 1, Act 2, Act 3, and the Epilogue.
- The best play order is: White Orchard → Velen → Novigrad → Skellige → Kaer Morhen → Isle of Mists → Act 3 → Epilogue.
- Hearts of Stone has 8 main quests. Recommended starting level: 32.
- Blood and Wine has 13 main quests (including branching paths). Recommended starting level: 34.
- Some quests expire permanently after story milestones. The game warns you before points of no return.
- Play Hearts of Stone after the base game. Play Blood and Wine last — it is designed as Geralt’s final chapter.
- Both expansions are now free and included in every copy of the game since The Witcher 3 Remastered launched September 29, 2026.
The Witcher 3: Wild Hunt is a big game. Between the base game and both expansions, there are dozens of main quests spread across multiple regions and three full acts. If you are starting fresh or returning after a break, knowing the correct order makes a real difference — some quests expire permanently, and playing regions out of sequence can leave you underlevelled for difficult fights.
This guide lists every main quest in The Witcher 3 Wild Hunt Remastered in order, including Hearts of Stone and Blood and Wine, with recommended levels and brief notes on what to expect in each section.
If you want to know how long each section takes, see our complete how long to beat guide. For everything that changed in the Remastered version, including the rebuilt skill tree and new combat features, see our Patch 5.0 changes guide.
The Best Play Order — Quick Summary
Before diving into the full quest list, here is the recommended region order for your first playthrough. The game is open world and lets you go anywhere, but following this order keeps you at the right level and preserves the best narrative flow.
- Prologue — White Orchard (Levels 1–4)
- Act 1 — Velen (Levels 5–12)
- Act 1 — Novigrad (Levels 10–16)
- Act 1 — Skellige (Levels 14–20)
- Act 2 — Kaer Morhen (Levels 19–26)
- Act 3 — Final Preparations and Finale (Levels 24–30)
- Epilogue
- Hearts of Stone (Levels 32–38) — after finishing the base game
- Blood and Wine (Levels 34–50) — play this last
You can start Hearts of Stone as early as level 30 during Act 1, but the story makes more sense as a post-game experience. Blood and Wine is explicitly designed as Geralt’s retirement chapter and should always be played last.
Prologue — White Orchard
White Orchard is the tutorial area. It introduces Geralt’s combat, the Witcher senses mechanic, and the core characters — Vesemir and Yennefer. It is short but important. Do not rush through it — every mechanic you learn here carries through the entire game.
- Kaer Morhen — Level 1. The opening tutorial. Geralt and Ciri train in Kaer Morhen before the story begins in earnest.
- Lilac and Gooseberries — Level 1. Geralt and Vesemir ride out to find Yennefer in White Orchard. This is where the main story begins.
- The Beast of White Orchard — Level 3. Geralt is tasked with killing a Griffin terrorizing the village in exchange for information on Yennefer’s location.
- The Incident at White Orchard — Level 2. A brawl at the inn after the Griffin hunt. Short and cannot be skipped.
- Imperial Audience (Royal Audience) — Level 2. Geralt meets Emperor Emhyr var Emreis at Vizima Palace. The full context for the search for Ciri is established here.
Act 1 — Velen
Velen is the largest and most complex section of Act 1. It introduces the Bloody Baron — one of the game’s most acclaimed characters — and the Ladies of the Wood storyline. Multiple quests here are interconnected and your choices have consequences. Do not skip Family Matters. It is one of the best quest chains in the game.
- In Ciri’s Footsteps — Level 5. The main quest thread that runs across all of Act 1. You are following Ciri’s trail across Velen, Novigrad, and Skellige.
- The Nilfgaardian Connection — Level 5. Geralt meets the Nilfgaardian garrison at Crow’s Perch. The trail leads to the Bloody Baron.
- Bloody Baron — Level 6. Geralt strikes a deal with the Baron — find his missing wife and daughter in exchange for information on Ciri.
- Ciri’s Story: The King of the Wolves — Level 5. A playable flashback as Ciri. You experience what happened to her in Velen before Geralt arrived.
- Family Matters — Level 6. The central Velen questline. Geralt investigates what happened to the Baron’s family. Connects directly to the Ladies of the Wood.
- A Princess in Distress — Level 5. Geralt meets the Pellar to track the Baron’s missing wife.
- Ciri’s Story: The Race — Level 5. Another Ciri flashback. Covers events in Velen during her escape from the Wild Hunt.
- Ciri’s Story: Out of the Shadows — Level 5. Ciri’s encounter with the Crones of Crookback Bog.
- Hunting a Witch — Level 5. Geralt seeks out Keira Metz, a sorceress who may know where Ciri went.
- Wandering in the Dark — Level 6. Geralt and Keira descend into elven ruins beneath Velen following Ciri’s trail. A long dungeon quest.
- Ladies of the Wood — Level 6. Geralt investigates the Crones of Crookback Bog. Directly tied to the Baron questline outcome.
- The Whispering Hillock — Level 6. An optional main quest tied to the Ladies of the Wood. Your choice here changes the ending of the Velen arc.
- Ciri’s Story: Fleeing the Bog — Level 5. Ciri’s escape from Crookback Bog after her encounter with the Crones.
- Return to Crookback Bog — Level 6. The final resolution of the Baron’s family storyline. Choices made earlier determine what happens here.
Act 1 — Novigrad
Novigrad is the game’s largest city and the hub of Act 1’s second major quest thread. The goal is to find Dandelion, who was the last person to see Ciri. This involves working through several criminal factions, a high-stakes heist, and rescuing a poet from a very bad situation. Pyres of Novigrad sets up the context for the city’s political situation before you dive into the investigation.
- Pyres of Novigrad — Level 10. Geralt arrives in Novigrad and witnesses the city’s brutal treatment of magic users. He seeks out Triss Merigold to help find Ciri.
- Novigrad Dreaming — Level 7. Geralt finds Corinne, a dreamer who can help track Ciri’s movements through the city.
- Broken Flowers — Level 11. Geralt tracks down Dandelion’s former lovers to piece together where he went and how he connects to Ciri.
- Get Junior — Level 12. Geralt hunts down a crime boss named Whoreson Junior who holds key information.
- Count Reuven’s Treasure — Level 12. Geralt investigates the theft of Dijkstra’s treasury — a quest tied to multiple Novigrad factions.
- A Favor for Radovid — Level 9. Geralt meets King Radovid and takes on an assignment from him. Sets up late-game political choices.
- The Play’s the Thing — Level 11. Geralt helps stage a play to draw out someone connected to Dandelion’s capture.
- A Poet Under Pressure — Level 12. The rescue of Dandelion from captivity. The payoff of the entire Novigrad investigation chain.
Act 1 — Skellige
Skellige is the third major region of Act 1. It is an archipelago loosely inspired by Norse culture and is visually distinct from Velen and Novigrad. The main quests here follow Ciri’s trail to the islands and intersect with a succession crisis among the clans. Do not neglect the Skellige quests — they set up important characters for the game’s finale.
- Destination: Skellige — Level 16. Geralt sails to Skellige following Ciri’s trail to the islands.
- The King is Dead, Long Live the King — Level 16. Geralt arrives during King Bran’s funeral and the beginnings of the succession conflict.
- Echoes of the Past — Level 15. Geralt and Yennefer investigate an island where Ciri was reported to have been.
- Missing Persons — Level 15. The investigation continues as Geralt searches for survivors who may have seen Ciri.
- Nameless — Level 14. A dark quest set on a cursed island. Geralt uncovers what happened to a group of survivors connected to Ciri’s time in Skellige.
- The Calm Before the Storm — Level 16. Geralt and Yennefer prepare for the ritual that may reveal Ciri’s location.
- In Ciri’s Footsteps: Skellige — Ties up the Skellige investigation thread and reveals Ciri’s fate on the island.
Act 2 — Kaer Morhen
Act 2 is the game’s emotional centrepiece. The story converges on Kaer Morhen — Geralt’s home fortress — as the Wild Hunt closes in. This is where every character thread from Act 1 pays off. The Battle of Kaer Morhen is one of the most memorable set pieces in the game. The events of this act directly determine which of the three main endings you receive.
- Ugly Baby — Level 19. Geralt brings Uma to Kaer Morhen. A ritual is performed to break Uma’s curse. The stakes of the Wild Hunt become fully clear.
- Disturbance — Level varies. A short quest during the preparation phase at Kaer Morhen.
- To Bait a Forktail… — Level 19. Eskel and Geralt hunt a Forktail in the valley to gather materials for the ritual.
- The Final Trial — Level 19. Eskel and Geralt venture into the mountains to find the Circle of Elements for the phylactery ritual.
- No Place Like Home — Level 19. A night at Kaer Morhen with Geralt and his companions before the storm hits. One of the warmest quests in the game.
- Va Fail, Elaine — Level 19. The ritual is completed. Ciri is freed. The Wild Hunt arrives.
- The Isle of Mists — Level 17. Geralt travels to a magical island to find Ciri before the Wild Hunt can reach her. A major story milestone.
- Brothers in Arms: Velen — Level 22. Geralt travels to Velen to recruit allies for the defense of Kaer Morhen. Side characters you met in Act 1 can be brought back here depending on prior choices.
- Brothers in Arms: Novigrad — Level 22. Same concept — recruiting allies from Novigrad. Triss and others can be called upon.
- Brothers in Arms: Skellige — Level 22. Recruiting allies from Skellige. Hjalmar and other clan members can join if you completed their quests.
- Brothers in Arms: Nilfgaard — Level 22. A shorter recruitment quest tied to Nilfgaardian allies.
- The Battle of Kaer Morhen — Level 24. The Wild Hunt attacks the fortress. The size of your allied force — determined by the Brothers in Arms quests — affects what happens. Vesemir’s fate is decided here.
- Blood on the Battlefield — Level 20. The aftermath of the battle. A critical choice about Ciri’s future is presented here. This is one of the choices that determines your ending.
Act 3 — Final Preparations and the Finale
Act 3 is the game’s sprint to the finish. Most quests here are short and focused. The goal is assembling everything needed for the final confrontation with the Wild Hunt. Several quests in this act are missable — complete them before triggering the point of no return. The game warns you when that moment approaches.
- Bald Mountain — Level 26. Geralt and Ciri travel to Bald Mountain to confront the Crones and find Imlerith, a general of the Wild Hunt.
- Final Preparations — Level 28. The main hub quest for Act 3. It branches into several simultaneous sub-quests.
- Blindingly Obvious — Level 28. Geralt helps Philippa Eilhart as part of the Final Preparations chain.
- The Great Escape — Level 28. Triss and Geralt break Margarita Laux-Antille out of the Witch Hunter’s prison.
- Payback — Level 28. Ciri settles some personal scores in Novigrad during the preparation phase.
- Through Time and Space — Level 28. Geralt travels through multiple bizarre dimensions with Avallac’h. One of the game’s most visually inventive quests.
- Battle Preparations — Level 28. Another hub quest branching into the Skellige finale missions.
- The Sunstone — Level 28. Geralt finds the Sunstone in Skellige — an artifact needed for the final plan.
- Veni Vidi Vigo — Level 28. Geralt works with Zoltan and Vigo in Skellige as part of the battle preparations.
- Child of the Elder Blood — Level 28. Ciri and Avallac’h deal with a conflict among the Aen Elle elves.
- Skjall’s Grave — Level 28. A short quest tied to a character from Skellige.
- On Thin Ice — Level 30. Geralt and his allies sail to the final confrontation with the Wild Hunt in Skellige. The penultimate quest.
- Tedd Deireadh, The Final Age — Level 30. The final battle with the Wild Hunt. Eredin is confronted. The White Frost becomes the central threat.
- Something Ends, Something Begins — Level 30. The epilogue quest. Three different versions play out depending on your choices throughout the game. This determines Ciri’s fate and Geralt’s future.
Hearts of Stone — All Main Quests in Order
Hearts of Stone is best played after completing the base game’s main story at level 30 or above, though it becomes accessible earlier. The expansion follows Geralt as he becomes entangled in a deal between a cursed warrior named Olgierd von Everec and Gaunter O’Dimm — a mysterious figure with supernatural power over life and death.
You can start Hearts of Stone by accepting a contract at the Seven Cats Inn near Oxenfurt, or by finding the relevant notice board posting in Novigrad after completing A Poet Under Pressure.
- Evil’s Soft First Touches — Level 32. Geralt takes a contract at the Seven Cats Inn and is ambushed. He wakes to find himself trapped in a deal with Gaunter O’Dimm to fulfill three wishes for Olgierd von Everec.
- Dead Man’s Party — Level 33. Geralt fulfills Olgierd’s first wish — give his dissolute brother Vlodimir a night of fun. Vlodimir briefly possesses Geralt’s body, leading to one of the expansion’s most comedic sequences.
- Open Sesame! — Level 34. Olgierd’s second wish — steal Maximilian Borsodi’s house (a small box containing a will) from the Borsodi Brothers’ auction house. Geralt assembles a heist crew.
- Open Sesame: The Safecracker — Level 34. Geralt recruits a safecracker for the heist.
- Open Sesame: Breaking and Entering — Level 34. Geralt scouts the auction house before the heist.
- Open Sesame: Witcher Seasonings — Level 34. Geralt arranges a distraction by lacing the kitchen food supply.
- Scenes From a Marriage — Level 35. Olgierd’s third wish — find the rose Olgierd gave his wife Iris on the day they married. Geralt enters a painted world inside von Everec Estate and relives Iris’s memories.
- Whatsoever a Man Soweth… — Level 36. The finale of Hearts of Stone. Geralt must choose how to handle the contract between Olgierd and Gaunter O’Dimm. A meaningful moral choice determines the expansion’s ending.
Blood and Wine — All Main Quests in Order
Blood and Wine is set entirely in Toussaint, a new region accessible via a notice board posting in Velen or Novigrad after completing A Poet Under Pressure. Recommended starting level is 34, though level 40 or above makes the combat more comfortable. Play this after everything else. It is designed as Geralt’s final chapter.
Note that Blood and Wine has a branching structure in the second half. After certain quests, you choose between two story paths — Syanna’s path and Orianna’s path — which lead to different events and endings. The branching point is noted below.
- Envoys, Wineboys — Level 34. Geralt responds to an appeal from the Duchess of Toussaint and travels to the kingdom. He is immediately tasked with investigating a series of murders linked to the chivalric code.
- The Beast of Toussaint — Level 35. Geralt investigates the murders and attends a tournament at the Tourney Grounds. The mysterious vampire connection begins to emerge.
- Blood Run — Level 36. Geralt pursues the killer through the streets of Beauclair. The Beast is revealed to be a Higher Vampire named Dettlaff.
- La Cage au Fou — Level 39. Geralt and Regis — a reformed vampire and old friend — track Dettlaff. They prepare a potion that can locate him.
- Where Children Toil, Toys Waste Away — Level 42. Geralt investigates the connection between Dettlaff’s target and a strange orphanage in Beauclair.
- Wine is Sacred — Level 42. The investigation leads to a vineyard and a blackmailer with connections to Dettlaff’s past. A nobleman from Cintra becomes the key lead.
- The Man from Cintra — Level 43. Geralt tracks down the man from Cintra. The identity of the person Dettlaff is hunting is revealed.
- Capture the Castle — Level 47. Geralt and allies storm a ruined castle to reach a key figure before Dettlaff does.
- The Night of Long Fangs — Level 47. Dettlaff unleashes his vampire army on Beauclair. Geralt must survive the chaos and find a way to stop him. This is where the story branches.
- Beyond Hill and Dale… — Level 47. Geralt enters the Land of a Thousand Fables — a fairy-tale world hiding a dark secret. Part of Syanna’s path.
- Blood Simple — Level 47. Part of Orianna’s path — an alternate route through the second half of the expansion.
- What Lies Unseen — Level 47. Geralt and Regis approach the Unseen Elder — the most ancient and powerful vampire in Toussaint — to gain leverage over Dettlaff.
- Tesham Mutna — Level 49. The final confrontation with Dettlaff. Depending on your choices, a duel with him is optional but affects the expansion’s ending.
- Pomp and Strange Circumstance — Level 49. The aftermath of the Dettlaff confrontation. Geralt attends a formal ceremony at Beauclair Palace. A final choice determines the tone of the ending.
- The Mandragora / Where the Cat and Wolf Play (Epilogue) — Level 49. The final resolution of Blood and Wine’s story. Geralt returns to Corvo Bianco — his vineyard. The scene that plays out here depends on your choices throughout the expansion and the base game’s ending.
Important Tips for Quest Order
- Some quests expire permanently. The most important cutoff is before the Isle of Mists. The game warns you that certain side quests will fail if you proceed. Save before this point and complete any outstanding Novigrad and Velen content first.
- The Warble of a Smitten Knight in Blood and Wine also expires. This quest becomes unavailable after you trigger Capture the Castle. Do not miss it if you want the associated rewards.
- The Brothers in Arms quests determine your battle strength. The more allies you recruit before The Battle of Kaer Morhen, the better the outcome. Every character whose questline you completed in Act 1 who is still alive can be recruited.
- Blood and Wine’s ending has multiple variations. Whether Syanna lives or dies, whether Dettlaff is killed or spared, and what happens between Anna Henrietta and Syanna are all affected by your choices from The Night of Long Fangs onward.
- The skill reset from Remastered applies to returning players. If you imported a save, all skill points were reset by Patch 5.0. Our best builds guide covers all playstyles to help you rebuild efficiently before you get deep into the quest list.
Where Does Songs of the Past Fit?
Songs of the Past — the third expansion launching in 2027 — will slot in after Blood and Wine. It picks up with Geralt after his retirement in Toussaint and sends him to a brand new region called Letten in northern Redania.
For everything currently known about it, see our Songs of the Past complete guide. It is a separate paid expansion and is not included in Remastered — our Songs of the Past included guide explains exactly what is and is not part of the Remastered package.
Frequently Asked Questions
How many main quests are in The Witcher 3?
The base game has 59 main quests including the four optional Brothers in Arms recruitment quests. Hearts of Stone adds 8 main quests. Blood and Wine adds 13 main quests including its branching path options. The full game with both expansions has around 80 main quests in total.
What is the best quest order in The Witcher 3?
The recommended order is White Orchard, then Velen, then Novigrad, then Skellige, then Kaer Morhen and Act 2, then Act 3 and the finale. After completing the base game, play Hearts of Stone, then Blood and Wine last. This order keeps you at the right level for each region and gives you the best narrative experience.
Do any quests expire in The Witcher 3?
Yes. Several quests expire permanently after story milestones. The most important cutoff is before the Isle of Mists — the game warns you that side quests will fail if you proceed past this point without completing them. In Blood and Wine, The Warble of a Smitten Knight expires after Capture the Castle. Always save before major story triggers.
When should I start Hearts of Stone?
Hearts of Stone is recommended at level 32 or above. You can start it as early as level 30 during Act 1, but the expansion is best experienced after completing the base game’s main story so the narrative feels like a proper extension rather than an interruption.
When should I start Blood and Wine?
Blood and Wine should always be played last. It is designed as Geralt’s retirement chapter and works best with the full weight of the base game and Hearts of Stone behind it. The recommended starting level is 34, though level 40 or above makes the combat more comfortable. The expansion becomes accessible via a notice board posting in Velen or Novigrad.
Does quest order affect the ending of The Witcher 3?
Yes, indirectly. The ending is determined by specific choices made during the main story — particularly around Ciri — and by how many allies you recruit before the Battle of Kaer Morhen. Completing the Brothers in Arms quests and supporting Ciri’s confidence throughout the story are the most important factors for reaching the best ending.
Does Blood and Wine have multiple endings?
Yes. Blood and Wine has multiple ending variations based on choices made during The Night of Long Fangs and afterward. Whether Syanna and Anna Henrietta reconcile, whether Dettlaff is killed or spared, and the final state of Corvo Bianco all vary depending on decisions made throughout the expansion.