The Witcher locations

The major locations in the game are as follows: Kaer Morhen, the Outskirts, the Temple Quarter, the Trade Quarter, the Lakeside / Murky Waters, Old Vizima, the Swamp Cemetery, and the Old Manor.


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General types of locations
These kinds of places are found in each of the Acts of the game and a general treatment already exists:
 * Circles of Elements
 * Inns and taverns
 * Markets
 * Places of Power

Kaer Morhen

 * Courtyard
 * Ground floor (1st floor for North Americans)
 * Kitchen
 * Dining hall
 * First floor (2nd floor for North Americans)
 * Evening hall
 * Library
 * Armory
 * West hall
 * Triss' room
 * Witchers' laboratory

Outskirts of Vizima

 * Cave under the city walls
 * Crypt in the Outskirts
 * Eternal Fire shrines
 * Inn
 * Old Mill
 * Salamandra hideout in the Outskirts
 * Southern cave in the Outskirts

Main village

 * Town center
 * Church
 * Reverend's house
 * Vesna's house

Private homes These are private homes outside the main village
 * Abigail's house
 * Haren Brogg's house
 * Odo's house

Gates

 * Maribor Gate, locked
 * Merchants' Gate, locked
 * Miller's Gate, locked until the end of the Act

Temple Quarter of Vizima

 * Angus' house
 * Armorer of the Order
 * Cemetery crypt
 * Detective's house
 * Dungeon
 * Herbalist's house
 * haunted house, where the very old wine is as well as the wraiths Coleman needs killed
 * Merchant Street
 * Shani's house
 * Order outpost
 * Sewers
 * Lionhead Spider Cultists' lair
 * Crypt
 * St. Lebioda's Hospital
 * Altar of Melitele
 * Thaler's place
 * Vizima cemetery

Nonhuman district

 * Dwarven Blacksmith shop
 * Dwarven Blacksmith's house, where the half-elf Geralt saves in A Ghost Story is staying
 * Kalkstein's place
 * Vivaldi's place

Slums

 * Eager Thighs Brothel
 * Hairy Bear Inn
 * Ramsmeat's place
 * house where the thug who sends Geralt into a trap in A Ghost Story lives
 * "haunted" house where the ambush takes place
 * warehouse where Vincent leaves Geralt to deal with Salamandra

Gates

 * Merchants' Gate, not specifically identified and locked
 * Gate to the dike
 * Gate to the Trade Quarter, locked
 * North Gate, locked

Swamp

 * Brickmakers' quarry
 * Vodyanoi altar
 * Brickmakers' village
 * Vaska's hut
 * Druids' grove
 * Golem Burial Grounds
 * Gramps' hut
 * the landing
 * Lumberjacks' glade
 * Mage's tower, locked until the very end of Act II
 * Scoia'tael encampment
 * Swamp cave
 * Wyvern Island

Trade Quarter of Vizima

 * Cemetery, new entrance available
 * Gamblers' Den
 * Guardhouse
 * Herbalist's house
 * House of the Queen of the Night
 * John Natalis Square
 * Triss' house
 * Marketplace
 * Salt Square
 * Tanners Square
 * Radovid's hideout
 * New Narakort Inn
 * Rozalind Pankiera's house (the girl with Dandelion's lute)
 * Salamandra hideout
 * Town hall
 * Vivaldi and Sons Bank
 * the Workshop

Gates

 * Cemetery Gates
 * Maribor Gate, locked
 * Miller's Gate, locked
 * Gate to the Temple Quarter

Temple Quarter of Vizima

 * all locations accessible in Act II
 * Cloister, not that you enter yet, but it features as a location
 * Nonhuman district, new location accessible within
 * house where Alvin is being held after he is kidnapped
 * Sewers new locations accessible within
 * Elven ruins
 * Salamandra hideout

Swamp

 * all locations accessible in Act II
 * Salamandra encampment

Other

 * Salamandra base

Black Tern Island

 * Altar of Dagon

Fields

 * Crypt in the Fields
 * Druids' circle
 * the Hermit's hut
 * Kurgans
 * Old Farm
 * Raspberry patch (also called Hanged Man's tree)
 * Ruined mill

Lakeside

 * Elven Cave
 * Fisher King's hut
 * Lady of the Lake's Altar
 * Crypt at the Lakeside

Murky Waters
Village Just outside the village
 * Adam's house
 * Alina's house
 * Baker's house
 * Blacksmith's house
 * Celina's house
 * Tobias, the village chief's, house
 * Bridge to the Fields
 * Country Inn
 * Healer's hut
 * Riverbank
 * Ruins

Swamp Cemetery

 * Ancient crypts
 * Cemetery Island
 * Striga's crypt
 * Old Mine
 * Raven's crypt
 * Refugees' caves
 * Druids' cave

Old Manor

 * Old Manor
 * Old Manor catacombs

Old Vizima

 * Field hospital
 * Kalkstein's laboratory
 * the makeshift forge
 * the Executioner's tower
 * the Solitary tower
 * the Order command post
 * hte Scoia'tael hideout
 * the fences' hangout
 * the Breach in the wall

Vizima Dike

 * Gate to Old Vizima, locked except to enter at the beginning of the Act
 * Gate to New Vizima, locked

Temple Quarter of Vizima

 * Cloister
 * Safe house
 * Sewers
 * Zeugl's lair

Icy Plains
Not so much a "physical" location, but a dreamspace.

Mentioned-only

 * Brokilon
 * Dol Blathanna
 * Mahakam
 * Northern Kingdoms
 * Kaedwen
 * Redania
 * Blaviken
 * Novigrad
 * Temeria
 * Maribor
 * Vizima
 * Nilfgaard
 * Zerrikania
 * Metinna

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