Wither 3’s Blood and Wine is the massive expansion to the game, taking Geralt to a Franch and Italian like region of the world, where he gets involved with monsters, wine wars, and Vineyards, and Chivalric values. Most of this takes place through the course of the main story, however, there’s plenty of side plots to get your hands on. Here’s a closer look at how to start the Witcher 3’s Blood and Wine main and side missions lists and how to get started with the DLC.
Suggested Level |
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34 |
Important Items in this Area |
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Summons from Duchess Anna Henrietta |
Drawing of the Beast of Toussaint x3 |
How to Start Blood and Wine in Witcher 3¶
You can start this quest by searching Notice Boards across Velen for the notice Appeal to Sir Geralt of Rivia, the Bridge his Crest. This notice will only appear after completing the quest [Poet Under Pressure]. Alternatively, you can opt to start a new Blood and Wine only playthrough via the main menu.
We recommend you start this DLC after completing the main questline for The Witcher 3 (and preferably Hearts of Stone, if possible), as you’ll likely end up with a higher level, better gear (including Gwent cards) and more resources. It’ll definitely help, but isn’t strictly necessary.
Blood and Wine Main Story Quest List¶
Once you have started the main story of Blood and Wine and arrived in Toussaint, there’s plenty more content to look into. There’s quite a few main story quests, some of which are umbrella quests, with plenty of more side content to take part in. Here’s the list of the Blood and Wine Main Story Quests:
- Envoys, Wineboys
- The Beat of Toussaint
- Blood Run
- La Cage au Fau
- Where Children Toll, Toys Waste Away
- Wine is Sacred
- The Man from Cintra
- Capture the Castle
- The Night of Long Fangs
- Beyond Hill and Dale
- Blood Simple
- That Lies Unseen
- Tesham Mutna
- Pomp and Strange Circumstances
- Burlap is the New Stripe
- Be it Ever So Humble
Note, some of these quests are umbrella quests, and are relatively short.
The list is somewhat in an order presented by its level range, and roughly when you naturally come across these quests while playing the game.
Secondary Quests in Blood and Wine¶
- A Knight’s Tale
- Big Feet To Fill
- Equine Phantome
- Extreme Cosplay
- Father Knows Worst
- Fists of Fury: Toussant
- Goodness Gracious Great balls of Granite
- Hunger Game
- Knight for Hire
- Master
- Mutual of Beauclair’s Wild Kingdom
- Never Fear Skellige’s here
- No Place Like Home
- Paperchase
- Perks of being a Jailbird
- Raging Wolf
- There can be only one
- Til Death Do You Part
- Turn and Face the Strange
- Turn, Turn Tournament
- Warble of a Smitten Knight
- Wine Wars Belgaard
- Wine Wars Belgaard 2
- Wine Wars Coronata
- Wine Wars Deus in the Machina
- Wine Wars Vermentino
Wither Contracts in Blood and Wine¶
- Big Game Hunter
- Bouvine Blues
- Feet as Cold as Ice
- Tufo Monster
- Vintner’s Contract (more undiscovered locations than witcher contracts, but behave similarly)
Treasure Hunts in Blood and Wine¶
- Grandmaster Griffin
- Manticore
- Ursine
- Wolven
All Grandmaster scavenger hunts start at the Lazare Workshop.
Meet the Knights from Toussaint in Holloway¶
When you’re ready to get started, make your way to the Stonecutter’s Settlement signpost, which, in case you forgot, can be found in Velen, southwest of Oxenfurt, east of the Hanged Man’s Tree signpost.
If you visited this village earlier in the game, you’ll notice that there are somewhat fewer Redanian soldiers lurking around now. Feel free to take advantage of the situation and loot the various containers around, but you’ll mostly find garbage within. After you’re done pilfering the pitiful possessions of the impoverished peasants, enter the house indicated by the quest marker (southeast of the signpost) to meet some old friends from down south: Milton de Peyrac-Peyran and Palmerin de Launfal. Alternatively, you may find the knights standing outside, promising a group of peasants to rid them of the bandit menace - a task the peasants don’t seem to favor very much. In this case, you need merely approach the gathering to enter into a conversation with the knights.
Chivalry is clearly not dead in the south, and neither is elaborate, fancy armor, it seems. They’ll promise to explain why they posted the notice that lured you here after they express their knightly virtues. Respond to their knightly inclinations as you wish: if you say “Lemme help you with the bandits.” you’ll wait until morning for some Bandits (level thirty-five) to arrive, led by one “Zorg”. Palmerin’s admonitions fall on deaf ears, however, and a fight inevitably breaks out, which shouldn’t be the least bit challenging, considering you have two strong knights at your side. Alternatively, if you tell them “Get rid of these bandits, worse ones’ll come in to replace them.” to hit the idealistic knights with some harsh truth about the state of affairs in the north, which will make them abandon the adventure and proceed to the matter at hand.
After you defeat the Bandits (or talked the knights out of the encounter) they’ll read a heavily paraphrased request from Duchess Anna Henrietta, imploring you to come slay a beast that’s been troubling the nobility. On the eve of a tourney, no less! Lands and riches are promised, and all in all, it’s a pretty enticing offer - almost desperate, really. Ask some questions about the beast and the upcoming tourney, then, if you fought the Bandits, tell the knights you “need to think about it” so you have an excuse to go loot them. At this level, even mundane arms and armor should fetch a decent price, and if there’s one thing you’re going to need in Toussaint, it’s gold. You can also loot the house they knights were staying in to obtain the three Drawing of the beast of Toussaint notes. When you’re ready to leave the troubles and gloom of the north behind, accept their overly-generous contract.
The walkthrough will continue with The Beast of Toussaint.
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