Witchers are well known for being emotionless, efficient killers, habitually itinerant and willing to do dirty work for money. In the eyes of opportunistic ne’er-do-wells, there’s no reason for such dangerous mutants to subsist solely on monsters, and much advantage and profit to be made by securing the assistance of a Witcher. This page will provide a walkthrough for the secondary quest A Walk on the Waterfront in The Witcher 3: Wild Hunt.
Quest Objectives¶
Quick Search |
---|
Starting A Walk on the Waterfront |
Escort Ginter de Lavirac Along the Waterfront |
Help Ginter de Lavirac Negotiate |
Starting A Walk on the Waterfront¶
One of several secondary quests you can find in the Novigrad Docks district of Novigrad, which is the crescent-shaped western half of Novigrad’s southernmost island. Specifically, you’ll find this quest east of the Novigrad Docks signpost; a trio of ne’er-do-wells will be harassing a well-dressed man along the side of the street, and if you don’t intervene they’ll eventually kill him. Leaving will also cause the quest to resolve itself in your absence. Approach the group and say “Leave him alone.” and you’ll find yourself fighting three Bandits (Lv10) alongside your newfound friend Ginter de Lavirac.
After slaying the Bandits, the man you saved will talk to you and ask if, in the light of your prowess and willingness to intervene on behalf of a stranger in need you wish to turn this into a paying gig. Say whatever you want the first time you get a chance to respond, then pick “Fine. I’ll help you.” to start the quest.
Escort Ginter de Lavirac Along the Waterfront¶
Unlike many secondary or freeform quests in this part of Novigrad, there’s a bit of substance to A Walk on the Waterfront. Agree to assist Ginter de Lavirac and you’ll find yourself going on a totally innocent stroll west along the waterfront. Naturally, Ginter wouldn’t have hired a Witcher if he didn’t suspect he’d need one, and sure enough you’ll find yourselves under attacked by several Bandits (Lv10), where you’ll quickly make an unfortunate discovery: Ginter de Lavirac has no sense of self preservation whatsoever. He’s got a health bar and you’ll need to keep him alive en route to his destination, and he won’t make this easy on you. Not only is he fairly incompetent in combat, but he’ll make no effort to keep himself out of danger, so you’ve just got to fight as aggressively as possible.
Don’t be shy about using potions - Thunderbolt and Tawny Owl will both serve you well. In the case of Tawny Owl, it’ll increase your Stamina regeneration, which will allow you to use signs more often, and you’ll have to forgo the safety of Quen to facilitate your offense. Igni is an obvious way to go about this, but once again Ginter de Lavirac will help facilitate his own demise by potentially attacking burning foes, ending the debuff. In light of that, Axii might be the better call, as it may allow you to perform coup de graces and one-shot the afflicted enemy. This is all RNG and Ginter de Lavirac may botch this too by striking Axii’d enemies, but with a little luck you’ll thin the herd fast enough to limit the damage your ward sustains. Endeavor to save before each encounter and if Ginter de Lavirac takes too much damage - say over 50% of his health - you might want to reload.
Defeat the first batch of enemies, then continue escorting Ginter de Lavirac down the street to the west. Save when you approach a wooden balcony, as more Bandits (Lv10-12) will attack as you pass underneath. This encounter is a bit easier than the last, as the structure around you creates a bottleneck - use the evergreen strong attack and dodge combo to whittle down the enemies, which includes a two-handed maul wielder who is ill-equipped to resist your onslaught. Ginter de Lavirac is as much of a dumb liability as he ever was, but he’ll likely end up knocked down by his foes, which will keep him safe for a little while. Slaughter your foes and if Ginter de Lavirac is still alive afterwards you’re golden.
Help Ginter de Lavirac Negotiate¶
After you cut your way through the second mob of Bandits you’ll finally reach your destination. Say whatever you wish the first time you get a chance to respond, after which you’ll get two options: If you say “Wrong.” you’ll abandon Ginter de Lavirac during his negotiations and the thug he was dealing with will be quite pleased, giving you a token reward in Ginter’s stead, while if you say “Right.” you’ll stay loyal and help Ginter achieve the desired outcome during negotiations. Either way you’ll earn 50 EXP and 10 Crowns. That’s right. Ten measly Crowns for murdering numerous Bandits and helping Ginter de Lavirac score hundreds of extra Crowns selling fisstech.
No Comments