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《巫师3:狂猎》维基

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战斗准备

Localised from this IGN wiki https://www.ign.com/wikis/the-witcher-3

Walkthrough

Warning! This page contains spoilers for The Witcher 3: Wild Hunt. Please proceed with caution if you are not at this quest in the game. Of course, since this is a walkthrough a spoiler warning may be a bit superfluous at this point.

Battle Preparations is a main quest in Skellige and is made up of three smaller quests. The order you complete them does not matter. This walkthrough will go in the order that makes the most narrative sense, which is “The Sunstone,” “Veni Vidi Vigo,” and “Child of the Elder Blood.” You can click on any of those links to jump to that quest. You will also be making a critical decision during this quest. This decision will affect the game's ending.

The Sunstone

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After you complete “Final Preparations” in Novigrad. Head back to the ship and tell Avallac’h that you are all set. The ship sets sail for Skellige. When you arrive, Avallac’h fills the group in on his plan of attack. The first thing you need is an ancient artifact called a Sunstone. No one knows exactly where it is, but Ermion may have an idea. Go off to have a chat with him.


Note- The beginning of this quest varries depending on who sits on the throne in Skellige. This is determined by your efforts or lack thereof to help Crach during your time in Skellige. It all depends if Cerys or Hjalmar or Svanrige is on the throne.
If Cerys or Hjalmar rule- Speak to Crach at the docks and he will point you toward Ermion. He is off arguing with Madman Lugos. When you arrive the argument turns violent. Fight off the madman and his men. Stick with Ermion, so he can help fight them with his magic. Head for the gate. When you escape, talk to Ermion and he will point you toward the men that can help you.
If Svanrige rules- Head up the hill from the docks to Kaer Trolde. Inside the main hall, the king is about to sign a treaty of surrender, under the control of his mother. He comes to his senses and calls for attack! Fight off the Nilfgaardians and speak to Ermion afterward. He will point you toward the men that can help you.

With the information from Ermion, hop on Roach and ride toward Eyvind, who is on a cliff near Arinbjorn. When you arrive, he is looking out into the see for a mythical white whale. Agree to help him look for the whale, so you two may talk. As soon as Eyvind looks away, the whale appears! Quickly try to tell him, or keep the sighting to yourself. Either way he misses the whale. When you ask about the elven ruins, tell Eyvind a white lie and say it is for an adventure novel you are writing. He happily tells you where the ruins are and you may ride off to see Yennefer.

When you return to the harbor, Ciri, Yennefer, and Philippa are all talking. It turns out that Avallac’h may be hiding something from you. Ciri and Yennefer want to snoop around his laboratory. Helping them spy around is the quest “Child of the Elder Blood.” Philippa wants to find the Sunstone and teleports to the ruins opening. You need to meet her there to help find it. Before we find the Sunstone, it’d be best to free the sorceress Fringilla Vigo from Emperor Emhyr’s clutches.

Veni Vidi Vigo

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Change your objective to Veni Vidi Vigo and fast travel to Marlin Coast, which is southwest of Kaer Trolde’s harbor. Swim up the coast toward Emhyr’s fleet. When you are close enough, climb on the shore and meditate until midnight. Under the cover of darkness, swim out to the fleet, being careful to avoid the spotlights.

Dive beneath Emhyr’s ship (it is marked on your map) and come up to the starboard (right-hand) side. Swim to the anchor to trigger a cutscene. Enhyr lets Fringilla go and she teleports you back to Kaer Trolde harbor. This short quest is now over. Now it’s time to actually find the Sunstone.

The Suntone (continued)

Head to the north end of the harbor and hop in a boat. You are going to want to sail along the northern coast on Ard Skellige to find the Elven ruins. There is no specific marker, but there happens to be a boat right next to the ruins. Mark it and set sail. You can also see the location on the map below.

When you arrive at the ruins, talk to Philippa and go inside with her. The two of you chat for a bit, until you enter a wide open room. Kill the four drowners and the siren that attack. When the beasts are down, look toward the right. There is a Place of Power for Igni. Draw power and then head up the stairs and wait for Philippa to make a stoney bridge for you two to cross.

Follow Philippa as she talks about politics into the next room. Switch your Sign to Yrden and fight the Golem. Use Yrden to slow it down and Thunderbolt to increase your strength. Quickly take the Golem down and follow Philippa to a mural of an Elven guard.

Philippa opens a secret door that leads to a room with three mirrors. She lights a magical stone in the ceiling that shines light onto the mirrors. You need to go to each mirror and turn it once. Be careful when you approach them though. Ghosts of the Wild Hunt will attack you. Dodge and use fancy sword play to slay these ghosts, no need for phone calls and vacuums. Once all three mirrors have been turned once, go meet with Philippa.

The two of you find the Sunstone and she leaves you with it. Head out the nearby door and follow the path upwards. Kill any Ghosts of the Wild Hunt you encounter along the way. Before too long, you emerge on the surface on the north side of Ard Skellige. Head to the nearest Fast Travel point in Rogne. Scroll the map all the way to the west to find the Pali Gap Coast. This is where Avallac’h’s laboratory is and where Ciri and Yennefer will be waiting for you.

Child of the Elder Blood

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Yennefer is trying to crack Avallac’h’s magic lock. In doing so, she triggers a security golem. Fight it with the help of Ciri. Between your two blades, the beast falls in no time. Yennefer has opened the door and you two may now look around. Use your Witcher Senese to find any interactive objects. This just bring up small conversation.

It seems that Avallac’h has a strange obsession with Ciri. Follow the hallway down a set of stairs to find a humungous family tree all tied to Ciri. It’s a tad overwhelming. Continue following the hallway into a room at the end. Inside is Avallac’h lover. She is not a fan of Ciri.


At the end of the of your “friendly” chat, Ciri is furious. She wants to ransack the lab. This is the point where you will make the two remaining critical decisions in the game. The first of those is right now with Ciri wanting to destroy the lab. You may either say…

“Go for it.”- Encourage Ciri with a little healthy destruction of property by knocking over a glass bottle. The two of you do some damage. This course of action strengthens Ciri in following her gut and sticking to herself. This choice has a positive effect on the game’s ending.
“Calm down.”- You spend your time calming Ciri down and speaking of her great gifts. You end it by putting Ciri’s ancestor Lara Dorren’s necklace around her neck. This weighs down on Ciri and weakens her resolve. This choice has a negative effect on the game’s ending.

No matter what you choose, the three of you head outside where Ciri says she would like to make a stop in Hindarsfjall to see the boy Skjall, who saved her from the Wild Hunt when she was in Skellige. Yennefer tells Ciri that Skjall is dead. Ciri is distraught and wants to go see Skjall’s grave to pay her respects. This is the final critical decision the game has to offer. You may either say…

“Yeah, I’ll go with you”- Ciri is grateful for your support and the two of you go to complete the short, cutscene quest “Skjall’s Grave.” You remove Skjall’s body from the rotting sheep pit and give him a proper burial, against the locals wishes. Ciri is glad and proud she could give Skjall the respect he deserved. This choice has a positive effect on the game’s ending.
“No time.”- Ciri is sad that you cannot make time to help pay your respects to Skjall. This decision closes off the quest “Skjall’s Grave” and upsets Ciri deeply. This choice has a negative effect on the game’s ending.

When you have left Avallac’h’s laboratory and made your choice about Skjall, head back to Kaer Trolde Harbor and speak to Avallac’h to begin the final battle with the Wild Hunt.


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