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The Witcher 3: Wild Hunt
Strategy Guide

Author(s): Nathan Garvin (Haeravon)
First Published: 24-06-2015 / 00:00 GMT
Last Updated: 18-03-2018 / 11:53 GMT
Version: 1.03 (????) 20-09-2018 / 21:16 GMT

The Witcher 3: Wild Hunt Strategy Guide Download PDF

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Unfinished Business

Unfinished Business

Novigrad - Doors Slamming Shut

Important Items in this Area
Amaverick of Sorano's Journal
Earth Elemental Mutagen
Cleaver Hood
Earth Elemental Trophy

You’ve indulged in some fist-fighting, but now it’s time to get back to doing some Witcher’s work. There are two contracts in Novigrad that can be handled with some ease right now; " Contract: Doors Slamming Shut" and "Contract: Lord of the Wood" , so you might as well turn your attention to them, now, starting in order of the lowest-level of the two quests.

Contract - Doors Slamming Shut (Level 24)

Head to the Kingfisher inn along the eastern side of Hierarch Square and make your way to the second floor to find Kurt Dysart sitting around, waiting for some coin-hungry Witcher to come heed his contract. Talk to him and he’ll try to test your credentials - apparently being any old Witcher isn’t good enough for his coin - after which he’ll get to the details of his contract. Haggle for more coin if you wish, then he’ll give you some vague directions and a key to the mansion.

Did You Know?: Count Kurt Dysart mentioned some Witcher from the school of the wolf he met, whose named started with a "B". The only one that’s mentioned in the Witcher games is the rather unreliable Berengar. It’s doubtful, however, that Count Kurt would have a good opinion of the school of the wolf after doing business with Berengar.

You’ll find this estate on the far north-eastern end of the Novigrad map, perilously close to where the Hearts of Stone DLC takes place. If you’ve been following this guide you should have several close signposts - the "Isolated Hut" signpost is north and slightly west of the mansion, while the "Dancing Windmill" signpost is south and slightly east. Both are fine fast-travel targets.

Make your way to the estate to discover the "Moldavie Residence" signpost. The mansion is, as promised, in pretty bad shape, with large cracks running across the exterior. Head inside and head into a room to the east to experience the tremors that Kurt Dysart complained about. Doesn’t seem like ghosts, but search the southern end of the room to find some hastily abandoned food on a table and a chest to loot. Ghost or not, it was enough to scare the owner away. Head into the room to the north and loot two more chests and a cabinet before examining some salt near a staircase.

Go downstairs and loot the room you find yourself in despite the house shaking again. Once turn, plunder another room to the north before returning to the previous room and turning on your Witcher Senses. With your keen senses spot a weak section of wall to the east and blast it with Aard, then go through the hole you made to find yourself in some… elven ruins?

Cross a bridge to the north and examine a root on a table to the west, then take a peek at a book to the east to find "Amaverick of Sorano’s Journal" , which discusses elementals, their autonomy, and barriers to keep them in check. Now that you know what you’re up against, return back south across the bridge and leap into the water below to the east where the stone architecture fails and is patched by clumsy wood-work. Swim east, climb onto a ledge, pull a lever, then swim back west and climb out of the water at a spot west of the bridge.

Objective Reward
For identifying the "ghost" 20 XP

Once back upon the bridge turn your attention to the north to notice that a doorway has opened, beyond which stands an Earth Elemental - the Therazane - still trapped behind a waning barrier. Seems the mage who wrote the smug letter in the previous room wasn’t as good as he claimed he was, and his summoned pet is now on the verge of escaping and going on a rampage. Only way to stop it now is to free it, and destroy it.

Head around the Earth Elemental to find the crystal powering the pet rock along the north-eastern corner of the room. Blast it some Aard and it’ll return the favor, after which the barrier will fade and the walking avalanche will be freed. Despite the fancy name, this Therazane doesn’t fight any differently than any other Earth Golem you’ve fought; it’ll swipe at you with its large arms, perform an area-of-effect attack by slamming the ground, project a line of stone pillars at you, and summon a ring of stone to restrict your mobility. Use Elementa Oil, the good old strong attack/dodge combo, and Quen to heal and you’ll be fine. Once it’s been properly demolished, loot the pretentious rock to score an "Earth Elemental Mutagen" , the steel sword "Cleaver Hood" and an "Earth Elemental Trophy" .

With these treasures in hand, return to the Kingfisher in Novigrad and talk to Kurt Dysart to claim your reward.

Objective Reward
For defeating the Therazane 300 XP / 200+ Crowns
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