Home Guides The Witcher 3: The Cave of Dreams Walkthrough

The Witcher 3: The Cave of Dreams Walkthrough

by Admin

The Cave of Dreams Walkthrough

Start Location: A large longboat docked on the beach in the small by on the southern side of the peninsula at the southernmost point of Ard Skellig.

Note: It is possible to stumble across Blueboy and his men and start this side-quest whilst exploring or alternatively, the side-quest will be given to you automatically at the end of the ‘Stranger in a Strange Land’ side-quest.

From Holstein’s Harbor at the base of Kaer Muire, either climb the wooden steps and ride Roach down the coast to the south until you reach the cave (watch out for the high levelled enemies along the beaches here though!) or alternatively, grab a yacht and sail down to the objective marker.

Once you find the longboat on the beach approach the NPCs on the beach in front of it. A conversation will start – you’ll have three options and all three will get you on board the boat, although the third, using AXII (level 2) will also net you 40XP to boot.

Aboard the boat you’ll want to head over and speak with Blueboy Lugos. Agree to help him to progress with the side-quest.

After a short chat, we’ll need to follow Blueboy and his pals into the cave. Continue along the initial tunnel until you reach a cavern. Here you’ll need to dispatch a group of four Nekker Warriors with the help of Blueboy and his men. Once the monsters are all dead, you’ll be treated to a scene.

Agree to eat the herbs when asked to continue.

Note: At this point you’ll earn 25XP.

When you are ready to continue, head into the tunnel beneath the flying blue whale and proceed along the set route until you reach a totem with group of ghosts standing around a table beside it. Approach them and a short scene will begin.

Unfortunately, things will go sour during the conversation and you’ll be forced to fight against all six of them. These fellows act just as any normal Soldier/Bandit type enemies you have fought previously but they are immune to IGNI – so use your AARD as a substitute to keep them off balance! You can also make use of Blueboy’s men by getting them to tank enemies so that you can sneak up and attack when they are distracted.

Once all of the ghosts have been defeated, a wall will lower nearby and you’ll be permitted to continue.

Note: At this point you’ll earn 50XP.

Head through the new passage that has opened up and head into the tunnel with the flying blue fish. Continue along the set route until you reach another totem by a wrecked longship with ghostly Sirens flying overhead. Approach them and a short scene will begin.

Following the scene, you’ll find yourself in combat against two level 13 Sirens. To make it quick, use your AARD sign to knock them from the sky and smack them around with Blueboy and his chums whilst they are down. Once they are dead, we’ll be able to continue.

Note: At this point you’ll earn 50XP.

After killing the Sirens, make your way to the next group of flying fish ahead. As you near them, another wall will lower to your left allowing you to proceed further into the cave.

Follow the tunnel here, killing the Water Hag who’ll attack you as you proceed through it. Keep moving until you reach another totem in a cavern ahead. Approach this for a scene.

This scene will trigger a fight against a ghostly version of a single, armed human opponent. He has a large Warhammer which can cause a lot of damage if he hits you with it and is also on fire, meaning if you attack him or receive damage, you’ll also take some from a burning debuff. Again, allow your friends to do the tanking and move in to take shots at him when you are able.

Once the burning spectre has been defeated, a wall will lower at the top of the hill nearby and you’ll be permitted to continue.

Note: At this point you’ll earn 50XP.

Climb the hill and drop down into the room at the end with the final totem. Approach this for another scene.

This scene will trigger a fight against a ghostly ‘??’ levelled human opponent and a pair of Hounds of the Wild Hunt. The main man has a large two-handed sword which can cause a lot of damage if he hits you with it and his two Hound underlings will get in your way and can deal damage too. This time around, you’ll want to focus on the main threat whilst allowing Blueboy and his friends to deal with the Hounds. Fortunately, despite his ‘??’ level, the boss is really not all that tough and a few good swings will deal with him.

After defeating him another scene will play to end the side-quest.

Note: For completing the side-quest you’ll earn 50XP and 80 Crowns.

You may also like

Leave a Comment