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Witcher 3 The Magic Lamp Quest Walkthrough

Witcher 3 The Magic Lamp

This side-quest becomes available after completing ‘Wandering in the Dark’ and can be undertaken before leaving the Elven ruins.

Follow Keira into the nearby chamber and use your Witcher Senses to examine the door. This will trigger a scene in which you’ll be told a riddle. This riddle relates to the four statues that you can see in the room with you and we need to interact with them in a specific order to open the door.

The correct order is:

  • Interact with the unarmed statue just right of the door.
  • Interact with the statue holding a lute just left of the door.
  • Interact with the statue with the dog on the far right.
  • Interact with the statue with the dog and the lute on the far left.

This will open the door. Move inside and approach the altar in the distance for a scene.

Before leaving the altar room, look for some climbable ledges on the side of the area. These lead up to a Place of Power (Boosts YRDEN) that we may as well draw from seeing as we are here for an Ability Point. Keep moving along the passage here to find a Golem guarding a Guarded Treasure marker.

Once you have killed the Golem, loot the four chests hidden about the room for Design: Demeritium Bomb and Torn-out Page: Werewolf Decoction. From the bottom of the stairs you came in from, look for a weak wall we can blow down with AARD. Inside you’ll find more chests containing some additional goodies (Tracker’s Boots for me!).

See also:  Witcher 3 Spooked Mare Quest Guide

Now return to where we exited the mage’s lab in ‘Wandering in the Dark’ and take the opposite passage until you reach a blockage. Interact with it to remove the illusion and you’ll find yourself outside.

A scene will play to end the side-quest.

Note: For completing the quest you will earn 100XP.

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