Where to find Gremist’s laboratory in The Witcher 3: master herbalist and his quests

Witcher 3

In “The Witcher 3: Wild Hunt,” players can embark on a variety of quests that delve into the rich lore and intriguing characters of the game’s universe. One such compelling secondary quest takes place on the Skellige Isles and involves the master herbalist, Gremist. This particular quest, ‘Practicum in Advanced Alchemy,’ not only offers significant rewards but also provides vital knowledge and numerous challenges for players to overcome. The quest requires players to locate Gremist’s laboratory, undertake several demanding tasks, and eventually earn the respect and teachings of this enigmatic master of alchemy.

Locating Gremist’s Laboratory

The first step in starting the ‘Practicum in Advanced Alchemy’ quest is to find Gremist’s workshop on Ard Skellig. Several different approaches can initiate this quest:

  • Speak with Otto Bamber at the Herbalist’s Hut near Oxenfurt.
  • Talk to Yolar, a druid merchant at Gedyneith.
  • Directly come across Gremist outside his cave at Gedyneith while exploring the area.

Upon locating Gremist, players will witness him being chastised by another druid for not passing on his alchemical knowledge. Initially, Gremist will be dismissive and uncooperative. However, after some persistent dialogue, he will relent and present three tasks that must be completed to prove one’s worth as an apprentice. These tasks encompass the search for a rare flower, the creation of a specific spirit, and the assistance of another druid named Fritjof.

The Three Trials

Task 1: Finding the Pimpernel Flower

The first task involves finding a pimpernel flower in the Morskogen Forest, located south of the Druids’ Camp. Upon reaching the forest, players will notice that all the pimpernel flowers have been plucked. Here, a druid will confront the player, mentioning that many young druids sent by Gremist have failed to return with the pimpernel, often coming back dazed and without any flowers. Additionally, one of the druids, Ramund, is currently missing. This sets the stage for a joint effort to find both the missing apprentice and the pimpernel.

Using Witcher Senses, players will follow tracks leading through a pack of white wolves and eventually split into two paths. Taking the downhill path, players will encounter an armored arachas near a grave, which the druid identifies as belonging to Jorre the White. Proceeding uphill reveals Ramund safe and in the company of a succubus. From here, players have a choice:

  • Agree with the druid to kill the succubus, after which they must follow the scent to her lair to collect the pimpernel.
  • Side with the succubus, leading the druid to leave angrily, and allowing the succubus to guide the player to the pimpernel in her lair.

Regardless of the choice, players will earn 80 XP upon obtaining the flower.

Task 2: The Distillery

The second task is to procure a bottle of spirit from an old distillery on Hail Hill. The distillery is located within a cave inhabited by a cyclops. After defeating the cyclops, players must locate the Distiller’s Log and Distiller’s Letter to understand the procedure for distilling alcohol. The process involves the following steps:

  • Place the mash in the evaporator (center vat).
  • Ignite the fire underneath to boil the mash.
  • Use the levers in the correct order: right lever first, then the left lever.

Successfully completing these steps will allow players to collect the spirit and earn another 80 XP.

Task 3: Convincing Fritjof

The final task is to convince Fritjof, a vaedermakar druid in Blandare, to assist with the ritual. Upon finding Fritjof, players will learn that he can call forth rain at the cost of summoning monsters. If players agree to help, they will proceed to an altar to perform the ritual, during which waves of foglets will attack. Successfully defending Fritjof will result in him completing the ritual and agreeing to help Gremist, rewarding players with another 80 XP.

Returning to Gremist

With all tasks completed, players return to Gremist’s workshop. Despite initially dismissing the player, Gremist accepts them as an apprentice, but requests a day to finish preparations. After waiting the required time, players will find Gremist and Fritjof drunk, having merely used the pretended ritual as an excuse to get together and drink. Eventually, Gremist, though still inebriated, agrees to teach Geralt his alchemical secrets, concluding the quest and bestowing the following rewards:

  • 80 XP
  • Various alchemical ingredients (saltpeter, han fiber, alcohest, sulfur)

Additionally, Gremist becomes available as a merchant for alchemical supplies and a Gwent opponent in the ‘Skellige Style’ deck.

Additional Information

Completing this quest not only offers a deeper understanding of Skellige’s druidic culture but also unlocks significant gameplay advantages through Gremist’s offerings. However, players should note a few key bugs and trivia associated with the quest:

  • If players find mash before reading the instructions, they may be unable to proceed. Loading a previous save and following the correct order will resolve this.
  • Weather conditions during Fritjof’s dialogue are not limited, potentially leading to immersion issues if it rains during a supposed drought.
  • The term “vaedermakar” is derived from Swedish, translating to “weather maker,” and Fritjof’s chants are in Old Swedish.

With the quest completed, Geralt’s alchemical prowess is significantly enhanced, providing a valuable edge in the myriad challenges that await in “The Witcher 3: Wild Hunt.” The journey through Gremist’s trials encapsulates the game’s blend of storytelling, strategic combat, and immersive world-building, making it a memorable experience for players seeking to master the art of alchemy.

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