The Witcher 3: Wild Hunt π§ Kill Djinn - The Last Wish Guide Walkthrough
The Last Wish is a secondary quest available in The Witcher 3: Wild Hunt. Over the course of the mission, several direct references are made to the short story by the same name.
After finding the Craven in the well of Freya's Garden, and speaking about locating (and finding) Ciri, Yennefer requests you meet her in Larvik, at the warrior's hall. She has something important to tell you. You can accompany her to Larvik immediately (on horseback), or agree to meet her there later (so you can prepare or finish other quests first).
Enter the warrior's hall, where Yennefer is gaining the upper hand on some unruly yokels. Speak to her, and she mentions a man named Amos var Ypsis, a specialist on djinns. She tells the story of his disappearance. Answer how you wish. She wishes to know what became of him, but she's particularly interested in his djinn. Feel free to ask more about these mystical creatures, before agreeing to help
The harbor is a short jog from the warrior's hall, down the hill to where her vessel is moored. Speak to her again. She tells you of an incantation on her boat, allowing you to see if there are any wrecks on the seafloor. Yennefer takes the helm. You sit at the bow of the boat.
You set sail into the ocean waters, talking of past adventurers. Eventually you reach an area that Yennefer wishes to search. She casts a spell to slow your heart, allowing you more breathing room. Leap into the frigid waters, and dive directly below the boat. If any sirens are in the vicinity, shoot them with your crossbow or magic before you go.
Yen geralt lw1
Below are the remains of a longship, and a few swimming drowners. Avoid them as you find the entrance to an underwater cavern, or use your crossbow and remove them as a threat, and swim inside (roughly east). Use your Witcher Senses on the small half-buried vesselβit sports a Clan Drummond figurehead. This isn't the correct boat, so swim back to the surface.Yennefer sails roughly northwest, crossing the ocean toward a pair of small, odd islands of thin fur trees and rocks. Before you reach there, watch for the white whale if you wish.
She then stops and finds another wreck. Dive down and discover a variety of chests and barrels. By the rocks and ship's deck, you find a war horn bearing the Clan Heymaey symbols. Check for further chests, and gather all the war booty you can from them. There's also a Skelliger's buckler from ages past. But this isn't Yennefer's boat. Return to the surface.
Yennefer continues to travel towards the two islands that make up Ingdalen Isle. As she passes between the rocks, she senses something odd. Dive down under her boat, and you're astonished to discover a huge crater! However, when Yennefer uses your eyes to see this unnatural seafloor, she informs you this anomaly is the effect of teleportation. Now swim toward a collection of chests and crates (which can be looted), before finding the remains of a boat. Near here is a basket cut exactly in half. Close to the boat is something more. A broken seal! Yennefer orders you to the surface. (50 Tw3 icon xp for giving Yen the seal)
Too Much Studying Can Kill You
After examining the broken seal, Yennefer opens a portal and teleports you both to within a dozen yards of the other half of the seal. You appear atop a snow-covered mountain in Ard Skellig. Before continuing, quiz Yennefer regarding exactly why she wants a djinn. Choose either conversation. The topic soon changes to the link you and Yennefer share. She reminds you of the time you asked a djinn to bind you both together. Yennefer wants to ask this one to take that wish back
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Agree or don't. Yennefer wants to know if there's any magic left between you. Take that comment as you wish. You then head towards a ship, left atop the mountains of northern Ard Skellig, northwest of Yustianna's Grotto. Approach the wrecked vessel, looting the captain's cabin of treasure if you wish. Then continue down into the hull for more chests. The place looks like a laboratory. Gather some rare books, then inspect the following:
A trail of blood from a pair of shoes. They lead to a bookcase. Interact with it, and you lift it up, revealing the crushed and bloodied remains of Amos. An unfortunate accident? Tell her you must search the body. You produce the other half of the seal. Head back up on the top deck.
The Spirits of Skellige Favor You
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