The Cave of Dreams

Overview

The Cave of Dreams is a secondary quest in The Witcher 3: Wild Hunt, set in a cave in southwestern Ard Skellig, south of Fyresdal in the Skellige Isles. It opens up after The King is Dead – Long Live the King and fails if not completed before King’s Gambit. Madman Lugos usually sends Geralt here after Stranger in a Strange Land, but you can also find the ship yourself.

Blueboy’s crew

Jorulf the Wolverine tries to keep Geralt off the ship, but Blueboy Lugos, the jarl’s son, lets him aboard. If Lugos sent you, say so. Blueboy gets angry later if you hide it. Inside the cave, after four nekker warriors, the crew take a mix of hallucinogenic herbs to face their greatest fears.

Four fears

In the trance the cave fills with glowing, floating whales and fish, and each man’s nightmare takes shape:

  • Uve Jabberjaw fears King Bran, for whom he cut out his own tongue. His warriors must be defeated.
  • Jorulf fears the sirens that caused his father’s death at sea.
  • Blueboy fears his own father, who mocks him before attacking with a burning war hammer.
  • Geralt faces Eredin, King of the Wild Hunt, with two hounds of the Hunt. After a hard fight, Eredin promises he will take Ciri.

A water hag may also turn up along the way.

Waking up

When the visions end, Blueboy pays Geralt and, if his father sent him, declares the debt settled.

Walkthrough

  1. Find Blueboy Lugos’ ship by the cave south of Fyresdal.
  2. Get past Jorulf and talk to Blueboy.
  3. Kill the nekker warriors in the cave and take the herbs.
  4. Defeat King Bran’s warriors, the sirens and the Madman’s ghost.
  5. Face Eredin and his hounds.
  6. Talk to Blueboy after waking up.

Quest Consequences & Choices

Settles Geralt’s debt to Madman Lugos if he was sent.

Involved characters

Involved monsters

Quest Type:
Rewards XP: 50 XP on completion, plus 25 XP for entering the trance, 50 XP for each fear, 80 XP for Eredin
Gold: 80 crowns

weapons

Steel for humans, silver for monsters. Explore the craftsmanship, ancient runes, and legendary blades forged to survive the path.

monster

From bloodthirsty vampires in the shadows of Toussaint to ancient leshens guarding primeval forests. Study their weaknesses before the hunt.

characters

Witchers, sorceresses, kings, and bards. Uncover the complex histories, alliances, and fates of those who shape the Continent.

armor

Grandmaster gear from the schools of the Wolf, Cat, and Bear. Discover the protection and hidden powers of legendary witcher armor.