Practicum in Advanced Alchemy

Overview

Practicum in Advanced Alchemy is a secondary quest in The Witcher 3: Wild Hunt, set on Ard Skellig in the Skellige Isles. It can start with Otto Bamber at the Herbalist’s Hut near Oxenfurt, with the druid merchant Yolar at Gedyneith, or just by meeting Gremist outside his cave at Gedyneith.

Gremist’s three tasks

Another druid is scolding Gremist for not passing on his knowledge. Gremist refuses to take Geralt as an apprentice, then relents and sets three tasks, without explaining what they are for.

The pimpernel

In the Morskogen Forest, far south of the Druids’ Camp, all the pimpernel has been picked. A druid explains that Gremist has sent many young druids for it, and they all came back dazed and empty-handed. The latest, Ramund, never returned. The tracks lead past white wolves. Downhill, an armored arachas guards the grave of an old druid, Jorre the White. Uphill, Ramund is safe and happy in the company of a succubus. She says she harms no one. Jorre was old, and kept returning even after she warned him his heart was too weak. When he died, she buried him according to custom.

The druid wants her dead. Geralt can kill her and take a flower from her lair, or refuse, and she gives him a pimpernel herself.

The spirit

The abandoned distillery on Hail Hill is in a cave held by a cyclops, with alghouls nearby. The distiller’s notes explain the process: put the mash in the central vat, light the fire, then pull the right lever and then the left. Collect the Skellige spirit from the barrel.

Fritjof

In Blandare, the vaedermakar Fritjof can call rain to end the drought, but the rite also draws monsters. Protect him through waves of foglets, with help from his wolf, and he agrees to help Gremist.

The “ritual”

Gremist accepts Geralt as his apprentice and asks him to wait a day. The great ritual turns out to be two old friends getting drunk together. Tipsy, Gremist finally teaches Geralt what he knows about alchemy and toxins. Afterwards Gremist sells alchemy supplies and can be played in Gwent: Skellige Style.

Walkthrough

  1. Talk to Gremist outside his cave at Gedyneith.
  2. Morskogen Forest: follow the tracks past the white wolves, find Jorre’s grave and meet the succubus. Kill her or spare her to get a pimpernel.
  3. Hail Hill distillery: kill the cyclops, put the mash in the evaporator, light the fire, pull the right then left lever and collect the spirit.
  4. Blandare: help Fritjof with his rain ritual and kill the foglets.
  5. Return to Gremist, wait 24 hours and come back.

Quest Consequences & Choices

Gremist becomes an alchemy merchant and a gwent opponent.

Involved characters

Quest Type:
Rewards XP: 80 XP per task and on completion
Loot: Alchemy ingredients, Succubus mutagen (if she is killed)

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.