The Night of Long Fangs

Overview

The Night of Long Fangs is a main quest in Blood and Wine, set three days after Capture the Castle. Geralt has not found Dettlaff, and Dettlaff makes good on his threat: vampires descend on Beauclair. This is where the story branches.

The city in flames

A wounded soldier bursts in with the news, and a bruxa attacks at the palace. Afterwards Geralt discusses the options with Regis: find Damien, who might know where Syanna is, or ask Orianna for help. Regis only comes along if Geralt goes for Damien, and the final decision comes later.

Beauclair is crawling with garkains, fleders, alps, bruxae and looters, so stick to the main route unless you want the loot and XP. A Tawny Owl potion helps at night. On the way, a katakan may be attacking the knight Delwyn of Creigiau, whom you can save.

Orianna’s path

Orianna is at her estate, in a hurry. She takes Geralt to her orphanage, where a beast has attacked the children. This starts Blood Simple and marks this quest as temporarily complete. Committing to her path locks the story into a single ending.

Syanna’s path

Near the Cianfanelli Bank, Damien reveals that Syanna was last seen being taken to the old playroom in the palace. Regis unlocks the door. Upstairs, among the toys, is the princesses’ governess’ journal. Read all the entries: they unlock important dialogue options later. A golden key hidden behind a painting opens a wardrobe, and inside is the book “The Land of a Thousand Fables”. Touching it sets the path, and Geralt is drawn into Beyond Hill and Dale….

Walkthrough

  1. Fight the bruxa at the palace and talk to Regis.
  2. Head into Beauclair, optionally saving Delwyn of Creigiau from a katakan.
  3. Fight through the fleders, garkains, alps and bruxae to the market.
  4. Orianna’s path: go to her estate and follow her to the orphanage (leads to Blood Simple).
  5. Syanna’s path: find Damien by the Cianfanelli Bank, go to the palace playroom with Regis.
  6. Read every entry in the journal, take the golden key from behind the painting and open the wardrobe.
  7. Interact with “The Land of a Thousand Fables”.

Quest Consequences & Choices

Choosing Orianna’s path locks in a single ending. Reading all the journal entries is needed to save both sisters.

Involved characters

Involved monsters

Quest Type:
Rewards XP: 200 XP for the bruxa, 200 XP for finding Damien, 200 XP for finding Orianna

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.