Magic Lamp

Overview

Magic Lamp is a secondary quest in The Witcher 3: Wild Hunt, set in the elven ruins in the Mire area of Velen during the main quest Wandering in the Dark. It must be finished before leaving the ruins, and fails if not completed before The Isle of Mists.

The sealed door

On the way out of the mysterious elf’s hideout, Keira Metz asks for help retrieving a magic lamp the elf promised her. She leads Geralt to a room with a sealed door. With Witcher Senses and Keira’s knowledge of Elder Speech, they translate an inscription. It is a riddle about four guardians and the order in which their torches must be lit.

The correct order is the third statue, the second, the fourth, then the first. A wrong torch puts out the flames and summons wraiths.

The shrine

Beyond the door is a sanctuary. At the shrine, Keira picks up the lamp, not quite sure what to make of it. Climbing the ledges in the same room leads to a Yrden place of power, and further on a golem guards a small area with chests that may hold several diagrams. A hidden room lies behind a wall that Aard can break, south of the golem near a brazier.

Back on the surface, Keira says goodbye and asks Geralt to visit soon, because she has a favor to ask. This starts An Invitation from Keira Metz, and the lamp later lets Geralt speak with spirits.

Walkthrough

  1. Agree to help Keira in the elven ruins during Wandering in the Dark.
  2. Use Witcher Senses on the inscription on the sealed door.
  3. Light the torches in the order 3, 2, 4, 1.
  4. Enter the sanctuary and approach the shrine.
  5. Optionally visit the Yrden place of power and defeat the golem for loot.
  6. Leave the ruins with Keira.

Quest Consequences & Choices

Starts An Invitation from Keira Metz.

Involved characters

Involved monsters

Quest Type:
Rewards XP: 100 XP
Loot: Magic lamp (given to Keira), random diagrams in the golem’s area

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monster

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armor

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