The Night of Long Fangs

The Night of Long Fangs is the night Dettlaff keeps his promise. Three days after Dun Tynne, vampires pour into Beauclair, and Geralt has to fight through the burning city. This is also where the story splits, and the path you take decides which endings are possible.

How to start The Night of Long Fangs

It begins straight after Capture the Castle. The suggested level is 47. The quest gives 200 XP, plus 200 XP for finding Damien and 200 XP for finding Orianna.

The city under attack

At the palace a wounded soldier brings the news, and a bruxa attacks right away. Afterwards Regis offers two ways forward. Your first answer only decides whether he comes with you into the city, and you can still change course later. The streets are full of garkains, bruxae, alps, fleders and looters, so take the direct route unless you want the loot and XP.

Path 1: find Syanna through Damien

Follow the trail near the Cianfanelli Bank, where Damien and his men are fighting a fleder. Damien last saw Syanna being taken to the old playroom in the palace. Regis opens the locked door, and upstairs you find a journal full of Syanna’s old entries. A hidden golden key behind a painting opens a wardrobe, and inside is the book The Land of a Thousand Fables. Opening it leads to Beyond Hill and Dale….

Path 2: ask Orianna about the Unseen Elder

Lady Orianna is at her estate, in a hurry. She takes Geralt to a local orphanage where something has clearly gone wrong, and a hurt boy explains what happened. This starts Blood Simple, and The Night of Long Fangs is put on hold for now.

Which path should I choose?

Both are worth seeing. You can do Orianna’s part first and still switch to Syanna afterwards. However, committing to Orianna’s path, which goes on to What Lies Unseen, locks the story into one single ending. Syanna’s path keeps more endings open. Once you interact with the fairy-tale book in the playroom, your path is set.

Tips

  • Read every journal entry in the playroom, not just the one about the Land of a Thousand Fables. They unlock important dialogue options later.
  • Want to see everything? Find Damien first, then visit Orianna.
  • Drink Superior Tawny Owl at the start; the whole quest takes place at night.
  • Between the palace and the bridge, a katakan attacks the knight Delwyn of Creigiau. You can save him.
  • Your grindstone and armorer’s table bonuses are lost at the start. You can renew them at Corvo Bianco or the tourney grounds, where the craftsmen are available.
  • If you’d rather skip some fights on the way to the playroom, ride Roach to the meeting point outside its door.

Walkthrough

  1. Kill the bruxa at the palace (200 XP) and talk to Regis.
  2. Fight your way across the bridge into the city.
  3. Syanna path: track down Damien’s unit with your Witcher Senses and kill the vampire attacking them (200 XP).
  4. Meet Regis at the palace playroom (via the birds if he isn’t with you) and get inside.
  5. Read all of Syanna’s journal entries, take the golden key from behind the painting and open the wardrobe.
  6. Interact with the book “The Land of a Thousand Fables”.
  7. Orianna path: go to Orianna’s estate and ask her where to find the Unseen Elder (200 XP), then follow her to the orphanage.

Quest Consequences & Choices

Syanna’s path leads to Beyond Hill and Dale… and keeps more endings open. Orianna’s path leads to Blood Simple, and committing to it through What Lies Unseen locks you into a single ending. Interacting with the fairy-tale book sets your path.

Involved characters

Quest rewards

The Night of Long Fangs
Quest Type:
XP: 600
SHARE THIS PAGE

Keep exploring

Interactive Tools

Plan a Remastered build: skill trees, mutagens, gear and a shareable build image.

Pick a potion, decoction or bomb and see every ingredient you need.

Answer the key choices and find out which Witcher 3 ending you will get.

Every location, quest and monster in the first region on one map.

The Wolf School's hidden valley: the keep, the Bastion, caves and treasure.

Tick off every school gear diagram and crafted piece, with diagram locations.

Search any monster and see the right oil, Signs and bombs.

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.