The Witcher locations

The major locations in the game are as follows: Kaer Morhen, the outskirts, the Temple Quarter, the Trade Quarter, the lakeside / Murky Waters, Old Vizima, the swamp cemetery, and the old manor.

General types of locations


These kinds of places are found in each of the Chapters of the game, for which a general treatment already exists:
 * Circles of Elements
 * Inns and taverns
 * Markets
 * Places of Power

Kaer Morhen

 * Courtyard
 * Ground floor (1st floor for North Americans)
 * Kitchen
 * Dining hall
 * First floor (2nd floor for North Americans)
 * Evening hall
 * Library
 * Armory
 * West hall
 * Triss' room
 * Witchers' laboratory

Outskirts of Vizima

 * Cave under the city walls
 * Crypt in the outskirts
 * Eternal Fire shrines
 * Inn
 * Old mill
 * Royal huntsman's camp
 * Salamandra hideout in the outskirts
 * Southern cave in the outskirts

Main village

 * Church
 * Reverend's house
 * Vesna's house

Private homes These are private homes outside the main village
 * Abigail's house
 * Haren Brogg's house, in the fishing village
 * Odo's house
 * Farming village

Gates

 * Maribor Gate, locked
 * Merchants' Gate, locked
 * Miller's Gate, locked until the end of the Act

Temple Quarter of Vizima

 * Angus' house
 * Armorer of the Order
 * Cemetery
 * Cemetery crypt
 * Detective's house
 * Dungeon
 * haunted house, where the very old wine is as well as the wraiths Coleman needs killed
 * Merchant Street
 * Shani's house
 * Order outpost
 * Sewers
 * Lionhead Spider Cultists' lair
 * Crypt
 * St. Lebioda's Hospital
 * Altar of Melitele
 * Thaler's place

Nonhuman district

 * Dwarven blacksmith shop
 * Dwarven blacksmith's house, where the half-elf Geralt saves in A Ghost Story is staying
 * Kalkstein's place
 * Vivaldi's place

Slums

 * Eager Thighs brothel
 * The Hairy Bear
 * Ramsmeat's place
 * house where the thug who sends Geralt into a trap in A Ghost Story lives
 * "haunted" house where the ambush takes place
 * warehouse where Vincent leaves Geralt to deal with Salamandra

Gates

 * Gate to the dike
 * Gate to the Trade Quarter, locked
 * Merchants' Gate, not specifically identified and locked
 * North Gate, locked

Swamp

 * Brickmakers' quarry (or clay pits)
 * Vodyanoi altar
 * Brickmakers' village
 * Vaska's hut
 * Druids' grove
 * Golem burial ground
 * Gramps' hut
 * the landing
 * Lumberjacks' glade
 * Mage's tower, locked until the very end of Chapter II
 * Scoia'tael encampment
 * Swamp cave
 * Wyvern Island

Trade Quarter of Vizima

 * Cemetery, new entrance available
 * Gamblers' den
 * Guardhouse
 * Herbalist's house
 * House of the Queen of the Night
 * John Natalis Square
 * Triss' house
 * Marketplace
 * Salt Square
 * Tanners Square
 * Alley along the walls
 * Radovid's hideout
 * The New Narakort
 * Pankiera house (Rozalind, the girl with Dandelion's lute)
 * Salamandra hideout in the restricted area
 * Town hall
 * Town hall warehouse
 * Vivaldi and Sons bank
 * the Workshop

Gates

 * Cemetery gates
 * Gate to the Temple Quarter
 * Maribor Gate, locked
 * Miller's Gate, locked

Temple Quarter of Vizima

 * all locations accessible in Chapter II
 * Cloister, not that you enter yet, but it features as a location
 * Nonhuman district, new location accessible within
 * house where Alvin is being held after he is kidnapped
 * Sewers new locations accessible within
 * Elven ruins in the sewers
 * Salamandra hideout in the sewers

Swamp

 * all locations accessible in Chapter II
 * Salamandra encampment

Other

 * Salamandra base

Black Tern Island

 * Altar of Dagon

Fields

 * Crypt in the fields
 * Druids' circle
 * the Hermit's hut
 * Kurgans
 * Raspberry patch (also called Hanged Man's tree)
 * Ruined mill
 * Small farm

Lakeside

 * Elven cave
 * Fisher King's hut
 * Lady of the Lake's altar
 * Crypt at the lakeside

Murky Waters
Village Just outside the village
 * Adam's house
 * Alina's house
 * Baker's house
 * Blacksmith's house
 * Celina's house
 * Tobias, the village chief's, house
 * Ruined bridge
 * Country Inn
 * Healer's hut
 * Riverbank
 * Fairytale ruins

Swamp cemetery

 * Ancient crypts
 * Cemetery Island
 * Striga's crypt
 * Saint Gregory's tomb
 * Old mine
 * Ancient crypt beneath the old mine
 * Raven's crypt
 * Refugees' caves
 * Agnes of Glanville's lair
 * Druids' cave

Old manor

 * Old manor
 * Old manor catacombs
 * Javed's laboratory
 * Koshchey crypt
 * Charnel house

Old Vizima

 * Breach in the wall
 * Executioner's tower
 * Dark alley
 * Field hospital
 * Kalkstein's laboratory
 * Makeshift forge
 * Order command post
 * Scoia'tael hideout
 * Solitary tower

Vizima dike

 * Gate to Old Vizima, locked except to enter at the beginning of the Act
 * Gate to New Vizima, locked

Temple Quarter of Vizima

 * Cloister
 * Safe house
 * Sewers
 * Zeugl's lair

Ice Plains
Not so much a "physical" location, but a dreamspace.

Mentioned-only

 * Brokilon
 * Dol Blathanna
 * Mahakam
 * Northern Kingdoms
 * Kaedwen
 * Redania
 * Blaviken
 * Novigrad
 * Temeria
 * Maribor
 * Nilfgaard
 * Zerrikania
 * Metinna

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