Velen is a miserable place. It's a boggy, rain-soaked graveyard filled with deserters and monsters that want to eat your face. But honestly, there is something special about the early-game slog through the mud. When you’re first dropped into "The No Man’s Land," you're looking for Ciri. Everyone is. But before you get to the heavy-hitting emotional beats of the Bloody Baron, you find yourself Witcher 3 hunting a witch in the woods near Midcopse.
It starts as a simple lead. It turns into one of the most atmospheric sequences in RPG history.
Most players remember this quest, Hunting a Witch, as the moment the game stops being a tutorial and starts being The Witcher. You’ve got the local gossip, a secret meeting in a grove, and the introduction of Keira Metz. Keira isn't just a quest giver. She’s a foil to Geralt’s grim demeanor. She's bathing in a literal magic hut while the world outside is rotting. It’s a jarring, brilliant contrast that CD Projekt Red nailed.
Finding the Witch in Midcopse
You can't just walk up to a cottage and knock. That would be too easy. Geralt has to do what he does best: eavesdrop. If you rush through Midcopse, you’ll miss the flavor of the world. The peasants are terrified. They call her "The Good Mistress." They trade chickens for charms. It’s classic Slavic folklore woven into a digital landscape.
Listen to the women gossiping by the well. They mention a rock that looks like a man. Or maybe it’s the guy leaning against a hut who tells you about the path by the pond. You’ve got options. I personally love how the game doesn't just put a giant yellow arrow on the witch's forehead immediately. You actually have to pay attention to the environment.
When you finally reach the hut, things get weird. The place is empty, but Geralt’s senses pick up the scent of magic. It’s heavy. It’s flowery. It doesn't belong in a swamp. Then you see it: the skull on the shelf. You touch it, and suddenly, you’re not in Kansas—or Velen—anymore.
The Portal to Keira’s Hideout
Portals. Geralt hates them. You know this if you’ve read the books by Andrzej Sapkowski or played the previous games. They make him sick. Yet, here he is, stepping through a shimmering rift because he needs information.
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Inside, the vibe shifts. It’s lush. It’s unnervingly clean. Keira Metz is there, living her best life in a bathtub, seemingly indifferent to the war raging a few miles away. This is where the narrative depth of The Witcher 3 really shines. Keira isn't a "good" person in the traditional sense. She’s a former advisor to King Foltest, now hiding from the Witch Hunters of the Eternal Fire. She’s desperate, though she hides it behind sarcasm and silk.
She hasn't seen Ciri. But she has seen an "Elven Mage."
Why This Quest Matters for the Early Game
A lot of people think the game starts once you get to Novigrad. They're wrong. The foundation of the entire Ciri search is built right here. Keira mentions a mysterious elf. This leads directly into the Wandering in the Dark quest, which is a massive dungeon crawl.
If you aren't prepared for Witcher 3 hunting a witch, that cave will wreck you.
The cave under Midcopse is a gauntlet. You're dealing with The Wild Hunt—specifically Nithral. It’s the first time you realize that Eredin’s crew isn't just a group of spooky ghosts. They are physical, terrifying, and magically superior. If you’re playing on Death March difficulty, Nithral is a wake-up call. His health regeneration is a nightmare. You need Thunderbolt potions. You need Quen. You need to stop him from summoning those damn hounds of the Wild Hunt.
The Complicated Relationship with Keira
Keira Metz represents a specific type of character in Geralt’s world. She’s a survivor. Unlike Yennefer, who is driven by an almost obsessive maternal love for Ciri, or Triss, who is motivated by idealism and politics, Keira just wants to not be poor and hunted.
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After you finish the main questline involving the witch, you get the side quests. A Towerful of Mice. A Favor for a Friend.
These aren't just filler. They are essential character studies. The "dinner under the stars" scene is one of the few moments of peace Geralt gets. It’s also a trap. Depending on your choices, you might end up sleeping with her, fighting her to the death on a beach, or convincing her to go to Kaer Morhen.
The stakes are high. If you kill her, you lose a key ally for the Battle of Kaer Morhen later in the game. If you let her go to King Radovid, well... let’s just say Radovid isn't known for his mercy toward mages. It’s a brutal outcome that many players stumble into on their first playthrough because they didn't pick their words carefully.
Practical Strategy for the Hunt
If you’re currently in the middle of this quest, don't rush.
First, check your oil. If you’re heading into the caves with Keira, you need Elementa oil. Those gargoyles and golems don't care about your steel sword. You need silver and you need the right grease on the blade.
Second, utilize Keira. She’s a powerful sorceress. In the fight against the rats and the Wild Hunt hounds, she provides literal cover. Don't try to be a lone wolf. Stay within her magical shield when the frost comes. It’ll save your life.
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Third, loot everything. The elven ruins are packed with alchemy ingredients. This is the stage of the game where you’re likely still low on Swallow potions or Tawny Owl. The ruins provide the materials you need to actually survive the rest of Velen.
The Folklore Behind the Witch
One thing I love about The Witcher 3 is how it treats "witches." In most fantasy, a witch is just a lady in a hat. In Velen, the concept is fractured. You have the Crones of Crookback Bog—ancient, terrifying, and literal monsters. Then you have Keira—a sophisticated, urban sorceress playing dress-up as a village healer.
The peasants of Midcopse can't tell the difference. To them, magic is magic. It’s something to be feared and used.
This quest highlights the disconnect between the high-fantasy world of the Lodge of Sorceresses and the gritty, low-fantasy reality of the Northern Kingdoms. Keira is miserable in the mud. She misses the perfumes of the court. Her "hunting a witch" setup is a farce, a survival tactic that barely works. It adds a layer of pity to her character that makes the eventual choice regarding her fate much harder.
Actionable Tips for Navigating the Midcopse Arc
Don't just follow the map marker. Take these specific steps to get the most out of the experience:
- Eavesdrop First: Before talking to the NPC with the quest marker in Midcopse, walk slowly past the two women talking by the hut. If you get too close, they stop talking. Stay just far enough away to trigger their dialogue. It gives you a much cooler way to find Keira’s hut than just asking for directions.
- The Lamp Matters: Once you finish the initial quest, Keira gives you the Magic Lamp. Do not ignore this. It allows you to see ghosts. Using it in the Fyke Isle quest (A Towerful of Mice) is mandatory, but you can also use it in various spots around Velen to see "echoes" of the past. It’s great for world-building and extra XP.
- Decoctions are Your Friend: By the time you reach the Elven ruins, you should have the formula for at least one or two decoctions. Ekhidna or Ekimmara decoctions are game-changers. They allow you to heal while performing actions or dealing damage, which is vital during the long Nithral boss fight.
- The Choice at the End: When you reach the finale of Keira’s arc on the bridge to Fyke Isle, remember that being a "jerk" usually leads to a fight. If you want the best ending for Geralt’s allies, try to guide her toward Kaer Morhen. Suggesting she goes to Radovid is essentially a death sentence.
The hunt for the witch isn't just a checklist item. It's the moment the game's atmosphere truly settles in. It teaches you that magic is dangerous, people are desperate, and Geralt is often stuck right in the middle of a mess he didn't create. Keep your silver sword sharp. Velen doesn't get any kinder after this.