The Witcher 3 Abandoned Sawmill side quest guide

Hints and Tips for Completing 'The Witcher 3: Abandoned Sawmill' Side Quest

The Witcher 3 Abandoned Sawmill side quest guide
Published by José @ PC Game Spotlight 2 years ago


The Witcher 3: Abandoned Sawmill

Are you in search of the solution to the Abandoned Sawmill side quest in The Witcher 3: Wild Hunt? This unsettling quest is not lengthy, with only four hints scattered around the site to investigate. Each hint provides insight into why the sawmill has been abandoned.

As you may already know, Geralt's Witcher Senses are crucial in this quest. However, applying them in this particular location can be challenging. If you have played through the main story up to this point, you will be familiar with the abandoned settlement. It is the place where you reunite with Yennefer after she teleports you there. Before you can continue your search for Ciri, Yennefer needs to apologize to the Witcher for using a magic artifact against Ermion's wishes.

Abandoned Sawmill Location

The deserted area can be found in the eastern part of Ard Skellig, Skellige's largest island. If you haven't discovered the Abandoned Sawmill Fast Travel point yet, you can locate it between Druids' Camp and Gedyneith. During your search for Ciri, you would have already visited Druids' Camp in the past when Yennefer used a magic artifact against Ermion's wishes.

Abandoned Sawmill Solution

As soon as you arrive at the settlement, Geralt senses that something is gravely amiss in the area. Once again, your Witcher Senses will play a vital role in uncovering what transpired here. You will need to use them to find four clues, both in the open area and within the buildings.

In the middle of the settlement, you will come across several sets of bones. However, the clue you are searching for is hidden in a chest located in the northernmost house. Look for a letter inside a chest in the northeastern hut, adjacent to the Sawmill Owner's Notes.

In order to enter the southernmost house, you will need to destroy its door with Aard. Once inside, you will find the final letter. Once you have discovered all four clues, the monster responsible for the abandonment will appear. It is a leshen, although not a particularly remarkable one. Defeating it will bring an end to the quest.

Leshens, being wooden creatures, are highly susceptible to fire. Utilize Igni or Dancing Star to ignite them.

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