A Favor For A Friend Witcher 3

7 min read

That quest marker sits on your map for hours sometimes. You see it every time you open the thing — A Favor for a Friend — and you keep meaning to get to it. Then you finally go, and it turns into something you didn't expect.

Sound familiar?

This is one of those Witcher 3 side quests that looks simple on paper. Done. But CD Projekt Red doesn't really do simple. Because of that, help a friend. What starts as a straightforward errand spirals into a story about loyalty, consequences, and the kind of moral gray area this game loves so much Simple, but easy to overlook..

Here's everything you need to know before you walk into it — or if you're already knee-deep and wondering what you just agreed to.

What Is A Favor for a Friend

A Favor for a Friend is a secondary quest in Velen, triggered near the village of Downwarren. You'll find it on your notice board or by stumbling into the area — the game doesn't force it on you. That's part of why people miss it or put it off.

The "friend" in question is a man named Lothar. He's a hunter. Simple retrieval job. He asks Geralt to find his missing brother, who went into the woods near the Crones' territory and never came back. In and out Not complicated — just consistent. Nothing fancy..

Except the woods near the Crones are never simple.

The quest sits in that sweet spot of Witcher 3 design: self-contained enough to finish in one sitting, deep enough to stick with you. In practice, it connects to the main Ladies of the Wood questline without requiring you to be at a specific point in the main story. That said, you can do it early. You can do it late. The context shifts either way.

Where to Find It

Head to Downwarren. It's southeast of Crow's Perch, northwest of the Orphanage. The notice board in the village center usually has the contract posted. Alternatively, just wander near the village — Lothar spawns by the gate during daytime hours, leaning against a post like he's been waiting for someone to ask.

Talk to him. That's it. Quest started.

Why This Quest Matters

Most side quests in Witcher 3 feed you XP and maybe a decent sword. This one feeds you story.

The writing here is tight. Lothar isn't a generic NPC with a floating exclamation mark — he's tired, worried, and hiding something. And his brother isn't just lost. The woods they're searching aren't just dangerous. Everything connects to the Crones, the Whispering Hillock, and the bigger question of what happens when desperate people make deals with ancient powers Still holds up..

It also forces a choice that actually matters.

Not "choose dialogue option A for 50 XP, option B for 75 XP.No flashing text. The game doesn't highlight this. But " A real choice with consequences that ripple into the Ladies of the Wood questline and affect the fate of Downwarren itself. In practice, no "THIS DECISION MATTERS" banner. You just have to pay attention.

Not obvious, but once you see it — you'll see it everywhere Most people skip this — try not to..

That's the Witcher 3 at its best.

How the Quest Works

Let's walk through it step by step. No spoilers for the outcome of your choice — just the mechanics so you know what you're walking into.

Step 1: Talk to Lothar

Find him at Downwarren's gate. And daytime only — he's not there at night. He'll tell you his brother went into the woods three days ago to check traps. Never returned. Lothar wants you to find him.

He'll mention the Crones. He'll mention the Whispering Hillock. He'll not mention the full truth.

Accept the quest. Your map updates with a search area That's the part that actually makes a difference..

Step 2: Search the Woods

The search zone is northeast of Downwarren, bordering the swampy ground near the Crones' territory. Witcher Senses are mandatory here. You're looking for signs of a struggle — blood, tracks, disturbed foliage. The trail isn't obvious Took long enough..

Follow the blood trail. It leads to a cave entrance guarded by a few drowners. Nothing a mid-level Witcher can't handle. Clear them. Enter.

Step 3: The Cave

Inside, you'll find Lothar's brother. Worth adding: alive. But — he's not alone And that's really what it comes down to. Simple as that..

There's a spirit bound here. The Whispering Hillock's influence reaches this far. The brother made a deal. On top of that, or something close to one. Still, the details come out in conversation, and this is where you need to listen. Not just hear — listen Not complicated — just consistent..

The brother explains what happened. That's why what the spirit wants. Why he stayed. What Lothar doesn't know.

Step 4: The Choice

Here it is. The moment the quest hinges on.

You have two options. I'll keep it vague because the weight of this decision comes from you making it with the information you've gathered:

  • Option one aligns with what Lothar asked you to do. Bring his brother home. Simple. Clean. The "right" thing by the letter of the contract Nothing fancy..

  • Option two respects what the brother actually wants. It's messier. It contradicts your employer. But it might be the "right" thing by a different measure.

There's no third option. No "convince everyone to get along" dialogue check. The game forces your hand Not complicated — just consistent..

Step 5: Report Back

Return to Lothar. Or don't tell him everything. Tell him what happened. The dialogue options let you shade the truth — another small choice nested inside the big one Worth knowing..

Quest completes. XP awarded. But the real consequence shows up later.

Common Mistakes / What Most People Get Wrong

Rushing the conversation with the brother.
This is the big one. Players treat it like a standard "talk to NPC, get objective update" moment. It's not. Every dialogue option here matters. Exhaust every branch. Ask about the spirit. Ask about the deal. Ask about Lothar. The game rewards curiosity here — the more you know, the less you'll regret your choice later Simple, but easy to overlook..

Assuming Lothar is the good guy.
He's not the villain. But he's not transparent either. He loves his brother. He's also desperate, and desperate people justify things. The game never paints him as evil — just human. Don't let the "client = good" reflex trick you Not complicated — just consistent..

Thinking the choice ends when the quest closes.
It doesn't. The repercussions surface in Ladies of the Wood. If you haven't done that main quest yet, your decision here changes dialogue, options, and outcomes there. If you have done it — well, you're seeing the other side of the coin. Either way, the two quests talk to each other. That's rare in open-world games.

Ignoring the bestiary entry.
The spirit involved has a bestiary entry. Read it. Understanding what you're dealing with — what kind of entity — reframes the brother's situation entirely. It's not just "a ghost." It's something older, bound to the land, with its own agenda But it adds up..

Saving right before the choice and reloading to "see both outcomes."
Look, I'm not your mom. Play how you want. But this quest hits harder if you live with your choice. The regret. The doubt. The "did I do the right thing" that creeps in three hours later when you're in a completely different region. That's the experience. Save-scumming kills it Practical, not theoretical..

Practical Tips / What Actually Works

Do this quest before Ladies of the Wood if you can.
The narrative payoff is stronger that way. You meet the spirit first, understand the stakes, then see how it fits into the larger Crones storyline. Doing it after still works — it adds context retroactively — but the emotional arc lands better in chronological

The choices in this quest are not merely about morality or convenience—they’re about the weight of what it means to act in a world where every decision carries unseen threads. By forcing players to confront the ambiguity of loyalty, truth, and survival, the game crafts an experience that lingers beyond the screen. It reminds us that in storytelling, especially in interactive media, the value isn’t just in the path taken, but in the questions left unanswered. The regret, the uncertainty, the quiet moments of reflection when you realize your choice might have altered the world in ways you never fully understood—those are the elements that elevate this quest from a simple narrative detour to a profound exploration of human (or in this case, perhaps, spectral) complexity.

At the end of the day, Ladies of the Wood and its intertwining with this earlier decision exemplify how a well-designed game can transform a single choice into a narrative linchpin. Because of that, it’s a testament to the power of design that prioritizes depth over simplicity, where the true reward isn’t in completing the quest, but in the way it reshapes your understanding of the world—and yourself—within it. In a medium often driven by speed and efficiency, this quest challenges players to slow down, engage, and embrace the messiness of choice. That, perhaps, is the real lesson it offers No workaround needed..

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