1. Find Gremist's workshop. / (Optional) Ask the druid about Gremist.
The Gremist's Workshop is on Ard Skellige. When you visit the area for the first time you will see a druid trying to convince Gremist to share his knowledge. If you came to this area without knowing about the existence of Gremist, you must first talk to the other druid to find out who Gremist is.
2. Talk to Gremist.
Then you can talk to the Gremist and ask him if he agrees to make you his student. He will agree on one condition that you help him prepare for a certain, difficult ritual. He'll give you three tasks to complete.
3. Find a pimpernel in the woods using your Witcher Senses.
Go to the place marked on the map, find and explore the plants you find there. Unfortunately, it turns out that all the flowers were collected by someone.
When you are looking for flowers, a druid will approach you and inform you that he is looking for one of the previous students of Gremist who was also searching for flowers and has disappeared. You will decide that you will look for the student and the flowers together.
4. Search the woods for the missing apprentice and some pimpernel using your Witcher Senses. / (Optional) Kill the succubus.
Explore the area around the plants and you will spot the traces of horseshoes, follow them up the hill. You'll probably have to kill a pack of wolves along the way.
It's not necessary, but going down the nearby road a bit, you may come across a grave and an armored arachnas (26). In the grave you will find the corpse of a man who went missing some time ago. Finding the grave will only have a minor impact on the conversation that will follow when you find the student.
Tracks will eventually lead you to the place where you meet the missing apprentice - Ramund, and a friendly succubus (25). The druid will want to kill the succubus but the decision will be up to you - kill the succubus or leave her alive.
5. (Optional) Follow the succubus to her lair. / Use your Witcher Senses to find and pick a pimpernel.
If you killed the succubus, then you will have to use your witcher senses and follow the scent that will lead you to the Succubus' Lair. If you have spared her, she will lead you to her lair herself.
In the cave you will find many flowers and among them the one you are looking for.
6. Find the abandoned distillery.
Go to the Distillery. There you'll meet a cyclops (21) you'll have to get rid of.
7. Use your Witcher Senses to search the distillery for instructions on how to produce alcohol.
Enter the little shack located in the cave and take the distiller's letter lying on the bed.
8. Read the instructions for distilling alcohol.
Distiller's letter
Tjalfe,
I'm giving you one last chance. Either do everything properly, or your apprenticeship is over and you can start packing your bags.
Here are your instructions. Read them twice to make sure they make it into that watery brain of yours.
- Put the mash in the evaporator.
- Light the fire under the evaporator
- Cool the condenser. FIRST turn the right lever, then the left. NOT the other way around.
Now, is that hard? No. The answer's no. So get to work.
Dagfin
P.S. Don't toss rotten malt out behind the distillery - dump it in the stream. Otherwise someone will catch a whiff of something and come investigate.
9. Find some mash.
You'll find a bottle of mash at the top of the scaffold.
10. Use the machine to produce alcohol.
Open the evaporator and add the mash.
Light the fire under the evaporator. You can also use the Igni sign.
Approach the levers and turn the RIGHT lever first, then the LEFT lever.
11. Take the spirit.
Collect the skellige spirit.
12. Find Fritjof the druid in the nearby village and convince him to talk to Gremist.
Go to the village of Blandare and talk to Fritjof. He will agree to go to the Gremist if you help him to summon the rain first, as the village suffers from drought.
13. Go to the ritual site with Fritjof. / Defend Fritjof while he completes the ritual.
You'll go to a nearby dry field and Fritjof will start the ritual. After a while, foglets (23) will start appearing on the field. There will be three waves of them, the first two will consist of two foglets and the third one of three of them. Once you kill them all, Fritjof will finish the ritual then agree to go to Gremist.
14. Return to Gremist. / Wait till the next day. / Talk to Gremist about your reward.
Go back to the Gremist's workshop and go inside. There you will meet Gremist and Fritjof sitting at the table and ready to start the ritual. Gremist will inform you that you cannot attend the ritual and tell you to wait outside. Go outside and preferably use meditation to wait 24 hours.
Then go back inside and you'll see that this whole ritual was just a "social meeting" of two buddies. The Gremist, although he'll still be drunk, will finally share his knowledge with you. You will also receive saltpeter x 5, han fiber x 5, alcohest x 5, and sulfur x 5. From now on, you'll be able to trade with him, you'll also be able to play Gwent with him.
This Gremist proved to be a strange individual, but then so do most mages and druids - routinely staring into the abyss of otherworldly power has that effect. Rather than let Geralt learn from him right away, he first forced him to undergo three trials. Geralt passed all three with flying colors and the druid had no choice but to take him on as an apprentice. Thus Geralt, showing an admirable commitment to lifelong learning, gathered his chalk and prepared his slate for some advanced alchemy lessons.
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