How to unlock every ending in The Witcher 3: Wild Hunt — the secret point system, the 5 crucial conversations, and exactly what to say.
The Witcher 3 is notorious for hiding massive consequences behind seemingly harmless dialogue options. Unlike games where you pick a door at the final boss, your ending is shaped by conversations scattered across Acts 2 and 3. Understanding the mechanics is crucial.
The core ending of The Witcher 3 entirely revolves around the fate of your adopted daughter, Ciri, and how your dialogue choices shape her confidence and future.
Beyond Ciri's fate, several smaller world-state epilogues change based on your side quests — who wins the overarching war, who rules Skellige, and who Geralt romances.
The game secretly tracks your behavior in five specific conversations during Acts 2 and 3. There is no meter, no notification — it happens entirely behind the scenes.
To secure a "good" ending, you need at least 3 out of 5 Positive Points. Here is exactly when they happen and what to say.
Act 2 — Blood on the Battlefield (after the battle at Kaer Morhen)
Ciri is frustrated with her training and feeling overwhelmed by her responsibilities.
Choose "I know what might lift your spirits." — Triggers a snowball fight to cheer her up.
Choose "Relax, you don't have to be good at everything." — Results in drinking with her to numb the pain.
Act 2 — Blood on the Battlefield (visiting Emperor Emhyr in Vizima)
Ciri asks if she should visit her father, Emperor Emhyr. If you choose to go to Velen instead of Vizima, this choice is skipped entirely.
Visit him, then refuse the coin he offers. This proves your loyalty to Ciri over gold.
Visit him and accept the coin bounty from her father.
Act 3 — Final Preparations (returning to Novigrad)
Ciri is called to speak with the imposing Lodge of Sorceresses. She's nervous about facing them.
Choose "You'll do fine on your own." — Letting her face them alone builds her independence.
Choose "Going with you." — Going into the meeting to speak for her treats her like a child.
Act 3 — The Child of the Elder Blood (Skellige)
Ciri discovers something upsetting in an ally's laboratory and is furious.
Choose "Go for it." — Let her wreck the laboratory to vent her anger and process her emotions.
Choose "Calm down." — Invalidates her feelings and suppresses her agency.
Act 3 — The Child of the Elder Blood (Skellige)
Ciri learns that a young man who helped her has died, and she wants to visit his grave to say goodbye.
Choose "Yeah. I'll go with you." — Validates her grief and shows emotional support.
Choose "No time." — Prioritizes the mission over her emotional closure.
Your dialogue choices directly shape Ciri's confidence and future. Here is how those 5 choices add up:
| Ending | Choice Tally | Emperor Requirement | Additional Requirement |
|---|---|---|---|
| The Witcher | 3+ Positive Choices | Do NOT take her to visit Emperor Emhyr in Vizima. | She embraces life on the Path as a monster hunter. |
| The Empress | 3+ Positive Choices | Visit the Emperor AND refuse his coin. | Ensure Nilfgaard wins the war (via Reason of State side quest). She steps up to rule. |
| The Tragic | 3+ Negative Choices | Doesn't matter. | She feels burdened and unsure, leading to a grim conclusion. |
No, you cannot. Once the credits roll, your fate is permanently locked for that playthrough. The game returns you to the open world to finish leftover side quests, but the main story is completely over.
If you want a different ending, you have two options: