At a glance
The short version
- Game
- The Witcher 3: Wild Hunt
- Guide type
- Endings
- Read time
- 6 min read
- Last updated
- Nov 9, 2026
Quick answer
In plain terms: the brazier to the right of the archway, then the one to the left of the archway, then the far-right brazier, then the far-left one.
Quick answer
The order, from the left: 3rd, 2nd, 4th, 1st. Right of the archway, left of the archway, far right, far left.
Use the interact prompt on each brazier. Casting Igni at a brazier does not light it for this puzzle.
A wrong brazier puts the fires out and spawns wraiths. Kill them, then start the sequence again from the first brazier.
Finish the quest before leaving the ruins, and before starting The Isle of Mists. Leaving early fails it.
Guide details
Quest: Magic Lamp, a secondary quest in Velen.
Given by: Keira Metz, at the end of Wandering in the Dark.
Where: the elven ruins in The Mire, Velen.
Suggested level: 6.
Missable: yes — fails if you leave the ruins or start The Isle of Mists first.
1. How the quest starts
Magic Lamp begins the moment Wandering in the Dark ends. After you dispel the illusory wall at the end of that main quest, Keira Metz asks Geralt to help her find a magic lamp the elven mage promised her — the lamp is nowhere to be seen, which means it must be hidden somewhere in the ruins. Say yes, then follow her through the doorway to the north into the room with the locked door and four statues.
Use your Witcher Senses on the inscribed door and Keira will help translate the Elder Speech carving. It is a riddle, and it describes the order in which the four braziers must be lit. If you refused Keira at first but followed her into the puzzle room anyway, the quest continues — the refusal does not lock you out.
2. The riddle, line by line
The riddle reads: Four guardians, four flames, standing proud in a line. The First to light his fire dared not march on the end. The Second, by the First, played a woeful lament. The Third kept close to his faithful beast. The Fourth marched not beside the First, yet like the Second, played a tune. And thus they stood o’er their queen, who slept beneath flickering stars.
Each line identifies one statue by where it stands or what it holds. The First dared not march on the end, so it is not at either end of the line — it is the statue to the immediate right of the doorway. The Second stands by the First and plays a lament, so it is the lute player to the immediate left of the doorway. The Third kept close to his faithful beast, so it is the statue with a dog, on the far right. The Fourth did not stand beside the First but played a tune like the Second, so it is the other lute player, on the far left.
3. The correct order
Put together, the order is 3rd, 2nd, 4th, 1st, counting the statues from the left while you face them. Walk to each brazier in this order:
First: the brazier to the immediate right of the doorway (3rd statue from the left).
Second: the brazier to the immediate left of the doorway (2nd statue from the left).
Third: the far-right brazier (4th statue from the left) — the statue with the dog.
Fourth: the far-left brazier (1st statue from the left) — the statue with the lute.
4. How to light a brazier
Walk up to each statue in the order above and use the interact prompt on the brazier at its base. Casting Igni manually does not work for this puzzle — the game only counts the interaction. Light all four in the right order and the sealed door opens.
5. What happens if you light the wrong one
Light a brazier out of order and the fires go out and wraiths spawn, and you must kill them before trying again. Guides differ on the exact count — the Witcher wiki says two to four, GamerGuides says one, or a pair if you keep getting it wrong — but every source agrees on the rest: the wraiths are level 5 and give no experience and no drops, so there is nothing to farm here. After the fight, start the sequence again from the first brazier.
6. After the door opens
Through the door is the elven mage laboratory. Search it with your Witcher Senses: Keira takes the lamp, and you will find the mage notes that explain what the lamp does. Loot the chest in the room, then climb the rocks to the right to find a Place of Power before you move on.
The next room holds a golem. It is slow, so keep your distance and use Quen for protection: it rolls into a ball to attack and follows with three consecutive lunging attacks, so dodge and roll rather than trading blows. After it falls, look for the breakable wall near the stairs — smash it with a weapon or with Aard — and take the extra loot behind it. The exit is blocked by illusionary rocks; interact with them to use the Eye of Nethaleni, and you will get 100 XP for helping Keira. Back outside, An Invitation from Keira Metz starts automatically.
FAQ
Can you use Igni to light the braziers? No — for this puzzle, casting Igni at a brazier does not count. Walk up to each brazier and use the interact prompt.
What if the braziers will not light at all? If you started the game from the Hearts of Stone or Blood and Wine expansion, the puzzle door can be bugged so no brazier lights. That is a known expansion-start bug; the order is not the problem.
Is Magic Lamp required for the main story? No, it is a secondary quest — but the lamp matters later on Fyke Isle, and the quest itself is missable, so do it while you are in the ruins with Keira.
