The Witcher 2 fist fight loredo. Detailed walkthrough of the main and side quests of the first chapter

In the task “Trouble with the Troll” in “The Witcher 2”, the passage will provide an opportunity to get acquainted with a great story. This mission is of an optional nature, but there are certain points in it that you should prepare for. All information on the quest with options for action is present in the article. Fans of the game will find this material very useful.

Where do the roots come from?

On the notice board of a settlement called Flotsam, the main character can take on the task “Trouble with the Troll.” In The Witcher 2, the passage begins precisely from this moment. Already at the start, the user can prepare that this will not be an ordinary murder, because in this project this almost never happens. Geralt begins his own investigation. The mission was posted by Commandant Bernard Loredo, who is famous for his cruelty and does his best to ensure compliance with the laws among the population. Players should remember this information for future decisions.

First ambiguities

It would seem that in the task “Trouble with the Troll” the passage in “The Witcher 2” is extremely clear. The player must deal with the creature of the same name, which lives in the vicinity of Flotsam. In the third part of this magnificent game series, separate missions are even dedicated to hunting various monsters. Quests in The Witcher 2, however, are not divided into categories, but are no less interesting. The first alarm bell for the task will sound at the moment when the player saves the peasant on the way to the mission near the bridge. It was besieged by the Neckers, but the battle would be short-lived. When talking to the man, Geralt will ask about where to find a troll to kill, but the villager will quickly object to the White Wolf. He will say that there is no need to kill him, much less trust Loredo. The character will also tell you about the troll’s deep drinking bout, from which he needs to be pulled out. This is the first hint of the future variable branching that the game is so famous for.

Further development

The beginning of the passage of “Trouble with the Troll” in “The Witcher 2” already gives a hint that its essence will not be reduced to a standard murder. However, Geralt, after talking with the peasant, has no choice but to go to the elder Bindyuga for details. This village is located just outside the walls of Flotsam and is known for having Dimitar's bandits operating nearby. The White Wolf goes to Kharabu, the local elder, who almost completely repeats the request of the peasant on the bridge. This man also asks the main character not to kill the troll, but to help the unfortunate man somehow get rid of his alcohol addiction. After the conversation, the path lies directly into the forest thicket to the troll. At the first meeting, Geralt will try to talk to him, but the creature is not too inclined to talk. In a rude manner, the troll will refuse to make contact and will demand vodka to continue his banquet. The White Wolf is not going to tolerate such an attitude, and therefore the duel begins.

Main choice by task

In the game “The Witcher 2” in Chapter 1, the mission “Trouble with the Troll” is one of the most interesting in terms of implementation. The developers performed it in their signature style, which can be seen immediately after the fight with the troll. The drunken poor fellow is not very mobile, and therefore the fight with him, if you have the ability to dodge correctly, will drag on for two or three minutes. When the enemy's health drops to a critical level, a cut-scene will start. At the moment when Geralt is ready to strike the final blow, his former enemy will turn to him with a strange request for help. It is here that the hero decides what to do with the creature. One can recall the headman of Bindyuga Kharab, as well as the peasant from the bridge. They all asked for help for the poor troll. To continue the task, the creature must be listened to. The second option involves a typical murder without investigating the real motives. In this case, the player will not learn the continuation of an interesting story, and in vain, because quests in The Witcher 2 often offer similar things. True, in this situation the player will be able to quickly return to Ludwig Moers for a very decent reward. This is one of Flotsam's officials and Bernard Loreno's cousin.

Continuing the investigation

But to enjoy this quest, players are advised not to kill the troll. The user may agree to listen to his story. It turns out that this creature is quite respectable, but the loss of his beloved woman greatly affected him. Someone killed a troll, and the husband asks to find this person, and then take revenge for the harm caused. If the player agrees, then the further path lies again to the village of Binduga. Here you need to talk with the elder Khorab and some residents. They don’t know anything, but Zoltan and Sheala will be able to help in the matter. During the dialogues, Geralt learns about the Burnt One while completing the quest “Trouble with the Troll” in The Witcher 2. Where to find this man’s house will also become clear after several conversations during the investigation. If you go to visit him, you can see the head of that same lost lover on the wall. If you start asking about this in more detail, the owner will begin to deny involvement in the murder.

Continuation of adventures

The task in the game “The Witcher 2: Assassins of Kings” “Trouble with the Troll” is an example of how the main character will have to achieve the truth step by step. In the house of the Burnt One, the owner will in every possible way deny his involvement in the murder of this creature. He will tell you that in fact he bought the trophy to decorate the room from the leader of a local gang of bandits, Dimitar. There is no need to rush and rush in search of the killer. The Burnt One is a master of playing cards, and therefore he can be invited to play a game. For victory, the White Wolf will receive the very head of the troll. You may not be able to win the first time, but several approaches and studying your opponent’s strategy will improve the situation. The head is needed in order to give it to the troll and get a valuable drawing of the “Hunter’s Armor”, which will be useful to Geralt in due time. The task is also valuable because the player will be able to travel to locations and enjoy the views. And if you also install mods for the game “The Witcher 2” to improve visualization, the user will receive double pleasure.

Hunting down the killer

In the game "The Witcher 2", tasks, at first glance, drag on for a long time, but in practice the player completes them in ten minutes, if not distracted by local beauty or conversations with other characters. After the card match, Geralt can ask the Burnt One about where Dimitar is. The man will say that he knows nothing about the location of the bandits' base. But he will still give a tip to the tavern in Bindyuga, where the leader’s subordinates often like to sit. The White Wolf will go there, because there are no other clues. Upon arrival, you should immediately go to the lower floor, where one of Dimitar's henchmen will sit. During a dialogue with him, the criminal will impudently refuse to tell anything about his commander. Here you can use intimidation from the White Wolf or engage in a fist fight with him. The mechanics of such battles are implemented too simply by the developers, and therefore no difficulties should arise during the battle.

Completing the task

After a long fight, the player will receive the necessary information. It turns out that Dimitar set up his base in an ancient cemetery, which is located near the village of Binduga. Before going there, all users are highly recommended to prepare for battle. First, stock up on potions to enhance damage, as well as restore health (Thunder, Swallow). Only after this go to the indicated point for a fight. Dimitar is not alone in the cemetery, several of his subordinate bandits are with him. If you skillfully use the signs of Yrden, Igni, as well as potions, then the battle should end quickly. Of course, this also depends on the difficulty level set. After the victory, Geralt must go to the troll, give his head and receive a drawing of the “Hunter Armor”. The troll will be able to return to work with peace of mind, but the elder Kharab will not want to give money for saving the creature. You will have to use Axii or intimidation to get a well-deserved reward.

In addition to installing mods for The Witcher 2, you can also use this trick to make the gameplay more interesting. The player may not take the head from the Burnt One, but choose another reward. After that, go to the tavern, and then to Dimitar in the cemetery. After the victory, report to the troll that the murderer has been punished, pick up the drawing and go to the headman for a reward. In the event of such a course of events, it is possible to return to the creature who lost his beloved wife. The whole point is that, in general, it is advisable to kill the troll to get his tongue. This ingredient is used in the quest "The Heart of Melitele". But if you do this right away, as already mentioned, then you will not have all the adventures described, and even the drawing as a reward. Therefore, if you do not pull off such a trick, you will not be able to complete the second mission. All players should pay attention to this.

"The Witcher 2" is the second part of the legendary trilogy of role-playing computer games based on the fantasy book series of the same name by Polish writer Andrzej Sapkowski. This role-playing game is considered one of the best in its genre, as it allows you to immerse yourself in a huge and wonderful world, full of various tasks and quests, non-player characters and monsters, upgrade options, types of armor, weapons and magic. However, now it is worth paying attention to one specific side quest that most players cannot cope with, but at the same time it does not greatly affect how the passage in the game “The Witcher 2” develops. "Mystic River" is the name of this mission.

Epic Quest

When most gamers finish their playthrough of The Witcher 2, “The Mystic River” is not listed among the completed quests. And this raises many questions: how did this happen? After all, all the necessary tasks were completed. In fact, this is a quite common situation, and it is due to the fact that this quest is epic, that is, it lasts for three whole chapters. It starts in the very first chapter, but you won’t be able to finish it until you find yourself in the third chapter of the story. Only then will you be able to complete the necessary steps to complete the walkthrough for this quest in The Witcher 2. "The Mystic River" is a task that you will have to work on a lot. But what do you have to do to achieve success?

Chapter 1

So, if you wish, you can study the walkthrough for the game "The Witcher 2". "The Mystic River" is a non-plot quest, so it will not be marked there. Accordingly, you will need a separate guide that explains all the features and details of receiving and completing this task. First of all, you need to complete the quest "Keyran" - when you find yourself in Kayran's lair, you will see an abandoned, destroyed ship. Inside you can find a human skeleton, from which you can pick up the Zille meter key. Nearby there will be a chest to which this key fits - but do not rush to throw it away or sell it after use, as it will be useful to you in subsequent chapters. So, open the chest and take out the logbook and the captain's report. The report was not sent before Zille's death, so you will need to finish his work. Go to Flotsam, where there is a mailbox, and drop the report there. But the task does not end there - you will need to collect two more reports. You will find the first one in the chest of Ludwig Merce - you can convince him to open it using a special rune. Well, the second one is more difficult, because you will get it only after killing Bernard Loredo at the end of the first chapter. You can side with Roche, and then Loredo's death will be inevitable. If you decide to take Iorvet’s position, then when you get on Loredo’s ship, you will receive an ultimatum - either you fight Loredo, or save the elves. Accordingly, if you choose the second option, you will not be able to kill Loredo and complete the Mystic River quest. The Witcher 2, which constantly presents you with difficult choices, will force you to think seriously about the consequences of your actions more than once during the game.

Chapter 2

Once again, it is worth recalling that the game to which the Mystic River quest belongs is The Witcher 2. The passages of the first and third parts do not contain such a quest. So, when you reach the second chapter, there is not much to do in this quest. At the end of the first chapter you will be told that you need to find the second crashed ship, which will contain the missing report. However, during the first chapter you will not be able to get to the desired location - this will only become possible now. Go to the place marked on the map and pick up the last report, as well as some materials that are very important for the further completion of the task. Well, the quest of the game “The Witcher 2: Assassins of Kings” “Mystic River” is coming to an end - its passage smoothly moves into the third chapter.

Chapter 3

In the game "The Witcher 2" the quest "Mystical River", the passage of which was described above, ends very simply. You will need to go to the Lokk Muinne dungeon, where you will have to find a forbidden chest. The third time, use the key that you found at the very beginning of the quest to open it and get out special armor, forging tools, drawings and some other useful things. Now go to the town square and look for the blacksmith Bras in the tavern, to whom you will need to give everything you discovered. That's it, the quest is over.

Reward

What will you get when you complete the Mystic River quest? When you give Bras all your finds, he goes to the forge and, using blueprints, materials and tools, creates for you corvid armor, which is practically the most powerful in the game. As you can see, you really had to work hard to get such a valuable reward.

In the clutches of madness

If you try to ask Cedric about work for the witcher, then he will tell you about a long-destroyed estate, which long ago was one of the mental hospitals. It existed even during the war with Nilfgaard. According to the elf, two researchers recently went there, but never returned.

Apparently, the job is just for a witcher, so we go to investigate. As you go through the forest, you will meet one of the missing researchers named Rupert. Rupert will ask you to help his friend, who is still in the ruins of the old manor. As soon as you approach the ruins, you will immediately hear the sounds that the neckers make. It's time to take out your silver sword and quickly run inside the estate. Using your medallion, avoid the traps that are here. As soon as you get inside and go down the stairs into the basement, you will meet a necker who is not too difficult to kill.

So now it's time to take a closer look at the basement. At some point it becomes clear that this place has long been cursed. Suddenly, the ghost of one of the Nilfgaardian soldiers of that time appears and everything around begins to burn. Follow this ghost. Eventually, after going a little deeper, you find yourself in a place where a couple of ghosts will suddenly attack. It's time to take out your weapon and give these ghosts a hard time. As soon as you defeat the enemies, look in the chest nearby - there you will find pieces of a medical record. After this, we begin the search for Gridley.

Having passed into the next room, the ghost of a Nilfgaardian soldier appears again. He will show you where to go and, in the end, again leads you into another trap. There are a lot more ghosts attacking you this time, so now you'll have to fiddle around a bit. Now the Quen and Yrden signs will be very useful to you. As soon as you go through a couple of rooms, you find what you were always looking for. Grydlya will be so scared that he won’t be able to really tell you anything. In order for him to calm down and tell him everything he knows, we need to give him a sedative, so we set off to look for a cure. In the room on the right side you can find the item you need, but as usual you will have to fight a couple of ghosts first. Once you kill the enemies and take the medicine, you can safely return back to the frightened researcher.

Now he will tell you about a terrible story and a terrible curse that was imposed by one of the Nilfgaardians. You will find this culprit in the next room on the left side. To everyone's surprise, he turns out to be not aggressive at all. During a conversation with this ghost, you learn that in order to put him to rest, you need to bring the eyes and hearts of those who tortured him - that is, Gridley and Rupert. It's time to get Gridlya out of here and talk to him and Rupert. Now you have several ways to solve this building:

    You can accept the offer of the ghost of a Nilfgaardian soldier and give him what he demanded from you, or rather from them.

    You can deceive this ghost, while telling everything to Rupert and Gridla. They, in turn, will offer to donate parts of pigs instead of real body parts, since they will not differ much from human remains, and the local butcher will very cordially sell them to you. If you choose this solution, the ghost will have no doubts and will believe you.

    You can also slip the eyes and hearts of the Neckers into the ghost, but in this case the ghost will find out about the deception and then immediately attack you. After the massacre, you will still have to decide the fate of two comrades - Grydly and Rupert.

As soon as you get rid of the curse in the hospital, you will need to decide the future fate of Gridley and Rupert: you can either release them or decide to try them according to the standards of the law.

Hospital ruins (if you haven't found Cedric)


Hangover

As soon as you visit the Temerian special intelligence service, you will see that they are planning a holiday. Once you accept the invitation and join their celebration, at some point Bianca will challenge you to take part in one of the competitions. One of them is knife throwing. But soon the game is interrupted by local peasants and unexpectedly accuse Vernon Roche's soldiers of desecrating their sacred statue - Veiopatis. This situation can end extremely unpleasantly, for example, a fight between Roche and Geralt. In general, this is what happens in the end, after which the girl decides to tell you about Vernon’s past life. At some point, your celebration is interrupted again, but by one of the soldiers, under the pretext of facing off. If you defeat this soldier, then you receive Kraden's sword as a reward. As soon as a couple more glasses of beer pass, you completely pass out. You will come to your senses already on the bank of the river and then some unknown peasant will wake you up.

So, you find yourself not only unarmed, but also stripped to the waist. It's time to find out what happened at night at the party. If you intimidate or bribe a peasant, you will know that you should visit a local girl in a brothel. It won’t be difficult for you to find it - the brothel will be located on the floor above the tavern itself. If you give some gold to the girl in the brothel (whose name is Garvena), she will tell you that you and your friends climbed onto her girls and rode them to the harbor. In addition, she advises you to talk to Bianca. You can find Bianca in the Blue Stripes camp. The girl will tell you that you and the rest of your friends tried to swim across the river with prostitutes. You will also learn how you got the special tattoo that every soldier in Vernon Roche’s squad has. And one more good news - your things were neatly folded in a chest nearby.

Contract for Neckers

On the notice board in the city you can find a contract for nekers (forest monsters). The notice board is located immediately at the entrance to the city tavern. But before you start hunting, you must first collect all known information about these creatures. As they say: “practice is the best teacher.” Therefore, it’s time to quickly go and take down the Neckers. As soon as you kill more than a dozen nekkers, the witcher will understand that these creatures use burrow systems to move, so if you can find and destroy all the passages into these tunnels, then the nekkers will stop terrorizing Flotsam. All entrances will be located in the vicinity of the town. Several caves are located immediately in the forest, near Flotsam, and another cave is located behind the waterfall near the elven ruins. The best, surest and most reliable way to get rid of these caves is to use Buckshot! In order to create such a bomb, you will need to use only two alchemical ingredients - aer and rebis. Once you fill up all the caves, all you have to do is find a merchant named Ludwig Moers and take your well-deserved reward from him!

Location of the Necker tunnels



Endriag contract

As before, you can find the new contract on the notice board located near the city tavern. As expected, first you need to study your enemy, and then kill about a dozen creatures in order to understand their essence and tactics. There will be a lot of these creatures in that part of the forest that is located near Bindyuga. At the very beginning of the game, it will be extremely difficult to resist the endriags. In battle with them, you should be very careful and careful, and do not forget to use the Yrden sign to first slow down their movement, and then kill them with a silver sword. Once you kill enough of these creatures, the witcher will understand that they can only be destroyed forever if you destroy their cocoons. These cocoons will have yellow and translucent shades, new monsters will climb out of them - in general, you will immediately understand. The cocoons will be arranged in packs; one such pack will contain three cocoons. You need to open the cocoon and finish off what will be there with your sword. As soon as you destroy three cocoons, their queen will visit you. As soon as you kill two queens, you can return for your reward to the already familiar character - Ludwig Merc.

Location of endriag cocoons



Poker game - Flotsam

It's time to remember the old game - poker with dice (mini-game). This game is familiar to every player who has at least once played the first part of the legendary series. In it you roll six dice, but first you need to place a bet, after which you confirm and in the end, finally roll the dice. You should not throw the dice too hard, as they may fly off your board and naturally will not be taken into account. Your opponent will always roll the dice second. Once you make a roll, you can then choose which dice you will throw next time. Your opponent performs the same action. After the second run, the result is usually already summed up as to who is the winner.

The ascending order of the dice is as follows: poker (if you play five dice, all of the same number); four of a kind (if you get four dice of the same number); full house (one pair of dice and three dice of the same number); high straight (five dice in a row starting from the second number and ending with six - that is, 2,3,4,5,6); junior straight (five dice in a row starting from one to five - that is, 1,2,3,4,5); three, a pair and two pairs (if three dice of the same number are rolled).

You can find the first players in Flotsam's tavern: all playing characters will sit on the first floor. The weakest players in Flotsam are Casimir and Benedikt, so it's best to train on them first. The strongest one here is Zyndraba, and to get a chance to play with him, you must first beat the weakest opponents. As soon as you defeat Zyndrab at dice, he will tell you about stronger opponents who also play dice. The strong players are called Burnt and Einar Hussel. You can find the Burnt One in the Bindyugi area, but you can find Einar in the artisans area. Once you defeat the Burnt One, you will have a choice: you can take either the gold or the troll's head. You will need the last item if you come to help the troll that lives under the bridge (for the quest “Trouble with the Troll”).

Arm wrestling - Flotsam

A new game in the Witcher series. If earlier there were only fist fights, now arm wrestling has been added to them. So, the essence of the game comes down to the fact that you need to keep the circle within the recolored square on the screen. As soon as Geralt gets tired, the sector decreases in size.

Old Zoltan will tell you about arm wrestling, and he will even become your first opponent. And besides this, he will happily constantly try to wrestle you in his arms, which is why he is an excellent trainer. We advise you to try it on him first, so that you can then move on to more serious opponents.

As soon as you defeat the dwarf, you will need to find a new opponent. The first real rival may be Janos Zhila, whom you can find in the city tavern. He will be a fairly weak opponent, so you shouldn't have any difficulties.

As soon as you defeat Janos, he will complain to a stronger opponent. As soon as you defeat him, an even more serious opponent will soon appear against you - Fat Mikel (another regular at the tavern). The enemy is very strong and no worse than Zoltan. Once you defeat Mikel, you can challenge the local champion, Bartolomew Barca, to a duel. You can find it in the village (Bindyuga). As soon as you offer him arm wrestling, he will happily agree to take part. As soon as Barka is defeated, he will tell everything to a stronger opponent - Adam Pagrat (the only person who was able to defeat Barka). After defeating Adam Pagratt, you will not meet any new opponents in the first chapter, but you can still continue to train on Zoltan and Janos.

One on One - Flotsam

Fist fighting is a classic Witcher game. This mini-game is based on QET - that is, instantaneous keypressing: various signs will appear on your screen that will show which buttons you need to press - A, D, W. As soon as you first visit the Flotsam city inn, you will see people who are fighting. If you decide to talk to them about this, you can find out about the rules of local battles. After this, you are immediately offered to meet someone in the ring. As soon as you win your first victory, they will give you a stronger opponent. Once you win your second victory, your ardent talent will be noticed by King Ziggy - the most famous fighting personality of Flotsam. He will invite you to take part in the battles that take place on the estate of the local commandant (Loredo). This will take place on the assignment "Fight Club". If you agree to Ziggy's offer, then he will be waiting for you every day at 21:00, near the entrance to this tavern. In addition, to become the local champion of fist fights, you will need to defeat the most powerful fighter named Little Dodu. Once you win this big competition, you can challenge any previously defeated opponent to a fight.

fight club

If you decide to take part in a major competition, then it’s time to go to the tavern in the evening and meet Ziggy there. Your certain “patron” will take you straight to the Loredo estate, while telling you about money and fame along the way. Please note that you will still have a chance to abandon this idea if you change your mind.

Immediately outside the commandant's estate you are met by four opponents. The opponents will not be the weakest, so you will have to tinker a little. But the stronger the opponent, the greater the winnings! Before a fight with an opponent named Zhdan, Loredo will want to talk to you personally in some quiet place. In a quiet place, he tells you to lose this fight. The fact is that, as expected, everyone bets on the Witcher’s victory, so if Loredo bets on Zhdan, then he will hit a good jackpot. But it’s up to you to decide, so you can either agree or refuse.

    If you agreed. In this case, the commandant will share a good win with you.

    If you didn't agree. In this case, Loredo will promise to take revenge on you for such alleged betrayal.

When you leave this house, don’t forget to pick up your weapon. The guards left your weapon near the chest that stands at the gate. If you won the battle against Loredo, then at some point on the street next door two thugs sent by the commandant fall on you. In order to defeat these scoundrels without much difficulty, you first immobilize one of the opponents using the Yrden sign, after which you dodge the attack of the second enemy, then go behind the back and hit. After this counterattack, use the Aard sign on the first thug, after he falls you must finish him off. Now, to complete the task, you need to go to Buttercup and talk about everything that happened to him.

Trouble with the troll

Among the other contracts on the notice board, there is another very interesting task! Every witcher knows that trolls are intelligent creatures and, according to the witcher code, they cannot be killed if they do not pose a threat to people, therefore, before meeting a troll, you will first need to talk about him with the elder named Khorab, who is located in the Bindyugi area. He asks you not to kill the troll, no matter what is said in your order on the notice board. Well, things are getting quite interesting. We now go into the forest, where near the destroyed bridge (which was mentioned in the order) you will soon find one peasant. Kill the nacker who is trying to kill the peasant and talk to him about the troll, after which you find out that he is a troll and has gone crazy. Before that, he had been watching this bridge, and the bridge was the only route that led through Pontar. But now, the bridge is destroyed, and the troll now demands payment, but not gold, as is usually required as payment, but vodka! If he does not get what he demands, then he is going to kill all the travelers who come across him. The peasant tells you that they need both a sober troll and a working bridge, so the peasant asks not to kill the troll, but to talk again with the headman. If you've already talked to the headman, then you can finally meet the troll.

The troll is under the bridge. When you meet him, he will ask you to bring you vodka. If you didn’t have anything with you or you simply didn’t want to give him anything, he attacks you. After a small fight, he asks to be spared. Here, as usual, you have to make a choice.

    If you kill a troll. In this case, you will receive a long-awaited reward from Ludwig Moers.

    Unless you kill the troll. In this option, you then have to help this creature and generally fulfill the request of the village chief. The troll will tell you that his beloved wife was killed, so he began to drink heavily. He will promise you to restore this bridge if only we find the killer of his wife. If you choose this option, then you will need to help the troll.

If you think logically, then who needs a troll's head? Either an alchemist or a sorceress, right? You need to talk to Sheala, maybe she knows something about this. Once you chat with the sorceress, you will need to meet with old Zoltan. Zoltan will tell you that this is only necessary for those who want to hang their heads as a trophy. Therefore, the most logical thing would be to go to Binduga. Without any difficulty, you will be able to notice that the house of the Burnt One will be decorated with the head of a troll. After talking with him, you learn that he bought this trophy from a person named Dimitar. The only way to find this man is through his friends, who hang around the tavern in the evenings. In addition, you can get the head of the troll woman by winning from Burnt in the Bones, but he will play with you only if you reach him by beating the other players on the task “Poker with Dice - Flotsam” (the task described above).

Let's move on to Dimitar's friends. Finding them in the evening near the tavern is not too difficult. If you scare them properly, then they will tell you where you can find Dimitar. This place is a cemetery, which is located near Bindyuga. If the men do not fall for your threats, then you will have to beat them properly. In general, you meet the killer of the poor troll's wife in the cemetery. After a short conversation, he attacks you. You will have to fight several enemies at once, so don’t forget to dodge blows and counterattack. In addition, remember about the Yrden sign. As usual, people turn out to be bigger monsters than those who live in the forest... After it’s all over, go back to the troll and after that, you can go to the headman, who will adequately reward you.

The smell of incense

As you wander around the port part of the city, at some point you will meet a very noble man who will offer a good amount of gold if you do him a couple of services. It will be very difficult to refuse his offer. At some point, it turns out that you will have to get a very rare recipe for incense, which can only be bought from one merchant in Flotsam. In addition, it becomes clear that these incense are poisonous. As you look for the merchant, you will soon notice how a huge crowd of people is standing at one counter, which is located in the square. At the head of this entire crowd there will be a girl, and she will talk to you. At some point, she will ask you to do something about the nasty bastard who, according to them, deceived them. This is because these “harmless incense” are even worse than the well-known fisstech, and the incense is even more addictive. Of course, the merchant himself does not recognize this fact. If you intimidate or convince this merchant, then he will close his shop. If you can do this, then not only will the locals enjoy it, but you will too, as it will add a little extra to your wallets. In addition, you will also receive the real recipe for these incense. If you tell him directly about your task, then he will give you a fake recipe. In any case, you will need to go to Wenzel along with the recipe. Further actions will depend only on how clear your conscience is.

    The real formula. If you give Wenzel the real formula that he has wanted for so long, he will immediately begin to check whether it is real or not. Of course, you can’t take risks when it comes to such a sum of money. After confirming that the formula is real, you will need to pick up the formula and meet with Wenzel near the Flotsam Gate. As soon as you meet, you will go to his laboratory together. To keep the location of the laboratory a secret, he will ask you to blindfold you. After a certain amount of time, you find yourself near his laboratory and his people check the extracted recipe. If you brought him the real formula, then you will be generously rewarded.

    Fake formula. If you pass a counterfeit to Wenzel in the city, then at some point your lie will come out and you will find yourself unarmed among armed people. In theory, defeating them all with your fists is not that difficult, but it is realistic. But the best option would be to take the sword that lies on the rack immediately in front of you. Along with this sword, you should use the Yrden sign against enemies. In any case, your task will be completed.

    They refused to be blindfolded. After you have met Wenzel at the city gates of Flotsam, you can refuse to be blindfolded. In this case, you will have to get to the specified location alone. In the end, you will receive killers or a reward at the merchant's hideout, it all depends on the formula given (fake or real).

    Keeping the recipe for yourself. In this case, Wenzel will be very dissatisfied and will soon leave the city. After this, at some point, in the forest, near the kayran’s lair, the merchant’s thugs attack you, after which they stun you and take you to a secret laboratory. The bandits soon take absolutely everything from you, including your recipe. In order for you to escape from this place, you will need to defeat all the enemies that are here. Since you will not have weapons, actively use the Aksiy and Quen signs. Besides this, it is best to hurry up and take the sword that is on the rack. Once you have a weapon, it will not be difficult for you to defeat all enemies.

Malena

While wandering around the Bindyuga area, at some point you will meet a group of Flotsam guards who will surround a young elf. If you intervene in this lynching, then you will find out that this girl is connected with the fact that two guards recently disappeared. The guards say that she seduced them and led them straight into the ambush of the “squirrels”. If you offer to assist in this investigation, then you will soon need to go down to the city caves, since it was there that the guards were last seen. Well, let's go to this place. Once you find yourself inside the cave, you will see that there are traces of blood - move along them. Going a little deeper, you find the corpse of one guard. But it was most likely not the elves who killed him, but the Neckers living here. If you don't want to end up like this soldier, then you'll have to kill everyone here. Fight your way through crowds of Neckers using your silver sword's quick attacks. Having gone a little deeper, you soon find the corpses of two more guards. But before examining these two corpses, you will first need to kill the corpse eater wandering around here. When fighting this monster, use blocks and strong blows. When the monster grabs its head and crouches down, quickly move away from it, as an explosion will soon occur. After this skirmish, you can finally calmly examine the corpses of the soldiers. Having examined these bodies, you will see that their bodies are literally pierced with Scoia'tael arrows, so most likely the elf is still involved in this and the guards were right. It's time to go back to the guards and tell them about what you found deep in the caves. As soon as you climb out of the cave, you are greeted by a nervous guard who demands a quick solution to the problem. As usual, you have several options for the development of events to choose from.

    If you told the guards. In this option, they will find out that their friends were actually killed by “squirrels,” but the girl will deny everything you say. Here you have several options for the development of events: you can say that stop lying and sentence her to death, or you can believe her words and ask her to explain everything. The girl will say that you should see everything with your own eyes and walk into the forest with her. At some point it turns out that she decided to lead you into an ambush by the elves. A fight is brewing, so you need to take out your sword and start using the Yrden sign. To save your life and the guards, use blocks and dodges. As soon as you kill all the elves, the task will be over and your reward will depend on how many guards are left alive.

    If you didn't tell the guards. If you decide to keep all the evidence found in deep secret, then soon the girl invites you to meet in the forest near the waterfall. Apparently she decided to thank the witcher for the work done. Since Geralt is such a naughty guy, you need to walk to the waterfall. Along the way, you will encounter many dangers, for example, traps, into which you will definitely fall without a medallion. In addition, there are nakers in the forest along with endriags. If you are attacked by a pack, then they are already dangerous, so be extremely careful. Against monsters in the forest, use power attacks with a silver sword and the Yrden sign. Once you overcome all the obstacles and find yourself near the waterfall, the charming Milena will already be waiting for you there. But unexpectedly, everything is interrupted by a squad of “squirrels”. If before this in the ruins you helped Iorvet on the assignment of “Assassins of Kings,” then no one will touch you, and in general, they will demand that Milena apologize to you. If you came to the girl before this task, and even if you sided with Vernon Roche, then they will attack you. The battle will be seriously difficult. You will again need to use the Yrden sign, blocks and a steel sword. In addition, do not forget to defend the rear and dodge. If you attack them from the rear, the damage will increase. Melena won't just stand there either and will take this opportunity to get out of here, so you'll need to find her.

Since the elves know the forests of Flotsam very well, and the girl hides well, no one can help you in this matter. It is best to continue this task by completing the task “In the Claws of Madness,” since the elf uses that same hospital for the mentally ill as a place of shelter. After carefully examining the ruins, you will definitely find it. You just have to decide what to do with it. You can kill her on the spot, take her away and bring her to justice by Loredo, or just let her go altogether.

Heart of Melitele

During the siege of La Valette Castle, you had the opportunity to talk to the Rubiles from Krinfrid, who showed a very strange amulet. If you happen to have this thing, then you can unravel all its secrets as you find yourself in Flotsam.

Near one house located in Bindyug (near the wall of Flotsam), a witcher’s amulet suddenly begins to vibrate. This is a sign that something magical is near you. It soon becomes clear that the whole problem lies with Aneshka (the city herbalist, who is still called a witch). As soon as you tell about Petty's amulet, she will immediately ask you to sell it to her.

    Selling. By agreeing to her proposal, you immediately complete your task, so the adventure associated with the talisman will end. It's best to do this after you've already completed the "Trouble with the Troll" quest or if you didn't want to kill him.

    You don't sell. If you didn’t want to sell this thing to her, then you can ask why she needs it. If you don't believe her and immediately use your wonderful charm, then you will find out that this amulet is a very powerful artifact called the Heart of Melitele. Thanks to its properties, it protects the owner. You may have already heard about this story, but what is more interesting is that a spell was cast on him, which made the useful property reversed - now he does not protect, but kills. The girl asks to sell her this amulet, because she knows a spell that can restore the useful properties of this item.

If you try to find out about the ritual from the witch, then she will tell you that for her ritual you need to get rare ingredients: troll tongue, endriagi fruit, essence of death and also crab spider eyes. If you can get all these ingredients, then Aneshka will be able to remove the negative effect that is imposed on the ancient artifact. The Endriagi Fruit is the easiest item to obtain, so there will be no difficulties. To get the essence of death, you will need to kill a ghost; for example, it will be easy to get this item from a ghost in the quest “In the Claws of Madness.” As for the crab spider's eyes, you can get them only when you meet with Iorveth on the assignment "Assassins of Kings". Well, you can only get the troll's tongue if you kill the poor troll under the bridge, in the "Troll Trouble" building.

Once you obtain all four ingredients, talk to Aneshka again and during the dialogue a meeting is planned at midnight, near the altar of Veiopatis. The ritual will begin there. We recommend that you meditate until 22:00 and then go to the indicated place. The statue of Veiopatis will be located in the thicket of the forest, so along the way you will meet nekers and endriags more than once. Use your silver sword and the Yrden sign against forest monsters. You will meet Aneshka near the altar. At midnight, the ritual to lift the curse begins. Flames will emanate from the god’s mouth, and various ghosts will begin to rise from the magical aura. If you get close enough to the witch, then the ritual will be broken and subsequently the whole process will be destroyed, but you cannot allow spirits to approach her. Using a silver sword, try to repel all blows. In addition, the Igni and Yrden signs will greatly help you in battle, and as soon as you defeat all the ghosts that appear, the ritual will be over. As a worthy reward, Aneshka will give you the purified Heart of Melitele.

Location of Aneshka - the witch


Mystic River

Chapter - 1

When examining a ship that was wrecked after a collision with a kayran, you will soon find a corpse. There will be a key hanging on the body of this corpse. Using this key, you can also open the nearby chest. Inside this chest is a logbook and a report from the captain of this ship named "Peter Zille". Besides this, there will be a couple more useful things here. In order to complete this task, you will need all the things found here. And don’t forget to carefully read the ship’s captain’s report and his logbook. Based on what we have read, it becomes clear that the expedition, which was on the ship "Peter Zille", during the research, found a very ancient and valuable artifact of corvids in Loc Muinn, in addition, another ship took part in this voyage. The captain was never able to send his completed report, so you can do it instead. There are several mailboxes in the city. You can attach the captain's report to any of these mailboxes. Every day, couriers check these mailboxes, so in any case they will send the report to where it needs to go.

As you know, all mail in the city goes directly through a man named Ludwig Moers. You can find one of the mailboxes lying on his desk. If you try to get inside the box, then Merc will make a noise that you don't want, so just talk to him and use the Axiy sign during the conversation. If he gives in to your spells, then you will be able to take everything that is in the box without any problems or noise. Inside this box you find Merce's report to an official who is located in Vizima. In this report, Merce accuses the postmaster of not doing the job he should be doing. You will have to find another box, which is already in the estate of Commandant Loredo. But to unlock the commandant's mailbox, you will need a key, which only Loredo has. You will be able to examine this box only almost at the very end of the first chapter, but on the condition that you kill Loredo and take the key from his body. Inside the box you find a letter to the court magician named Detmold. After reading the letter, you can understand that the death of King Foltest did not affect Loredo too much - he is much more concerned about the well-being of King Kaedwen Henselt.

Chapter - 2

Once you find yourself in Aedirn and sail along Pontar, you will be able to find the “Eila Tar” - this is another destroyed ship, which is somewhat similar to the “Petra Zille” that you once found in Flotsam. Use the captain's key that you found earlier in the first chapter and you can open a new chest that you will find on this ship. Inside you can take and read the report of the captain of the ship "Eila Tar". In addition, there will also be Vran blacksmith tools, with which you can forge the legendary Vran armor. And from this report you can find out how the ships were actually destroyed.

Chapter - 3

Once you go down into the dungeon, which is located under Loc Muinn, then near the entrance to the city square, go to the left side, and then to the right side. This will take you to a room where a new chest awaits you. You can also open this chest only if you have the captain's chest from the first chapter. In general, in the chest you can find armor from Iysgit, a new sword of Deireat, a drawing of the armor of corvids, one fire rune and even items that are needed for forging. With all these items in your hands, you can finally talk to the blacksmith. Go to the local blacksmith in Loc Muinne named Bras of Ban Ard. You can find it in the local tavern, which is located on the city square. Ask him to reforge armor from Iisgit for you using the found Vran blacksmithing tools that you found back in Aedirn. As a result, you will eventually receive beautiful Vran armor and the task will be over.

Additional/Side Quests Chapter - 2: The Path of Iorveth

With a fluttering heart

After you go to the inn, as the council convened by Saskia is taking place, an elf who is in Iorveth’s squad soon approaches you and asks you to give him a little attention. He introduces himself to you as the elf Eleas and tells you that recently young residents began to gradually disappear in the city of Vergen. The bodies of these unfortunates were found near the long-burnt village. If you are interested in this and you start asking him questions, then he will tell you that the bodies of these young residents were buried in the outskirts of the city. Most likely, it is not an elf or even a person who kills the inhabitants, so the matter apparently concerns the witcher’s craft. So, in addition, Eleas announces a reward for the capture of the mysterious killer.

Having gone to the village, you find nothing that would help advance the mysterious investigation. Soon the smell of sulfur and traces of blood only confirm all the elf’s suspicions. It’s time to finally carefully examine the bodies of the murdered young residents, maybe there will be at least some clue there. At some point you will find a tunnel, which is located on the outskirts of the city. The tunnel will lead you straight into the forest. You need to get to the catacombs, which are located in the very center of this valley.

You can get into the underground room only by breaking through the wall using the Aard sign. Once you do this and move on, you will find the bodies of the killed residents, who are already wrapped in some kind of cloth. Before you have time to take a closer look at them, you are attacked by ghosts. You could already encounter similar enemies in the fog. In addition, they were also in the hospital in the building “In the Claws of Madness.” You can defeat them using old and proven tactics: the Irden and Aard signs, a few rolls + a silver sword. After a small skirmish, you will need to start dissecting corpses - not the most pleasant thing. We need to find fresh corpses that were brought to this place recently. Moving along this crypt, you soon find a more or less normal body, which is located in the third room (counting from the entrance to the catacombs). So, after unrolling the fabric, you need to carefully examine the corpse. If you have surgical instruments with you, then you can get a small piece of iron from the dead (if you do not have surgical instruments with you, you will need to buy them from a character named Felicia Corey, a bookseller and recipes dealer). Apparently, this piece is a sword fragment. When you turn the body over to the other side, you find an album under the carcass with old Buttercup’s poems attached. After a thorough examination, we have to conclude that a succubus is behind everything. Since you have already come to these dark catacombs, then go down to the lower level. There you can meet the spirit of a Kaedweni soldier. He will guard the banner of the Brown Banner. The item is necessary to remove the ghostly haze for the task “Eternal Battle”. In any case, you will need to go back to the city and talk with Buttercup about his poems.

You can find an old friend at the inn. If you ask about his poems, he will tell you that someone recently stole them from him. Well, it’s time to join forces and enlist the support of Buttercup: ask him to lure out the monster with his poems. In the end, you agree to meet at midnight near the burned village.

So, at the appointed time you meet with Buttercup. Now control passes to Buttercup and you need to play to eventually lure out the demon with the poems. You will have to compose the following song: “If a maiden wanted to lie with me; Then the heart would ask white palms; Can you hold it; If you open your chest to me?” Buttercup's song works and soon the succubus comes to you. Next comes a choice.

    You went after the succubus. In this case, Dandelion goes after the demon, despite the fact that Geralt strictly forbade following the demon.

    You didn't follow the succubus. In this case, you need to get to Geralt as soon as possible. Little will depend on this choice in the future. In any case, you will return to controlling the Witcher. Having rushed to the demon, it turns out that she is in no hurry to fight you and most likely, you were mistaken in your assumptions.

So, the succubus reports that she really seduces men and sleeps with them, but only in order to suck out their energy, while she does not kill anyone so that they come to her again and she feeds constantly. She will report that her recent boyfriend fell very much in love, so he began to kill his competitors out of jealousy. The name of this lover is Eleas. It will be very difficult to decide, since all the statements sound convincing.

    If you don't believe me. In this case, you enter into a fight with a succubus and have to kill her. The battle with her will be quite difficult. In the battle, use your silver sword, Quen and Yrden signs. After you kill this demon, you can return to the elf and receive your well-deserved reward.

    If you believe it. In this option, you will have to talk to Eleas again to find out what's going on. You can find the elf near the inn. When you ask him about the murders, he will begin to deny everything, so it’s time to go to his captain. If you have a fragment of a weapon with you that you found in the corpse, then Iorvet will believe you, but if he doesn’t, then you will need to find some evidence to accuse him. As soon as you show Iorveth the evidence, the elf will unexpectedly disappear. Thus, all the suspicions that the succubus suggested are only confirmed. Now return back to the demon and get your reward from her. On the way to the succubus, you will be unexpectedly attacked by Eleas. Your enemy will have two sabers, so first you should immobilize him using the Yrden sign and attack him in the back. Once you defeat the enemy, continue to go to the succubus for a reward.

Baltimore Nightmare

When you search for a magical artifact, you will be able to see Baltimore's dream in the container quarry. A very frightened dwarf was running from something. As you walk around the city, at some point you will come across the house that was in your dream. Once inside, you will meet a character named Torak. After talking with him, it turns out that he is a student of the great runesmith, who has long disappeared. Torak, in turn, took as a legacy not only the house, but also the title of Baltimore. Torak himself admits that no one, including him, can compare with the skill of the great blacksmith.

Soon Torak will allow you to take a closer look at the workshop of the mysteriously missing blacksmith. So, having carefully examined the forge, you will be able to notice that you can break one of the walls using the Aard sign. In this secret room you can find a small chest, and inside this chest a map of Baltimore itself. But in fact, this is not a map, but a kind of poetic guide. As you leave the workshop, Torak will approach you and tell you that he is a little nervous about the noise that was heard down there. You have a choice: you can tell him about the find, or you can remain silent. If you told him, then he will ask you to bring him any notes that you can find.

The first part of the verse reads as follows: “Start your search from the well, where the echo echoes.” A similar well can be found in a burnt village nearby. Following the records of Baltimore you will pass through the entire village. Afterwards, you will need to turn to the left and go to the huge gate. Eventually you find an altar made of wood. The altar itself is dedicated to some deity. Move further along the middle path and at the end you find yourself in a quarry, which you have already been to before. The next part will tell you about the harpy cave, but instead of going to the gate, climb the rocks on the left side and find a chest there in which you will find a runic key. We continue to study the notes of Baltimore: “If you have chosen the right path, do not forget to meet the maiden. The shadow of the poor drowned woman at noon will become the right arrow...” Now it’s time to return back to the crossroads and go from there to the ravines where the trolls live. We are talking about the “Poor Drowned Woman” - she is a ship that crashed on the rocks long ago. Soon you will find doors that are thickly overgrown with ivy. These doors can only be opened with a runic key. To go further you will first have to burn down all the weeds that are there. To do this, use the Igni sign. Behind these doors you can find another chest, but with Baltimore runes. In addition, you will also find his old notes here. Before you open the chest, Torak will come to you along with the rest of the students. It turns out that they have been watching you all this time from the very beginning, as soon as you mentioned Baltimore to him.

    If you talked about your findings. If you previously agreed to give the notes to Torak, then he will ask you to be the first to unlock Baltimore's chest. In return, he will give you not only money, but will also allow you to take all the contents that are in the chest. If you agree, then the task will be completed - if you notice that the dwarf is not behaving as expected, then he will attack you.

    If you haven't talked about your findings. In this case, at the first meeting, the dwarf along with the rest of the students will attack you.

Use the Aard sign against these enemies. You will need to use the sign at the very beginning of the battle in order to push back your enemies and come up with tactics against them. Since you are, as usual, outnumbered, we recommend that you use the Yrden sign, which will immobilize one of your enemies. After you defeat Torak along with the rest of the students, then you can open the treasured chest. Here you can find many useful items, but the most useful are Baltimore's notes.

Once you read these notes, you will find out that it was Torak who killed the old master Baltimore. This incident will need to be reported to the city mayor, Cecil. You will be given a reward for the work done, after which the search for a new blacksmith will begin, but that’s another story, and at this stage the task is over.

Poker game - Vergen

Dice poker is a very popular game, so it is played everywhere, even in such a rebellious town as Vergen. Your first opponent in this city is Skalen Burdon. Skalen will agree to play with you anywhere and at any time convenient for you. As usual, you first have to beat weak opponents in the city in order to move on to stronger ones.

Based on a tip from the tavern owner, you can find your first rivals in the house of the blacksmith's apprentices, which is located near the dwarven god. Your first Vergen rivals are Cornelius Meyer and Bruno Bigs. As soon as you beat these opponents, you can go to the inn and play there with the owner. Once you beat him, you can play with a stronger opponent, who will be Cecile Bourdon. You can find Cecil in the house, near the entrance to the mine from above. After you beat Cecil, you learn about the best Vergen poker player. His name is Hagarth. It is also located near the statue of the dwarf deity. In general, you have already been to this place while searching for Cornelius and Bruno. As soon as you beat the last opponent, you can take either meteorite steel or gold as your winnings. The Vergen poker quest line will be completed at this stage. Of course, you will be able to play with the others at any time now.

Fist Fights - Vergen

As expected, in all taverns there will be a game of “punch the face”. If you decide to test your witcher abilities in the Vergen tavern, then you first need to talk to a character named Sheridan, who is engaged in these battles here.

He will read the rules to you as expected and after that, you can agree to clean up a couple of faces. So, you are waiting for a fight with three opponents in a row. Each subsequent opponent will be stronger than the previous one, but if you try, then you will be able to defeat all your opponents. When you win the third victory, you will receive glory.

As soon as Sheridan begins to sincerely congratulate you, everything is interrupted by one nobleman, who, as he claims, is Seltkirk’s brother. Wanting to finally step out of his brother's shadow, he wants to try to overcome you. It's up to you to decide whether to accept the challenge or refuse it.

If you reject his challenge, then he will leave you with insults and become deeply upset. But if you accept the battle and lose, then he leaves you with a smile from ear to ear, after which the task in this city is considered completed, and the next meeting with him will take place in the third chapter

Arm wrestling - Vergen

Vergen is a place of miners whose hands are as good as a sword, so there should be plenty of rivals here. Among these rivals you can also meet old friends: Sheldon Skaggs and Yarpen Zigrin. Well, Zoltan once told you about these characters.

The dwarfs described above almost always sit in taverns, so we go to the tavern. Having invited them to compete, they happily agree to your proposal. Please note that the new opponents will be quite strong and those you met in the first chapter are no match for them. Once you defeat these opponents, then they will ask you to put out the ardor of Skalen Burdon, who constantly boasts that he is the strongest in Vergen.

You can find Skalen Burdon at the inn. If you offer to fight with him, then he will tell you that you must first defeat all the other opponents (weaker ones), and when there is no one left, you can come to him. Skalen Burdon will be the strongest opponent in the first two chapters, so you will have to try hard to defeat him.

Contract for the Harpy Queen

On the notice board located near the inn, you can find a new contract in which you will need to kill the harpy queen. You can complete the task only during the completion of the dragon's dream for the task "In Search of Magic". The Harpy Queen can be found in the quarry, which is located near the city. To get to this place, you will need to take the key, which is located with the elder Vergen. The Harpy Queen will attack you immediately after you view the dragon's dream. In addition, the harpy queen will have a lot of assistants, so don’t forget about the Aaard sign and actively use it. Using the Aard sign, you can shoot down harpies, and then finish them off on the ground. As soon as you kill the harpy queen, take everything you can from her body and go back to the city so that you can tell everything to the elder of Vergen and receive a worthy reward.

Contract for the Harpies

Again, on the board near Vergen's tavern you can find a new contract. So, you have to significantly reduce the harpy population in the area. A job as usual for a witcher.

As always, you first need to study your opponent. You can learn about these monsters in practice or from books. There will be enough harpies in the vicinity of the city to kill a dozen creatures, so it makes sense to save some gold. Harpies are found in the Vergen forest, in various ravines and, of course, in the quarry.

As soon as you receive all the necessary knowledge, it will become clear to the witcher that he needs to destroy a couple of nests of these creatures. Harpy traps will help you destroy these nests, and Torak or Ukhach can make them for you. After that, you just need to find the nests and destroy them. All harpy nests will be located in the quarry area, so don’t waste your time and go there. After you have dealt with all the nests, return back to Vergen and receive your reward for your work from the city mayor.

Menial work

You can hear about the locked mine from the mayor of the city of Vergen, Cecil Bourdon. In addition, you can also read about this on the notice board located near the tavern. The task is best completed when you are searching for a plant called dwarf immortelle on the “Underground Life” task. It will be convenient because everything can be done at once during one descent.

So, before heading down, prepare five pieces of grapeshot bombs. To make them, you will need to get the ingredients, which contain aer and rebis. In addition, you will really need the “Cat” potion, and more than one.

In these mines you will have to fight a fairly large number of corpse eaters. As expected, you will need to study them, so kill a dozen of these creatures, after which you will need to destroy their nests. Also, do not forget that when the corpse eaters are already dying, you should move away from them, as they explode. If you notice a foulbrood that is trembling, then quickly move away from it, as it will explode. Keep in mind that the corpse eaters will attack you in batches, so use the Aard and Yrden sign.

If you are careful, then you can find all the nests of corpse eaters without any problems. And with the help of made grapeshot bombs, you can destroy the nests you find without any problems. Once you finish your work, all you have to do is report the work done to Cecil Bourdon. Once you receive the reward, the task will be completed.

Additional/Side Quests Chapter - 2: Roche's Path

Little sisters

As you wander around the siege camp of the Kaedweni army, at some point your attention will be attracted by a man who is literally “sprinkled” with various ridicule and beaten very hard. If this interests you and you want to find out more about what is happening, then talk to the poor fellow and he will tell you why all this is happening. So, three years ago, on one bank of the river, he met a strange ghost and from this meeting he simply shit his pants. Since that moment he has been haunted by ghosts, so his comrades treat him poorly. The poor guy who is beaten and mocked, I call him Mavrik. Basically, he will ask you to help him and get rid of these pursuers.

First, the task will lead you straight to the lair of the sutlers. It is there that you meet a girl named Liva. This girl was with the Kaedweni army three years ago, so she knows about the house on the hill (which Mavrik told you about). It turns out that there are rumors that a doctor named Malget allegedly lived in that house. This doctor had daughters who were killed by soldiers, and he himself threw himself into the river out of grief.

Well, after hearing this, it’s time to go to the abandoned house and carefully examine the cemetery there, which the girl Liva spoke about. Once you find yourself in the cemetery, you will find four graves in each of which a girl is buried: Malgeta, Murron, Marissa and Moira. There are more questions than answers, so it’s time to understand this whole matter. First, break the barrels that are located behind this house. Once you break them, you will discover a secret passage down to the basement. As you go down to the basement, you will see traces of the magical rituals performed. Light the magic lamps at this place. Please note that if you light in the wrong order, then you will be attacked by a ghost. First, light the farthest lamp, which is located from the entrance, then the one directly at the entrance, and at the end on the right side of the doors. During your actions, at some point a secret room opens, where you find an encrypted magical recording.

Mavrik claimed that he first met the ghost around midnight. It's time to go to the shore of this river and wait for midnight. At some point, the ghosts of those same murdered girls-sisters come out. Here you can both attack them and talk.

    If attacked. Fighting spirits is a common thing for a witcher. First, push away your enemies with the Aard sign, and then use the Quen sign, and at the same time do not forget to dodge the attacks of your enemies. It is best to attack only from the side or from behind. If the need arises, then immobilize the enemy using the Yrden sign. Once you defeat these ghost girls, you can return back to the Kaedweni siege camp for your reward. This will complete the task.

    If you listened. If you agree to listen to them, then they will tell you about who killed them. And the killer turns out to be none other than that same poor guy Mavrik. After which, their beloved father went crazy and committed suicide. In general, now the spirits want revenge. After this, a lot of questions still remain, so we continue our investigation.

Let's now go to the old town of Detmold, maybe he knows something about the manuscripts that you found before in the basement of an abandoned house. A little later it turns out that this was the best idea. Detmold will explain that these manuscripts are a kind of description of the use of necromantic ritual, which makes it possible to communicate with spirits.

Finally, now I need to talk about everything with Mavrik. If you put pressure on this Kaedweni at the right moment, then he will tell you that about three years ago there were rumors that the same doctor Malget allegedly contacted the spirits. Now you have to make your choice: you will help ask Mavrik to help you and meet him on the river bank at 23:00, but if you tell him that the ghosts called him a murderer, then he will get very angry and go to the bank at alone.

    If Mavrik is with you. In this case, as before, you will go ashore at 23:00. You will meet him near the gorge, after which you will go to the ghosts together. After a short conversation with the ghost girls, you have to choose again.

    They didn't support it. If you ask a Kaedweni to admit his guilt, and then give it up, then Marik attacks both you and the ghosts, but soon dies, thereby making the evil stronger. At some point he becomes a demon. Now the demon will speak to you and say that it was he who actually killed the sisters, and you were simply deceived. As it turns out, it was the father who killed his daughters because they were dishonored by the Kaedweni. Since the doctor was fond of necromancy, with the death of the girls and his own death, he only gave even more strength to the demon. After the conversation, the demon attacks you. Quickly take out your silver sword and defend yourself. Try to dodge the attacks of this demon in time, and use the Yrden sign to immobilize him. Since Mavrik died, you will not be able to get money and you are only entitled to experience.

    Supported. In this case, you and Mavrik will fight the ghost of girls. Repel their attacks in time and skillfully counterattack, in addition, do not forget about the Quen sign. After you kill the ghosts, Mavrik will tell the truth about what happened three years ago.

    If Mavrik is not with you. In this case, you will come ashore and it will be too late, as Mavrik will be killed. And when you start examining the body, a laughing demon will come out. He will tell you that thanks to your efforts he has become much stronger and will soon attack you. If you want to defeat him, then try to avoid his every attack. Try to place blocks in time and attack from behind or from the side. The Irden and Aard signs will be very helpful in battle. But since Mavrik died, you won’t see any money, so you’ll have to be content with only experience.

Ave Henselt

The task becomes available only if you were able to help Manfred save his young and stupid son, that is, together with him you fought the Butcher of Cidaris in the Kaedweni arena on the task “Conspiracy Theory”

Foulbrood Contract

In the Kaedweni camp on the notice board you can find your new contract - the destruction of foulbroods. These creatures are a real nuisance to the Kaedweni people, so they have announced a reward for their destruction. Before you clear the camp of these creatures, as usual, you first need to carefully study them, find out their weak and strong points. As usual, you can learn knowledge through practice or from books. The practice option will cost you much less, so it’s better not to waste money and kill a couple of creatures.

Rotfiends can be found on the battlefield, which is located between the Kaedweni camp itself and the gorge, which is covered in whiteout. So, the monsters will attack you in groups, and before they die they explode, so take all this into account. You can effectively fight them with the help of the Aard sign and a silver sword. Once you kill the required number, you will receive the knowledge you need about these creatures. Geralt soon realizes that in order to get rid of these creatures, he will need to burn all the remains of the fallen people around the camp. The corpses should be looked for in the hollows, which are located in the eastern part of the Kaedweni siege camp. You can recognize the corpses by the cart that is located near the river. After you burn nine corpses, the foulbrood will have nothing else to eat and will soon simply leave here. After you have done your job, all you have to do is find Proxim and take your well-deserved reward.

Poker Game - Kaedweni Camp

Well, it’s time to finally find the players in the Kaedweni camp, as you did before in Flotsam and Vergen. As usual, most will refuse to play with you, so you will need to prove that you are worth something. First, you will need to beat a couple of Kaedweni soldiers, whom you can find near the dining area of ​​the camp. If you beat two soldiers there, then you can finally play for real money with the masters.

Your first serious opponent in the Kaedweni camp is Tener Zyvik. He often hangs around the gunsmith's tent, so go look for him there. As soon as you beat him, the Kaedweni people will recommend Madame Carole to you, so we go straight to her (you can find out about her from local players). You can find the girl immediately near the tent, where her work place is located. Once you beat Madame Carole, you can already play with the real local champion, who is the gunsmith Lesovik. In addition, in addition to winning the Kaedweni camp, you can get not only pleasure, but also a more significant reward.

The gunsmith Lesovik ends the quest chain, which is related to poker in the Kaedweni siege camp. But don't forget that you can continue to play with beaten opponents, thereby filling your pockets with gold. In addition, there are other players who are not included in the task: Isidore Kai, who sits near the field hospital, and Sambor, who hangs out near the brothel.

Arm wrestling - Kaedweni camp

As before in Flotsam, here you can also find worthy opponents who will gladly want to fight with you. To begin with, you will meet mercenaries who are in Adam Pongratt's detachment (the lower part of the camp, the fire, which is located near the field hospital).

Two of these mercenaries will happily want to fight the witcher, but keep in mind that the new opponents are much stronger than the old ones. Just try to be careful and you will defeat them. Once you defeat two mercenaries, they will tell you about a stronger opponent than them, so you need to go to meet this strongman.

The mercenaries told you about the blacksmith. This blacksmith works not far from them, but only on the opposite side of the path. Perhaps the blacksmith will be the most powerful opponent. After defeating the blacksmith, you can finally meet the captain of the condottieri himself, the famous Adam Pangratt.

You can find Captain Adam at the top of the Kaedweni camp. But before you start fighting him, talk to him about his adventures in the Battle of Brenna (thanks to this, you will be able to understand what is happening now much better). As soon as you defeat Adam, the chain of quests ends here in the Kaedweni camp. Now you can freely walk around and challenge everyone to fight, thereby earning gold.

Against the Blue Stripes

In this task you will get the opportunity to beat and clean up a couple of faces near the Kaedweni camp, in the camp of Roche’s detachment. The first person you will meet is Fenna, who is near the tents and training there with his friends. If you ask him, then he and his friends will agree to take part in a couple of fights. Now you will get the opportunity to see Vernon Roche's soldiers in action and how well he trained them.

As soon as you defeat three Temerians, the captain of this detachment himself soon calls you to battle. Vernon Roche will be a very strong opponent, unlike his subjects. But few can compare to Geralt of Rivia, which is why you can clean up his face. After you defeat Vernon Roche, an unexpectedly friendly conversation is interrupted by a Kaedweni, who in turn challenges you to a duel. If you agree to this fight, then after a couple of blows Zyvik interrupts the fight, and the Kaedweni leaves, while chattering to himself about some square coins and scores that need to be settled. This will serve as the beginning of a new task, “Old Scores,” which will end only in the third chapter of the game. The task is over here, but you can continue to beat Vernon Roche's soldiers until you get tired of this.

Additional/Side Quests Chapter - 3

Gargoyle Hunt

It is very difficult to wander through what remains of the former grandeur of Loc Muinne without being confronted by gargoyles. There is a tavern in the central square of this town, and near it there will be a notice board where you can find, among other things, a contract for gargoyles. The contract was posted by a native of Ban Ard named Bras. The sorcerer will stand not far from the notice board. After talking with him, you will learn that gargoyles are magical creatures that served and protected the owners of this city.

Fights with gargoyles will make you think that in order to destroy these creatures once and for all, you need to break magic seals or signs (as you wish). The seals themselves tied these creatures to one place, so they are all mainly found in one point. There will be three such places in Loc Muinne. Such places are underground halls where some ancient symbols are written. You will have to inspect every meter of the hall and break the seals in every place. The order of deprivation of magical power will be determined randomly each time.

Each room has classified notes that describe the correct procedure for disabling the seals. In order to understand these records, you will first have to go to a local merchant and buy there a treatise on the ruins, which consists of four volumes. Go to Lockhart the Magnificent's shop and buy the necessary books from him. Of course, you can try to find the correct sequence for turning off the seals on your own, but every mistake you make will entail punishment in the form of a battle with the gargoyles. The correct deactivation of runes will be as follows:

Hall on the left side near the main gate of Lok Muinne:

    The first rune is on the right wall from the entrance, the second rune is on the wall on the left side, the third rune is the rune below (on the floor) on the left side, the fourth rune is on the floor near the chest.

    The first rune is on the left wall from the entrance, the second rune is on the floor on the left side, the third rune is on the floor near the chest, the fourth rune is on the right side of the entrance.

Once you destroy the first seal, you can unlock the chest located here. In addition to all the trophies you have obtained, you can also take encrypted records. As soon as you take this paper, a new task “The Secret of the Manuscript” will appear.

The hall on the right side of the central gate of Lok Muinne:

    The first rune is on the right wall from the entrance, the second rune is on the floor on the right side of the entrance, the third rune is on the left wall, the fourth rune is on the floor on the left side.

    The first rune is on the left side of the floor from the entrance, the second rune is on the wall on the right side, the third rune is on the floor on the right side, the fourth rune is on the wall on the left side.

The hall in ruins, located not far from the amphitheater:

    The first rune is on the floor on the left side of the entrance, the second rune is on the floor on the right side, the third rune is on the wall on the left side, the fourth rune is on the wall on the right side.

    The first rune is on the floor on the right side of the entrance, the second rune is on the floor on the left side, the third rune is on the wall on the left side, the fourth rune is on the wall on the right side.

As soon as you destroy all the seals, you can go back to Bras and tell him everything. The sorcerer will reward you as promised in the contract.

The Mystery of the Manuscript

The quest appears after you find an encrypted manuscript in a chest guarded by gargoyles. The chest is located in one of the underground halls, on the left side of the main gate of Lok Muinne. How to open this chest is described in the task "Hunting Gargoyles".

Once you have taken the scroll, go to Bras from Ban Arda. This person will stand in the central square of the city, near the city tavern, so finding him will not be difficult at all. After you show the scroll to the sorcerer, he will tell you that this manuscript was sealed with magic owned by the “old school”. He will also offer you to open it, but first you will need to bring, as usual, a couple of ingredients that you will not be able to find in the city, but you may have them. So, the list of ingredients requires: pheromones of Queen Endriag, duckling brain, blood of a warrior necker and a harpy testicle. Please note that you can replace the harpy egg with a foulbrood tongue.

If you have all the necessary ingredients, then the sorcerer will very quickly reveal the manuscript to you. After discovery, it turns out that this manuscript belonged to an ancient blacksmith-sorcerer. In this manuscript you can learn how to forge the legendary sword called Kerm. In this matter, as usual, you will be helped by Bras, who will make this legendary drawing for you, according to which you can later order a blade forged. We recommend that you do not put off forging until later, since after negotiations you will no longer be able to return.

Arm wrestling - Lok Muinne

So, in Loc Muinn you will finally meet your strongest opponent. On the city board, near the tavern, you can find an advertisement that says that anyone who wants to fight can challenge the Mighty Numa. You can find this hero near the descent into the sewer. The tower that stands near the central square will serve as a guide. You will find the city champion during training. Once you start fighting Nume, you soon lose. It becomes clear that there is something fishy here, because it is simply impossible to possess such monstrous power, so it’s time to conduct a little investigation. So, you are given several answer options to choose from: you can threaten Numa and, if successful, he will promise you not to use potions anymore, or you can sniff out about the potion from his assistant and after that you can even buy the potion.

If you drink the potion or intimidate Nume, then the next time you fight, you can easily defeat him. But this should be done before you go to negotiations, since after that you will not be able to return to being a strongman.

Old scores

If in Vergen you were able to meet a man named Zilgart, and also beat him, then he will appear in Loc Muinn and demand revenge to get even. And even if you refused in the past, he will still come to you, so there is no way to get away from him. You can meet this fighter near the passage to the drains or near the tower, which is located not far from the central square of the city. In general, Zilgard will not stand on ceremony and will immediately rush at you, so without any decency we tell him everything you want in the language of struggle. It doesn’t matter how the fight ends, but you definitely won’t see this person again. This brawl ends all fistfights in the game.

In addition, a similar situation will occur if you arrived in Loc Muinne in the company of Vernon Roche, and before that you had already fought with a soldier in the camp. If you remember, in this case the battle was not over - Zyvik dispersed everyone. In general, this time, as expected, he will suddenly rush at you. Once you defeat him, the quest chain will be finished forever in the game.

Poker Game - Luk Muinne

Even in the ruins of an ancient town there are those who are constantly being cut into dice, so it’s time to look for new rivals. So, in one of the destroyed houses of this city you can find a certain “residence” of the players, which is located on the right side of the central gate of Lok Muinne. Before this, in the first two chapters you first had to play with weak ones and end up with champions, so two elves will be such weak players to warm up. As soon as you beat them, you will have to play further with the sorcerer. After defeating the sorcerer, you can summon his student. Please note that the girl plays much better than her mentor. Once you accumulate four victories, you can finally play with the best player in these ruins. This player will once again be the sorcerer and none other than Lockhart the Magnificent! You should have already seen his shop, so let’s go to his shop. As soon as you beat this master among masters, you will receive a good title of Champion of the Northern Kingdoms. In addition, you can still choose some worthy reward for yourself from Lockhart. This completes the dice sequence in the game.

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The walkthrough describes only the story quests necessary to move forward in the scenario until the end credits. This is just one of several possible ways to complete the game, and does not claim to be the only correct one.

Prologue

After spending a little time in the role of a punching bag for two brainless guards, Geralt is taken out of the cell on the orders of his former comrade Vernand Rocher, to whom he will tell his version of what happened in the interrogation room. Moreover, if he refuses, Geralt will face public evisceration in the square and other troubles. By selecting the first line, “That morning the king called me to him,” you will begin your first task in the game.

By the will of the king

Waking up in bed in the tent with Milady Merigold, the start of the morning is pleasantly interrupted by the arrival of the royal envoy. King Foltest wants to see us right now, so we have to go. Leave the tent and go through the camp until you meet His Majesty at one of the ballistas, surrounded by several advisers. Foltest wants to see you at his side during the assault on the castle and invites you to follow him to the siege tower. On the way there, help the king aim his ballista to hit one of his enemies on the city wall. To do this, point the “crosshair” of the telescope into the gap between the fortress turrets where the enemy is holed up. If you miss, you'll have to finish it off manually later. Now go inside the tower and climb the stairs to the very top. Here your story will be interrupted briefly, and the Witcher will be transported back to the interrogation chamber, where he will discuss social inequality in the world with Roche. Having done this, choose the line “Start of the assault” and continue your story.

Having set foot on the fortress walls, get involved in battle with the defenders of the citadel, helping allied soldiers cope with them and protecting the king. Once you deal with everyone, you will face a serious obstacle. From the side of the nearest tower, your squad is mercilessly fired upon by archers, and a barricade prevents you from breaking through. To demolish it, go down the stairs from the castle wall into the courtyard and take the ballista standing there. It will be guarded by a small garrison of several soldiers, after killing them you will be able to approach the ballista. We cock its bow with rhythmic clicks on the LMB, and again we fight with the defenders of the war machine. In the same way, we direct it to the target and continue the battle with the enemies. Having fired a shot at the barricade, we climb back onto the wall and break through into the opened tower. On its walls we deal with the knights of the Lord Echeverria we killed earlier (or not killed) and approach the locked wooden gate, which the king’s soldiers will chop with axes. There you will be warmly welcomed, and you, having thanked your opponents for their hospitality, climb the stairs and not the wall.

You have a new difficult task ahead of you. Climb a well-defended tower and bring the rebellious Arian La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to give up or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebel baron remains alive, so the choice is up to you. Having won the victory and prompted the knights to throw down their weapons, you are again transported to the spit-stained cell of Vernand Roche to listen to his commentary on the fate of Arian and continue your story by choosing the line “What happened to the dragon?” Moreover, your listener took a direct part in the following story.

Trial by Fire

It begins at the last fortification of the enemy castle, where King Foltest is trying in vain to force the defenders to open the gate, and the Witcher is urging Milady Merigold, who has arrived in time, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher penetrates inside and opens the castle gates. He reports that loyal soldiers are already in full swing in the city, and the baroness has been captured alive. But there were no children with her; they are probably somewhere in the area of ​​the monastery. Roche doesn’t have time to tell you anything else, because a suddenly appearing dragon attacks the squad and you have to hastily run through the city gates. Run forward under the wooden awnings, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gates, you will be glad that you did not have time to send the lady from the battlefield - she will use magic to smash them to pieces. Fortunately for you, the approaching dragon will be driven away with a shot from a ballista and this episode of the story will end. In the conversation with Roche, we select the last line “We split up near the monastery” and continue the story.

Blood from blood

Having bumped into the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Head down to the city streets and notice a handful of townspeople captured by the king's soldiers. Next to this “meeting” there is a passage boarded up with wooden boards. They are no hindrance to your sword, nor are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. In these half-flooded corridors live the undead called “drowned people,” for whose final rest your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having picked it up, you can calmly climb the stairs to the top, ending up on the spiral staircase of the temple tower, where a warm welcome from its garrison will await you. Having eliminated them from your path, go through the grate and exit the tower corridor through a gap in the wall overgrown with ivy. In the fresh air, you will again have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate requires a key from you. Then we go through the only open door, where in the courtyard you will find the necessary key, removing it from the corpse of one of the soldiers. True, before that we will have to bring him to the required condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel that opens the large locked gate in the courtyard and let the king and his knights through it. The Witcher will note that he saw a small detachment of elves near the river, but the king will brush aside this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon and after the remark “It all began with Arthur Tiles”, you will begin the final part of the story about your adventures in the fortress.

You will meet with him to find out from him and the high priest where the king’s children are. But this couple stubbornly wanders around, not wanting to tell you the truth. Then the Witcher will use a special spell, and the priest, against his will, will tell you that you need to move to the monastery. As soon as the three of you follow in the given direction, your squad on the bridge is attacked by the returning dragon. Roche will be cut off on the other side of the bridge, and you, with the king under your arm, will be fleeing from the enraged flagship of the fantasy world Air Force. While running across the bridge, carefully press the keys that appear on the screen, after which the Witcher will stuff his sword into the dragon’s mouth and slam the gate in front of him. And now, finally, the long-awaited meeting of the king with his children, who were looked after by a blind monk during the assault. But the happy ending is not destined to come true. In fact, the monk is not who he claims to be, and even Geralt is unable to help the king this time... The killer jumps out of the windows, and the Witcher is captured by the running soldiers, who suspect him of murder.

Dungeons of La Valette Castle

Vernand Rocher is inclined to believe your stories, but he alone is unable to influence the court’s verdict. And the court is guaranteed to sentence Geralt to the gallows. Then the commander of the special squad offers the Witcher help in escaping in exchange for him immediately going in search of the real killer. I strongly recommend that you agree to this, otherwise nothing good awaits you. Having said goodbye to your new-old ally, you soon find yourself in your cell with the key to the handcuffs in the stash. The game gives you a choice - simply free yourself from the shackles in a locked cell, or provoke the guards and throw off your shackles suddenly when they are inside. The second option is more original. After boxing a little in the QTE scene, leave your cell, grabbing the cell key from the pockets of the defeated guard and your sword from the chest in the corridor. Further escape can be organized secretly in the spirit of Solid Snake or send everyone oncoming to a mass grave. With the second option, I think everything is clear, but we will especially concentrate on passing unnoticed. After leaving the cell room through the upper corridor, hide in an empty cell until a guard approaches the door. Now sneak up on him from behind and knock him out. Move forward, extinguishing the torches along the way, and soon this tactic will pay off. However, be careful when you climb the stone stairs to the top. There is a guard standing just outside the doorway, so you need to quickly dive back into the darkness so that he does not realize who he saw in the darkness. A little ahead you will almost be betrayed by a prisoner who yelled from his cell and called the guards. Fortunately, the guard will not believe him, and when he returns to his post, he will receive a fist on the head for his skepticism. Leaving the room with the barrels through the door, you will see how the Baroness is being taken out of one of the cells - the mother of La Valette, who you killed, or himself, if he had previously survived. In the second case, the boy will scatter his guards and you will only need to promise to return for him when you clear the road ahead, but in the first option, his mother will come out of the cell, escorted by the Nilfgaardian ambassador. And in this case, the ambassador will notice the hiding Witcher and nod to invite him to follow them. In both situations, you will have to go forward and quietly (or loudly) eliminate the guards along the way. At the end of the path, you will enter a room where the baroness and the ambassador are sitting, offering their help to you. Soon the messenger left, informing the guards that the Witcher had escaped, sending them to the lower levels of the catacombs. Now you can fearlessly walk forward along the empty corridors and get out into the street. Run forward past the stunned guards (beat them with a baton if necessary) and meet Milady Merigold and Roche at the boat to set sail in search of the killer. If you returned to the wounded La Valette, he will remember the secret passage, starting a fire in the corridors and sending you forward along it to the exit from the dungeons to the treasured ship. As a result, you will sail away with the same composition.

Chapter 1
Bad reception

Moored ashore, your party of three adventurers heads through the forest towards Flotsam. Their sweet road chat is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorvet. He is not very friendly towards Roche. The Witcher tries to moderate Iorveth’s elven ardor, but Roche can’t stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by putting up an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From this point on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she uses her last strength to hold the barrier that prevents the elves from shooting you from afar. Well, you, as a Witcher, need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one piece of advice here - don’t lag behind your companions, otherwise you risk leaving the barrier and being hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the king's killer will only have to quietly grin after you. They welcome you here cordially - they invite you to gawk at the imminent public execution and have fun in the hot spots of the city.

By the will of the gods and executive fools

Take this advice and walk up to Flotsam's market square, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche’s informant. Approach the gallows platform and talk to the guard. It doesn’t matter what conversation tactics you use with him. Whether he becomes confused under the onslaught of your questions or enraged by the fact that the crowd starts making fun of him, he will still have to take part in a fist fight. But while you are fighting with the guard, the executioner has already begun to carry out the sentences. Engage in battle with him, interrupting the lynching process. After this, the commander of the garrison Loredo, who is surprisingly loyal towards your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having pulled the unknown thief away, the commandant calms down and leaves Zoltan and Dandelion alive. In exchange for this favor, he wants to meet us at his mansion in the evening, where we will certainly head as soon as it gets dark.

Disgusting proposal

Approaching the gates of the Loredo estate in the pouring rain with Roche, you will have to surrender your weapon to the sentry in order to get inside. The guards are walking around with all their might and you can take your time to look around. Roche notices the commandant’s personal ballista, realizing that it wouldn’t hurt to damage it. Loredo is an unpredictable type and who knows, maybe he will want to direct this power to the detriment of your enterprise. But to do this you need to distract the guard from the ballista. This can be done with the help of Margarita, a local prostitute standing nearby. She agrees to provide a service to the Witcher, but demands some kind of payment. As an option, Margarita will ask you to thoroughly humiliate the commandant’s two lackeys - Miron and Alfons. Fortunately, we won’t have to punch people in the face, since this problem can be solved relatively peacefully. Find the necessary soups at the table nearby and grab each of the guards one by one. The bickering will lead you to arm wrestling, which you can win by holding the marker within the special indicator with your mouse movements. After victories, report your successes to Margarita and wait until she takes the guard away from the ballista. Now you can carry out a sabotage and, together with Roche, climb the stairs to the entrance to Loredo’s house. But they will tell you that the commandant is busy, so he cannot receive you now. Go downstairs and discuss the further plan of action with Roche. Your friend offers to inspect the backyard of the mansion and even volunteers to distract the guards for this purpose, but a random passer-by intervenes in the conversation and tells us about a terrible monster roaming the harbor area. You will probably be tasked with destruction, so the advice of this wanderer may be useful. From him you learn that in the backyard of the house there is part of a trap designed to catch this monster. Now there’s a reason to go there! Once Roche takes the guard aside, follow the path around the house, quietly knocking out 2 other guards along the way. Next, climb over the stone ledges, and you will find yourself directly in the commandant’s yard. Stun another guard here and climb the stairs to the window on the second floor of the house to eavesdrop on Loredo's conversation with a witch. Don't forget to find a box in the garden with part of the trap, standing against one of the walls, carefully knocking out all the guards. Now you can go back to Roche. True, the guard will not let him into the house anyway, so you will have to talk with the commandant face to face. And he has already received a letter for the capture and extradition of the murderer of King Foltest Geralt, that is, you. But he agrees to turn a blind eye if you help him catch the leaders of the forest elves of Iorveth. Zoltan, who you saved from the gallows, can lead you to him, but the commandant agrees to let him go beyond the gates only after you catch the monster Keiran, who is terrorizing the approach to the harbor. Such are the things. When leaving the residence, do not forget to pick up your sword from the chest next to the guard.

Keiran

Head to the inn to discuss the current state of affairs with friends. Your conversation will be interrupted by a peasant running in, screaming in panic that a monster has attacked the harbor. Run there, especially since Triss felt that someone was using magic there. By the time you arrive at the harbor, the witch Sheala has already driven the monster away, saving the peasant Zosik. Because of him, a small problem begins, which can be solved in radical ways (banal fight), persuasion or threat. Having solved one problem, take on the second. And she is much more serious. Fortunately, a certain Ludwig Moers will contact you, offering you a reward for the capture of Keiran. Its size still needs to be discussed with the merchants at the docks, where we will now head, remembering that our hunting companion was staying on the second floor of the inn.

Keiran: a question of price

Go to the docks to settle payment issues. You can get there through a large wooden gate in the shopping area, located exactly opposite the scaffold. Go down the path and talk to the merchant about his hard life. Use any means to persuade the merchant to pay you for capturing the beast, and at the same time ask him about it. He won’t help you here, but he will name someone who probably knows more. This is the elf Cedric, who can be found in villages near the city walls. Return to the trading area, and through the gate on the right behind the scaffold, leave the city limits. On the forest path you will meet Triss, going with her to the watchtower to look for the desired elf. Follow the young lady up the stairs, where you will meet Cedric. He will tell you a brief biography of the monster and inform you that your potential prey recently sank an entire ship. Its skeleton still lies under the bridge. It’s worth looking around, maybe you’ll find something important. The companion will immediately be transported to the place thanks to teleportation, but you will have to get there on your own two feet. Leave the village towards the river and turn onto the forest line, going upstream. Along the way you will have to fight several opponents near the fires, so be prepared for this. At the end of your path, you will meet Triss waiting for you, and you will overcome the last section together, jumping over boulders. Once in the swamp, your company is attacked by already familiar drowners, and a silver sword is best suited to deal with them. A little before reaching the abandoned ship, inspect the tree on the right as you move. It's all covered in monster slime. Moreover, Triss informs you that Keiran is mortally ill and his mucus is poisonous. He will not die his own death soon, but he can easily kill the Witcher with poison. An antidote can be made from the tenecosta plant. Cedric should know where to look for him. So, we return back to the village to the watchtower.

Keiran: tenecost

Cedric will tell you that there are caves in the south, deep in the forest. This is where the tenecost grows, so your path lies in the same direction. By the way, Cedric may not be on the watchtower. In this case, he can be found in his village house nearby. Making your way through the dense forest in a given direction, you will soon be attacked by several flocks of nekers - rather weak, but numerous opponents. Once you deal with them, you can enter the cave through the entrance hidden behind a small waterfall. The path to the dungeon is not short, but if you follow the marker on the mini-map, you will eventually get to the ill-fated tenecost, and numerous nekkers will not let you get bored along the way. After picking the plant and getting the antidote, return to the city and visit Sheala on the second floor of the tavern. She will suggest tactics for the upcoming battle. The sorceress will use magic to lure Keiran to the shore, where you alone will be given the role of defeating the monster. Immediately after this, you will be transported to the battle site, where you will need to go down to the river and prepare for the battle.

The fight will not be easy. What did you expect, because the monster is the size of half a football field! But it’s quite possible to defeat him if you learn a couple of rules. First, dodge his poisonous spits and tentacle attacks. Secondly, paralyze his limbs one by one using the Yrden sign and chop them off with the silver sword. As soon as you deprive him of 4 limbs, grab one of the tentacles (you need to press the indicated key in time) and perform a simple QTE scene. After this, Keiran will be covered with stone blocks, and all you have to do is jump on top of him from one of them and end the battle. All that remains is to go to the merchant at the city docks for a reward and you can go tell the commandant about completing the first task.

Assassins of Kings

Near the house of Commandant Loredo, we meet Triss and learn from her that on a floating prison in the harbor, among other elves, Iorveth’s closest associate named Kiaran is languishing. It’s worth visiting him and asking about his older comrade, and at the same time the big man who killed the king. Walk along the pier to the distant ship, where two guards will stop you. If you have previously agreed to carry out Loredo’s instructions, then they will let you see the elf without talking. Otherwise, you will have to use bribery, intimidation or persuasion. Go down into the hold of the ship and use the Axia sign on Kiaran lying there so that Triss can use magic. Having regained consciousness, the prisoner will tell you that the Witcher you are looking for is called Leto. He turned out to be a traitor and attacked Ciaran near the place where the roses of memory bloom. And now Iorvet himself is in danger. Give him this information and you might have a new unexpected ally in catching the kingslayer. Immediately after this, Geralt will have another vision, after which Triss will offer to help restore his memory. But for this she needs at least one petal of the rose of memory blooming near the elven ruins. Further events will be slightly different, depending on whether you take Triss with you on the road or go alone.

Roses of memory

In both cases, your path lies along the forest road to the place where you entered the cave through the waterfall. Be careful not to fall into a hunting trap and, as necessary, eliminate the opponents you come across along the way. Next, we climb a hill with a waterfall and pick flowers from the statue of two lovers in the elf garden. But then everything depends on whether you came here alone or in company with Triss. In the first case, you simply return back to the city and give the find to Triss, who will advise you to find Zoltan (in the tavern) and find out from him where you can find Iorvet. If you come for flowers together, then after a short conversation at the statue, your peace will be disturbed by three bandits, with whom you will have to fight. After victory, the earth will fall beneath you, and you will find yourself in a romantic elven font. This moment can be used to pleasantly pass the time together, and only then talk about business. Roche, who has arrived in time, will free you from the sweet prison and all you have to do is return back to the city to talk with Zoltan in the tavern.

We tell him that we want to meet with Iorvet, and he agrees to accompany us to the meeting place with the “squirrels”. Making their way through the forest, fighting off the attacks of aggressive living creatures, your duo will finally reach the meeting place with the elves and Zoltan will say the password. However, the sentinels are in no hurry to let us go to Iorvet, so we will have to go to another meeting place. An unpleasant surprise awaits you there in the form of a crab spider at the edge of the forest. The fight with him will not be easy, but the reward for victory will be a meeting with Iorvet, surrounded by guards, aiming his bows at the heroes. In this situation, you should not be rude in communicating with their leader - this will not end well. Tell him that Letho betrayed him and that Ciaran is now alive. Iorveth, of course, cannot be sure of your words, so he decides to give Leto a test with your help. The big guy is now sitting in the elven garden near the statue of lovers (where you collected roses of memory). Go there and meet Iorveth there. You will act out a scene with him. Pretend that you are leading the elf tied up to the bored killer, and Iorveth will look at his reaction. The conversation quickly convinces Iorveth of the veracity of your accusations, and he and his men are going to put an end to Leto. But Roche and his men intervene and a fight ensues. In it you can help Iorvet by giving him a sword, which will help him escape and soon provoke a massacre of non-humans in the city. Or deny him this, which will help Roche take him prisoner, and then arrange a feast in your honor.

In our walkthrough, we will consider the second option, and further we will adhere to Roche’s line, because the passage of further chapters of the game is fundamentally different depending on whose side you choose. This does not mean that Iorveth's story is worse or less interesting. Perhaps we will talk about it later. But all this will happen later, and now you will find yourself alone with Summer in the font, and this solitude will not be as pleasant as with Triss. The fight with him is not easy and will end about halfway when your opponent knocks you to the ground. But he will not do fatality, but instead will calmly go about his business, hinting that Triss can help him teleport to Aedirn. After this, Roche will run into the hall (we agreed that we are considering only this option for the development of events) and inform us about the capture of Iorvet. However, after hearing our story, he and the Witcher will run into the city in search of Triss.

Where is Triss?

The commandant is already waiting for you in the square to thank you for capturing Iorvet and throw a party in our honor. But we have no time for fun now, we need to find Triss as soon as possible, maybe it’s not too late? We run to the tavern and ask Buttercup where he last saw her. He says that he saw her go to Sheala on the second floor of the tavern. But when we run to the indicated place, only disappointment awaits us. The room is empty, and what’s much worse is that we see traces of blood in it. But also a broken wall adjacent to the brothel. Perhaps the girls from the establishment saw something through her. Let's go there and ask the elf Dere, a worker of love. Fortunately, she turned out to be overly curious and spied on the room through the wall. There really was Triss in her, but then some kind of fight occurred there, the outcome of which she did not see. Only the bloodied Cedric, wandering towards the forest. Use the "cat" elixir to see the elf's footprints on the ground, leading you to a familiar waterfall. With his last breath, he will tell you that Triss stole Summer, planning to cross with her help to the city of Vergen. Soon after his death, Geralt will be found in the forest by Dandelion and Zoltan. Zoltan is agitating for you to rescue the captive Iorvet from the floating prison. If you do this, you will start the second chapter differently than after fulfilling Dandelion's request. Namely, we will now choose Buttercup’s proposal, especially since he will report that Roche has decided to go against Loredo, and this is a risky business.

Death to the traitor!

Find Roche in his town house and find out what fly bit him. Our comrade replies that Commandant Loredo is a traitor, since he is hiding the spy Henselt in the city. And it would be quite nice to catch the enemy spy, and at the same time give what he deserves to the corrupt policeman. A simple plan has been devised for this. Dress Bianca as a prostitute and send her to the commandant's mansion. Well, you will need to provide fire cover for the entire operation. To do this, we climb over the wall into the garden of Loredo’s house, using a ladder prepared in advance for us. And we quietly knock out a man rushing across the yard after some girl. She will tell us that Bianca got into trouble and was taken to the tower. You can only get there if you have the keys, and the guards and Loredo’s mother have them. You can get to it if you cross the garden (preferably unnoticed) and, jumping over the fence, climb into the house through the window. Go downstairs, quietly deal with the security guards and go into the basement where the commandant’s mother lives. Complete the next QTE scene and go upstairs, suppressing resistance along the way and not forgetting to take the key to Loredo’s room, lying near the window, not far from the sleeping guards. Inside his chambers you will see the bound Bianca, and the commandant himself will not take long to attack Geralt. Be alert and get ready to perform a QTE solo, after which we will defeat the traitor. And we will not only free Bianca, but also facilitate the forced delivery of the pregnant elf lying in the next room. One way or another, we will get out of the estate, where Roche and his comrades will be waiting for us. After that, you will board the ship and go in search of the kidnapped Triss and the mysterious killer.

Chapter 2
Prelude to War: Kaedwen

We arrive at the city of Vergen, where the Kaedweni army is planning to seize these lands. And quite unexpectedly, we begin the chapter not from the perspective of Geralt, but from King Henselt, who wants to take over the ownerless lands of the fallen monarch Damavand. To do this, His Majesty, in the company of Sheala, whom you know, and the magician Detmold, goes to negotiate with the Aedirn barons. They are definitely not going well, and then the famous Saskia challenges Henselt to a duel. In fact, this will not be the most difficult battle you have in the game, but the interfering priest of Kreva will fall under the hot hand of the king and the entire area will be covered in darkness. Our old friends, Roche and the Witcher, will also see her, just approaching the camp of the Kaedweni army at that moment. In this darkness they come across the king who provoked this disgrace. However, now is not the time to read morals; we need to get out of the danger zone as quickly as possible. Fortunately, Detmold will put up a protective barrier against the spirits, inside of which it will be quite easy to defeat them. But it’s better not to marry him - nothing good awaits you there. Help the sorcerer repel the attacks of spirits as needed until you all reach the camp together. At its gates, the king will give us the foreman Zyvik as a guide. You can take a walk around the local attractions (better do this, you will know in advance where everything is located) or go straight to the royal tent at the top of the camp. Having met the Nilfgaardian ambassador at the tent, feel free to go inside and satisfy the monarch’s curiosity about the death of his colleagues. But he won’t let you go without his wishes. It predictably boils down to freeing the battlefield from the curse. And on the way out, Detmold will contact you and ask you to uncover the conspiracy in the camp.

Conspiracy theory

You can begin to unravel the threads of the conspiracy in different ways, for example, in the way described here. Go to the army canteen (you didn’t disdain the tour of the camp at the end of the last mission?) and talk to Manfred there. He has reason to be sad. After all, his son Sven will most likely fall in the tournament at the hands of a certain Lethande Avet, nicknamed the butcher from Tsidaris, with whom he has a duel scheduled. If you at least try to help his son, he will, in gratitude, provide you with all the information he knows about the conspirators. We go to a meeting with poor fellow Sven and having received his consent to your help, we follow to his opponent Avet, agitating for a team fight in the arena. He agrees and all we have to do is notify Sven about this, after which you will find yourself in the arena itself. Regardless of whether Sven survives the two-on-two battle or not (well, you try) his father will tell you to visit Madame Carole’s brothel and ask for Whistle Zosya there. As a password for the conspirators, you need to say the phrase: “Her smile opened the gates of heaven for us.” By the way, after the battle you will have the opportunity to take part in an additional side tournament in the “Ave Henselt!” task. There you can fight with your friend Bianca and, if successful, receive a tempting reward from her.

In any case, go to the brothel and choose Svistushka Zosya from the girls. Don’t forget to say the code phrase and then they will open a secret passage where the intriguers are hiding. The leaders of the conspiracy are not here, but even without their presence you will have to wave your sword quite a bit. Be sure to take the Zeltkirk armor from the corpse of Vinson Trout, and from the table a piece of paper with text that clearly belongs to the pen of the bard Dandelion. Find him in the camp and force him to explain. Also, don’t forget to visit Detmold and receive a reward for the killed conspirators. Now you can begin to fulfill the royal commission to lift the curse.

Curse of Blood

It’s no wonder that His Majesty is tormented by him! After all, he sent Sabrina Glevissig to the stake, for which she cursed him. The details of this sad incident need to be learned from Detmold, but it is impossible to do without visiting the place of her execution. Well, we leave the camp and go west along the coast, crossing a small stream. But in addition to the main goal, your friend Zyvik will ask you to find two lost soldiers in order to quickly return them to duty. As you cut your way through the ranks of the drowners, you will find warriors right at the place of execution, which they made the subject of their cult. It is headed by someone Inspired, who lives in the gorges behind the camp. In the meantime, carefully examine the site of the scaffold three years ago. You will find familiar square coins, footprints in the ash, a letter and a nail, and this is what your new companions will be interested in. Whether you give it or not is your choice. And so that they don’t bother you anymore, bring the dunces to the stream, from where they will get to the camp on their own.

Go there too and talk about your find with the relic seller hanging out in the dining room. From him you will learn a lot of interesting things, in particular, that Yagon eased Sabrina’s fate by piercing her with a spear on the scaffold. However, you still can’t do without a visit to the Inspired One. Leave the camp again and move east to the gorges, fighting off the corpse eaters along the way. The main tactic for dealing with them is to jump away from them in time before they explode. In the final part of your journey, you will witness the death of two soldiers from the clutches of foulbroods, and as soon as you take revenge on these creatures, you will go to the dwelling of the Inspired One. After fighting off the harpies there, talk to the head of the cult and try to extract all possible information from him. The easiest way to do this is through bribery, but if money is a pity, then there is another way. Pretend that we agree to join the cult and undergo a test for this. All you need to do is drink the resulting potion at the onset of darkness (after 21:00) near the crypt between two lakes and view the vision. Well, and fight a little more with the evil spirits along the way. Having won his trust (or bought it) he will inform you about the relics needed to lift the curse from the king. You already have Seltkirk's armor, but the relic dealer should have Yagon's spear. For some reason we didn’t see this spear on him - let’s go find out! Having pressed the merchant in the camp, he admits that he sold the spear to a soldier who successfully lost the artifact in the battle with the elves. Moreover, the spear is most likely in the hands of our old friend Iorvet, who may now be in Vergen.

Be gone, evil spirit!

Having told Detmold the information you have received, you receive from him the task of making your way through the dangerous fog directly to the city of Vergen, having received only a talisman and an embassy flag to overcome this suicidal task. It’s good that our friend Zoltan met us on the way to the exit from the camp and, having learned where we were heading, happily agreed to go with us. And the road will not be easy. The amulet you receive will indeed tell you the way through the fog, but you will have to fight the endless ghosts entirely on your own. The main thing is to quickly cross the dangerous zone in order to end up at a village with elves, where only thanks to the presence of our friend you will not be riddled with arrows. Continue forward until you meet the commander of the dwarven guard. He will show you the location of one of the items needed to remove the spell - the symbol of death. It is located in the dungeons in the forest outside the city. But there is also bad news. No one is going to let you into the city, and then your traveling companion decides to stay in Vergen forever. But in gratitude to Geralt, he promises to get the sword of General Vandergrift and give it to you in the dungeons under the city.

Now our path lies in the dungeons in the depths of the forest, in which you need to go down to the lowest tier. And if on the way to it you were attacked by ordinary ghosts, then when you reach one of the halls on the lower floor, you will encounter the very spirit of the standard-bearer Brown Banner. To take possession of the banner by force, you will have to work hard - your opponent is very strong. But the bloodless path is not easier. You can try to convince him that you yourself were in this detachment, but no one will take your word for it. The spirit will ask questions, and only by answering them correctly will you earn its trust and the right to take the banner for yourself. For opponents of violence, here are the correct answers to the questions in order: incorrect, Menno Koehoorn, he was killed at Brenna, Seltkirk and Vandergrift, we were captured by Bigerhorn. But even if you did everything right and the spirit allowed us to take the banner, there is a risk that it will have to be dealt with later. Therefore, if you are confident in your abilities, then it is safer to choose a forceful solution to the problem.

Now we go to meet Zoltan. To begin, return to the burnt village, and from there, at the two subsequent forks (at the gorges and at the gate), turn left. Thus, you will reach the catacombs under the city, which is not recommended to go into without a sufficient supply of potion for orientation in the dark. You will have to get quite lost in them, meeting along the road not only ordinary corpse eaters, but also their hefty leader. Fortunately, your friends are waiting for you very close behind the nearest door to give you the much-needed sword. And Zoltan will bring good news - Iorvet successfully lost the spear in dice to Skalen Burdon from the suburbs, so all you have to do is return there and win back the relic for yourself. It is unlikely that you will be able to win right away, so be persistent. After winning the spear, head back through the fog to the camp. Brushing away the ghosts, you will escape from the darkness, where Roche is already waiting for you to report on the events that occurred during your absence. His squad was attacked by Nilfgaardians meeting Philippa's maid Eilhart. We rush to the camp to find out the details, but failure awaits us there. The Nilfgaardians have already set sail, so we go to the king and inform him of the completion of our successful search.

While the king heads to the place of Sabrina's execution, you need to take a special powder for drawing runes from Detmold. Their images can be seen in the book received from him. Having arrived at the place where the king is already waiting for you, start drawing runes. More precisely, you will only guide the actions of the monarch, telling him the correct way to reproduce the image. You need to draw from the witch's circle to the petrified bread and from the charred tree to the corpse of a bird, curdled milk, and close the figure again at the witch's circle. Now set fire to the powder and get ready for battle. You need to protect the king from the attacking spirits until he pierces the spirit of Sabrina with the received spear. From this moment on, the curse will be lifted, and in gratitude you will receive a medallion and an invitation to the royal feast.

Assassins of Kings

These are the times! The king himself invited us to the feast, but the guards still won’t let us in because the monarch was receiving a foreign ambassador. Then we meditate until the evening (until 22 o’clock) and again go to the reception with the king. He's lucky that he let us in! The story about the events that happened in the castle of La Valette will be interrupted by two assassins who killed the ambassador. You need to fight both of them to protect the king from certain death. Over time, Sheala will get into the fray, and you will win a relative victory - the king is alive, but one of the killers managed to escape, and you won’t learn anything from the second. Although Detmold offers a way out of this situation. If you resort to necromancy, you can perform a ritual, thanks to which you will be able to see events through the eyes of the killer for a certain period before his death. Find Detmold in the hospital and ask him about the ingredients needed to perform the ceremony. You will need the “Duck” potion, the recipe for which can be bought from the merchant near the hospital. We return with him to Detmold and prepare for a kind of transformation. Seeing the world through the eyes of the dead killer Egan, you and his companion hurry forward through the gorge, fighting the harpies there. Having carefully avoided the traps after the battle, your deadly tandem will reach the meeting place with Leto, from whom he will learn that Sheala is also involved in the conspiracy and should be gotten rid of.

The second part of the vision starts at the royal camp and requires the killer to quietly sneak into the royal tent, avoiding the watchful eyes of the guards. If you manage to get through this part of the path undetected, you will witness how the killers communicate with each other in the dungeon under the camp, where they will discuss the congress of sorcerers in Loc Muinne. Finally, the last push has to be made right at the tent itself, having fought near it with well-armed guards. So, a lot of information has been received! We tell them to the magician and go to the killers’ hideout, which we saw under the influence of the drug. There you will find the wounded escaped killer and extract all the information you are interested in. Returning back to Detmold, you will receive the king's medallion from him and go to remove the fog from the battlefield.

Eternal fight

Fortunately, to complete this mission you have in your hands all the artifacts received in previous tasks: the banner of the Brown Banner and the sword of Vandergrift, the armor of Zeltkirk and the royal medallion of Henselt. Having received the final instructions from Detmold, it was time to leave the camp and head into the dangerous fog. There, Geralt is one by one possessed by the spirits of dead soldiers, so he will have to complete several simple tasks on their behalf. First, in the guise of an Aedirn warrior, you will have to cross the line of enemy fortifications and, having fought with the spirits of soldiers, capture the Kaedweni banner. And immediately after success, Geralt is possessed by the soul of a Kaedweni soldier, rushing across the battlefields to his commander to report the loss of the banner. You will have to move in short dashes in between the volleys of archers, so as not to fall under their arrows. After admiring the fight between the Kaedweni general and Sabrina, whom you know in absentia, you are transported into the image of an Aedirn commander fighting with enemy soldiers. Soon you will reach their general, the battle with whom will take place on behalf of the true Geralt, giving you the opportunity to use all his abilities in it. Just in time, because this fight promises to be very difficult. It is better to avoid the fiery volleys and deadly whirlwinds he uses against you in time, trying to roll up to the enemy from the unprotected side and hit him with a silver sword. Finally, after the victory, you will have your final reincarnation as a priest, leading his warriors out of the dangerous zone, where, at the edge of darkness, this leapfrog of universes will end, as soon as we emerge into the light of day.

Conspiracy theory

Remember how, in the secret room of Madame Carole’s brothel, we made some noise in the ranks of the conspirators? So, it's time to deal with the rest. We learn their location from Buttercup, who woke us up and pointed to a house standing on the top of a hill. That’s why we run there, but we meet there not the conspirators at all, but our comrade Roche, and now we need to gather all his people together. To begin with, we run together to the camp of his squad, fighting along the way with Kaedweni warriors. But upon arriving at the place, we find no one except a lonely prostitute, who told us that the king invited all Rocher’s people to the dining room of his camp for a feast. We return there, overcoming fierce enemy attacks, and with horror we see that all of Roche’s comrades are hanged on the gallows, with the exception of one Bianca, who will tell you about Henselt’s betrayal. He is now just at the walls of Vergen, where we are heading to show him Kuzka’s mother, and at the same time to find Sheala, whom we know that she worked in conjunction with the killer of kings.

Assault on Vergen

You can get to the city through the gorge, which we saw through the eyes of one of the failed assassins of King Henselt in the task of the same name in this chapter. The harpies have not disappeared from there, but after them you will meet a lonely troll. You should not kill her (there is such an opportunity), because then you will learn from her that her husband recently met someone heading to Loc Muinne. Having said goodbye to her, follow the road to the quarries, again fighting off the harpies and meeting the husband of our recent friend in the gorge ahead. Help him fight off the soldiers and calmly move on (but if you killed his wife, you will have to fight with him too). Already near the entrance to the caves, you will fight with the next portion of soldiers and dive into the dungeons after the only surviving warrior. Moving deeper into the caves and dealing with his comrades, you will reach Detmold and the commander of the local soldiery, Pangratt. You need to quickly cope with the latter, because the magician, although he will distract you with his spells, will still leave your sword, hiding in the portal. After defeating Pangratt, all you have to do is run out of the caves, where Zoltan, who previously emigrated to Vergen, will be waiting for you.

From him we learn that Sheala, whom you are looking for, is hiding in the house of her trade friend Philippa. You can immediately run there, but before that there is a chance to help your old friend Iorvet out of trouble (after all, we are indebted to him), surrounded by enemy soldiers in the city. Climb up towards the suspension bridge, which will treacherously break at the last moment, leaving you without Roche's support. From here it is worth turning right, making your way through the ranks of Kaedweni soldiers to the fortification of Iorveth. Having provided the elf with support, it’s time to head to Philippa’s house to look for Sheala (this can be done right away). You can deal with ordinary opponents on the way to it without any problems, but you will have to tinker with the monster summoned by the sorceress. It’s all the more disappointing that we won’t be able to have a heart-to-heart talk with her. She will disappear into the portal right in front of your nose, and King Henselt and his retinue will appear in her place. Having dealt with his knights and taken on him, you will be interrupted by Roche running in, and the further fate of the cunning monarch depends on Geralt’s decision. Whether you persuade Roche to spare him or let him take revenge for his hanged comrades is your choice. Having made a difficult moral choice, it’s time to enter the finish line of history leading to Loc Muinne.

Chapter 3
In the name of Temeria!

The road to the city will be smooth – the harpies never cease to bother you here too! And here, at the gates in Loc Muinne, the knights of the Order of the Flaming Rose will not want to let the Witcher into the city. Fortunately, Roche's diplomatic skills are quite enough to allow you to go on a date with the head of the order, Siegfried. After talking with him, you will temporarily part with your friend and go on an excursion to the city alone. However, on its central square you will reunite your duet again, heading from there to a reception with King Radovid. From him you will learn that the only legitimate heir of Temeria, Princess Anais, was kidnapped by Detmold. And if she is gone, then this kingdom will simply be divided among other monarchs, which is unlikely to be done without massive bloodshed. But he will also say that Geralt’s beloved Triss is now in this city as a prisoner of the Nilfgaardians. As a result, we are faced with another serious choice. He will go to rescue from captivity the daughter of King Foltest, who was killed partly due to our oversight, or take care of personal affairs by going in search of Triss. The choice is not easy, but, looking ahead a little, we can tell you that the princess will not remain in trouble anyway, so you can go save Triss with a clear conscience.

Where is Triss?

Then our path lies straight to the Nilfgaardian camp. On the way, Geralt will be lucky and meet Ambassador Shilard in the company of just a couple of soldiers. Having easily dealt with them, you can continue your further path to the camp together with the hostage, hoping that he will be useful to you in the process of negotiations with the Nilfgaardians. But upon arrival at the camp, our calculation will be a complete failure, because Shilyard will be killed by the guard commander without a twinge of conscience, and you will have to fight with him and his subordinates. It's not that easy to get out of here. The gate is locked, so you will have to look for alternative paths leading to the square. There, a life-or-death battle will flare up, especially since Matsen himself will soon join the rank-and-file opponents, talking to us about the purpose of our arrival at the Nilfgaardian camp. But stop wagging your tongue - it's time to fight! Moreover, from Matsen’s corpse you will pick up the key to the cell where Triss is languishing. Go down to the dungeon and free the girl who has been waiting for you, who told Geralt many interesting facts. Well, now break through to the exit from here to meet again at the meeting of sorcerers.

Meeting of sorcerers

Having met Triss at the amphitheater, you will witness negotiations between kings and other interested parties about the future fate of Temeria. At this meeting, King Radovid will demonstrate to those present the rescued Princess Anais and will act as the guarantor of her accession to the throne of Timeria when she grows up. Then the magicians begin to discuss technical issues regarding the creation of a new council. And at this moment Triss will ask to speak and expose Sheala as an accomplice to the murderer of kings. They will try to take the traitor into custody, but she does not intend to give up without a fight, so she will call on the dragon for help.

Dragon Appearance

Saskia, in the guise of a dragon, carried Sheala to a nearby tower. So we have only one task - to get to it by any means! We run to the tower, trying not to get fried in dragon flames along the way, and climb to the very top. There Sheala will tell us her vision of the motives of the kingslayer Leto and give us the opportunity to personally deal with the dragon. We approach the dragon at the moment when he pours fire on us, and in order not to turn into a fragrant roast, we use the Quen sign. As soon as the battle reaches its middle, the ceilings below you will break, and you will have to move the battle arena to the roof, climbing onto it along the ledges of the walls. There the dragon will attack you, crawling out from under the platform from all sides and still pouring fire on Geralt. Show all your dexterity to avoid falling under the dragon’s attacks, and at the very end of the battle, get ready to perform another QTE scene. If it is successful, the Witcher will land the dragon directly on a broken tree in the forest and defeat the enemy.

Assassins of Kings

Returning to the city border, Triss will meet you and inform us about Leto's presence in the Temerian camp. Go to this fateful meeting, fighting off soldiers' attacks along the way. Surprisingly, it is quite possible to avoid the final fight if you follow Leto’s arguments. Well, if they don’t suit you, you are welcome to take part in the final battle, which will end with a spectacularly staged scene of your victory.

Are you sad that the game is over? No problem! Embark on a new adventure doing things differently, and your hike will be vastly different from the last.