The Witcher 2 where to find the banner. Timeline - World Description - The Witcher

Prelude to War: Aedirn


Having sided with Iorvent in the previous chapter, we go to Vergen.
Here we are given the opportunity to walk in the shoes of Stennis, son of Damavand.
We are going to meet King Henselt, and with us is Saskia, the priest of Kreva and a detachment of dwarves.

During negotiations, everything does not go according to plan and unexpectedly turns into battle. Henselt kills the priest. There is blood, rage and pain all around. There is a serious fight going on. But suddenly the sky darkens, and a ghostly fog covers the entire area. And just at the most opportune moment, Geralt is nearby. Geralt is again given to us. The Witcher, of course, decides to help Stennis and Saskia, whom he meets in the fog.

And just in time, Philippa Eilhart, who by the way is on our side, turns into an owl and creates a protective barrier. Thus, it protects us from ghosts who are trying to get inside. We slowly move to a safe place, and along the way we kill the ghosts that have made their way inside the barrier or are interfering with our further movement.

Having successfully escaped from the ghostly darkness. We talk with Philippa and Saskia and find out that a council will be held in the near future at which the events that have happened will be discussed.

In the meantime, they give us a room in the tavern and time to walk around the city until we are ready to go to the council.

War Council



And so we came to the council. Everyone is already assembled here: Philippa, Saskia, Zoltan and Stennis. The council discusses a plan to defend against Kaedweni soldiers. But this plan is useless while there is a ghostly darkness over the battlefield. Therefore, we, together with Philippa, are sent to remove this curse - the ghostly fog.

But then, unexpectedly for everyone, Iorvet appears at the council. He wants to help. Most, of course, don’t like this and would happily refuse the elf if it weren’t for Saskia. She is only for the elf to help us.

And then Saskia makes a toast to successful advice and falls to the ground. Philippa rushes to her aid. A little later it turns out that Saskia drank poison. And to save her, we have to collect several ingredients, or rather: the dwarven immortelle, the dragon's dream, royal blood and the rose of memory. We can’t hesitate, so we go on a search.

A matter of life and death


We receive this task at the beginning of the second chapter, and complete it only towards the end. "Under the Roof" this quest includes several other tasks: Underground Life, In Search of Magic, Royal Blood and Where is Triss? Therefore, we will return directly to the task “A Question of Life and Death” later.

Underground life


We are looking for ingredients to save Saskia. And according to Philippa, the first one is the dwarven immortelle, growing somewhere underground, in a mine. Well, that's clear, but we need a more specific location.
Therefore, we head to the tavern, where we meet old acquaintances - Buttercup, Zoltan, Yarpen, Sheldon and Cecil Burdon. After asking about the ingredient, our friends will send us to the mine again. But Cecile will tell us where to go and tell us that the mine is closed. We arrange a meeting with him at the mine, where he will help us get inside it.

Attention!Before you go looking for immortelle, buy the “Cat” elixir, it will be very useful to you!

Having met us at the mine, Cecile asks Sheldon to open it for us. Well, we, in turn, must kill a “pack” of monsters.
We go down for the immortelle. Along the way we fight crowds of foulbroods. They are not strong opponents if you act correctly. In battle with them, use only a silver sword, make quick attacks and jump away. Do not forget that before they die, foulbroods explode and with this explosion they cause us considerable damage. Have time to jump or roll. So we got to the first locked door. We need a key. We will find it on the corpse of a miner, in the corridor on the right. For convenience, I post maps with keys and doors marked on them:

First key and first closed door: Second key and second closed door:
Third key and third closed door:
There are battles ahead of us again, and now we are finally reaching the end... The dwarven immortelle grows here. We tear it off and run into the world, report the find to Philip.

In search of magic


After talking with Philippa, we learn that the antidote will also require a certain magical item. And which one... That's what they don't tell us. They just give us a little hint, saying that Cecile Bourdon knows everything about Vergen and has probably heard something about magic.

We understood this subtle hint and are already running to Cecil.
From him we learn that somewhere in the forests beyond Vergen there is an old tower and, apparently, it is somehow connected with magic. Well, at least all magicians are drawn there. Let's head towards her.
Run there along the mini map in the right corner of the screen. Along the way, we will be attacked by many harpies. I'll give you advice for fighting them: use the magic sign Aard. He will help bring down the flying evil spirits to the ground, and then it’s all down to business. Just pierce the carcass with a silver sword.

And so we arrived and go inside, getting to our destination. There we see a nest of harpies and a magical artifact. It looks like a crystal. We watch a short video and grab the crystal. The harpies, of course, don’t like this and we are at war with them again. And we slowly run away from here, and we run to Philippa.

Having reached and discussed the find, we learn that the crystal is too weak. And in general, this is a dwarven dream enclosed in a crystal. Only the Keleno harpies place dreams in crystals. Having made his conclusions, Geralt is going to look into the quarry outside the city. Where you can most likely find more serious “dreams”. We run to the quarry. But alas... The gate leading to our place is closed. And Cecil closed them in order to block the passage of various kinds of monsters. But we are lucky, we have a dream and, moreover, Cecil’s dream. Let's go and talk with him. We manage to get the headman to talk and the key to the quarry appears in our hands.

There are simply a huge number of harpies living on the territory of the quarry. But we didn't come here for them. We run into the cave, our goal is to find five crystals.
You can watch them on a certain magic stone that acts as a video player. ^_^

Among all the dreams we will find only two important ones.
The first is the dragon's dream, which we need for an antidote.
And second, Baltimore's dream. This is a minor quest and is not required to be completed.

Where is Triss?

And now we really need to find Triss. As you probably remember, in the first chapter we obtained a rose of memory, one of the ingredients for the antidote. So, Triss still has this rose and we need it, just like Triss herself. =)

Let's go and ask Philippa about Triss.
She tells us that a certain dwarf, a regular visitor to the local tavern, knows something about this. Without wasting time, we run to the tavern and find this drinker. He will agree to tell anything only after drinking. We buy it for the dwarf and find out that he saw a red-haired girl near the quarry. And the most amazing thing is that the girl fell from the sky, from a mighty-looking man. After that, the man went somewhere, and the girl was kidnapped by the troll. That's the story! But after listening to her, it becomes obvious to Geralt that the girl who fell from heaven is Triss, and the man is Leto. And this means that we are on the right track.

We run along the mini-map to the quarry, not far from it, there will be a crossroads. Even close to it you can see the altar. At this intersection we turn left and head towards the gorges. There, in the gorges, we find a troll. He tells us that he did not want Triss to harm at all, but quite the contrary, he cared about her. But this concern deprived the troll of his wife. The trollich left him out of jealousy, taking Triss's ribbon with her. So not only did the beloved leave, but the red-haired girl slipped away and ran away.

After the conversation, we can promise the troll to return his wife.
We can also kill the troll, just start being rude to him during the conversation. True, I don’t know why to do this. Only if due to achievement in STEAM, which looks like this - "Kill all trolls in the game".

We have a choice:
1) Help the troll woman deal with armed people.
2) Help armed people cope with the troll.

By choosing option (1), you will have to fight many of Adam Pangratt's men. It’s not difficult to do this, the main thing is to use your entire arsenal and magic signs. Especially Quen and Yrden. Quen will protect you from attacks, and Yrden will slow down your opponents. Once most of the soldiers are on the ground, Adam will surrender. By talking to him, we can make him leave and not touch the troll again. The troll woman is of course very grateful to us and agrees to return to her husband. The couple's relationship is improving again. They are grateful to us and give Geralt the Triss ribbon and the horn. With its help, we can call trolls to help us, for example, in some battle.

If you previously chose option (2), to help armed people deal with the troll, you side with Adam Pangratt. After killing the troll, we take the Triss ribbon from her body. Adam and his people are grateful to us.

We return with the find to Philippa. We start a conversation and are immediately interrupted.
And they interrupt for a reason, not just for the sake of it. The local people, the peasants, want to kill Stennis. They are sure that it was he who poisoned Saskia. Now we have to run to the rescue again. But the question is, will we help? But more on that below.
The search for Triss is postponed. We will return to them a little later.

Royal blood


Approaching our destination, we observe crowds of people and non-humans.
Stennis is literally being judged. Among the crowd we find our friends Dandelion and Zoltan, they briefly introduce us to the situation. Here we need to talk to all “parties”, i.e. find out everyone's perspective on this situation. We can also talk to Stennis himself. But for this we need to bewitch the guard. There is no other way. Talk to everyone, we will learn superficially about this whole situation. And here we, as outside witchers, are asked to pass judgment.

Choice. The choice is difficult and important, think before you make it.
1) Find Stennis guilty. Thus we doom the poor fellow to death.
2) Offer to resolve everything fairly and wait for Saskia to recover. Who will then make a decision.

Attentive people will most likely notice that the quest is called “Royal Blood”, just like one of the ingredients for Saskia’s elixir-medicine.
Yes, by making the choices I wrote above, you will also affect the way you extract this ingredient.

By choosing option (1), finding Stennis guilty, we will get the blood we need.
Having chosen option (2), shifting the right of the “judge” onto Saskia’s shoulders, we will have to obtain blood in a more difficult way. And this blood will be King Henselt.

Having made our choice, we head to Philippa. And oh happiness! The sorceress has good news for us. She found Triss's trail using a megascope. Now we have to return to the quest again "Where is Triss?".

Where is Triss?


As I wrote earlier, Philippa was on the trail of Triss. This trace indicates that it is worth looking in the camp of King Henselt. But the problem is that the camp is located behind a ghostly fog. Apparently we'll have to fight our way through. But fortunately, Philippa Eilhart pleases us with information that she will go with us and help Geralt get to the other side.

We cross the ghostly darkness. Philippa turns into an owl again and keeps us safe with a magical barrier. However, a couple of times we will have to save Philip herself from ghosts. This is easy to do, you just have to destroy a few ghosts.

Having crossed to the other side, the sorceress leaves us. She is afraid of meeting Henselt's right hand, the sorcerer Detmold. And she prefers to “hide” rather than see him.
And here we are alone again, moving forward in search of Triss. But instead we find Vernon Roche, an unexpected meeting. Despite such an “unfriendly” parting at the last meeting, the commander of the Blue Stripes shows us the path to the camp where we can find Triss. We also find some kind of figurine.

We have a choice:
1) Make your way through the Kaedweni camp, from the side of the cliff.
2) Get through the underground tunnels.

Having chosen path (1), we make our way through the camp. Here we have to use Geralt's stealth skills. It’s difficult to describe anything here; it will be easier to save and try yourself, with your own mind, to get through the camp in several attempts. I will only note that it is worth acting at certain moments, and there are several of them, for example, when a soldier leaves the tent and when a drunken soldier vomits and thereby attracts the attention of all the guards sitting around the fire. Also, don’t hesitate to knock out soldiers. This is done easily, you get up from behind and stun the enemy.
Eventually making our way through the camp, we have to make our way through a cave. Coming out into the white light, we meet the sentry.

Having chosen path (2), we make our way through the underground catacombs. This path begins not far from the brothel tent. Or rather, in an abandoned tower. It is there that the secret entrance to the underground paths is hidden. We run to the brothel and talk to the owner. We give her money. The woman gives us the key and we set off on a journey through the dark corridors.
Here in the tunnels, a huge number of evil spirits live, be prepared for numerous battles.
Having made our way through the underground tunnels, we emerge into the white light and there we are met by a sentry.

The sentry will take us to Ambassador Shilyard. Before meeting him, we are thoroughly searched and the figurine is taken away. From a conversation with the ambassador, we learn that that figurine is Triss. True, in an enchanted form. The ambassador leaves and orders his soldiers to destroy us.
And then our old friends Roche and Bianca burst in and save us. Now we are all dealing with the soldiers together and thinking about what to do next. And then we have to get royal blood.

This is where our choice in the “Royal Blood” quest comes into play, and indeed this part of the quest relates to that quest.

1) Having accused Stennis of poisoning Saskia and received royal blood, we can get out of the Kaedweni camp with the help of Roche. The commander of the Blue Stripes can lead us out of the camp, like a prisoner who must be destroyed. It’s not difficult to get out this way, the main thing is to try not to meet soldiers along the way, as they will easily figure out our little trick. At the end we will reach the gate, where we will have to talk with the guard. To the first question we answer “Game”, to the next we simply remain silent. This way we won't arouse the guard's suspicion. And now we finally got out of the camp!

2) By not accusing Stennis of poisoning Saskia, we did not get the royal blood we needed and therefore we must get it in another way. So, we ask Roche to help us get blood. Vernon will help us distract the guards, and at that moment we will try to get into the royal tent. We hide behind the barrels and wait for the soldiers to leave, then we run behind the large tent and, using the magic Igni sign, set fire to the barrels. The guards are distracted by the smoke that appears, and at that moment we slip into the tent to the king. There we talk with Henselt, the king gives us his blood and even offers to lead us out of the camp. True, in exchange we promise him to get rid of the ghostly fog.

All the work is done, you can return to Vergen. Approaching the fog, we meet Philippa, who will once again help us get through the ghostly darkness.
And here we are again in Vergen, safe. We head to Philippa, we need to tell her what happened to Triss and that we could not find the memory rose. However, Philippa is furious; her maid Cynthia just ran away from her; it turns out she was a spy. One thing is good: before escaping, the girl left all her things, in which we find a barely living rose of memory. A little more and it will completely wither.
But this is the last ingredient and we can go save Saskia right now, before the flower is completely dead! This is exactly what we are going to do this very minute.

A matter of life and death


We have all the ingredients for the antidote in our hands. Philippa takes them from us and begins to create the elixir. And now, before our eyes, Saskia returns to life and her memory also returns. Our job is done.
Saskia gives Geralt Vandergrift's sword. We will need it to remove the ghostly haze.

Eternal fight


Philippa again gathers the council, where we are instructed to get four symbols:
- Symbol of Courage
- Creed
- Symbol of Death
- Symbol of Hate

We won't have to bother with the first two. Philippa will take charge of them. But it’s up to us to find the last two. But if you remember, Saskia gave us her sword, so this network is a symbol of hatred. In fact, we are looking for only one character.
First, let's collect information on where to look.
We speak with Philippa, Yarpen, Zoltan, Cecil Burdon. We collect a whole bunch of useful information from conversations and head first for the symbol of death.

Symbol of death


We are heading to the catacombs. The path is indicated on the mini map in the corner of the screen. I'll roughly describe where and how to go. We enter the city, near the entrance, (location "Suburb"), there is a staircase on the left - up. Follow it, find yourself at a large gate, there are guards on both sides, but we are on the left! Next we walk along the streets of the slums, there are many abandoned houses, devastation in a word. We pass forward and see a cave and a wooden door that leads inside. We pass through the doors and go out to the bank of the river. We walk along the shore and ford the river. We move through the forest and turn right, there will be a descent. This is the entrance to the catacombs.

Inside we will be attacked several times by ghosts. We defeat them. We are looking for a room that is located on the lower tier. We find it and go down the steps. We find ourselves in a room connected to the second room. We move into this second room, there we find a door that can be broken with magic. We break and meet with the ghost standard-bearer Brown Banner.

We have a choice:
1) Challenge the spirit to battle.
2) Deceive the spirit and pretend to be a member of the Brown Banner.

By choosing option (1), we enter into battle with the spirit. In battle, use Quen, Yrden and a silver sword. After a successful battle, we take the symbol of death and calmly leave. Later, the spirit will meet us in some battles.

Having chosen option (2), we have to prove our words by answering the ghost’s questions. If you have a beaver hat or a Brown Banner cloak, the ghost will allow you to make a mistake once. But if you make another mistake... There will be a fight.

We answer the ghost’s first question – that this is not true.
For the second question - Manno Koehoorn.
When asked where Menno was killed, we answer, near Brenna.
To the question of who were the commanders in the battle for Vergen, we answer, Seltkirk and Vandergrift.
To the next question, we answer, Biggerhorn took us prisoner.

By answering the questions correctly, we receive a symbol of death. Now we need a symbol of hatred, and this is Saskia's sword.

Symbol of hate


The symbol of hatred is Vandergrift's sword. We get it from Saskia when we “get her back on her feet.”
Those. after her recovery, he himself will give us this sword.

Eternal fight


Let's run to Philippa. She keeps her promise and gives us two other symbols - the medallion and Zeltkirk's armor. Now heading into the ghostly fog, it's time to get rid of it.

Once on the battlefield, we have to walk in the shoes of many soldiers. There is no point in describing everything. The tasks there are easy, you have to play the role of different soldiers during the battle and feel the whole situation firsthand. And now, having passed through many soldiers’ bodies, we enter into battle with the general.

Fighting a draugr is not easy. Therefore, save and tune in to the desired wave. If it’s really difficult for you, set the difficulty level to Easy and knock down the dragoon, one or two times.

Draug will use whirlwinds, volleys of arrows and hail of fire against you. From these attacks, try to take cover behind something, or escape with the help of rolls, gradually approaching the boss and attacking him. Be sure to use the silver sword and the magic sign Quen! Quen will greatly reduce the damage done to you. Be sure to use rolls and attacks from the unprotected sides of Dragua. (from the back, from the sides)

After a successful fight. You are again transported into someone else’s body, into the body of a priest, and lead your entire squad out of the darkness. Well, accordingly, in this way you remove the curse.

Siege of Vergen


As soon as we lifted the curse, we run to Philippa. The Enchantress tells us that the troops of King Henselt and the king himself are moving to Vergen. Philippa sends us to talk to Zoltan, who is in charge of the defense. We run to Zoltan. Saskia is standing with him; during our conversation, Henselt’s army will attack the city. We are sent to pour terribly hot oil on the heads of poor soldiers. Thus, we get rid of several dozen of the king's men. We fight with our enemies and then Detmold appears and destroys the barricade. The outskirts of Vergen are captured by the king's people and we have no choice but to grab the sword and fight to the last.
Fighting hordes of enemies, we finally take a break and talk to Saskia. She asks us to explore with her the tunnels and secret entrances to Vergen. True, there is one thing, the detachment sent there never returned. We cannot refuse Saskia and go with her.

In the caves, we will be attacked by a detachment of Kaedweni and Detmold. Having dealt with the Kaedweni, we take on Detmold. But then Geralt falls from Detmold’s spell. Saskia turns into a dragon and saves the witcher.

And now we have come to our senses and meet Zoltan. The dwarf asks for our help.
Saskia climbs the walls of Vergen and calls all the warriors to battle and encourages her people in every possible way. But the speech is interrupted by the appearance of Henselt and Detmold. The king and the sorcerer storm Vergen.
A new pack of soldiers is running towards us. We put everyone to bed. However, that's not all. The king's people are not going to end at all. But then, at the most opportune moment, Iorvet appears with his squad and fires many arrows at the enemy. Henselt is trapped, we just have to close the gate so that the king does not escape. We run with Zoltan to the Suburb. There, the dwarf safely blocks the only exit from the city.
Henselt is trapped and he surrenders.

The scene has been moved. We observe negotiations between Saskia and Henselt. The king promises to pay an indemnity. And he recognizes Saskia as the mistress of Vergen and the Pontar valley. Henselt is released, but must appear in Loc Muinne.
Detmold is sentenced to death.

Philippa and Saskia quickly leave somewhere.
Iorveth and Geralt noticed some oddities in Saskia's behavior.
The elf and the witcher follow the sorceress and Saskia, and right in front of their noses the girls disappear into the portal. Iorvet offers to inspect the sorceress's house. Having examined the home, we find a book with elixirs, in it we find a recipe for the antidote that was created for Saskia. In the recipe, Geralt doesn’t even find a word about a rose of memory.
From this, the witcher concludes that the rose was needed to subjugate Saskia’s mind.
Now Philippa has royal power and a dragon in her hands.

We run outside and meet Zoltan and Buttercup. Dandelion also noticed something suspicious in Saskia's behavior. What surprised him was that she agreed to execute Detmold at Philippa’s word alone. This is all very unlike Saskia...

We go to Loc Muinne, apparently there we will meet with Foltest’s killer and Philippa, who is plotting something. Congratulations, chapter 2 completed!

Side quests

Poker Game: Vergen



We encountered a similar task earlier in the first chapter, in Flotsam. Everything is the same here, only new rivals. Our first opponents are Bruno Bigs and Cornelius Meyer. You can find them in the house for a blacksmith apprentice. Defeating them is as easy as shelling pears. After these victories, their owner will not hesitate to play with us; you can find him at the inn. Our next target is Cecile Bourdon. He lives in a house above the mine, so look for him there. And finally we come to the local champion - Hagarth. After defeating him, Geralt becomes Vergen's best player. This ends the game of dice in Vergen.
The continuation of the quest “Game of Poker” will be in the third chapter, in Loc Muinne.

Armwrestling: Vergen



Again, a continuation of the quest from the first chapter. The principle is still the same, only the opponents are completely different.
Let's start with Yarpen Zigrin and Sheldon Skaggs, you can find them in the tavern. The next fight will be for the championship title; you will have to fight against Skalen Burdon. We are looking for him at the inn. The enemy is serious, so you have to work hard. By beating him, we become the best arm wrestler in Vergen.
Now this task will continue only in the third chapter, in Loc Muinne.

Fist fights


The same quest from the first chapter. We have to take part in fist fights. They look like QTE scenes, i.e. you need to press the button at the right time, that's all. We run to the tavern and find Sheridan. He organizes fist fights. A couple of fights will be organized for us and a certain Zilgart will invite us to fight. According to him, he is the brother of the popularly known knight Seltkirk. Having refused to fight with him or won, the man will get angry, shower us with threats and leave. If we give in or lose to Zilgart, he will be happy and will not splash out any negativity on us. This quest is completed. We will meet Zilgart again in the third chapter.

Contract for the Harpy Queen



This quest is taken on the notice board near the tavern. It can only be completed while completing another quest – “In Search of Magic”.
The Harpy Queen is in the quarry. In fact, the task is completed simultaneously with the above-mentioned quest. Most importantly, do not forget to collect the goods from the body of the harpy queen.
And in battle, use Quen and Aard. Well, of course, a silver sword, in this case there should be no problems.

Contract for the Harpies


This quest can be taken from the notice board near the tavern. Again, we can study the harpies from books or with the help of a sword, i.e. just kill a couple of these creatures.

Having done this, Geralt realizes that he needs to fight the harpies by destroying their nests with the help of traps. Traps can be bought from Uhach or Torak.
Now let’s go to the harpies, they are all in the quarry.

Follow the advice and you will succeed:
Place four traps near the location marked in the screenshot below(the main thing is that there is at least one harpy nearby), then go through the story, when you find yourself in the harpies' lair, set three more traps.


Having finished with the harpies, we run to the city for a reward.

Menial work


The task is taken from the notice board near the tavern.
This quest will be most convenient to complete while obtaining the dwarf immortelle. But before you go to complete this task, buy at least five grapeshot bombs, at least two “Cat” elixirs. In the caves we will have to repeatedly engage in battle against foulbroods. Our goal is to find all the nests of these creatures and destroy them with bombs.

With a fluttering heart



The quest is activated after the council that Saskia collected. An elf will approach us and introduce himself as Eleas. He will tell us that recently young people began to disappear in Vergen, and their bodies were found near the burned village. The elf will also tell us the place where the bodies are buried and that, apparently, it is a person who kills, not an inhuman. Of course, we will receive a reward for completing the task.

We won’t find any evidence in the village, so we head to the bodies of the dead. We head to the catacombs, follow the mini-map. In the catacombs we are looking for a wall that can be broken through using the magic sign Aard. We break through and find corpses. We examine all the rooms and all the corpses. Having found the freshest corpse, we will find a piece of iron in his hand. To extract, we will need tools, you can buy them from Felicia Corey, she sells books.
But the most interesting thing we will discover from the corpse is a notebook with the work of our friend Buttercup.
We go to Buttercup and find out that that notebook was stolen, and apparently by a succubus. Now we need to ask Dandelion to help lure out the sucubbus. He agrees.
We meet him at midnight near the burned village. And then they let us play as a bard. We must lure the succubus out with Dandelion's poems.

Here's the sequence:
If a maiden wanted to lie with me, then my heart would ask white palms - can you hold it - if you open your chest to me?

And then the succubus pecks and calls us to her.
We can:
1) Go to the succubus in the cave.
2) Go to Geralt.

We are given Geralt at our disposal again. We run into the cave and meet a demon. He looks like a girl. She tells us that she did not want to kill anyone and did not do it. She only seduced men and took away their energy. She also tells us that the real killer is Eleas. And he kills out of jealousy. Like, he loves her.

We are again given a choice:
1) Trust the demon.
2) Don't trust the demon.

Having chosen option (1), we run to ask Eleas himself about this. He denies everything. And we won't be able to force him to agree.
Therefore, let's head to Iorvet. We show the elf a piece of iron and everything becomes completely clear. Surely Eleas is involved in this. But everything would be fine, but then it turns out that Eleas has escaped, and this completely puts the dots on all the i’s. We run to the succubus to apologize and receive a reward. Near the burned village, Eleas will attack us. It's not difficult to deal with him.
When we are done with Elias, we run to the demon and receive a reward.

By choosing option (2), we will enter into battle with the demon.

Baltimore Nightmare


We activate the quest “Nightmare of Baltimore” while moving through the plot, when we look for a crystal with a dragon’s dream in a quarry.

In Vergen we will find the house we saw in the dream, in the quarry when we found the crystal.
It is located near the mines. Near the house we will see the blacksmith Torak. From a conversation with him, we learn that he is a student of the legendary blacksmith who disappeared several years ago. After this incident, Torak inherited his house. Torak is not against us inspecting the workshop. There we will find a wall that can be destroyed with magic. We destroy and find the chest. And in the chest is a map of Baltimore.

Now we can:
1) Tell Torak about the find.
2) Keep silent and calmly leave.

Now we have to go over the map we found, only it’s not a map, but poetry. But I will describe in simpler terms where we should go.

We run to the quarry(there Geralt will say that his medallion is vibrating), we go down, next to the runic door there is a path to the left, we go up to the hill there is a chest.

Next, we run into the trolls’ lair, then turn into the left passage, if you are facing the trolls’ lair. We run to the fork, turn right(If you turned correctly, you will see a ship), there will be a runic door behind the green ivy. To get through the ivy, use Igni and burn it. We open the door. Inside we find a chest with the runes of the legendary blacksmith Baltimore. But as soon as we begin to open the chest, Torak appears here with his students.

This is where our choice will have an impact, at the beginning of the quest:
If you previously chose option (1) and showed the found card to Torak, the dwarf will ask you to open the chest with your own hands. If we agree, the quest will be completed and we will receive a monetary reward and the contents of the chest. If we do not allow Torak to open the chest, he will attack us.

If you previously chose option (2) and did not tell Torak about the map found in his house. The dwarf will rush into battle. Having dealt with Torak and his students, we open the chest and take all the treasures for ourselves. We also find interesting notes that say that it was Torak who was the killer of Baltimore. We take the notes to Cecil Burdon and receive a reward.

~764 the arrival of people - disembarkation from ships at the mouth of the Yaruga River and in the delta of the Pontar River. Later, from the four docked ships, three kingdoms will grow.

~770 The troops of Marshal Raupennek from Tretogor commit massacres in Loc Muinn and Est Hamlet. which gives rise to the beginning of the war between elves and people ending in the massacre at Shaerrawedd

773– Founding of the first major city of Tsidaris.

774– The city of Maribor was founded on the western spurs of Mahakam for the convenience of trade with dwarfs and the development of lands north of Pontar.

776– Novigrad founded

780– Founding of Vizima and Cintra

836 establishment of the Order of Sorcerers. First Chapter. Mages who want to defend their independence from this organization are destroyed. Magic schools were founded - Arethusa on the island of Thanedd for girls and Ban-Ard at the spurs of the Blue Mountains for boys.

~930s Greif Blackmane, Duke of the border principality in Redania, begins his local war with the elves and eventually founds the state of Kaedwen. His descendants occupy the throne of Kaedwen to this day.

964- the first authentic mention of witchers - sterile mutants with supernatural abilities who have undergone special training to become professional monster fighters for hire. The creators of the witchers are the powerful magician Alzur and his teacher Malaspina

966- Founding of Kaer Morhen, where witchers from the Wolf School were trained

~967 years- War in the North, Kovir is gradually increasing its power, turning into a strong and developed state.

~1000s A group of settlers goes deep into the continent, beyond the Pontara Mountains, in search of better lands. The kingdom of Aedirn is founded.

1064 rebellion of Aelirenn (Eliren in human terms). She gathers young elves who have not come to terms with human domination and throws them into a hopeless battle, beginning the first elven terror against humanity. Destruction of Shaeravedda. The death of many of the elves. The beginning of the gradual extinction of the elven race.

1132 Nilfgaardian coup. A change of dynasty has occurred in Nilfgaard: Torres var Emreis Deitven is dethroned, blinded and imprisoned in a tower. Echoes of the ensuing massacre reached the North in the form of a few refugees. The Nilfgaardian throne passed to the Kalveit dynasty. Aetolia and Vicovaro, being the hereditary possessions of the new emperor, became part of the Nilfgaardian Empire.

1160s Falka's rebellion broke out, initially presented as "the struggle of the rightful princess Falka for the throne of Redania that belonged to her." They say that many coins of amazing mintage could be found in Falka's chests. On her side were the nobles of her native Kovir and many Temerians, dissatisfied with the rule of King Gardrik. But later, when the rebellion spread to many neighboring states and became a full-scale peasant war, most of them came to their senses and went over to the side of their overlords (which did not prevent them from removing many hotheads after the rebellion).

During the rebellion, the city of Myrta, the first haven of magicians, was destroyed. Most of the manuscripts and books dating back to the time of the Landing were lost during the fire or were lost during the sack of the city.

1166-1183 years- Great Plague.

1182- Cintrian Troubles.

1185 People's campaign against witchers. Kaer Morhen, the fortress in which witchers lived and studied, was destroyed.

1239 The beginning of the Northern Wars. The Nilfgaard Empire, as a result of a series of bloody battles, conquers the kingdom of Nazair, which becomes one of the provinces of the Empire. Also in the same year, Queen Katarzyna of Aedirna, together with her eldest son, leaves the court of King Damavand and the country itself.

1245 Temeria and Redania conclude a treaty of alliance and eternal peace, sealed by the engagement of the young princess Milena and Prince Foltest. Rich gifts were sent to Vizima from Tretogor as a future dowry, the people of both kingdoms rejoiced.

1253 The knightly Order of the White Rose was founded in Temeria by emissaries of the Temple of Eternal Fire. Young men of noble birth are accepted into the Order. The Order recognizes the King of Temeria as its overlord, and the Hierarch of the Eternal Fire as its spiritual patron. According to the charter of the Order, if the Hierarch and the king are in conflict, the Order is obliged to stand on the side of good.

1256 In Vizima, the witcher Geralt, passing by, casts a spell on the daughter of the late princess Adda, who had been turned into a striga by a curse. King Foltest officially recognizes the girl as his daughter. Foltest's only recognized daughter is known as Adda the White.

1261 the beginning of the first war with Nilfgaard. Sodden Hill - the battle of the magicians of the south and north

1260–1262 Negotiations are underway between the Cintra and Temerian courts about the possible marriage of King Foltest of Temer and Princess Cirilla of Cintra. Envoys from both kingdoms discuss terms.

The negotiations will end in nothing - Queen Calanthe will throw herself from the tower during the assault on Cintra by the Nilfgaardian army, and Princess Cirilla will go missing.

1262 The Battle of Sodden, the largest battle in history involving magicians from both sides. Nilfgaard's first major defeat in the past hundred years.

The Truce of Sodden was concluded between Nilfgaard and the Northern Kingdoms through the mediation of the Brotherhood of Sorcerers.

The main points of the truce accepted by all parties:

Nilfgaard withdraws his troops to the left bank of the Yaruga River, and the northern kingdoms to the right, and do not cross the river. Lower Sodden is held by Temerian troops, Cintra by Nilfgaardian troops

The parties recognize the descendants of Queen Calanthe (Princess Pavetta or Princess Cirilla) as the legal heirs of Cintra. If they turn out to be dead, then the status of Cintra will be settled when a peace treaty is concluded.

The final peace settlement will be reached in separate negotiations between the ambassadors of the imperial government and each king individually.

Quite soon after the truce was concluded, Temeria annexed Lower Sodden. The last Prince of Sodden was Foltest's uncle and Queen Mother Ludwig's half-brother, Ekkehard.

Emperor Emhyr appointed a governor in Cintra and created administrative institutions corresponding to the other provinces of the Empire. Officially, the Nilfgaardian government still recognizes the rights of Calanthe's descendants should they be found, but the integration of Cintra (or Upper Sodden, as the Nilfs call the area) into the Empire is well under way.

The actions of the Nilfgaardian government became a pretext for Aedirn and Kaedwen to interrupt peace negotiations. According to rumors, Damavand of Aedirn was also very dissatisfied with the fate of Lower Sodden, which he also had his own plans for - but other monarchs preferred to support King Foltest.

1268- The Battle of Brenna, which ended with the victory of the united kingdoms of the north against the army of Nilfgaard. It is one of the most famous battles of the Nilfgaardian Wars. This was a turning point for the North, which (up to this point) had held up rather poorly in the face of the enemy army. The battle took place near the Sodden village of Brenna.

April 2, 1268- The Treaty of Cintra was signed, ending the Second War with Nilfgaard.

June 1268- pogroms in Rivia.

May 1270 On the night of the Belletane holiday, the witcher Geralt of Rivia, until then considered dead, appears near the fortress of Kaer Morhen. The Wild Hunt follows him, but the sorceress Triss Merigold saves him from the ghostly horsemen.

May 1270 A few days later, Kaer Morhen is attacked by salamander bandits. Their leaders, the sorcerer Azar Yaved and the hired killer Professor, steal the witcher's secrets and simultaneously kill the young witcher Leo. After the funeral, Geralt leaves the fortress and goes in search of the stolen secrets.

September 1270 King Foltest rewards Geralt for his help in resolving the situation in Vizima. The Witcher, in turn, prevents an assassination attempt on the king. Foltest asks the monster slayer to become his bodyguard while he investigates.

April 1271 The Witcher accompanies Foltest during the siege of La Valette Castle. Another attempt is made on the king's life. This time, Geralt does not have time to stop the killer, and the monarch dies.

April 1271 Geralt is accused of killing the king, but the commander of the Temerian special forces unit, Vernon Roche, helps the witcher escape. Geralt begins the search for Foltest's killer.

July 1271 The Witcher reaches the ruins of Loc Muine, where the council of kings and sorcerers is about to begin. There he finds his enemy and puts an end to the story of the kingslayers. It turns out that they were acting on the orders of Emperor Nilfgaard.

August 1271 The Nilfgaard Empire declares war on the Northern Kingdoms.

May 1272 The war with Nilfgaard disrupted the previous order. The North is falling into chaos. The armies of the warring states are followed by a different kind of attack - monsters.

May 1273 The beginning of the game events.

If we sail from Flotsam with Iorveth and go to Vergen, then we begin the second chapter in the role of Stennis, the son of the murdered Demavend and heir to the Aedirn throne. We, Saskia, the priest of Kreva and a detachment of dwarves must meet with Henselt, the king of Kaedwen, who has laid claim to Upper Aedirn. The road leads us through the gorge away from Vergen.

We arrive at the meeting place and listen to Henselt's proposal: if we give him Lower Marchia, he will allow us to keep the crown. If we refuse, he will easily take what he seeks by force. Negotiations are heating up. Depending on what we tell the king, he challenges us to a duel or orders his men to capture us. [Combat] We shouldn't have any problems. It is enough to block enemy attacks and deliver heavy blows with a steel sword. At a certain moment, the priest of Kreva tries to stop the fight, but Henselt kills him in a fit of rage... The sky darkens, the fog thickens, and ghosts appear from it.

The peaceful surroundings of Vergen suddenly turn into a ghostly reflection of the battle that took place three years ago. Geralt, who is heading towards the city of the dwarves, finds himself in the thick of what is happening. Now we play as the witcher again and must save Stennis and Saskia, whom we met in the fog. We are accompanied by Iorveth and an owl, which shows the way. Philippa Eilhart, a sorceress helping the Aedirns, turned into an owl. She surrounds us with a magical barrier and strikes with lightning all the creatures that try to attack us. [Combat] We do not recommend engaging in battle with ghosts or going beyond the limits of Philippa’s spell: outside the sphere we will rapidly lose strength and health, and there are so many draugirs and spirits that they will certainly kill us. Several times the owl-Phillipa's path will be blocked by ghosts. To move on, we will have to destroy them. Following the owl, we emerge from the fog, and we have the opportunity to talk with Philippa and Saskia. Saskia gathers all her commanders for a council to discuss the strange events we have just witnessed. The game then takes us beyond the walls of Vergen, where we meet the mayor of the city. He reports that a room has already been prepared for us in the tavern. After examining it, we will be able to walk around the dwarven city. When we are ready, we can go to the council.



Having rested after a long journey, we set off for the council convened by Saskia. Arriving there, we see that everyone is already assembled: Philippa Eilhart, Saskia, Stennis, Zoltan, the Aedirn nobility and a representative of the militia. They develop a plan to defend against the Kaedweni invaders. But first of all, we need to remove the curse from the battlefield and dispel the ghostly fog. Phillippa Eilhart and Geralt will do this. To lift the curse, we will need four magical items related to the battle three years ago. Then you will need to prepare for the defense of Vergen. Iorvet appears at the council, which causes indignation among the majority. However, Saskia appreciates the help the elf offers. And suddenly a disaster happens: the girl makes a toast, takes a sip and immediately falls - she has been poisoned.

Philippa has stabilized the Maid of Aedirn and wants to talk to us. The sorceress tells us that to save the girl, the following ingredients are needed: dwarven immortelle, dragon's dream, royal blood and a rose of memory. Having learned about this, we receive 500 experience points and begin a new task - A Question of Life and Death. It covers the quests Underground Life, In Search of Magic, Royal Blood and Where is Triss? Completing these tasks will allow us to find the necessary ingredients.


Underground life

Experience for completion: 1000

According to Philippa, one of the ingredients of the antidote is an herb that grows deep underground. The dwarves call her the immortelle. The sorceress advises us to look into the closed Vergen mine; this herb may well be there.

Entering the nearest inn, we meet a group of good friends: Dandelion, Zoltan and Yarpen, as well as Sheldon and Cecil Burdon, the headman of Vergen. When asked about the immortelle, the dwarves will also advise us to go down into the mine, and Cecile will explain why it is closed. Our friends will offer us help, and we will agree to meet them at the entrance to the mine.

When we tell Cecil that we are ready, he will ask Sheldon to open the mine. The headman will instruct us to clear the adits of monsters (Dirty work). When going on a mission, you should take with you at least four Cat elixirs. If we want to rid the mines of monsters forever, then a few grapeshot bombs.

Accompanied by the dwarves, we go down to find the immortelle. You need to be prepared to meet corpse eaters. [Combat] Lightning strikes with a silver sword are the best remedy for them. Do not forget that killed corpse eaters explode, so it is better to jump away from the dying creatures as far as possible.

The dwarven mines are a real labyrinth with long passages, locked doors and corpse eaters. Not only that: they are also dark, as is usually the case in dungeons. We enter the first large cave, and it turns out that we need a key to open the door to the lower levels. Having dealt with the monsters in the face on the right, we find the body of a killed miner, and on it is a key. Now we can return to the cave and open the locked door. Further in the mines we will find the bodies of two more miners and two more keys. So we will get to the lowest level, where the duckling awaits us. [Combat] If we have bombs with us, we can kill the corpse eaters surrounding this monster. With post-mortem explosions they also injure duckbills. This monster can also be immobilized using the Yrden Sign and then finished off with a backstab.

After the victory, we pluck the dwarf immortelle. Now we can return to the surface and tell Philippa about our findings.

First key

First locked door

Second key

Second locked door

Third key

Third locked door


In search of magic

The sorceress Philippa Eilhart says that a certain magical artifact is required as one of the ingredients for Saskia's antidote. If you ask her for advice, she will recommend that we be creative and ask around the city. She will also say that Cecile Bourdon somehow knows about all the matters that concern Vergen.

When we ask Cecil about stories related to magic, he talks about a magician's tower that stands in the forest beyond Vergen. It is believed that this is a unique Place of Power that has always attracted magicians. We should look there.

We pass through the outskirts of the city and then through a tunnel cut into the rock. On the other side, a picturesque view awaits us. Fortunately, the tower is also visible from there. We cross the river and go to the hill. Harpies live not far from here. They attack us while we are going to the Place of Power. [Combat] This is one of our first fights with the harpies. They usually attack in groups, so using the Aard Sign is recommended. He will help knock down several harpies to the ground, which will then be easy to finish off with a silver sword. Having dealt with the harpies, we approach the destroyed tower that Cecil spoke about. Inside we see a nest with a crystal in which magic is felt. Is this what Philippa needs? We return to Vergen to talk with the sorceress.

Having examined the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarf. This is an interesting artifact, but it is not powerful enough to be an antidote. Only Keleno harpies encase dreams in crystals, and these monsters mainly live in an abandoned quarry outside the city. We are confident that we will find a sufficiently powerful dream there, but the elder of Vergena has locked the gate to the caves leading there to block the way for the monsters. Fortunately, Cecil’s own dream came into our hands first, so we have something to discuss with him.

A dwarf teetotaler, who would have thought... The most important thing is that now we have the key to the quarry, and we immediately go there. In the quarry itself and in its surroundings, many harpies await us. [Combat] As before in the forest, the best way to deal with the harpies is to shoot them down with the Aard Sign and then finish them off with the silver sword. In the caves we must find five enchanted crystals. They can be placed in a magical obelisk, which is a kind of projector. This will allow us to view crystallized dreams. One of them will turn out to be a dragon's dream. It will certainly be suitable for preparing an antidote. In addition, we will find Baltimore's dream. Watching it begins a separate task Baltimore's Nightmare. We got what we came for. It's time to return to Vergen.



Where is Triss? (part one)

It was not by chance that we came to the city of dwarves. The tracks of the Kingslayer and the kidnapped Triss Merigold led here. Now the search for the sorceress takes on additional meaning: in Flotsam we gave her a rose of memory. If she still has the flower, we'll get another antidote ingredient for Saskia. We ask Philippa Eilhart about Triss, and she tells us about a tavern regular who allegedly saw a red-haired woman falling from the sky.

It wouldn't hurt us to hear this story first hand, and we go to the tavern. The dwarf Philippa spoke about is talking with the owner. He agrees to tell us the story of the red-haired woman for a mug of Mahakam. Having bought him a drink, we learn that in a ravine near the quarry, a woman and a huge thug appeared as if from the sky. The man abandoned the woman, who was immediately kidnapped by the troll.

So we go to the quarry. At the crossroads where there is a wooden altar, we turn left, towards the gorges. There we meet the troll we have already heard about. The troll will tell a story we already know, adding something new to it. He was caring for an injured woman and his troll wife left him out of jealousy. She took the red-haired woman's ribbon from him. Soon after, the redhead ran away. [Choice] We have a choice:

[A] If we make the troll angry, he will attack us. [Combat] The easiest way to defeat a troll is with lightning strikes from a silver sword. If this is not enough, we can use the Yrden Sign and then stab him in the back. After that, we must find the troll's wife and get the tape.

[B] We can also promise the troll that we will not offend his wife. In this case, he will ask us to talk to the troll and convince her to return to her native lair.

We go deeper into the gorges where the troll's wife went. Along the way we meet harpies. [Combat] It's best to hit them with a silver sword, but you can knock them down with the Aard Sign. Walking along the gorge, we reach a grove with the wreckage of a ship. There we also see the troll's wife, surrounded by armed men. [Choice] [A] We can help people and kill the monster. [B] We can also engage in battle with people to save the monster. What if the troll’s wife saw Triss or Leto?

[A] If we decide to help the mercenaries, they will thank us later, during the siege of Vergen. However, now we have to fight the troll's wife. [Combat] It makes sense to use lightning strikes with a silver sword. Also, if we haven't killed the troll before, it will attack us the next time we meet. But that will come later. Now we take Triss's ribbon from the troll's body.

[B] If we defend the monster, we will have to fight the mercenaries. [Combat] Our enemies are numerous, so the main thing is to put up blocks and carry out counterattacks. The Yrden sign will also be useful to us. As we begin to gain the upper hand, Pangratt gives in and after a short conversation agrees to leave, leaving the monster alive. After the battle we talk to the troll's wife. If we killed her husband, then we ask her about the tape and return to Vergen. If the troll is alive, we ask her to return to her husband. The grateful spouses will give us Triss's ribbon and a horn, which can be used to summon them in case of danger. Later they will help us in the defense of Vergen.

It's time to return to Philippa to tell her everything and give her the tape: perhaps Philippa will be able to figure out where Triss is from her little thing. Our conversation with the sorceress is interrupted. It turns out that the peasants want to kill Stennis: they believe that it was he who poisoned Saskia. We will return to the search for Triss later. Now we need to run to the town hall, where the heir to the throne (Royal Blood) is being besieged.


Royal blood

To find the ingredients for an antidote for Saskia, Philippa entrusts us with several tasks at once, including this one. For the potion, the sorceress needs royal blood. Immediately after the council (Council of War), we can see Stennis and tell him what we need from him, but he will indignantly refuse us. We will have a chance to get royal blood only when we deliver Triss' ribbon to Philippa. Our conversation with the sorceress will be interrupted by a nobleman who will say that the peasants are ready to tear Stennis apart, accusing him of poisoning Saskia.

We go to where the prince barricaded himself. A crowd of Vergen residents, peasants, nobles and dwarves, as well as our friends Zoltan and Buttercup, are waiting for us there. These two will describe the situation to us. The peasants consider Stennis guilty, and the nobles defend him. We must gather as much information as possible and reach a verdict.

We will have several conversations with the gathered dwarves, peasants and nobles. We can also talk with Stennis if we use the Axii Sign in conversation with the guards.

After three conversations, we will find out the positions of both sides, and the peasants will demand that we pronounce a verdict. [Choice] We have a difficult decision to make. We have not learned any facts that could clearly point to the culprit. [A] However, we can condemn Stennis to death as a culprit. [B] We can also state that the available evidence is insufficient. In this case, Saskia will make the decision after recovery.

[A] By declaring Stennis guilty, we will get the royal blood we need.

[B] If we leave the decision to Saskia, we will give Stennis a fair trial, but we will have to obtain royal blood from Henselt.

Regardless of the choice made, we go to Philippa to inform her of the fate of Stennis. Meanwhile, the sorceress was able to find traces of Triss using a megascope.


Where is Triss? (part two)

While we were trying Stennis for his alleged role in Saskia's poisoning, Philippa Eilhart located Triss from the tape we obtained. When we meet the sorceress at her home, she tells us that Merigold is on the other side of the ghostly fog in the camp of King Henselt. The Enchantress offers to help us cross the battlefield, so we just head there.

We pass through a burnt village and enter the fog. We are accompanied by the already familiar owl, which surrounds us with a magical barrier and strikes the ghosts with lightning. We follow the sorceress. After some time, the owl will fall into a magical trap. We must defeat all enemies to free Philippa and continue our journey. [Combat] We use strong blows from the silver sword. Ghosts are weak opponents, so there shouldn't be any problems. We move on, trying not to go beyond the protective barrier.

As we cross the battlefield, Philippa leaves us: she is afraid that she will be noticed by Dethmold, the court sorcerer of King Kaedwen. We go north to Henselt's camp. We find a mysterious figurine at a border post, and then unexpectedly come face to face with Vernon Roche and his squad. Despite the unpleasant circumstances of our parting, the Temerian will show us the way to the camp of the Nilfgaardian ambassador Shilard, where we may find Triss. [Choice] [A] We can try to sneak through the Kaeven camp from the side of the cliff or [B] go through the underground tunnels inhabited by monsters.

[A] We go to the cliff, as Roche told us, and make our way to the royal camp.

We approach the tent on the left, and when a drunken sentry comes out, we wait for him to turn left. Then we wait until all the soldiers sitting around the fire are distracted by a vomiting comrade. Then we slip further and turn left, towards the tents, so as not to attract the attention of the sentries. This will take us to the second gate. Now we wait for the patrol to enter the camp. We leave the gate, deal with the sentry and go down to the caves under the camp. The Neckers meet us there. [Combat] You need to use quick strikes of a silver sword against them. Soon we reach the opposite exit from the cave. There we are noticed by a Nilfgaardian sentry.

[B] The alternative route that Roche showed us goes through the caves below the camp. The entrance there is hidden in the courtesans' tent opposite the Kaedweni fortifications. There we must talk to Madame Carole and bribe her to get the necessary information and the key to the entrance to the tunnel. This will take us to the basement of an abandoned tower, from where we can get into the caves. We are heading north and northeast. Along the way we will meet local inhabitants - nakers. [Combat] The Aard sign will be useful to us against monsters that attack in groups. It will allow us to knock down some of these creatures, and it will be easier to finish them off with a silver sword. There is also a duckling there. Previously, in the dwarf mines, we had already dealt with one. This one also needs to be immobilized using the Yrden Sign and attacked from the back. As we emerge from the caves onto the shore, we are stopped by a Nilfgaardian sentry. An Empire soldier will take us to Ambassador Shilard Fitz-Esterlen. After a short conversation, we will be searched, and the guards will take the figurine from us. It turns out that this is the transformed Triss Merigold! The ambassador will leave, ordering his men to kill us. Vernon Roche and Bianca will save us at the last moment. Now we must fight the Nilfgaardian soldiers led by the sorcerer. [Combat] Spells must be dodged. It is best to immediately knock him down at the moment of teleportation using the Aard Sign and kill him. We can immobilize the guards with the Yrden Sign, and then finish them off with backstabs.

[Consequences of the choice in the task Royal Blood]

[A] If we declared Stennis guilty of poisoning Saskia in the Royal Blood quest and obtained the royal blood in this way, we can now resort to Roche's help to leave the Kaedweni camp. He will lead us out of there as prisoners whom he must get rid of. On the way, we should avoid patrols: if they notice us, they will figure out the trick, and we will face a heroic death and the end of the game. Avoiding the patrols, we reach the gate, where a sentry stops us. The answer to his first question is “Game”, and then we must select the option “Silence”, otherwise the sentry will understand what is happening and raise the alarm. So we get out of the camp and return to the fog.

[B] If in the Royal Blood quest we decided that there was not enough evidence of Stennis's guilt and did not receive the royal blood, then now we can ask Roche to help us get Henselt's blood. Vernon will distract the guards, and we will be able to get into the tent of King Kaedwen. We hide behind the barrels and wait for the soldiers to leave, and then we make our way behind the tents to the largest tent. Behind it are barrels, which we set on fire using the Igni Sign to distract the sentries. Now we can enter the royal tent. After talking with Henselt, we receive royal blood and are taken out of the camp in exchange for a promise to remove the ghostly fog. It's time to return to Vergen.

Before we enter the fog, Philippa will appear once more. She will guide us through the battlefield. As in previous times, we will have to fight spirits and ghosts. [Combat] It’s better to stay behind the sorceress’s magical shield and let her deal with the enemies. However, at some point the ghosts will catch the owl in a magical trap. To free Philippa, we will have to kill all enemies. Then you can continue your way to the dwarven fortress.

So we'll get to the safety of Vergen. Now you can go to Philippa's house to inform her about Triss's fate. It turns out that the sorceress's maid Cynthia was a Nilfgaardian spy and escaped. Fortunately, she left all her things, among which we find a rose of memory. The flower is withering, we need to hurry...


A matter of life and death

Saving Saskia is one of our most important tasks in Vergen. It combines the four above-mentioned quests for collecting ingredients: Underground Life, where we are looking for the dwarven immortelle, In Search of Magic, where we find a dragon's dream, as well as the quests Royal Blood and Where is Triss?, during which we get royal blood and a rose of memory.

Having collected all the ingredients, we hand them over to Philippa Eilhart, who immediately begins to prepare the medicine for Saskia. We are present at the girl’s recovery. Having come to her senses, Saskia gives us Vandergrift’s sword. We will need the blade of the Kaedweni commander to disperse the ghostly darkness.


Eternal fight

At the war council, Philippa and I discuss how to remove the curse from the battlefield. According to the sorceress, for this we will need four magical items related to the battle three years ago. They are supposed to symbolize courage, faith, hatred and death. Philippa promises us to find the first two, leaving us with symbols of hatred and death.

We must learn as much as possible about this battle. To do this, we need to ask Philippa, the headman of Vergen Cecil Burdon and our dwarf friends Zoltan and Yarpen about her. They will tell us about the sword of Vandergrift, which Saskia now owns, and about the banner of the Brown Banner. It turns out that the Kaedweni general who owned the sword was notorious for his cruelty. In addition, we learn that the Brown Banner was killed in the battle for Vergen to the last man, and the bodies of the soldiers were buried in the forest, not far from the city. Since the elves guarding Saskia do not allow anyone except Philippa to approach her, we will have to wait for her recovery to get the sword.

Symbol of death

So, let's start looking for the Brown Banner banner. We need to explore the catacombs in the forest. We can do this while searching for the dragon's dream (In Search of Magic) or while investigating the murders that happened in the city (With a Trembling Heart). We go into the forest: from the outskirts of Vergen we find ourselves on the walls and reach the area where Iorveth’s detachment is stationed. There we find a tunnel that opens onto the river bank. The forest we are interested in is on the other side. Somewhere in it there is an entrance to the crypt. We'll probably be attacked by ghosts inside. [Combat] A silver sword and the Irden and Aard Signs will help us cope with them.

We have to get to the bottom level. There, in one of the halls, we meet the spirit of the standard bearer of the Brown Banner. [Choice] [A] We can trick him and claim that we once entered Buraya, or [B] we can fight him.

[A] If we declare that we served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is that this is incorrect. The next answer is Menno Coehoorn, and the third answer is Menno Coehoorn was killed at Brenna. Answer to the question about the commanders in the Battle of Vergen Seltkirk and Vandergrift. The last answer is that we were captured by Bigerhorn. This way we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a Brown Banner cloak, the spirit will give us another chance. Otherwise we will have to fight him. We can get these items during the quest Baltimore's Nightmare or win them with dice from Skalen Burdon.

[B] If we are not in the mood to chat with the spirit, or we give the wrong answer to one of its questions, we will have to fight. [Fight] This is a very difficult fight to prepare for. The Yrden sign will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner. But that's not all. If we tricked the ghost, it will periodically haunt us in other battles.

Symbol of hate

Once we get the banner, all we have to do is get Vandergrift's sword. To do this, we need to collect all the ingredients of the medicine for Saskia. When the Dragon Slayer is healed, she will simply give us the sword.

Now we need to talk to Philippa to get the other two artifacts - the magic medallion and Zeltkirk's armor. Having received all four items, we go to the ghostly haze.

In the fog we turn into an Aedirn soldier. Our commander gives orders to the archers and orders us to capture the enemy banner. We run through the defenses towards the spirits of the Kaedweni warriors defending the banner. [Combat] We must block the enemy's attacks and strike quickly. We are deprived of witcher skills, so we will have to do without Signs, potions and bombs.

After victory, our body will be taken over by the spirit of the Kaedweni warrior. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we are safe between shots. So we get to our general... This is Vandergrift. Draug. He quarrels with Sabrina Glewessig, the court sorceress of King Henselt.

Sabrina rains fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. We once again enter into battle with the spirits and ghosts of Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and quickly strike back. Eventually we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draugr we can finally use all the abilities of the witcher.

[Combat] The fight with the draugr is one of the most difficult in the game. The Kaedweni general has become a demon who can turn into a tornado, call down a volley of archers and finally send Sabrina's hail of fire towards us. When the draugr uses his special abilities, we better take cover behind something. When he is not using them, we should attack him with the silver sword. Most of the Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, we will be possessed by the spirit of a Kaedweni priest, who will try to lead the soldiers out from under the fiery shower. Hiding behind shelters, we head towards the edge of the fog...


Siege of Vergen

After the battle of the spirits ends, we come to our senses in the house of Philippa Eilhart. The sorceress tells us that Kaedwen's troops, led by Henselt himself, are approaching Vergen, and asks us to talk to Zoltan: he is responsible for the defense of the city. We will find Zoltan with Saskia at the city gates. During the conversation with the dwarf, the Kaedweni will appear. Zoltan will ask for help we must pour boiling oil on the attackers. We're running up the walls. There we encounter Kaedweni shield warriors. [Combat] When fighting enemies who have a shield, we need to block attacks and hit hard. In addition, they can be immobilized with the Yrden Sign or approached from the side using a roll. Having destroyed the enemies, we pour out the oil using the lever and return to Zoltan. Unfortunately, Detmold appears and uses magic to destroy the barricade the defenders had built. Zoltan gives the order to retreat beyond the second gate of the city.

Sheldon closes the gate behind us and we hurry up the walls. Henselt's army captures the outskirts and approaches the city wall. The soldiers are climbing the stairs... A mortal battle awaits us. [Combat] We are not fighting alone, so we can fight back quite effectively and use Signs. Having repulsed the first wave of attackers, we will get a respite. When we deal with the second wave, Saskia will inform us about a secret passage into the city. It passes through the caves adjacent to the mines under Vergen. She will add that the detachment sent there did not return.

Saskia will ask us to explore the tunnels with her. We follow the girl and come across a detachment of Kaedweni. [Combat] Against heavily armed warriors, quick strikes of a steel sword and the Aard Sign are best. We go deeper into the caves and meet Detmold there with a detachment of mercenaries. The sorcerer blocks our way back and forces us to accept an unequal battle. [Combat] In this battle, we must not forget about defense; we must counterattack and dodge Detmold’s spells. Suddenly a spell strikes Geralt... Saskia will save us by turning into a dragon. Then, after a short conversation with the girl, we return to the city. Along the way we meet Zoltan. He says we are needed on the walls.

On the walls of Vergen, Saskia gives a speech to raise the morale of the defenders. Enemy troops led by Henselt and Detmold immediately appear. The sorcerer breaks the gate, and the king gives the order to storm. A new wave of Kaedweni soldiers is rolling towards us. [Combat] We should easily cope with enemies if we skillfully reflect their blows and, if necessary, use Signs.

At the other end of the battlefield, Iorveth appears with a detachment of Scoia'tael. Now Henselt's troops are surrounded, and the elves shower the enemy with arrows. Saskia asks Geralt and Zoltan to support Iorveth and help him close the first city gate in order to cut off the Kaedweni's only escape route.

We run to the stairs to the walls on the right and find ourselves next to the fortifications from which oil was previously poured. Zoltan closes the gate... and Henselt has no choice but to surrender. So he immediately does so.

] |

At the war council, Philippa and I discuss how to remove the curse from the battlefield. According to the sorceress, for this we will need four magical items related to the battle three years ago. They are supposed to symbolize courage, faith, hatred and death. Philippa promises us to find the first two, leaving us symbols of hatred and death.

We must learn as much as possible about this battle. To do this, we need to ask Philippa, the headman of Vergen Cecil Bourdon and our dwarven friends Zoltanai Yarpen about her. They will tell us about the sword of Vandergrift, which Saskia now owns, and about the banner of the Brown Banner. It turns out that the Kaedweni general who owned the sword was notorious for his cruelty. In addition, we learn that the Buraya Banner was killed in the battle for Vergen to the last man, and the bodies of the soldiers were buried in the forest, not far from the city. Since the elves guarding Saskia do not allow anyone except Philippa to approach her, we will have to wait for her recovery to get the sword.

Symbol of death

So, let's start looking for the Brown Banner banner. We need to explore the catacombs in the forest. We can do this while searching for the dragon's dream (In Search of Magic) or while investigating the murders that happened in the city (With a Trembling Heart). We set off into the forest: from the outskirts of Vergen we find ourselves on the walls and reach the area where Iorveth’s detachment is stationed. There we find a tunnel that opens onto the river bank. The forest we are interested in is on the other side. Somewhere in it there is an entrance to the crypt. We'll probably be attacked by ghosts inside. [Combat] A silver sword and the Irden and Aard Signs will help us cope with them.

We have to get to the bottom level. There, in one of the halls, we meet the spirit of the standard bearer of the Brown Banner. [Choice] [A] We can trick him and claim that we once entered Brown, or [B] we can fight him.

[A] If we declare that we served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us a few questions to check. The answer to his first question is false. The next answer is Menno Coehoorn, and the third answer is Menno Coehoorn was killed near Brenna. The answer to the question about the commanders in the battle for Vergen is Seltkirk and Vandergrift. The last answer is that Bigerhorn took us prisoner. This way we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a Brown Banner cloak, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them with dice from Skalen Burdon.

[B] If we are not in the mood to chat with the spirit, or we give the wrong answer to one of his questions, we will have to fight. [Fight] This is a very difficult fight to prepare for. The Yrden sign will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner. But that's not all. If we deceived the ghost, it will periodically haunt us in other battles.

Symbol of hate

Once we get the banner, all we have to do is get Vandergrift's sword. To do this, we need to collect all the ingredients of the medicine for Saskia. When the Dragon Slayer is healed, she will simply give us the sword.

Now we need to talk to Philippa to get the other two artifacts - the magic medallion and Zeltkirk's armor. Having received all four items, we go to the ghostly darkness.

In the fog we turn into an Aedirn soldier. Our commander gives orders to the archers and orders us to capture the enemy banner. We run through the defenses towards the spirits of the Kaedweni warriors defending the banner. [Combat] We must block the enemy's attacks and strike quickly. We are deprived of witcher skills, so we will have to do without Signs, potions and bombs.

After victory, our body will be taken over by the spirit of the Kaedweni warrior. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers shoot at certain intervals, so that between volleys we are safe. So we reach our general... This is Vandergrift. Draug. He quarrels with Sabrina Glewessig, the court sorceress of King Henselt.

Sabrina rains fire onto the battlefield. The spirit of the Aedirn commander Seltkirk has taken possession of us. We once again enter into battle with the spirits and ghosts of Kaedweni53soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and quickly strike back. Eventually we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draugr we can finally use all the abilities of the witcher.

[Combat] The fight with the draugr is one of the most difficult in the game. The Kaedweni general has become a demon who can turn into a tornado, cause a volley of archers and, finally, send Sabrina's hail of fire towards us. When the draugr uses his special abilities, it is better for us to take cover behind something. When he is not using them, we should attack him with the silver sword. Most of the Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, we will be possessed by the spirit of a Kaedweni priest, who will try to lead the soldiers out from under the fiery shower. Hiding behind shelters, we head towards the edge of the fog...

From the beginning of the episode, you will have to manage Prince Stennis, who is staying to negotiate with King Helselt. Very soon everything will escalate into a fight and the king will accidentally splash blood on the altar. This will lead to a curse that will cover the earth. Ghosts will appear everywhere, the sun will be hidden behind black clouds, a hundred elves with Iorveth and Geralt will appear on the shore. You need to cleanse Saskia before the magical owl appears. The owl will lead you to the right place, protecting you with magic. It is important that you do not go outside the circle. Occasionally drive away ghosts from the bird. In the city, talk to the sorceress and also to Saskia.

When you follow the dwarf into the room, you need to distribute skill points. Then go to the tavern. If you don't want additional quests, go out into the fresh air. After making pompous speeches, raise your glass. The girl was poisoned. Philippa will be able to cure her, but she needs to find the immortelle root, the grove of memory and the royal blood.

Walkthrough of the game The Witcher 2 - Underground Life

Start searching for healing herbs. First, visit the local tavern, where Zoltan is drinking with his comrades. Find out about the mine - it is boarded up and very mysterious. You promise to help kill the raging monsters. Zotlan, Yarpen, Sheldon will be waiting for you at the mine at noon. Before descending into the dungeon, drink a number of elixirs. Pay attention to “Swallow” and “Cat”.

There are only “corpse eaters” inside, but the door you need is locked. Sheldon will say that previously there was a chief digger named Balin Fergusson. He must have the key. We need to find Balin's corpse. He's in the room next door. Read the diary. You will find out what he gave to his four assistants.

Go forward, sometimes turning for the next key. When you open the last door, the medallion will begin to vibrate. A duckbill will appear around the bend. He is a slow and weak opponent. You need to use Quen. When you kill him, take the grass and blow it to Philippa.

Walkthrough of the game The Witcher 2 - In Search of Magic

We need to look for the second component for the potion. This is a magical artifact. Philippa does not know where to find him, but she will give a recommendation to go to the headman - Sicil. He will say that there is one place where many sorcerers are drawn. Go to the indicated place.

Get out of the city through the northern gate, go through the ford, go up the slope where you can see the tower. One of the nests contains a huge crystal that begins to affect Geralt's medallion. Take the crystal and get ready to fight the harpies. The Aard sign will help a lot. When you kill everyone, go to Philippa.

Unfortunately, you will have to look for a couple more similar artifacts. She will say that the crystal contains someone's dream. Geralt will think that the harpy who built the nest was a dream thief. When you talk to the sorceress, you will find out that these harpies previously lived near the old quarry, but headman Cecil closed it and does not want to open it. Luck - the dream that is enclosed in the crystal belongs to him! Go to the headman. After your explanation, he will open the gate.

The Witcher 2 gameplay continues. Getting to the lair of the sleep thieves is difficult. First, go down into the gorge, at the bottom of which there will be a fight with five creatures. Kill them and collect the ingredients for the potion from their bodies. Go to the big door where there will be fewer harpies. Be prepared to use the Aard sign and the silver sword.

When you get to the round altar, watch the cutscene. Sit down and drink some healthy elixirs, save yourself. When you take out the pink crystal, you will be attacked by a dozen harpies. Place protection in time - the “Quen” sign. Then you need to run into any passage and cut out one creature at a time. Local pomegranates will help a lot. Buy them in the city from merchants.

When you have killed the harpies, go to the altar and insert crystals into it (crystals of different colors should come across along the way. They must be collected). After four dreams, return to Philippa.

Walkthrough of the game Witcher 2 – Where is Triss?


Remember that before Triss was kidnapped, you gave her a rose of memory? She is needed to heal Saskia. When you talk to Philippa, go to the inn. You can learn a lot of information from a local regular and treat him to good beer. It turns out that the bald thug and the girl fell from the sky. The thug left, and the red-haired woman was kidnapped by the troll. Once you find out where the troll is, go talk to him. This is a great guy. He will offer soup to their elves. Tactfully refuse and ask him about the “redhead.” Choose calm remarks, do not contradict him, so as not to lead to a fight. This way you will find out that the troll’s wife was jealous of the “redhead” and left, taking the scarf with her. Triss herself ran away the next night. Go to the troll's wife.

There will also be mercenaries who need to be convinced to spare her. Ask her to go back to hubby. In gratitude, she will give a scarf to the “redhead.” So, return with the handkerchief to Philippa. The conversation with her will be interrupted by the prince's servants. He will say that the peasants believe that Steniss poisoned Saskin. We need to figure it out.

Walkthrough of the game The Witcher 2 – Royal Blood

Go to Prince Steniss's room. He locked himself in the estate, and the men from the city want to kill him. After talking with Dandelion and Zoltan, you will learn about a servant who seems to have heard Stennis and the late priest talking about the deliverance of Saskin. Talk to the servant who lives nearby. The guy is nervous, plus everything, he sits at home when such a quarrel is going on. All this is suspicious. Go to the headman. He will show you on the map where the priest lived. When you examine the room, you will find a drawing of a special. cup with a cavity for poisons. Yes, the priest is to blame, but you can’t ask him anything.

Chat with the prince. Convince the guards that only you can help a high-ranking person. The prince will refuse to give his blood, but will offer a lot of money for an excuse against the crowd. Go outside and pass judgment. The servant will inform you that before serving, the drink is checked for the presence of poison. Tell me about the drawing of the cup. When the prince makes a spectacular performance, you need to remind him of his attempt to bribe you. You have to decide his fate. You can sentence him to death, or let him live until Saskia’s amendment. The best thing to do is soak it and take the blood. Everything indicates that the prince had an agreement with the priest.

The Witcher 2 gameplay continues. To have all the ingredients, you just need to find Triss and the rose of memory. Philippa claims that she is now in the Helselt camp. However, the camp is located on the other side of the ghostly darkness. Only a sick person would dare to pass through it. Naturally you have to go! In this case, Philippa will provide assistance by becoming an eagle owl. When you get to the other side, say goodbye to the girl for a while, go to the king’s camp.

At the beginning of the quest you will see a corpse. Search it and you will find a figurine of some monarch. Move on. When you meet Roche, talk to him and ask for help. Despite the offense, he will tell you about the secret passage into the camp. We must go through the old cave. If Roche doesn’t want to talk, go to the city, where the local “mother” will tell you about the same cave.

Entering the cave is easy, but getting out is difficult. The stone elemental will interfere with you. Use a fast style when fighting. The Yrden sign, which slows down the enemy, is also suitable.

To complete the game The Witcher 2, you need to search the enemy, who will crumble into pebbles. Go outside. Now we need to get to the ambassador. First, stock up on throwing weapons. Approach the healthy wooden gate, ask the guard to take you to the ambassador. He will tie you up and carry you to him. The ambassador will pull out the figurine you found from his pocket, break it and take the inside contents. After talking a little, he will give the order to execute you and leave. When Bianca and Vernon come to help you, take on the sorcerer.

Your fight with Vangemar will cause a lot of noise. Vernon will suggest pretending to catch you. Agree, but first we need to ransack the camp. Here you can profit from good armor. Go to the wooden gate, avoiding the patrols. When the guard asks, answer that you are taking a witcher for interrogation. When you part with your savior, go to Philippa. Tell her about Triss, overcome the darkness and go to the city. It turns out that Philip's maid is a traitor. But in her things you will find a rose of memory that was taken from Triss.

Walkthrough of the game The Witcher 2 – A Matter of Life and Death

Give all the ingredients to Philippa, watch the video where Saskin is healed. When you are alone with her, ask about the commander's sword. You will find out the necessary information, then she will give the blade and thank you for your help.

Eternal fight

To remove the curse, you need to have 4 items that played a significant role in the battle. Echoes of the battle can be observed when passing through the ghostly darkness. Philippa will give advice to talk to the mayor of the city. He will tell you that he personally fought against the Brown Banner, whose banner we should have. When you find out all the details of the battle, go to the crypt in which the soldiers killed in battle were buried. You will find the banner in the sarcophagus. But he is guarded by a ghost. Lie to the ghost that you were in the Brown Banner detachment. He won't believe it - he'll have to convince him.

The first statement must be answered with the remark - “Everything was wrong.” The next answer should be the name "Manno Coehoorn". The third answer is “Manno Koehoorn died at Brenna.” The fourth answer is “Zeltkirk and Vandergrift.” Then tell him that you were captivated by the Bigerhorn. If you don't answer correctly, there will be a fight with him. In any case, take the symbol of hatred, go to Philippa.

The Witcher 2 gameplay continues. If you already have Saskia’s sword, then tell the sorceress to go to the battlefield, which is in the ghostly darkness. She will give two other artifacts - a knight's armor and a medallion. When you reach the darkness, possess the Aedirn knight. Your commander will order to capture the enemy's banner. After defeating the standard bearer, transfer to the Kaedweni scout and tell your superiors that the standard has been lost. Jump from cover to cover. After a short cutscene, possess Zeltkirk and move forward, cutting the throats of the warriors that get in your way. When you meet Vandergrift, bring your life bar to the middle and enjoy your victory.

Then Dragoon will appear. We need to persuade Zeltrik to allow us to fight him.

The fight with the huge demon is the most difficult task in this mission. It’s good that all witcher skills are available. You need to use “Quen” and unleash powerful blows on the brute. As soon as he dies, the sorceress will summon a rain of fire onto the battlefield. You, in the role of a priest, will have to lead the fighters out of the field. This way the curse will be lifted.

Walkthrough of the game The Witcher 2 – Siege of Vergan

When you wake up in Philippa's room, tell her about all the events, go to Zoltan. He now leads the army. He will say that enemy troops are coming to the city. You will immediately see the martinets of King Henselt’s army appear on the horizon. First you will be asked to climb the walls to activate the oil supply mechanism. This is how Zoltan wants to fight the first wave of the enemy. Climb up and deal with those who managed to get over, use QTE to start the oil supply.

The first platoon was destroyed. However, the next wave is coming, so the dwarf general will give the order to retreat. When you retreat, climb the wall and talk to Saskia. Listen to the instructions, watch the video. Then you need to place traps near the stairs. It turns out that the opponents who have risen to the top will receive good damage before they can start the fight. This way you can fight off three waves at once. Then talk again with the “Dragon Slayer”. The girl's scouts are in the mine under the city, but have not returned yet. You will receive orders to go with her into the tunnels to find out what the matter is.

Walkthrough of the game The Witcher 2. Follow the girl, deal with the corpse eaters. You will stumble upon Henselt's detachment, which will be led by Detmold. You can easily defeat ordinary soldiers, but with this sorcerer you will have to work hard. Wait until his life energy is half gone. He then attacks Geralt with a spell to incapacitate him. It is at this point that you learn how interesting Saskia is in her own right.

Talk to her about her secret, return back to Vergen to defend yourself. At the exit you will meet Zoltan. He will say that the remaining army, led by Henselt himself, is rushing towards the city. The people are depressed, but Saskia pulled herself together. She pushes the speech and leads the attack.

First, destroy those who climbed the city walls. Then it will seem to you that there are a great many enemies and you can give up. Suddenly, Iorveth will appear at the head of a detachment of Scoiathael archers. Close the gate to trap the royal soldiers. Zoltan and the leader of the “squirrels” will provide assistance with this. When further progressing through the game The Witcher 2, get down from the wall using the stairs that are located on the right side, if you look at the open gate.

When Henselt finds himself in a disadvantageous situation, he will order his martinets to surrender their weapons. Well, he will sign the surrender himself. This is how victory in the war will be won. But you will notice that Saskia behaved very strangely during the negotiations. Therefore, Iorvet will offer to follow the girl. The girls will leave through the teleport, and you and the elf will go in search of the sorceress’s room. You can find the book "Elixirs and Poisons" in the back room. Show it to Iorveth. If you don't go after Philippa right away, something very bad could happen.