The witcher 2 enhanced edition walkthrough. Detailed walkthrough of the main and side quests of the first chapter

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Will tell us about the tragedy that touched the whole of Timeria, the death of Foltest, main reason our new adventures. Geralt was there at the time of the death of the king and was accused of his murder, exiled to the dungeons and sentenced to death. Geralt torments himself with thoughts of killing the king, who considered him his bodyguard and died in front of his children, moreover, he believes that the killer was a witcher. At the same time, memory began to return to him, and a sense of anxiety for the past did not give rest to the “white wolf”, what happened?

A real hero with a story

The protagonist of the game is the witcher Geralt of Rivia, a professional monster slayer. Drawn into the political turmoil and mass unrest that is engulfing Temeria, Geralt helps quell the rebellion of the Order of the Burning Rose. Shortly thereafter, he rescues King Foltest, who nearly died at the hands of an assassin very similar to the witcher. Continuing to protect the king, Geralt becomes his bodyguard, and Foltest himself tries to restore peace and order in his kingdom. And finally, the last bastions of the Order fell under the onslaught of the royal army. However, it turns out that the matter has not yet been completed - Baroness La Valette announces the separation of her possessions from the kingdom, and now her castle must be captured.
A month after the assassination attempt, Foltest's army stood at the gates of the castle of La Valette, preparing for the final battle. Geralt is still on the king's side. So far, he has no opportunity to start his own investigation into the reasons for the mysterious assassination attempt on Foltest.

Game Features:

  • - You are a witcher, a mutant. The sooner you admit it, the better. People need you because of your skills, but you must understand that you will need to quickly disappear if your presence becomes unwanted. You are different, unique. This puts you in the same dangerous position as non-humans who can be impaled ...
  • - A fascinating, unpredictable and emotionally charged story in which every decision can lead to terrible consequences.
  • - Combining fast-paced action-style combat with sophisticated RPG mechanics, the combat system offers many tactical possibilities.
  • - A well-developed, rich in details and history world, where blood-thirsty monsters sometimes hide behind human appearance.
  • Hi-tech- Powered by state-of-the-art REDengine, The Witcher 2: Assassins of Kings Enhanced Edition features superb graphics and complex in-game mechanics that immerse you in a vibrant, vibrant and authentic virtual world. The superb visualization of the Xbox 360 version rightfully makes The Witcher 2: Assassins of Kings one of the best and most beautiful RPGs for this console.

The game begins with the fact that we see a dream. Geralt of Rivia, who went through fire and water, through steel and magic, through betrayal and humiliation, is sleeping. Just resting. And he dreams that he is running away from the chase, wounded, losing strength and the desire to resist. And then he stumbled and fell ... Forces almost leave him, the pursuers are already breathing in the back. It seems that the life of the protagonist of the passage of The Witcher 2 will now end. But the dream ends abruptly and Geralt wakes up in his peaceful bed. Or rather, I think it is Geralt who would like to wake up in a peaceful bed. In fact, we woke up in a dungeon, which is clearly underground. No windows, no noise from the walls - nothing. Just a dungeon, just chains, and just two stupid guards not fit for any intellectual work...

But they strike really sensitive blows, especially since we cannot defend ourselves. If you look at the back of Geralt of Rivia, you can see the scars from the recent use of the whip. Hands chained over head. True, this soon stops and we are taken away for interrogation. And well, you should not try hard to harm Geralt, because he will take revenge no less cruelly. In The Witcher 2: Assassins of Kings walkthrough, the man who led us out of the cage is called Vernon Rocher. As it becomes known from the dialogue with him, he is the head of the special forces in Temeria. It's like internal intelligence. And he has very broad powers - for refusing to cooperate, we face the death penalty. Well, agree to help him, the choice is not very wide. Feel free to tell the latest events of what happened ... However, you are also interested in how the valiant Geralt thundered into the dungeon in the passage of The Witcher 2. In general, get ready for the fact that you will have to travel into the past many times.

By the will of the king!

In the game The Witcher 2, the passage will begin as Geralt dreamed of. Morning comes, you wake up with Triss Merigold, beloved and adored sorceress. Judging by the sun, the day will be simply magnificent. But all plans are spoiled by the visit of a soldier of the Temerian army. We will be informed that King Foltest is eager to see us. There was no sadness, but we already have to trudge somewhere early in the morning. But nothing, the passage of the game The Witcher 2 should not be easy and enjoyable. Finish the conversation, talk to Triss Merigold and exit the tent. Before you is the color of Temeria. An armed army full of strength, which is ready to adequately respond to any threat. As soon as you go down the hill, you will meet a company of Rubile from Crinfrid, who will show us an interesting medallion. It is strange that they will give it to us, but the Heart of Melitele quest, which is a side quest, will not interfere with us either. We'll deal with it a little later, but for now let's get to the trebuchet that throws huge stones at the castle of La Valette.

It is here that for the first time in the passage of The Witcher 2 we will meet with Foltest. True, he will not be himself, but together with Shilard Fitz-Esterlen, who is an ambassador from Nilfgaard. A bunch of advisers can not be considered people, so feel free to ignore them. I'll have to take a little walk with Foltest, but I don't think it will be a burden. When Foltest asks you for help, choose an angle of one and a half degrees to make a sure shot. After that, continue on your way to the top of the siege tower.

Well, after a long way up the stairs and the subsequent conversation, it's time to return to Roche in the torture chamber to discuss the imperfection of the siege tower. Actually, then you can just chat, learning Additional information in the passage of The Witcher 2. Well, it's time to continue our story?

Or not a narrative, but a full-fledged interrogation. Tell Rocher that we had to take part in the siege of the famous castle of La Valette. As if by magic, we will be transported to the walls of the castle, where we will need to protect Foltest from the attackers. Take a steel sword and chop everyone in a row. When you can kill everyone on the wall, the king will want the tower to be captured. But keep in mind, she is protected by Ariane LaValette associates, so you should be extremely careful.

Our first tower is under the protection of the archers, who are conducting an incessant barrage across the area. Yes, and the entrance to the tower is closed by improvised means. Therefore, first shy away from the barricade of the ballista, which is standing right there. Now get down from the wall and kill the next batch of opponents. When the shot from the ballista is made, the next warriors will descend. You have to be extremely accurate, otherwise you risk endlessly killing waves of enemies. Thus, you will destroy the barricade that is interfering with you and will be able to move further along the passage of The Witcher 2: Assassins of Kings.

Inside the tower, Count Echeverria awaits you, who is one of the rebels. Kill him and his henchmen. In principle, the fight is quite difficult compared to past skirmishes, but, in my opinion, it will not be difficult to win. When last defender the towers will fall, we will have to follow the king to the next stage of the passage of The Witcher 2.

Enter the wooden gallery and kill another crowd of opponents. Killing them is also not difficult, and the knight of the king will be defeated next door. A huge opponent is very dangerous, so be careful and use a rather fast fighting style. Well, are you ready for the last push to the point where our opponent La Valette sat down? Actually, it's time to move on.

Again we have to pave the way for His Majesty. You have to climb to the top of the tower and open the gate that prevents you from getting inside. We also need to either kill or capture Aryan. Go to the forests, dodging the enemy's arrows and crawl up. La Valette himself is already waiting for you there. You have several options - try to convince La Valetta to surrender, we can challenge him to a duel and leave the life of his servants, or we can beat everyone. Choose any of the options, but keep in mind that every action will have consequences. After the action is completed, your stream of memories will be brazenly interrupted by Mr. Roche. It's time to return to the dungeon and continue the conversation with the commander already there.

trial by fire

Well, it's time to take on a new enemy. In the passage of The Witcher 2, there was a dragon that every competent witcher must confront. After all the main fortifications are captured, only one resisting tower will remain, where we will have to go along with Triss Merigold and King Foltest. This tower is the last barrier on the way to the sanctuary, especially since the gates of the tower are already being opened by people loyal to us. But then the unexpected happens - a huge dragon flies overhead ... Well, it's time to go to the bridge. And there is a superior army that will have to be killed. Cut through to the gate, which is located not so far away.

Triss will clear the way for us with the help of magic, but due to the collapse, Triss remains on the wrong side. So why not die? Therefore, forward, along the burning bridge. As soon as you reach the end of the bridge, a dragon will block your path. It's good that he was so frightened of the trebuchet and flew away ... But this story will be interrupted for the umpteenth time, since Roche was there and saw everything himself. Well, it won't bother his hearing with senseless shaking of the air...

Blood from blood

Well, let's tell Mr. Roche in more detail about what happened near the sanctuary. And although the gates were locked, we do remember the secret passage that the priest once mentioned. While searching for this very passage in the online game The Witcher 2, you may encounter several enemies, but they are not worth mentioning - they are killed instantly. By the way, if you didn’t confess to the fate of the amulet before, you can find out about the fate of a certain Small One, whom we saw in the camp once on the instructions of the Heart of Melitele.

We are interested in wooden door, which will lead us to a courtyard with a well in the middle. Kill the defenders of the castle, who also will not be any problem. It is this well that is the entrance to the network of underground tunnels in which evil spirits have settled. Here you will need your silver sword, which will help pave the way to the stairs to the Sanctuary. Again we have to fight with people who are great to kill in narrow aisles and in slow motion. When you climb the stairs and exit the tower, you will be attacked again by the servants of the proud La Valette. I don't think it's worth saying what will happen to them.

After they are all dead, it's time to go out to the temple garden. Actually, it is here that the very gates that need to be opened lead. The last squad of enemy soldiers will be in your way, but soon they will turn into bloodied pieces of meat. Search the bodies and pick up the key to the closed door nearby. It is behind this door that there is a mechanism that opens the gate. Once you do that, Roche and Foltest will enter the gate.

There will be another interruption of the story, but we should not be distracted by it, because it is time for us to explain all the circumstances of the meeting with Count Tailes and the head priest. It is they who will tell you where the sought-after Anais and Bussi are. It's time to follow them... But, what a surprise! We are overtaken by a dragon, which we have not finished off. Once again, we need to correctly press the right keys in order to clearly complete the entire sequence of actions.

If you manage to do everything right, Roche, bleeding, will remain behind the bridge, and it's time for us to move to the place of solitude in the sanctuary with Foltest. Climbing the stairs, we see a monk next to the children. Everything seems to be fine, but then you will notice a strange cut in the monk's pupil. Turns out it's a witch! But it's too late to do anything - the king falls dead, and the monk himself jumps out the window, right into the river. Immediately, a crowd of Temerian soldiers appears in the room, who take us for a killer. That is how we ended up in the interrogation room, where we are hanging now.

Dungeons of La Valette Castle

Rocher himself believed us, but given the lack of evidence, the court will still decide that we are guilty and sentence us to death. You have two paths for the development of events - attack Roche and die, or agree to cooperate with him and get help in escaping. Well, I don't think helping to find a killer is less important than your life. And justice must prevail, mustn't it? As a result, we will receive the key to the shackles and we will again be taken to the cell.

After the interrogation is over, we will again find ourselves in the cell. Thank all the Gods, Roche believed us. Now you can get rid of the shackles. But you also need to get out of the cell! There are two ways to do this - open the shackles and wait until the guards enter to chain you again, or try to provoke them to attack you in order to explain how much the pound is dashing. Be that as it may, we will have to fight with two enemies on our fists. The fight will end quickly, as no one will be able to resist the witcher. When they are defeated, exit the cell and take the sword from the chest. You will still need it...

When you leave the cell, you should go to the door. Behind her are several soldiers. You can either sneak past or just kill them all. Essentially, there is no difference. Further you will run into the hall, along which the guard walks. Hide in the door of the left cell and wait until the jailer turns his back on you, then hit him so that he turns off. You can keep going.

And then our passage of The Witcher 2 can offer two ways. The first way is to go through the upper corridors, the second - through the lower ones. Let's take it in order. If you decide to go through the upper corridors, then you should extinguish the nearest torch in the corridor so that the sentry will come up to us and get ... um, deservedly, yes. We pass to where the guard came from. Unfortunately, the prisoner who met us will raise a cry and we will have to deal with another guard. Then we again have to put out the torch in order to attract and cut down another guard. Time for the next room...

If before that Ariane La Valette remained alive, then you will see how the guards take him out of the torture chamber by the arms. But he himself will deal with both guards, after which you should talk to him. The only pity is that he was exhausted after the torture and will not be able to help us in any way. Anyway. In case Arian is dead, you will see Baroness Louise La Valette being taken out of her cell by torture. And this is done by none other than Shilard Fitz-Esterlen. In any case, we need to go upstairs, killing all the opponents along the way.

In the first case, after clearing the path, we need to return for Aryan. He will show us a secret passage in one of the rooms and will not let us go back, setting fire to barrels of oil. Well, let him figure it out himself. Triss is waiting for us in the passage, with whom we are moving to Roche's ship to look for the real killer.

In case Aryan is dead, you will meet with Shilard, who will offer his services. Given that the death of Foltest in any case plays into the hands of Emperor Emhyr, his motives are more than justified. He will call off the guards, giving them a false escape route. The way up is free. At the top we meet with Triss and go to Roche's ship. Considering that the killer acted together with the Scoiataels, the ship sails to Flotsam.

Now consider the option of escaping along the lower corridors. At the beginning, we will have to play with the torch in order to attract the attention of the guard who stands at the end of the corridor. After the guard can't do anything to you, go up the stairs, where there is another guard. We stun him in the same way as the third guard, who is fascinated by the elven captive. He has a key that will unlock the next door for us in The Witcher 2: Assassins of Kings walkthrough. Go through it and go down the hatch. Now it's time to find the torture chamber...

In the event that Aryan is alive, then we will see how the executioner will extort from him a signature on a piece of paper, which will confirm the paternity of Aryan over the younger children of the Baroness. Well, isn't that stupid? Turn off the scribe and fight with the executioner. For him, this fight will end very sadly. When you win, it's time to free Aryan and take him away from the torture chamber. Given his condition, he is temporarily not an assistant, so he will have to deal with all the guards on his own. You can try to stun everyone, but it's better to get a sword and honestly kill them without resorting to any tricks. After the death of the last enemy, help Aryan go upstairs. Along the way, you will hear information about a secret passage that Aryan can take you to. Agree, he will open the door for you and ask you to leave, motivating this by the fact that he decided to take care of everything around on his own. Then he will set fire to the barrels of oil, cutting off our way back. Well, let's move forward, into the arms of Triss. Together we will go to Roche's ship to sail in search of the true killer.

In case Arian is dead, the executioner will have his mother, Louise La Valette, on the torture table, trying to get a confession that Foltest gave life to the baroness's youngest children. We go down, turn off the scribe and kill the palace. After the death and release of the Baroness, Nilfgaard's ambassador Shilard will enter the cell. It is he who will help us get out of the dungeon. We follow him at some distance and wait until he gathers all the guards in one place. He will send all the guards to hunt for us in the lower corridors, everyone will immediately run away to look for our mirage, and we go outside and meet Triss. And still we are moving to the ship in order to sail in search of the true killer of Foltest.

In the clutches of madness

If you try to find out from Cedric about the work for the witcher, then he will tell you about the long-destroyed manor, which was one of the asylums for the mentally ill a long time ago. It existed even during the war with Nilfgaard. According to the elf, two researchers recently went there, but never returned.

Apparently, the work is just for the witcher, so we go to investigate. As you pass through the forest, you will meet one of the missing explorers named Rupert. Rupert will ask you to help his friend, who is still in the ruins of the old manor. As soon as you get close to the ruins, you will immediately hear the sounds that nakers make. It's time to get your silver sword and quickly run inside the estate. Use your medallion to avoid the traps that are here. As soon as you get inside and go down the stairs to the basement, you will meet a naker, who is not too hard to kill.

So, now it's time to carefully examine the basement. At some point, it becomes clear that this place has been cursed for a long time. Suddenly, the ghost of one of the Nilfgaard soldiers of that time appears and everything starts to burn around. Follow this ghost. In the end, after going a little deeper, you find yourself in a place where a couple of ghosts will unexpectedly attack. It's time to get a weapon and give heat to these ghosts. As soon as you defeat the enemies, then look into the chest nearby - there you will find pieces of the medical card. After that, we begin the search for Gridli.

After passing into the next room, the ghost of a Nilfgaardian soldier appears again. He will show you where to go and in the end, again leads you into another trap. This time you will be attacked by a lot more ghosts, so now you have to tinker a bit. Now the Quen and Yrden signs will be very useful to you. As soon as you go through a couple of rooms, you find what you were constantly looking for. Gridlya will be so scared that there is nothing to really tell you and will not be able to. In order for him to calm down and tell everything he knows, you need to give a sedative, so we set off to look for a cure. In the room on the right side you can find the item you need, but as usual you have to fight a couple of ghosts first. Once you kill the enemies and take the medicine, you can safely return back to the frightened researcher.

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

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

    It is possible to deceive this ghost, while telling everything to Rupert and Gridle. Those, in turn, will offer to transfer parts of the body of pigs instead of real body parts, since they will not differ much from human remains, and the local butcher will very gladly sell them to you. If you choose this solution, then the ghost will have no doubts and will believe you.

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

As soon as you get rid of the curse in the hospital, you will need to decide the fate of Gridley and Rupert: you can either let them go or decide to judge them by the standards of the law.

The ruins of the hospital (if you did not find Cedric)


Hangover

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

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

contract for nakers

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

Location of naker tunnels



Contract for Endriag

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

Location of endryag cocoons



Poker game - Flotsam

It's time to remember the old game - poker with bones (mini-game). This game is familiar to every player who has ever played the first part of the legendary series. In it, you roll six dice, but first, you need to place a bet, then confirm, and in the end, finally roll the dice. Throwing too much dice should not be, as they can fly off your board and, of course, they will not be taken into account. Your opponent will always roll the dice second in a row. Once you roll, you can choose which dice to roll next. Your opponent does the same. After the second call, the result is usually already summed up, who became the winner.

The ascending order of the dice is as follows: poker (if you roll five dice all of the same number); four of a kind (if you get four dice of the same number); full house (an ode to a pair of dice and three dice of the same number); senior straight (five bones in a row starting from the second number and ending with six - that is, 2,3,4,5,6); low straight (five bones in a row starting from one to five - that is, 1,2,3,4,5); a triple, a pair and two pairs (if three dice of the same number fell out).

You can find the first players in the Flotsam tavern: all playing characters will sit on the first floor. The weakest players in Flotsam are Casimir and Benedict, so it's best to practice on them first. The strongest here is Zyndraba and in order to get a chance to play with him, you must first beat the weakest opponents. As soon as you defeat Zyndrab in dice, he will tell you about stronger opponents who also play dice. Strong players are Burnt and Einar Gussel. You can find the burnt one in the Bindyuga area, but you can find Einar in the artisans area. Once you defeat the Burnt One, you will have a choice: you can take either the gold or the troll head. You will need the last item if you go to help the troll that lives under the bridge (according to the quest "The trouble with the troll").

Arm wrestling - Flotsam

A new game in the Witcher series. If earlier there were only fisticuffs, now they have been added to the fight on the hands. So, the essence of the game comes down to the fact that you need to keep the circle within the recolored square on the screen. As soon as Geralt gets tired, the sector decreases in size.

Old Zoltan will tell you about arm wrestling, in addition, he will even become your first opponent. And besides this, he will happily constantly try to fight with you in his arms, so he acts as an excellent coach. We advise you to try it first, then move on to more serious rivals.

As soon as you defeat the dwarf, you will need to find yourself a new opponent. The first real rival can be Janos Zyla, who you can find in the city tavern. He will be a rather weak opponent, so you should not have any difficulties.

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

One on One - Flotsam

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

Fight club

If you decide to take part in a major competition, then it's time to go to the tavern in the evening and meet Ziggy there. Your certain "patron" will take you straight to the Loredo estate, while on the way telling you about money and fame. Keep in mind that you will still have a chance to refuse this venture if you change your mind.

Immediately behind the commandant's estate, four opponents meet you. Opponents will not be the weakest, so you have to tinker a little. But the stronger the opponent, the greater the gain! Before the fight with an opponent named Zhdan, Loredo will want to talk to you in person in some quiet place. In a quiet place, he tells you to leak this fight. The fact is that, as expected, everyone bets on the victory of the witcher, so if Loredo bets on Zhdan, then he will break a good jackpot. But it's up to you to decide, so you can either agree or refuse.

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

    If you didn't agree. In this case, Loredo will promise you to avenge such alleged betrayal.

As you leave this house, do not forget to pick up your weapons. The guards left your weapon near the chest by the gate. If you win the fight on Loredo's evil, then at some point in the street next door, two thugs who were sent by the commandant fall on you. In order to defeat these villains without much difficulty, first immobilize one of the opponents with the help of the Yrden sign, after which you dodge the attack of the second opponent, then go behind your back and hit. After this counterattack, use the Aard sign on the first thug, after he falls you must finish him off. Now, to complete the task, you need to go to Buttercup and talk about everything that happened to him.

Trouble with the troll

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

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

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

    If you don't kill the troll. In this option, you then have to help this creature and generally fulfill the request of the village headman. The troll will tell you that his beloved wife was killed, so he began to drink heavily. He will promise you to restore this bridge if only we find the killer of his wife. If you chose this option, then you will need to help the troll.

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

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

The smell of incense

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

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

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

    They refused to close their eyes. After you met with Wenzel at the city gates of Flotsam, you can refuse to blindfold you. In this case, you will have to get to the specified place alone. In the end, you will receive an assassin merchant's hideout or a reward, it all depends on the formula transferred (fake or real).

    Leaving the recipe for myself. In this case, Wenzel will be very dissatisfied and will soon leave the city. After that, at some point, in the forest, near the keiran's lair, the merchant's thugs attack you, after which they stun you and take you to a secret laboratory. The bandits soon take absolutely everything from you, including the recipe. In order for you to escape from this place, you will need to defeat all the enemies that are here. Since you will not have weapons, then actively use the signs of Axii and Quen. Other than that, it's best to hurry up and grab the sword that's on the shelf. Once you have a weapon, it will not be difficult for you to defeat all the enemies.

Malena

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

    If you told the guards. In this option, they will learn that their friends were really killed by "squirrels", but the girl will deny everything that you say. Here you have several options for the development of events: you can say that it’s enough to lie and sentence her to death penalty, or believe her words and ask to explain everything. The girl will say that you must see everything with your own eyes and walk into the forest with her. At some point, it turns out that she decided to lead you into an ambush of the elves as well. A battle is brewing, so you need to get your sword and start using the Yrden sign. Use blocks and dodges to save your life and the guards. As soon as you kill all the elves, then the task will be over and your reward will depend on how many guards are left alive.

    If you didn't tell the guards. If you decide to keep all the evidence found in deep secrecy, then soon the girl offers to meet you in the forest near the waterfall. Apparently she decided to thank the witcher for the work done. Since Geralt is still that naughty, you need to walk to the waterfall. Along the way, you will encounter many dangers, for example, traps that you will definitely fall into without a medallion. In addition, there are nakers in the forest along with endriags. If a flock attacks you, then they are already a danger, so be extremely careful. Against the monsters in the forest, use power attacks with a silver sword and the sign of Yrden. As you overcome all the obstacles and find yourself near the waterfall, then the charming Milena will already be waiting for you there. But suddenly, everything is interrupted by the "squirrel" squad. If before that in the ruins you helped Iorveth on the assignment of the "Killer of Kings", then no one will touch you, and indeed, they will demand that Milena apologize to you. If you came to this task to the girl, and even if you sided with Vernon Roche at all, then they will attack you. The battle will not be a little difficult. You will again need to use the Yrden sign, blocks and a steel sword. In addition, do not forget to defend the rear and dodge. If you attack them from the rear, the damage will increase. Melena won't just stand there either and will use this opportunity to get the hell out of here, so we'll have to find her.

Since the elves are well aware of the forests of Flotsam, and the girl hides well, no one can help you in this matter. It is best to continue this task by completing the task "In the Claws of Madness", since the elf uses the same asylum for the mentally ill as a place of shelter. Carefully examining the ruins, you will definitely find it. You just have to decide what to do with it. You can kill her on the spot, take her away and lynch Loredo, or just let her go.

Heart of Melitele

When the siege of La Valette Castle was going on, you had the opportunity to talk to the cutters from Crinfried, who showed a very strange amulet. If you have this thing, then you can unravel all its secrets as you find yourself in Flotsam.

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

    Sell. By agreeing to her offer, you immediately end your task, so the adventure associated with the talisman will end. It is best to do this after you have already completed the task "The trouble with the troll" or if you did not want to kill him.

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

If you try to find out from the witch about the ritual, then she will say that for his ritual you need to get rare ingredients: troll tongue, endriaga fruit, death essence and even the eyes of a crab spider. If you can get all these ingredients, then Aneshka will be able to remove the negative effect that was placed on the ancient artifact. The Endriaga Fruit is the easiest item to get, so there will be no difficulty. To get the essence of death, you will need to kill a ghost, for example, it will be easy to get this item from a ghost on the quest "In the Claws of Madness". As for the eyes of the crab spider, you can only get them when you meet with Iorveth on the assignment of the Assassins of Kings. Well, the troll's tongue can only be obtained if you kill the poor troll under the bridge, along the "Troll Trouble" building.

Once you get all four ingredients, then talk again with Aneshka and during the dialogue, a meeting is scheduled at midnight, near the altar of Veiopatis. The ritual will begin there. We recommend that you meditate before 22:00 and after that, you will go to the indicated place. The statue of Veiopathis will be located in the heart of the forest, so along the way you will meet nakers and endriags more than once. Against forest monsters, use your silver sword and the sign of Yrden. You will meet Aneshka near the altar. At midnight, the ritual to lift the curse begins. Flames will emanate from the mouth of the god, and various ghosts will begin to rise from the magical aura. If you get close enough to the witch, then the ritual will be broken and subsequently the whole process will be destroyed, but you can’t let the spirits near her either. With the help of a silver sword, try to reflect all blows. In addition, the signs of Igni and Yrden will greatly help you in battle, and as soon as you defeat all the ghosts that have appeared, the ritual will be over. As a worthy reward, Aneshka will give you the purified Heart of Melitele.

Location of Aneshka - witches


mystic river

Chapter 1

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

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

Chapter - 2

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

Chapter - 3

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

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

With a trembling heart

After you go to the inn, as the council convened by Saskia passes, then soon an elf, who is in Iorveth's detachment, comes up to you and ask you to pay him some attention. He introduces himself to you as the elf Eleas and tells you that recently young residents began to gradually disappear in the city of Vergen. The bodies of these unfortunates have already been found near the long-burned village. If you are interested in this and you start asking him questions, then he will tell you that the bodies of these young residents were buried in the vicinity of the city. Most likely, it is not an elf or even a person who kills the inhabitants, so the matter most likely concerns the witcher's craft. So, besides that, Eleas announces a reward for the capture of a mysterious killer.

Going to the village, you do not find anything that would contribute to the progress of the mysterious investigation. Soon the smell of sulfur and traces of blood only confirm all the elf's suspicions. It's time to finally carefully examine the bodies of the murdered young residents, maybe there will be at least some clue. At some point, you will find a tunnel, which is located on the outskirts of the city. The tunnel will lead you straight into the forest thicket. You need to get to the catacombs, which are located in the very center of this valley.

You can get into the underground room only by breaking through the wall with the help of the Aard sign. As you do this and go further, then you will find the bodies of the killed inhabitants, which are already wrapped in some kind of cloth. Not having time to take a closer look at them, you are attacked by ghosts. You could already meet similar enemies in the fog. In addition, they were also a hospital in the building "In the Claws of Madness." You can defeat them using the old and proven tactics: the signs of Yrden and Aard, a few rolls + a silver sword. After a small skirmish, you will need to do the autopsy - not the most pleasant thing. We need to find fresh corpses that were brought to this place recently. Moving through this crypt, you will soon find a more or less normal body, which is located in the third room (if you count from the entrance to the catacombs). So, after unfolding the fabric, you need to carefully examine the corpse. If you have surgical instruments with you, then you can get a small piece of iron from the dead (if surgical instruments if you don’t have it with you, then you will need to buy them from a character named Felicia Corey - a seller of books and recipes). Apparently, this piece is a fragment of a sword. When you turn the body on the other side, then find an album under the carcass, where they attach the poems of the old Buttercup. After a thorough examination, one has to conclude that a succubus is behind everything. Since you have already come to these gloomy catacombs, then go down to the level below. There you can meet the spirit of a Kaedweni soldier. He will guard the banner of the Brown Banner. The item is needed in order to remove the ghostly haze on the quest "Eternal Battle". In any case, you will need to go back to the city and have a chat with Buttercup about his poems.

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

So, at the appointed time, you meet Buttercup. Now control passes to Buttercup and you need to play in order to eventually lure the demon with verses. The following song will have to be composed: "If the maiden wanted to lie down with me; Then the heart would ask white palms; Can you hold it; If you open your chest for me?" Buttercup's song works and soon a succubus comes to you. Next comes the choice.

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

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

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

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

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

Nightmare Baltimore

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

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

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

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

    If you did not tell about the finds. In this case, at the first meeting, the dwarf, along with the rest of the students, will attack you.

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

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

Poker game - Vergen

The game of dice poker is a very popular game, so it takes place everywhere, even in a rebellious town like Vergen. Your first opponent in this city is Skalen Bourdon. Skalen will agree to play with you anywhere and at any time convenient for you. As usual, you have to beat weak opponents in the city to start, in order to move on to stronger ones.

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

Fisticuffs - Vergen

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

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

As soon as Sheridan begins to sincerely congratulate you, everything is interrupted by one nobleman, who, as he claims, is the brother of Zeltkirk. Wanting to finally step out of his brother's shadow, he wants to try and fight you. Accept the challenge or refuse it - it's up to you.

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

Hand Wrestling - Vergen

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

The above-described dwarves almost always sit in taverns, so we go to the tavern. Inviting them to fight, they gladly agree to your proposal. Keep in mind that the new opponents will be quite strong and those whom you met in the first chapter are no match for them. As soon as you defeat these opponents, then they will ask you to put out the ardor of Scalen Bourdon, who constantly boasts that he is the strongest in Vergen.

You can find Scalen Bourdon at the inn. If you offer to fight him, then he will say that you first have to defeat all the other opponents (weaker), and when there is no one left, you can come to him. Scalen Bourdon will be the most powerful opponent in the first two chapters, so you will have to try hard to defeat him.

Contract for the Harpy Queen

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

Harpy Contract

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

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

As soon as you get all the necessary knowledge, it will become clear to the witcher that you need to destroy a couple of nests of these creatures. Harpy traps will help you destroy these nests, and Thorak or Ukhach can make them for you. After that, you only need to find the nests and destroy them. All harpy nests will be located in the quarry area, so don't waste your time and go there. After you deal with all the nests, then return back to Vergen and receive your reward for the work done from the head of the city.

Dirty work

You can hear about the locked mine from the mayor of the city of Vergen, Cecil Bourdon. In addition, you can also read about it on the notice board, which is located near the tavern. The quest is best completed when you are looking for a plant called Dwarven immortelle on the quest "Underground Life". It will be convenient that everything can be done at once with one descent down.

So, before heading down, prepare five pieces of canister bombs. To make them, you will need to get the ingredients that contain aer and rebis. In addition, you will still very much need the "Cat" potion, and more than one.

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

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

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

little sisters

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

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

Well, after what you heard, it's time to go to an abandoned house and carefully examine the cemetery located there, about which the girl Liva spoke. As you find yourself in the cemetery, you will find four graves in each of which a girl is buried: Malgeta, Murron, Marissa and Moira. There are more questions than answers, so it's time to sort this whole thing out. First, break the barrels that are behind this house. As you break them, you will find a secret passage down to the basement. As you go down to the basement, you will see traces of magical rituals performed. At this place, light the magic lamps. Please note that if you fire in the wrong order, then a ghost will attack you. First, set fire to the distant lamp, which is located from the entrance, after the one that is right at the entrance, and at the end, on the right side of the doors. In the course of your actions, at some point, a secret room opens, where you find an encrypted magical record.

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

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

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

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

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

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

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

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

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

Ave Henselt

The task becomes available only if you at one time were able to help Manfred save his young and stupid son, that is, together with him they fought the Butcher from Cidaris in the Kaedweni arena on the task "Conspiracy Theory

Contract for rotten

In the camp of the Kaedwens, on the notice board, you can find your new contract - the destruction of the foulbrooders. These creatures are a great annoyance to the Kaedweni, so they have posted a reward for their destruction. Before you clear the camp of these creatures, as usual, you first need to carefully study them, find out their weak and strong points. Knowledge, as usual, you can learn in practice or from books. The practice option will cost you a lot less, so it's better not to spend money and kill a couple of critters.

Foulbrooders can be found on the battlefield, which is located between the Kaedweni camp itself and the gorge, which was covered with whiteout. So, the monsters will attack you in groups, and before they die, they explode, so consider all this. It will be possible to effectively fight them with the help of the Aard sign and a silver sword. Once you kill the right amount, you will gain the knowledge you need about these creatures. Geralt soon realizes that in order to get rid of these creatures, it will be necessary to burn all the remains of the fallen people around the camp. The corpses should be looked for in the hollows, which are located in the eastern part of the Kaedweni siege camp. You can recognize the corpses by the wagon that is located near the river. After you burn nine corpses, the foulbrooders will have nothing else to eat and they will soon just leave here. After you do your job, then you just have to find Proxima and take a well-deserved reward.

Poker game - kaedweni camp

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

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

Gunsmith Lesovik ends a quest chain that is related to poker in the Kaedweni siege camp. But don't forget that you can keep playing with beaten opponents, thus filling your pockets with gold. In addition, there are other players who are not included in the task: Isidor Kay, who sits near the field hospital and Sambor, who hangs out near the brothel.

Hand Wrestling - Kaedweni Camp

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

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

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

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

Against Blue Stripes

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

As soon as you defeat three Temerians, the captain of this squad will soon call you to battle. Vernon Rocher will be a very strong opponent, unlike his subjects. But few can compare with Geralt of Rivia, which is why you can clean his face. After you defeat Vernon Roche, an unexpectedly friendly conversation is interrupted by a Kaedwenian, who in turn challenges you to a duel. If you agree to this duel, then after a couple of blows, Zyvik interrupts the duel, and the Kaedvenian leaves, while chatting under himself about some square coins and accounts to be settled. This will serve as the beginning of a new task "Old scores", which will end only in the third chapter of the game. This completes the task, but you can continue to beat the soldiers of Vernon Roche until you get tired of this business.

Additional/Side Quests Chapter - 3

Hunting for gargoyles

It is very difficult to wander through what is left of the former greatness of Loc Muinne and not get caught by gargoyles. There is a tavern in the central square of this town, and there will be a notice board near it, where you can find, among other things, a contract for gargoyles. The contract was posted by a native of Ban Ard named Bras. The sorcerer will stand near the bulletin board. After talking with him, you will learn that gargoyles are magical creatures that served and guarded the owners of this city.

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

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

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

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

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

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

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

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

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

The hall in the ruins, located near the amphitheater:

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

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

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

Mystery of the manuscript

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

Once you have the scroll, head to Bras from Ban Ard. This person will stand in the central square of the city, near the city tavern, so finding him will not be difficult at all. After you show the scroll to the sorcerer, he will tell you that this manuscript was sealed with magic, which was owned by the “old school”. He will also offer you to open it, but first you will need to drag, as usual, a couple of ingredients that you cannot find in the city, but you may have them. So, in the list of ingredients you need: Queen Endryag Pheromones, Duckwolf Brain, Naker Warrior Blood, and Harpy Testicle. Note that you can replace the harpy egg with a foulbrood tongue.

If you have all the necessary ingredients, then the sorcerer will very quickly open the manuscript for you. After opening, it turns out that this manuscript belonged to an ancient blacksmith-sorcerer. In this manuscript you can learn how to forge the legendary sword called Kerm. In this matter, as usual, Bras will help you, who will make this legendary drawing for you, according to which you can later order a blade to be forged. We recommend that you do not put off forging until later, because after the negotiations you will not be able to return.

Arm Wrestling - Loc Muinne

So, in Loc Muinne, you will finally meet the strongest opponent. On the city board, near the tavern, you can find an announcement that says that anyone who wants to fight can challenge the Mighty Numa. You can find this hero near the descent into the sewer. As a guide, you will be served by the tower that stands near the central square. You will find the champion of the city during training. After you start the fight with Nume, you soon lose. It becomes clear that the matter here is unclean, because it is simply impossible to possess such a monstrous power, so it's time to conduct a little investigation. So, you are given several answers to choose from: you can threaten Numa and, if successful, he will promise you not to use potions anymore, or you can sniff out about the potion from his assistant and after that you can even buy a potion.

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

old abacus

If in Vergen you were able to get acquainted with a man named Silgart, and also beat him, then he will appear in Loc Muinne and demand a rematch in order to recoup. And even if you refused in the past, he will still come to you, so you can’t get away from him. You can meet this fighter near the passage to the drains or near the tower, which is located near the central square of the city. In general, Zilgard will not stand on ceremony and will immediately rush at you, therefore, without any decency, we state to him everything you want in the language of wrestling. It doesn’t matter how the fight ends, but you definitely won’t see this person again. This brawl ends the fisticuffs in the game altogether.

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

Poker game - Luke Muinne

Even in the ruins of an ancient town there are those who are constantly cut into bones, so it's time to look for new rivals. So, in one of the ruined houses of this city, you can find a certain "residence" of the players, which is located on the right side of the central gate of Loc Muinne. Before that, in the first two chapters, you had to play with the weak first and finish with the champions, so two elves will be such weak players to warm up. As soon as you beat them, you will have to play further with the sorcerer. Having beaten the sorcerer, it will be possible to call his student. Keep in mind that the girl plays much better than her mentor. Once you accumulate four wins, you can finally play with the best player in these ruins. This player will once again be a sorcerer and none other than Lockhart the Magnificent! You should have already seen his shop, so we go to his shop. As soon as you beat this master among masters, you will get a good title of Champion of the Northern Kingdoms. In addition, you can still choose from Lockhart for yourself some worthy reward. This completes the dice chain in the game.

Prologue.

By the will of the king.

After watching the introductory video with the beating of Geralt by two guards, we go to the interrogation room. After chatting a little with an unfamiliar man, we choose one of the four options for the beginning of the story. It is best to start with the first one, since it is from there that the events of the game start.

Waking up in the same bed with Triss Merigold, we watch a small erotic scene, which will soon be interrupted by one of the soldiers. Bursting into our tent, he will report that King Foltest wants to see Geralt. It is pointless to refuse such a person, so we begin to pack for the road. While the witcher is getting dressed, you can chat with Triss about recent events. Having got out of the tent, we master the controls and go to His Highness. Along the way, you can save a few lives by informing the three bandits that the medallion they stole is unlikely to protect them from swords and arrows. You can also play arm wrestling with a local champion and get rich by as much as two coins.

Having finally reached Foltest, we tell him that the killer trying to take the life of the king was actually a witcher. Surprised by our honesty, he will ask you to indicate the coordinates of the enemy tower with the help of a telescope. Looking through the pipe at the building, we indicate to the arrows the angle at which the ballista should be turned. Unfortunately, our gun will miss, and the king will order to follow him. Having overcome several stairs, you will find yourself in front of a company of soldiers. After giving a speech about how glorious it is to die on the battlefield, Foltest will lead his fighters into the attack.

At the forefront.

Having run out into the opened gate, we kill all the enemies that fell under the arm. In principle, here you don’t have to fight at all, since our comrades-in-arms will perfectly deal with opponents without the help of Geralt. The pleased king will begin to issue instructions to his captains, when suddenly archers will appear on one of the walls of the fortress, shooting anyone who comes close enough to them. And everything would be fine, but Foltest urgently needed to capture this wall. Having come up with a cunning plan, we go down the scaffolding and deal with the soldiers guarding the ballista. Before the fight, it would be nice to find a place of accumulation of power (Z button), as well as drink a couple of elixirs (Swallow is just right). After clearing the area from the enemy, we start setting up the gun using a simple QTE.

Having opened the door for our associates, we head to the stairs, where several soldiers of La Veletta are waiting for us. We deal with them and move on. The king will order us to climb to the top of the tower and neutralize Baron La Velette. Before going into battle, drink a few potions and allocate skill points (for this you need to enter meditation mode). Once at the top, talk to the Baron and offer to surrender. If everything goes well, it will be fashionable to avoid battle, if not, then you will have to fight with more than ten soldiers and La Velette himself to boot. However, there is another way - to accept the offers of the baron to fight him one on one. The main thing here is not to catch one of his retinue, otherwise they will immediately rush to help their master. One way or another, having solved the problem, we return to Foltest.

Trial by fire.

After meeting Vernon Rocher and talking a little, we will be attacked by a dragon. The main thing here is not to linger and quickly run from one shelter to another. Once in a narrow tunnel, we help the king, deal with the rest of the baron's troops. Having got out into the fresh air, Triss will open the gate for us. The explosion will cause shaking and eventually the walls in front of us will collapse. Thank God, in our squad there is an irreplaceable Merigold, who will figure out a passage for us, and she herself will teleport to a safe place. Having crossed the burning bridge, we watch the video. The dragon has flown.

To the monastery.

The king's children remained inside the monastery, and besides, they are guarded by the remnants of the troops. De Veletton. Of course, you can break through inside, but then they will kill the royal offspring, so Foltest asks us to find a passage into the tunnel that runs right under the monastery. Before poking into the well (namely, there is an entrance to the tunnel), you can complete an additional task to protect civilians from the royal army. It is enough for the first rude man to threaten with reprisal, as a result of which he will run away with his tail between his legs. In the second case, the threats will have to be put into practice.

Having descended into the catacombs, we calm down a couple of Drowners (you need to do this with the Witchers' Silver Sword) and go through several flooded corridors. If you have already used the potion (well, or you just feel sorry for it), light the torches on the walls so that if something does not miss the treasured door. Having got out, we deal with the servants of the baron and continue the ascent. Seeing the "squirrels" landed on the shore, we go out into the street through a breach in the wall. After walking a little more, you will finally reach the desired mechanism. True, he is behind bars, which is locked. We leave the room and attack the priest's guard. Among them there will be one knight in armor. This is exactly what we need, because this person has a bunch of keys hanging on his belt. After killing the sir knight and removing the keys from his corpse that has not yet cooled down, we return to the room with the bars. Having unlocked the grate, we twist the mechanism until the gate is fully opened.

Blood from blood.

Having met with the king at the gate, we set off to look for the children. When interrogating the High Priest, we use suggestion, and when Arthur Tails starts to resent, you can refresh him with a blow to the face. Ahead of you is a long bridge, which by no means can be safe. And it's not even about the height and rocks underfoot, but about the bloodthirsty dragon, who came to finish what he started and still have a bite to eat with the royal person. We quickly run forward without stopping for a minute. The faster you get to the shelter, the faster the terrible reptile will get rid of you.

A joyful meeting between the children and their father took place, only it was overshadowed by the fact that the "nanny" actually turned out to be a hired killer. Having cut the throat of the king, “a huge piece of meat” (as Geralt himself called it) jumped into the water. The guards who arrived at the scene of the tragedy found only our witcher at the ready with a bloody sword and the corpse of His Majesty. And then the prison.

The escape.

Having told Roche the whole truth, we thereby earned his trust. Leaving us the key to the shackles, he retires, saying that his humble person will leave the city by boat in just a couple of hours. Returning to the dungeon, we begin to tease the guards, and when one of them comes up to deal with us, we kill. The fight with the second will take place in the form of a QTE, where you need to quickly press the buttons that appear on the screen. Having dealt with the servants of the law, we rummage through their pockets and pick up a heavy club. While crouching down the corridor, put out the fire with the Aard sign and neutralize the unsuspecting guards.

Passing by the prisoners trying to escape, neutralize the guard and remove the keys from his belt, then go into the next room. You will see the Countess de Valette, who is being taken somewhere by the ambassador. Seeing us, he will indicate with a glance to follow him. Do not make me laugh. In another room, the executioner is waiting for you. Killing him will bring you not only moral satisfaction, but also benefits in the form of a couple of new clothes, as well as more than a dozen gold coins. Now you can follow the countess and the ambassador. After talking with them in the interrogation room, we leave with the ambassador and hide behind the barrels while he distracts the guard. When the guard hides, we run out the door.

Heart of Melitele.

Once in the fresh air, we meet "Small". If anyone has forgotten Small - this is the boy from the beginning. Back then, we advised to throw away this stupid amulet and put on normal armor. During the battle, the armor helped him survive, and now he is indebted to us. First of all, ask the boy to take the guards off the post, and when he does, rush to the ship with all your might. On the way, the beauty Triss will meet you, and together you will set off from the shore. It's time to go in search of the "Killers of Kings".

Chapter 1.

Bad reception.

Throwing the anchor, we talk with Triss and Roche. The second one has some guesses about the whereabouts of the killer, only all these guesses lead us straight to the camp of the Scoia'tael, who are not particularly sympathetic to people. Especially Geralt of Rivia, who all this time helped the king to exterminate them. Jumping into the water, we head after the sorceress and our savior. After wandering a little through the forest clearings, you will hear wonderful music, which will lead you to Iorvet. During the conversation, the elf openly admits that the killer of kings is hiding in his camp and, moreover, he is under his protection. Struck by such audacity, Vernon Roche will rush to the leader of the Scoia'tael, which will cause an immediate attack by the archers. Triss will have time to build a protective barrier, and at the same time she will faint. Taking the girl in an armful, Roche will carry her to the nearby town, and Geralt will have to protect them. The main thing is not to go beyond the orange field, otherwise you will catch a few arrows in the gray-haired witcher's head. When the three friends reach the city, Jorwen will retreat with his elves, and the local guards will invite us to attend the execution of a certain bard and spy of nonhumans.

By the will of the gods and executive fools.

After wandering around the streets of the city and selling the accumulated borahlo to local merchants, we go straight to the place of execution. A couple of elves and our old acquaintances, Zoltan and Dandelion, act as convicts here. And if everything is clear with the first one, then what the hell the bard does in the loop is not yet clear. After questioning the guard, we learn about the sentence passed on the old Buttercup. Turns out he courted too many women. Is this just a reason for execution? Convince the crowd of the opposite (the main thing is not to try to pull your friends out by force) and an angry guard will rush at you hand-to-hand. As in the case of the dungeon, you will need to press the appropriate buttons on the keyboard in time. When the exhausted guard falls to the ground, the executioner will take his place. Having dealt with both rude men, we observe the approach of the captain of the guard - Loredo. Having pardoned Zoltan and Buttercup, he will ask Geralt to visit him sometime.

But before you go to the head of the guard, take a look at the tavern, where curious friends are already waiting for you. After telling them about the events that have happened to you over the past month, you will complete the quest.

A vile proposal.

It's time to look to the "venerable" Loredo. After waiting for the night (now you can meditate not only by the fires), go to the commandant's estate. Near the gate you will meet Vernon Roche, who is also not averse to chatting with Loredo. Having made your way inside, you will become a witness of a certain holiday. Prostitutes roam everywhere, and the guards, sitting at the table, relax in a campaign of alcoholic drinks. Seeing the ballista, Roche will become furious and ask Geralt to urgently disable it. The whole trouble is that there is a sentry at the gun, who, apparently, was not invited to the holiday. After wandering around the courtyard, you will stumble upon a prostitute who, for a small fee, will gladly take the sentry into the bushes. If you have money problems, offer a quid pro quo. The girl will ask you to humiliate the two guys of the commandant - Alphonse and Miron. Fighting them surrounded by a dozen of their comrades is a stupid idea so just beat them in arm wrestling. When both rude men are "laid" we return to the woman. Now she will take the guard away from the post, in the meantime you can pull the trigger from the ballista.

We return to Roche. Climbing the stairs, we learn that Loredo is busy talking with a certain high-ranking lady and we will have to wait. We go down under the stairs to discuss the plan. A strange stutterer will come up to us and tell us how he accidentally saw Loredo's soldiers dragging a strange mechanism into the backyard. Need to check. After waiting for Roche to take the first guard away, we hasten to hide behind a huge boulder, and when the second sentry decides to take a walk, we quickly head for the turn. The third guard will have to be stunned, since you can’t just walk past him. Having made our way through the doors, we head to the first marker on the map and examine the chests. It turns out that Loredo has been robbing local merchants for many months in a row, preparing for a war with Iorveth. The second marker will lead us to the window to the commandant's room. Having witnessed a not very pleasant conversation between the sorceress and Loredo, we return to Vernon in order to tell him everything.

When it's your turn, guard Loredo will invite Geralt to enter. Roche, unfortunately, will be given a lapel turn and he will retire with threats of revenge on the bastard commandant. Loredo offers you a deal. If Geralt kills Kayran, Zoltan and Dandelion will be pardoned. And Zoltan and his friends can easily lead us straight to Iorvet. Having discussed all the details, we get out of the commandant's estate, not forgetting to grab our weapons at the exit.

Keiran.

Keiran was last seen at the pier, and that time he hurt a man. It's time to visit this man. He lies, oddly enough, on the same pier, surrounded by friends and the sorceress Sheala de Tanserville, who is trying to heal the young man, while two other guys bother her with questions. After chasing the villagers, talk to the sorceress. She will send you to deal with the merchants who paid her for the massacre of a huge octopus, and if you manage to persuade them to pay double the price, then you will get the money for this contract.

It will not be difficult to chat the merchant (choose a remark with suggestion), and when he tells about the elf Cedric, we go in search of him. Cedric can be found at his post location, which the mini-map kindly indicates to you. After talking with him, you will find out that Keiran was once an ordinary octopus, but apparently having swallowed mutagens, he was transformed into a monster that destroys ships and eats tasty merchants. To begin with, the elf advises to examine the last ship flooded by Keiren. Perhaps there are some traces.

Having split with Triss, we go to complete the remaining additional quests, and also sell unnecessary things to merchants. When there is no business left in the city, we stomp to the marker on the map, where a charming witch is already waiting for us. Having gone down to the destroyed ship, we repulse the attack of the Utopians and examine the mucus on the rocks, after which we talk with Triss. Diagnostics will reveal a serious illness of the monster, but it is not going to die in the next few years, so you will have to help him. Merigold will also report that Kayran is poisonous and Geralt would obviously not hurt Geralt with a poison neutralizing potion. True, for its manufacture you will need a "tenekost". Tenecost is a very rare plant. However, if you are not afraid of difficulties, you can immediately go to Sheala. If you are not going to reboot hundreds of times, trying not to get hit by a giant, then I strongly advise you to visit Cedric, who will tell you where you can find the weed we need so much.

After talking with the elf, we head to the cave under the Scoia'tael sanctuary. At first glance, this is just a waterfall, but in fact, the entrance to the ruins is thus disguised. Having made our way inside, we begin to methodically cut out the crowds of Nakers until we stumble upon a large Rotten (a monster guarding valuable moss). This monster is not so dangerous in life, but after death it explodes, dousing its killer with acid. Scraping the tenecost from the wall, we enter the meditation mode and begin to prepare the elixir. When the jar of antidote is in your pocket, we return to the sorceress in order to go together to the battle with Kayran.

Keiran - Battle.

After meeting with Sheala on the second floor of the tavern, tell her that you are ready to go to battle with the monster. When she teleports you, do not rush to rush into battle, but first drink a few witcher elixirs, paying special attention to the one for which we were looking for tenecost. Having prepared, go down to the arena.

We will deal with Keiran in two stages. First, lay a trap on the ground using the Yrden sign, and then immediately use Quen. The first will immobilize the tentacle, while the second will mitigate the damage inflicted on the witcher. When the powerful limb of the octopus is pinned to the ground, rush towards it and strike at the red-orange tumor. Now we repeat this trick two more times and when Geralt grabs the remaining whole tentacle, we vigorously press the left mouse button. We won’t last long and, as a result, Keiran will throw the witcher aside, and he will begin to furiously throw stones at us. When control passes into your hands, run to the largest cobblestone and wait until the formidable octopus calms down a little, run to the left and climb a piece of the destroyed bridge. We immediately use the “Quen” sign and go up, using rolls (you can also run, but oddly enough longer). Having reached the end of the wreck, we watch the video and rejoice in the victory over the first boss of the game. It remains only to receive a reward from the merchant, who can be found on the pier.

Kings killer.

Not far from the pier, Triss will meet us and report that Iorveth's right hand, Kiran, is in custody on the prison ship. We go to the ship, the road to which will be blocked by a couple of guards. Having informed them that we are following the order of the commandant Loredo, we go down into the hold. The elf is terribly injured, but Triss can help him. To begin with, we impose “Aksy” on the poor fellow, and then quickly click on the left mouse button. If we try to convince Kieran that we want to help Iorveth, he will report a certain Leto, who, having betrayed Iorveth, took Kieran out of the camp, after which he inflicted several wounds on him. Summer is the very Killer of Kings whom we are hunting for, and since the leader of the opposition knows nothing about betrayal, we need to inform him about it as soon as possible.

Rose of Memory.

During the interrogation of the elf, Geralt will have a new vision. After learning the details, Triss promises to return the witcher's memory, but for this she needs the petals of a magic rose. We set off in search, taking the sorceress with us. When you get to the desired bush, pick one rose and give it to Triss, then get ready to fight the local bandits. As a result, you will break through the floor, falling into the godforsaken dungeons of the elves. It remains only to speak with the sorceress and watch a rather frank scene.

Kings killer.

When Roche arrives for us with Triss, we get out and go straight to the Flotzim tavern. We need Zoltan, as he has some contacts with the "squirrels". Having asked him to take us to Iorvet, we follow to the meeting place, listening to the swearing speeches of the dwarf. On the way, we will be met by a detachment of Scoia'tael and will offer to meet with Iorveth in a special clearing. And everything would be fine, only this glade was inhabited by the Glavoglaz. In principle, there is nothing difficult in killing him, no. Use "Irden" more often and attack as quickly as possible. Soon, Iorvet himself will come to this event. Tell him about the betrayal, Leto and the elf will come up with a cunning plan. By tying himself up, he will allow you to take him to the place where the Assassin of Kings often likes to sit. In a conversation with Leto, try not to raise your tone and talk on purely neutral topics, and when the elves get bored of this, they will rush into battle. True, they will be stopped by Roche's soldiers.

And here you will have a choice - whom to choose as allies. Remember whoever you choose will affect the rest of the game. That is, by taking the side of the Scoia'tael, you will get a completely different storyline than for Vernon Roche. You need to decide within a few seconds, otherwise the game will decide everything for you. In any case, the battle with Leto awaits you ahead. He is a rather serious opponent, as he owns all the witcher's wisdom, including signs. When the supply of his vitality is considerably reduced, he will pull off a particularly cunning trick and slam our witcher into the wall. After talking with Vernon or Iorvet (depending on the chosen side), we head to Flotzima in order to save Triss from Leto.

Race against time.

Returning to Flotzima, you will find devastation and chaos. The humans rebelled against the elves and dwarves, beating them up and setting their houses on fire. If you wish, you can help a couple of dwarves get rid of the offenders, if you are not interested, we head to the tavern, where you will meet Buttercup. After asking him about Triss, you will learn that she was seen in Sheala's room on the second floor of the tavern. We go up. Inside, you will find only blood stains and a killed Sheala guard. They just killed him by twisting his neck, which means the blood on the floor is not his. After looking around the room, you will most likely stumble upon a hole in the next room. The prostitute will tell you about how Triss talked to another sorceress named Philippa. She will also mention Cedric, to whom you should go in the first place.

Before leaving the brothel, prepare the "Cat" elixir and immediately drink it. Now Geralt's eyes will better distinguish objects from which heat comes, and since Cedric was wounded before leaving, it will not be difficult to find him by spilled blood. True, they will try to confuse you a couple of times, slipping other corpses, but in the end you will go out to the elf. He dies, but before dying he will tell you that Triss, along with the Killer of Kings, went to the dwarf settlement - Aedirn. He will also inform the witcher that if he calms the souls of the dead in Aedirn, then the memory will return to him. When the elf leaves for the other world, Buttercup will arrive in time for us and report that Vernon and Iorveth are up to something. It's worth talking to both of them.

At the crossroads.

After talking with the participants of both sides, we make a decision - with whom you will continue the battle. With the elf Iorveth or with Vernon Rocher. The first invites you to go straight for Summer and save Triss at the same time, and the second wants to deal with the commandant of Flotzima. Further events depend on your choice. If you intend to go through the game again, but for the other side, I advise you to copy the save somewhere.

Floating prison (Way of Iorveth).

Agreeing to the conditions of Iorvet, we return to Flotzim and communicate with a handful of elves. The head of the “squirrel” offers to attack the city by climbing over the wall, but it’s better not to agree to this, since then you will have to kill a lot of enemies. Offer Iorvet another plan - play a scene with his capture and further transportation to the prison barge. After some reasoning, the elf recognizes your plan as fit and will tie his hands. You will also have to bring him to the ship, driving away the guards who blocked your way. When the goal is reached, we take out the sword and begin to cut down the soldiers guarding the barge. You can simply throw them into the water using the "Aard" sign. The scoundrel Loredo gathered the elves in one building, after which he set fire to it, and if the girls are not pulled out of there in time, they will burn. In principle, there is nothing difficult in saving them. We just go up the stairs and untie their hands by frequently pressing the left mouse button. When all three young ladies are saved, we jump into the water and get to Iorvet on the ship. After talking with him, we learn that he released Vernon Rocher after winning the duel.

Chapter 2 (The Way of Iorveth).

Prelude to War.

At the beginning of this episode, we will control Prince Stennis who has arrived to negotiate with King Helselt. Negotiations very quickly develop into a fight, during which the king will sprinkle blood on an ancient altar. As a result, a curse falls on the earth. Ghosts rise everywhere, the sun hides behind black clouds, and a hundred elves, led by Iorveth and Geralt of Rivia, moor to the shore of Aedirn. Having entered into battle with ghosts, we protect Saskia until a magical owl appears on the battlefield. Having formed a no less magical barrier around you, he will lead you to the right place. The main thing here is not to go beyond the circle and occasionally drive away the ghosts from the pichuga. Having reached the city, we communicate with the sorceress and Saskia.

After following the dwarf into your room, distribute skill points between skills and go down to the tavern. If additional quests do not bother you, we get out into the fresh air and rush to the military council organized by Saskia. After listening to the pathetic speeches of the warrior, we raise a glass. The girl is poisoned. Phillipa (the sorceress) can heal her, but she will need very rare ingredients, namely immortelle root, rose of memory, and finally, royal blood. And if you don’t get the first weed, you’ll have to tinker with the rest of the components.

Underground life.

Since we have no idea where to get royal blood, a magical relic and a charming sorceress, let's start searching for a healing herb. But first, it's worth visiting the local tavern, where Zoltan, along with the rest of the gang of dwarves, drinks for health. After asking them about the mine, we learn that it is boarded up, and those fellows who dared to go down into it like that did not return. Having offered them help in pacifying the raging monsters, we arrange a meeting with Zoltan, Yarpen and Sheldon at the doors of the mine at exactly noon. Arriving at the meeting place, we go down into the underground tunnels and drink a few elixirs. Potions such as "Cat" and "Swallow" will be of particular benefit.

The monsters inhabiting the mine turned out to be ordinary "corpse eaters" (analogous to the ghouls from the first part), and the passage to the part we need is locked. Sheldon will report that the chief digger, Balin Fergusson, has been here before us, and he should just have the key we need. Finding the torn corpse of Balin in next room, we read the diary and find out what he distributed to four of his assistants. Then we just have to follow forward, occasionally turning behind the next key. When the last door is opened, Geralt's medallion will vibrate devilishly, and the Utkovol will turn out of the nearest turn. Despite his formidable appearance, in reality he is a weak and slow opponent. The main thing is not to let him hit himself and use Quen for safety net. Having defeated the giant, we collect the grass and return to Philippa.

Looking for magic.

It's time to find the second component of the healing potion - a magical artifact. Philippa herself does not know anything about his whereabouts, but she recommends that we go to the local headman - Sisil. Following her advice, we learn that there is a place in Kaedwen where all the sorcerers and sorceresses who come here are strongly attracted, they say, they draw strength from there. And since we have no other options in vain, we set off for reconnaissance. Having got out of the city through the northern gate, we overcome the picturesque area and, having crossed the ford, we climb up the slope on which stands the mysterious tower. In one of the nests inside this tower sits a huge crystal, from the power of which Geralt's medallion goes crazy. We grab the crystal and prepare for a massive attack of the harpies. They are very cowardly creatures and almost fly away to the tops of the trees from there, naturally we can’t get them. So as soon as you envy this animal, apply the “Aard” sign on it and while it is writhing on the ground, finish it off. Problems can arise only if there are more than two harpies. Then it makes sense to use "Quen" so as not to be torn apart by sharp beaks. When the harpies are dead, we take the artifact to Philippa.

Unfortunately, one crystal was not enough for the sorceress and she needed to get at least a couple more. In a conversation, she will mention that someone's sleepyhead is enclosed in this crystal. Geralt will come up with an idea. Most likely, the harpy that made its nest in the tower was not an ordinary one, but the so-called dream stealer. After talking to the sorceress, we learn that these harpies used to live in an old quarry, but the headman Cecile locked it and does not intend to open it. To great luck, the dream enclosed in our crystal is just his. Let's go to the elder. He will be categorically against it until we tell him about his dream and the crystal, after the threat he will still unlock the gate.

Getting into the lair of the sleep stealers will not be so easy. To begin with, you will have to go down into the gorge, which, judging by the number of birds, is something like their headquarters, and finally reaching the bottom to resist the attack of five large representatives of the species. Having defeated the monsters and collected the ingredients for potions from their bodies, we pass into big door. Here we will have many fewer harpies, and they will only appear in pairs. So just keep your silver sword and Aard sign ready. And one more thing: if you suddenly met a red, blue, blue or green crystal along the way, this will save you time in the future. Having reached the round altar, we watch the video and be sure to sit down to drink all the elixirs that are at least somewhat useful, after which we save. When you pull out the pink crystal from the altar, you will be attacked by about a dozen ferocious harpies, and if you do not put up protection in the form of the Quen sign in time, you will be torn apart in a few seconds. If you did everything right and you were not killed in the first three seconds, run away into any narrow corridor and start methodically cutting out one harpy at a time. In this case, local grenades help very well, which you can buy from merchants in the city.

When the harpies are dead, we return to the altar and insert the collected crystals into it. If you have not followed my advice and you have not yet had a single dream, go in search. After reviewing four dreams, we return to Philippa.

Where is Triss?

Before Leto kidnapped Triss, we gave her a rose of memory, which is now so necessary for the cure of Saskia. After talking with Philippa about where you can start looking, we go to the tavern. The local regular will tell us everything necessary information if we give him a drink good beer. The drunk saw a woman and a bald brute fall from the sky. The thug left, but the red-haired woman was grabbed by the troll. Having found out about the whereabouts of that very troll, we go to him for a conversation. The troll actually turns out to be a great guy and even offers Geralt to taste the elves' soup. Tactfully refusing, we ask the monster about the "redhead". It is worth choosing calm replicas and not arguing with the troll, otherwise you will have to fight him. If everything goes well, then the bull will report that his “wife” was jealous of him for the “redhead” and left, taking her scarf with her. Triss herself escaped the next night. Let's go to the troll.

True, in addition to the lovely lady, there will be mercenaries who want to behead her - the lady. Convince them that this is not the best solution and ask the "Old" to return to her husband. In gratitude a happy family will give you Triss' handkerchief. You can also kill the troll, and remove the scarf from her uncooled corpse, but this is not the best way, since we lose two powerful allies at once in the future. In any case, having got a rag, we return with it to Philippa. Our conversation with her will be interrupted by the prince's servant, who will report that local peasants accuse Steniss of poisoning Saskia. We urgently need to go investigate.

Royal blood.

Arriving at Steniss's room, we see that the prince is accused of poisoning Saskia. The royal especially locked herself in her modest estates, and the city men demand his blue blood. After talking with Zoltan and Buttercup, we learn about the servant who allegedly heard how Stennis and the now deceased priest discussed how best to get rid of the maiden from Aedirn. A survey of the people only gives us confidence that people will not back down and while we are looking for evidence of the guilt or innocence of Prince Iorvet with his squirrels, he will keep the angry crowd. The first thing to do is talk to the same servant whose hut is located very close by. The guy is clearly nervous, and the fact that he is sitting in his kennel, and not in the forefront of those suffering revenge is also strange. We stomp to the headman of the village. He will show us on the map exactly where the priest lived. After examining his room, we will find a drawing of a special goblet with a cavity for poison. The priest is 100% guilty, but there is no demand from the deceased, but whether Stennis participated in this conspiracy or not, Geralt will have to decide.

Talk to the prince, suggesting to his guards that you and only you can help him (Asky will definitely help you). The prince refuses to give you his blood, but he offers you a lot of money if you brush him off the crowd. We go out into the street and pronounce the verdict. When the servant says that the drink is tested for poison before serving, tell him about the drawing of the goblet, and after the prince's spectacular speech, remind him of the bribery attempt. Next, you will decide the fate of the king's son. Either sentence him to death or let him live until Saskia recovers. Personally, I advise you to kill him, since all the evidence points to his involvement, and if he survives, he will refuse you a drop of blood, which will entail further problems with obtaining the coveted liquid from King Helselt. After collecting the blood in a bottle, we return to Philip.

Where is Triss? (Continuation)

We have almost all the ingredients and it remains only to find Triss with a rose of memory. Philippa is sure the sorceress is in the Helselt camp. But this camp is located on the other side of the ghostly haze, and to pass through it means not to be friends with the head at all. Fortunately, our witcher is just not friendly with his head, and for the sake of his girlfriend, he will go through any darkness. Philippa in the form of an owl will help him in this difficult task. As in the first quest of the second chapter, we need to stay in the circle all the time and occasionally save the sorceress from the attacks of ghosts. Having moved to the other side, we say goodbye to the girl for a while, and we ourselves stomp to the king's camp.

Not far from the place where the task began, you will find a corpse. Having searched it, Geralt will find a figurine of an unknown monarch. We continue the path. Having run into Vernon Roche, we speak with him and ask for help in finding Triss. Despite the offense, he will tell you about a secret passage to the enemy camp, which passes through the old cave. He highly discourages going there, but apparently there is no other way. If your conversation does not work out with Roche, and he leaves, we go to the nearest settlement, the only available building in which there will be a brothel. Having bribed the local "mother" we ask about the passage to the camp and also learn about the cave. True, unlike Vernon's free advice, this one will cost you a thousand coins. Do not have a hundred rubles, as they say.

Getting into the cave is not difficult, but getting out of there is much more problematic. It's all about the stone elemental guarding the tunnels. He is a serious comrade and can easily send Geralt to the forefathers with just one blow. Therefore, when fighting with him, it is worth using a quick style to prevent the giant from coming to his senses. You can also use the Yrden sign to slow down the victim. When the enemy crumbles into many pebbles, we search through his remains and go out into the street. Hell awaits you ahead, namely, hidden penetration to the ambassador. First of all, I advise you to stock up on throwing weapons to quickly neutralize curious guards. Sneaking up to the big ones wooden gate, we approach the guard blocking the road and ask to take us to the ambassador. By binding us, he fulfills our demands. The ambassador will pull out the statuette from our pocket, break it and pull out the contents. After a short dialogue, he will order us to be executed, and he will retire on his way. When Vernon and Bianca arrive to help us, we take on the sorcerer while our two comrades deal with more frail opponents.

Our showdown with Vangemar (the ambassador's sorcerer) made a lot of noise in the camp, and so that you do not have to break through the hordes of Nilfgardians, Vernon offers to portray your capture. Before agreeing to a further path, search the camp. One of the killed soldiers has pretty good armor. Moving towards the wooden gate, avoid patrols, and answer the guard's question that you are taking the witcher for interrogation. After parting with your eternal savior, return to Philippa. Having told her about Triss, we once again overcome the darkness and head to the city. Philip's servant turned out to be a traitor, but fortunately among her things we will find a rose of memory, which she apparently took from Triss.

A matter of life and death.

Having handed over all the ingredients to Philippa, we watch a video with the healing of Saskia and when we are alone with her we ask her about the commander's sword. Having learned all the details, she will hand Geralt her blade and once again thank him for saving him.

Eternal fight.

To remove the curse, we need four items that played a significant role in the battle, the echoes of which we can observe when passing through the ghostly haze. We advise Philip to turn to the mayor of the city, which we actually do. Cecile will tell Geralt how he personally participated in the battle against the famous Brown Banner, whose banner we now need. Having found out the details of that battle from the dwarf, we go to the crypt, where the soldiers killed on the battlefield were buried. If you have a dead end in front of you, and the marker on the map clearly indicates that you need to go behind this wall, use the Aard sign. The banner lies in the sarcophagus, but the ghost will not allow us to take it just like that. Lie to him that you yourself were in the detachment of the Brown Banner. The ghost will naturally not believe us, and the witcher will have to convince him. Answer the first statement of the dead soldier with the replica - "It was not like that", and the answer to the subsequent question is the name "Menno Koehoorn". Asking the third question, the ghost expects us to answer “Menno Coehoorn died under Brenna”, and the answer to the fourth riddle will be the replica “Seltkirk and Vandergrift”. Well, to the final question of the ghost, it is worth telling about the capture of us by the Bigerhorn. If you answered all the questions correctly, the ghost will allow you to take the banner, if not, then get ready for a fight. When we have a symbol of hatred, we return to Philippa.

If you already have Saskia's sword, then we inform the sorceress of our intention to enter the battlefield in a ghostly darkness. She will give us the other two artifacts - the medallion and the armor of the knight Zeltkirk. Having reached the darkness, we move into the Aedirn knight. Our commander ordered us to capture the enemy banner. Having defeated the standard-bearer, we move to the Kaedweni scout, who must inform the authorities about the loss of the banner. Archers need a few seconds to "charge" the bow. We use them to run from one cover to another. After watching a short video, we move into the skin of Zeltkirk and move forward, cutting the throats of the fighters who got in the way. Having met face to face with Vandergrift, we bring the strip of his lives to half and enjoy the victory. True, it will not be possible to rejoice for a long time, because the Dragoon appeared on the battlefield. Persuade Zeltrik not to fight him and leave this job to the witcher.

The battle with a huge demon is perhaps the most difficult task in this entire mission. Thank God that now all witcher skills will be available to us. The enemy not only has a colossal supply of vitality, but is also dressed in durable armor, which will not be easy to break through. Use "Quen" and unleash heavy blows on the thug. When the enemy dies, the sorceress will send a fiery rain onto the battlefield, but we, as a priest, will need to take the "surviving" fighters from the burning field. The curse is lifted, and thousands of warriors finally calmly departed for another world.

Siege of Vergen.

Waking up in the room, Philippa tells her about the events that happened to us in the war and go to Zoltan, who is now the head of the army. He will report the approach of enemy troops to the city. After a few seconds, the first soldiers from the thousands of troops of King Henselt will appear from behind the horizon. First of all, we will be asked to climb the walls and activate the oil supply mechanism, thanks to which Zoltan intends to neutralize the first wave of the enemy. Having risen up, we deal with the soldiers who managed to get over here and through QTE, we start the oil supply.

One of the platoons is destroyed, but reinforcements are already visible on the horizon, and therefore the dwarf general orders to retreat. Stepping back, climb the wall and talk to Saskia. After listening to all her instructions and watching the video, we place traps near the stairs. Thus, opponents who have risen up will receive decent damage even before entering into a fight with us. Having beaten off three oxen in this way, we again communicate with the "Dragon Slayer". The girl sent her scouts to the mine under the city, but they never returned, and now she orders us to go down with her into the underground tunnels and find out what's wrong.

Having followed the girl and dealt with several corpse-eaters, we will stumble upon the Henselt military detachment, headed by Detmold. It will not be difficult to deal with ordinary soldiers, but with a sorcerer, everything is not so simple. When the level vital energy decreases to exactly half, he attacks Geralt with a spell, thereby incapacitating the witcher. Here Saskia's "little" secret will be revealed, which she kept for a very long time and carefully. After talking with her on this topic, we return to Vergen for further defense. At the exit, Zoltan will meet us and report that the remaining royal army is rushing to the city, led by Henselt himself. People are depressed, but Saskia takes matters into her own hands. By delivering an inspiring speech to the people, she will lead us on the attack.

The first step is to destroy the fools climbing the walls of the city. Later it turns out that there are too many enemies and the war can already be ended, but suddenly, out of nowhere, Iorveth appears with a detachment of Scoia'tael archers. Now you need to close the gates to the city and the soldiers of the king will be trapped. Zoltan and the head of the “squirrel” himself will help us do this. You can go down from the wall using the stairs, which is located on the right, if you stand facing the open gate. Once on the "sinking ship" Henselt will order the soldiers to hand over their weapons, and in the meantime he will sign a surrender agreement. The war is over - we won. But Saskia behaved very strangely during the negotiations and Iorveth offers to follow her. The girls leave through the teleport, and the elf and I go to search the sorceress's room. In the back room we find the book "Elixirs and Poisons" and show it to Iorvet. If you don't go after Philippa right now, something terrible could happen.

Chapter 2 (Roche's Way).

Prelude to War: Kaedwen.

If choosing between Iorveth and Roche, you nevertheless chose the second one, then you will set sail from Flotzim on a ship that the emperor of Timeria himself handed over to Vernon. We leave for a city called Vergen, where for many years there has been a fierce battle between Aedirn and Kaedwen. To begin with, we will move into the shoes of King Henselt, who is currently awaiting negotiations with Saskia, the girl who killed the dragon and part-time ruling Aedirn. The girl's questions should be answered calmly, otherwise you will have a battle with all her warriors. If everything goes well, Saskia will challenge the king to a duel, at the end of which the enraged monarch will kill the priest, thereby sprinkling the altar with blood.

At this very moment, Geralt, in the company of Vernon Rocher and the rest of the blue stripes, will land on the shore. After watching the video, we proceed to the defense of the king from evil spirits. In a few minutes, Detmold will surround our company with a protective field, passing through which the ghosts immediately die. The main thing is not to run out of the circle, as Geralt's vitality will quickly drain there. Having beaten off the attack of ghosts a couple of times, we finally get to the Kaedweni camp. Here we will be rescued by Zyvika, who will give us a tour of the camp. Having seen enough of the local sights, we ask the foreman to take us to Henselt's tent. At the entrance to the tent, the ambassador of Nilfgard will be waiting for you, but after a not entirely friendly conversation, he will leave. We can only talk with the king about the murder of Foltest. Taking Geralt's word for it, the monarch will ask the witcher to remove the curse from the battlefield.

Conspiracy theory (part 1).

Having finished leading, we leave the conversation with the king from his tent. A sorcerer named Detmold will come up to us and ask us to do him a favor. The thing is that rumors are circulating around the camp that some individuals are conspiring against Henselt. There is no concrete evidence, or at least a starting point from which to start looking, but the magician promises Geralt a good reward.

There will be no marks on the map, but I strongly advise you to look into the local canteen, where you need to find a guy named Manfred among other soldiers. Offer him vodka and start a conversation. A drunken soldier will ask you to help his son Sven. In the Kaedweni camp, gladiator fights are taking place, in which, if they don’t kill, then they maim only in this way. Sven has the great honor of fighting the arena champion also known as the Butcher of Cidaris, and since his old man is sure that the boy will lose, he promises to thank us well if we are lucky.

Let's go look for Sven. First, the boy will try to get rid of Geralt, but the witchers are not one of those who just leave, so we use suggestion. As a result, he will agree to fight with the "butcher" together, but since two on one, we stomp to Avet (the organizer) a bit unfairly and offer him the new kind fights - 2 vs 2. The old man will like this idea, so we can safely return to Sven and say that we are ready to go to battle. When the battle starts, we take on the butcher while Sven will take care of the second fighter. The butcher comrade is not so strong, and with the help of Irden, you can easily immobilize him and, at the moment of his weakness, inflict strong blows. You can not worry about the health of your partner, since his father will help us with the conspirators in any case. But if the guy suddenly stays alive, he will do it with a more cheerful face.

Having received a square coin and advice to visit a brothel, we go to the Whistle Zosya. The password to the room of the conspirators will be the phrase - "her smile opened the gates of paradise for us." In the end, you will meet in battle with the same Avet, with whom you discussed the possibility of a 2 vs 2 duel. Having defeated him, we talk with Proxim who has approached. This comrade will offer Geralt to participate in the tournament, but that's a completely different story. Going down a little lower, we will meet another conspirator - a guy named Vinson Trout. Talking to him is useless, so we save time and provoke him into a duel. When the dead body of the conspirators collapses to the floor, we search the corpse of Trout and pick up the legendary armor, which we will need very soon to remove the curse. Also, don't forget to grab a handwriting note from the table that looks too much like Buttercup's handwriting. After talking with a friend, we go to Detmold for a reward.

Blood curse.

Having turned the lair of the conspirators, we return to the king and start a conversation. The monarch will specifically tell how many years ago a sorceress named Sabrina Glevissig cursed him for burning her at the stake. This punishment was more than fair, because she caused on the field, hurting the fiery rain, roasting alive all the soldiers fighting at that time on it. Offer Henselt help (of course not for free) and go in search of Detmold, who can tell us about the curse much more than the king. The magician will tell us about the possibility of removing the curse with the help of a rite, which, however, requires a lot of very rare ingredients. But first, he will advise you to examine the place where Sabrina was burned.

Lost sheep.

On the way to the place of execution of the sorceress, Zyvik will stop us and ask us to find two of his missing fighters. The commander doubts that something serious has happened to them, and therefore advises them to simply scare them. As expected, the soldiers hang around the place we need, and as soon as they see us, they will demand to bring them to the camp. We agree and proceed to inspect the place of execution. Here you will find a letter from a soldier, carnations, a few square coins and suspicious footprints. The soldiers, having learned about our find, will demand a nail from Geralt, to which we, of course, refuse. Then these two will tell us about the cult of Sabrina - a bunch of idiots led by someone named Inspirational. We return to the camp on the way to which we will be met by two Kaedwenians arguing among themselves. Their dispute arose over a relic, which turned out to be a common fake.

After talking with the relic dealer, who can be found in the dining room, we learn about how the unstoppable Yagon pierced Sabrina with a spear in order to end her torment. Also, the merchant will advise you to find the very Inspirational. But first, return to Zyvik for a reward. You will be given a choice of either money or a few minutes in the company of captive Scoia'tael who can tell you some interesting details of the preparations for the assassination of King Foltest. We choose, of course, the second option and listen to the story of the elves.

When the affairs in the camp are over, we go to the gorge in search of the Inspirational.

Inspiration.

Having reached the hut of the Inspirational, we fight off a flock of Harpies and go inside. A man will agree to talk with us only for money or for our entry into his cult. The first, of course, is simpler, but I am sure that not everyone will have several thousand gold coins gathering dust in their pockets, and therefore we agree on the second option. The whole catch is that it’s impossible to get into this sect just like that and you need to pass the test - survive the night, while drinking an unknown elixir in the crypt. After waiting for the night, we go to the doors of the crypt that is nearby and uncork a jar of brew. After drinking it, we go inside and prepare for the battle with the corpse eaters (I wonder how many people are in this clan). When morning comes, we return to the Inspirational hut and ask him about the events in which Sabrina was burned. Having learned about Zeltkirk's armor, we go to the relic dealer. By pressing on the merchant with a nail, we will extract the information we need from him. It turns out that he sold the spear of Yagon to one of the soldiers, who later lost it to the commander of the Scoia'tael, Iorvet. He will also mention that Iorveth is now in Vergen - on the other side of the fog. It's time to ask Detmold for help.

Get out, evil spirit!

Having informed Detmold of the unpleasant news about the spear, we ask him for advice on crossing the ghostly haze. The sorcerer will give us an amulet, which in theory (yes, that's what it says) will show us the way to the other side of the battlefield. At the exit from the camp, we will meet an old friend Zoltan, who was fed up with the racist tendencies of the Kaedweni warriors. Inviting him to join us, we go to Vergen.

Fortunately, the amulet really works so quickly and, ignoring the warriors who have risen from the dead, we make our way to the other side of the location. The only ones we will have to fight with are a detachment of dragumirs (ghostly golems), which, if they are not killed, will not allow us to safely reach the transition to the city. When the fog is behind, we go to the outskirts of Vergen. True, on one of the roads we will be stopped by a detachment of "squirrels", which, however, will let us go in peace, having learned about our friendship with Zoltan. They will advise you to contact Yarpen Zigrin, the commander of the local army. Having learned from him about the banner of the Brown Banner, we speak with Zoltan and come to the conclusion that we need to split up and while Geralt will deal with the banner, the dwarf will try to persuade Saskia to give her memorable sword to the witcher.

Symbol of death.

The banner of the Brown Banner is located in the crypt, which in turn is located in the depths of the forest. When you cross a certain line, you will be attacked by a gang of ghosts, so keep your silver sword at the ready, as well as the Quen sign. Having descended to the lower levels and having finally reached the tomb we need, we meet the ghost of a soldier. He refuses to give us the banner, but he can be deceived. But the easiest way is to simply kill him. He is a very weak enemy, and absolutely nothing will change from his “death”. Having dealt with the spirit, we take the banner from the coffin and go to a meeting with Zoltan, which should take place in the red-man mine near Vergen.

Get out, evil spirit!

Before opening the door to the mine, I highly recommend drinking a few elixirs (“Cat”, “Swallow”), as a difficult battle with the Corpse Eaters awaits you ahead. Having found all the keys we need, we make our way to the other side of the mine. Utkovol will meet us here. Utkovol - a huge and clumsy corpse-eater. There is a lot of strength, but the mind is not rich. Having frozen him with the help of the “Irden” sign, we begin to inflict strong blows on him with a silver sword. When his huge carcass collapses dead, search the corpse and exit through the nearest door, behind which Zoltan and Saskia are already waiting for you. Fortunately, the girl will give us the sword without hesitation, because she herself is interested in lifting the curse. In addition, Zoltan will report that Iorvet lost that same spear to a dwarf named Skalen Bourdon.

We return to the outskirts of Vergen and look for this lucky young man, and having found it, we offer him to play dice with us. Having won (if you feel sorry for the money, then I advise you to save before the game) we return to the camp to Henselt. After passing through the fog, you will meet Vernon Rocher. He will tell you how a detachment of Nilfgards attacked his detachment and the young sorceress a couple of hours ago. According to Roche, that sorceress was a student of Philippa Eilhart, whom the mentor sent in search of Triss Merigold. After a little chat with Vernon on topics of interest to you, we continue our way to the royal tent.

Overjoyed at the good news, the king goes to the site of the burning of Sabrina while we stomp to Detmold for a special powder with which we will draw on the field magic signs. Now we are heading to Sabrina's circle where the king is waiting for us. After talking with us, he will take Geralt away from this haunted place and ask what the witcher will need for the ritual. Ask Henselt to describe in as much detail as possible those terrible events of three years ago, and then hand him the powder received from Detmold. The thing is that the king himself must put signs on the ground, otherwise there will be no effect.

First, ask Henselt to go to the witch circle from where to go to the stone bread. When the king has completed his advance, order him to go to the burnt tree, and from there to the carcass of the raven and the curdled milk. In the end, he will again be at the witch's circle. We set fire to the powder and prepare for the attack of a flock of ghosts. All this time, the spirit of Sabrina will cast a spell, and the protective field around Geralt and the monarch will weaken. When the king pierces the sorceress with a spear, everything will calm down. The curse has been lifted, and another king has appeared in the world, indebted to the witcher.

Kingslayers.

Henselt, to celebrate, threw a feast to which Geralt was invited as a significant person. After eating the food, we go to talk with the king. True, the guards will not let us in, complaining about the important meeting of His Majesty with the Ambassador of Redania. Let's try again after midnight. This time, the guards guarding the tent will calmly let the witcher inside. Next, watch the video and protect the king from two assassins. Sheala intervening in the battle will defeat one of them, but the second will be able to escape. To extract information from the consciousness of a dead killer, Detmold suggests using necromancy, which, however, is prohibited by the sorcerer's code.

To perform the ritual, you need to prepare and drink a potion called "Rook", the ingredients for which can be bought here in the camp. After that, we return to Detmold and say that we are ready. The magician will begin to conjure, and Geralt will slowly begin to lose strength. Having fainted, the witcher will penetrate the mind of the killer.

Now we are Egan - one of the so-called "Killers of Kings". Together with our "colleague" Zerrit we move along the gorge, trying not to touch the traps placed everywhere. Soon we will be attacked by harpies, which, of course, need to be killed. Having done this, we move towards our leader Leto. After a little chat, we learn about the conspiracy of the witchers of the snake school with Sheala de Tanserville. Summer is no longer needed, which means there is no need for her to live. Having moved to the walls of the Kaedweni camp, we split up with Zerrit and while our comrade will inspect the area from the walls of the city, we will have to make our way to Henselt's tent on the ground. If you make a mistake and the guard sees you, the memory will break off, but our consciousness will return to Geralt. If everything goes well, Egan will soon reach the cave located under the camp where his partner is already waiting for him. After talking again, we move to upper section camp and fight with a dozen Kaedweni knights. Blocking doesn't make sense in a two-handed fight, so just shorten until you have a chance to strike from behind. After the victory, you will return to the body of Geralt.

Without waiting for Detmold's instructions, we jump off the bed and rush into the very cave where, being Egan, we saw Leto. True, the bald thug will not be there, but on the other hand, we will find the wounded Zerrit, who, before dying, will tell Geralt that Leto went to Loc Muine. We return with a report to the sorcerer. After listening to our story, he will give us the last relic needed to remove the curse.

Conspiracy theory (2).

Having removed the curse (the method of removing it is absolutely identical to what we used, being on the side of Iorvet), we wake up on the bed in Detmold's room and listen to Dandelion who has come running to us. Several residents of the camp openly expressed dissatisfaction with the king's agreement with Nilfgard, thereby causing the "seething" of the people. The enraged king ordered the execution of several "conspirators" in public, after which he safely left for the assault on Vergen. Well, we will have to reassure both the guards who felt impunity and the peasants frightened to death.

The first step is to go to the hut in which the conspirators settled. On the way we will meet Vernon Rocher. He cannot find his soldiers and asks us for help. Returning to the camp of blue stripes, we stumble upon Kaedweni soldiers. After killing them, we search the tents and, finding only a prostitute in them, we learn from her the reasons for the attack of the soldiers. It turns out that Henselt invited all the soldiers of Rocher to his banquet, after which he mercilessly hanged them. Only Bianca remained alive, who, like Roche, is simply seething from the thirst for revenge that overwhelms them. Forward! To Vergen.

Assault on Vergen.

In the company of Vernon Roche, we go to the caves familiar to us from the quest “Killers of Kings”, after passing through which you will find yourself in a gorge full of bloodthirsty harpies. Having got rid of the annoying birds, we climb up the slope. At the top, a troll will be waiting for us. You can either chat with her or kill her. But it’s better to keep the sword in the scabbard, because in this case the monster will tell us about Leto, who just recently passed by her. Passing through the previously cursed place of the battle between Aedirn and Kaedwen, we will meet another troll, but already a male. Help him get rid of the king's annoying soldiers and send him to his wife.

Having run forward a little, we will meet Zoltan, who will report that Sheala is currently hiding in the house of a sorceress named Philippa Eilhart. He will also tell about Iorvet, who, with his last strength, fights off the swordsmen of the King. You decide. Either we rush to the aid of Iorvet, or we go to kill the sorceress. If you still decide to save the elf, we turn right right at the walls of the city and make our way to the wooden fortification. Here you have to deal with several Kaedweni soldiers. After listening to Iorveth's "thanks" we rush to meet the sorceresses. True, you will not have time quite a bit, because they will hide in the portal, but King Henselt will find you and then order to kill you. Dealing with the soldiers of the king will be a little problematic because the battle will take place in a cramped house. Having dealt with the royal servants, we take on the monarch himself. At the end of the battle, shouting “Let me kill him,” Vernon Rocher will burst into the building. We make the choice of the Lord: live Henselt or die.

Chapter 3 (The Way of Iorveth).

For a great purpose.

Arriving in the snowy Lok Muinn, we go down the slope. The company will be made up of the elf Iorvet, as well as about a dozen hungry harpies. Dealing with them and finally getting to the remains ancient city we make our way forward through the ruins. Having met the "Order of the Flaming Rose", you can choose your further path. Either order Iorveth to go through the underground tunnels, and go straight to the knights himself, or go to the dungeon with the elf. It’s worth going to the Order only if you left the save from the first part and Geralt was a friend of Siegfried on them, if not, it makes sense to use the second option. In the caves, the evil Head-Eye is waiting for you (we will kill him under the plaintive sighs of Iorveth) about the meeting with which Geralt will kindly warn the medallion.

Having got out into the fresh air, you will overhear (well, or learn it from Siegfried) a conversation about how a certain sorceress Philippa Eilhart was imprisoned. Two paths lead there (to the dungeon) - the first is simple, the second is also simple, but it is much longer. Annoy the guards (she gets angry at your very appearance) and then just wait until they hang cuffs on Geralt. As a result, we will be dragged to the dungeon, where Philip is already waiting for us. After talking with her, we learn that the lady is aware of the secret of Saskia and wants to use her to strengthen one magical secret society. True, we will not have time to finish the conversation, since someone other than King Radovid will arrive for the sorceress. Having ordered to gouge out the woman's eyes, he will come to us. Of course, no one is going to kill us, but we will have to sit in a dungeon until the end of the council. For Geralt, unfortunately, this is not an affordable luxury, and therefore you need to figure out how to get out of this damp dungeon.

You won’t have to think long, because Ambassador Fitz-Esterlen will appear for our souls, and while he will reveal the details of his insidious plan, we untie the ropes on our hands with the help of Igni. After watching the video, we again speak with the already blind Philippa and make a choice - to save her from the dungeon or leave her to await execution and at this time save Triss.

Where is Triss?

If you decide that Triss is more important for you, take Fitz-Esterlen hostage and go out with him through the secret passage, the path to which the ambassador will show you. Get out, you get out, but that's bad luck - the passage, it turns out, was under the Nilfgard camp, the settlers of which have rather hostile feelings towards the "White Wolf". After killing the ambassador and assigning a huge reward for your head, the head of the "Black" will retire, leaving you to be torn to pieces by their dogs. The “Quen” sign looks most advantageous in such a situation, because if the opponents surround Geralt, they will chop it down in a matter of seconds, but of course we don’t need it. Having dealt with the Nilfgard bastards, we approach the door and find that it is locked. You'll have to go around. Not far from the place of battle there is a ladder by which you can climb the walls of the camp. Along the way, we will have to deal with a couple more soldiers of the emperor, but these battles are nothing compared to what awaits us ahead.

Once you reach the hill, get ready to fight with more than twenty soldiers. And if at first you will only be teased by rare groups of three opponents, then after a few seconds a dozen enemies will be thrown out at once. When the area is empty, we climb the same hill and continue our way to the dungeons. After talking with Renuald aep Matsen, we are preparing for the next influx of Nilfgards. Having dealt with them and listened to compliments from Matsen, we enter into a 1 on 1 battle with the commander. Renuald, in fact, is a very weak fighter and takes only a colossal supply of vital energy. After the enemy with a cry of "For the Emperor" falls dead to the ground, we remove all the keys from his corpse and go down to the dungeon to Triss. You will have a serious conversation with your girlfriend. Having finished talking, we take Miss Merigold out of the Nilfgard camp.

Wizard meeting.

Having got out of the Nilfgard camp, Triss will offer to split up, which we actually agree to (there is no choice). Having bought new weapons from a local blacksmith and cooked a couple of elixirs, we go to the meeting place, where the charming Triss Merigold is waiting for us. After killing two soldiers guarding the entrance, we make our way inside and watch the video. Sheala is sentenced to death for the murder of kings, but before putting shackles on her hands, she calls for help from her pet dragon, who immediately takes her away from the battlefield, abundantly pouring fire on the entire surrounding area. Everyone except Geralt is trapped, and we need to deal with the sorceress, otherwise Saskia will deal with us in dragon form.

And the dragon came.

Climb up the slope and run into the tower. Walk carefully on the stairs, as they can collapse at any moment. Moreover, we will constantly be bothered by the dragon, which will fry Geralt if we hesitate a little. Having reached the top of the building, we watch the video and activate the crystal until the sorceress is torn apart. In gratitude for the rescue, she will tell us that she is not involved in any murder except for King Dimovend, and all these atrocities lie solely on the shoulders of the “serpentine” witcher. Saying goodbye to Sheala, we are preparing for the battle with the dragon.

Even though she looks formidable, but in fact she does not do so much damage, and with proper use of the “Quen” sign, she can be defeated without much harm to health. When the health of a representative of the ancient race drops to a critical level, a QTE scene will start, in which you need to quickly press the left mouse button and as a result, Saskia, in the guise of a dragon, will fall into a tree, piercing himself through. If you saved Triss, and not Philippa, then you can safely leave, you will not help her anymore.

Chapter 3 (Roche's Way).

In the name of Temeria!

Having decided the fate of the king, we will go to Lok Muinn, where Leto, Saskia, Philip and, of course, Sheala have already visited before us. After watching the video, we follow Vernon, who leads us to the city. Having opened the heads of a couple of harpies and having reached the walls of the city, we will meet a detachment of the Order of the Flaming Rose, among which will be our old comrade (unless, of course, you betrayed him in the first part) Siegfried. If you have friendly relations with the order, there should be no problems. It will be a little more difficult for those who in the original decided to go over to the side of the Scoia'tael, however, after a little chat with the knights, Roche will convince them of our innocence.

After passing through the gate, talk to Siegfried while the captain of the blue stripes goes about his business. An old friend will talk about what happened to him over the past few months, and also tell about the reasons for his appearance in Loc Muinne. Having talked enough with the new master of the order, we go to the Redan camp for Roche. After wandering around the streets for a bit and buying the necessary things from merchants, visit King Radovid. Once Geralt rescued the king and as a token of gratitude he will not hand over the witcher to the authorities, however, he will demand one more favor for him. The monarch found out about a certain plan for the division of Redania between him and King Henselt, and therefore he urgently needs to put Princess Anais on the throne. The whole problem is that the girl was kidnapped by the sorcerer Detmold. As a reward for saving the princess, he promises to help us with Sheala.

To go on this task alone is a rather stupid idea, and therefore Vernon volunteered to help us with pleasure.

Flesh of flesh.

The sorcerer keeps the girl in the camp where we will have to wade through sewer drains. Along the way, we will meet Roche and, already in the company of the "right shoulder", we set off to storm the Kaedweni camp. Having got out into the fresh air, we kill the guards at the gate and discuss with Roche a plan for further action. Vernon went to look for the mechanism that opens the gate, while Geralt will have to fight off the advancing waves of Kaedwenians. Try not to forget about magic signs even if they are not pumped at all. So, for example, "Aard" will help to remove a couple of soldiers from the battle for a few seconds, and "Quen" will reduce the damage done to you. When Roche unlocks the gates, we make our way deep into the camp, simultaneously destroying small detachments of Kaedwen soldiers.

In the end, we will meet in battle with the sorcerer himself. It will be quite difficult to defeat him, since in any danger he will teleport to a certain distance from you. Knock him down with the "Aard" sign and land a few hits. After repeating this algorithm a couple of times, and after watching the scene with the cowardly flight of Detmold, we head to the tower where they hold the princess Anais we need. True, the doors to her dungeon are locked with some special charms, and while Detmold lives, the dungeon will not open. Well. We will solve this problem. Climbing up, we watch the video. Roche has quenched his thirst for revenge, but now the door to the princess's dungeon is available to us.

At the exit from the tower, the knights of the Order of the Flaming Rose will be waiting for us, who demand to give the princess to them. We refuse and if your relationship with Siegfried is friendly, he will allow us to leave. If not, then you have to fight. In any case, having dealt with Siegfried and his company, we return to Radovid or agree with Roche and transfer the girl to the emperor of Timeria.

Wizard meeting.

It's time to visit the amphitheater where negotiations are currently taking place between the rulers of the countries and their advisers. If you did not give Anais to Timeria, then she will be waiting for you at the gate. There is a heated, political conversation going on inside, which will be interrupted by our three heroes. By giving the princess into the hands of the King of Redania, we thereby give him the opportunity to continue to calmly rule his country. The next point of debate will be the decision to form a new sorcerer's council, which will include the hated Sheala. True, the fiery speech of the sorceress will be interrupted by the knights of the order of the flaming rose, who will introduce the killer of kings into the hall. Summer will report that he acted under the influence of Sheala and, believing him, the king will order the sorceress to be handcuffed until the circumstances are clarified. It is then that Sheala's pet dragon appears on the stage. Having dragged her into the tower, he will begin to mercilessly burn the entire surrounding area.

The appearance of the dragon.

Our allies are cut off from us by the flames, so the dragon will have to be dealt with one on one. We rise to the tower along the stairs, occasionally shortening from the tenacious, clawed paws of the dragon. Having reached the room of Sheala de Tanserville, we watch how the woman is trying to hide. Fortunately, someone has replaced one of the teleportation stones, and if the "magic" is not pulled out, it will be torn to pieces. Having dealt with the stone, we enter into a conversation with Sheala. She admits that she really was behind the murder of King Dimovend, but she has nothing to do with the death of Foltest and the attempt on Henselt. Apparently Leto, having tasted royal blood, decided to become an errand killer, and he was financed by the empire of Nilfgard. When the sorceress teleports to meet us, a dragon will appear.

Even if he looks formidable, but in fact he does not do so much damage, and with proper use of the “Quen” sign, she can be defeated without much harm to health. When the health of a representative of the ancient race drops to a critical level, a QTE scene will start in which you need to quickly press the left mouse button. As a result, the dragon will collapse to the ground, painfully hitting a tree sticking out of the ground. Here it turns out that the dragon is actually Saskia, who is under the influence of Sheala's insidious spell. Unfortunately, we will not be able to help here, and therefore we turn around and go home.

Epilogue.

Kingslayers.

Upon arrival in the city, Vernon Roche will meet us and inform us that Summer is waiting for Geralt on the market square. Making round eyes, we stomp to the meeting place. Along the way, we will stumble upon marauders who are rummaging through the body of Iorveth. The elf, thank God, is alive, but he urgently needs help. And while Triss (if you saved her, of course) will treat our friend, we continue on our way. Having met with the main opponent face to face, you will again face a choice. Ask the witcher or challenge him to a duel. If you decide that a fight is not the best solution, then drink vodka with your “colleague” and find out about his motives. It turns out that Leto killed only in order to revive the witcher school in which he grew up, and in which he was taught everything he knows. If the witcher's arguments did not seem convincing to you, you can still kill him.

This concludes the events of the second part of The Witcher. Geralt's name has been cleared, the Assassins of Kings are finished, and our witcher sets off for new adventures in the company of either the charming Triss Merigold or the faithful comrade Vernon Roche.

The walkthrough describes only the story quests needed to move forward through the scenario up to the end credits. This is just one of several possible ways to complete the game, not claiming to be the only correct one.

Prologue

After spending a little time in the role of a punching bag for two mindless guards, Geralt is taken out of the cell on the orders of his former colleague Vernand Roche, to whom he will tell his version of what happened in the interrogation room. Moreover, in case of refusal, Geralt will face public disembowelment in the square and other troubles. Selecting the first line “This morning the king called me to his place”, you will begin your first task in the game.

By the will of the king

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

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

You have a new challenge ahead of you. Climb a well-defended tower and bring the rebellious Aryan La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to surrender or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebellious baron remains alive, so it's up to you to choose. Having won and prompted the knights to drop their weapons, you are again transferred to Vernand Roche's spit-stained cell to listen to his comment on the fate of Aryan and continue your story by choosing the line "What happened to the dragon?". Especially since your listener was directly involved in the next story.

trial by fire

It begins at the last fortification of the enemy castle, where King Foltest tries in vain to force the defenders to open the gate, and the Witcher agitates Milady Merigold, who has come to the rescue, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher gets inside and opens the gates of the castle. He reports that loyal soldiers are already moving out in the city with might and main, and the baroness has been taken prisoner alive. But there were no children with her, probably they are somewhere in the vicinity of the monastery. Roche does not have time to tell anything else, as a dragon suddenly appears and attacks the squad and you have to rush through the city gates. Run forward under the wooden sheds, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gate, you will be glad that you did not have time to send the lady from the battlefield - she will smash them to pieces with the help of magic. Luckily for you, the flying dragon will be chased away with a ballista shot and this episode of the story will end. In a conversation with Roche, we choose the last remark “We split up near the monastery” and continue the story.

Blood from blood

Having buried themselves in the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Go down to the city streets and pay attention to a handful of townspeople captured by the royal soldiers. Next to this "meeting" there is a passage boarded up wooden planks. They are no problem for your sword, and neither are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. The semi-flooded corridors here are inhabited by an undead called the drowners, for whose final resting place your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having raised it, you can calmly climb the stairs up, hitting the spiral staircase of the temple tower, where you will already be welcomed by its garrison. After eliminating them from your path, go through the bars and exit the tower corridor through a gap in the wall, overgrown with ivy. In the fresh air, you will again have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate that requires a key from you. Then we pass into the only open door, where in the courtyard you will find desired key, removing it from the corpse of one of the soldiers. True, it will be necessary before this to bring him to the desired condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel, which opens a large locked gate in the courtyard and let the king and his knights through them. The witcher will note that he saw a small detachment of elves by the river, but the king will dismiss this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon and after saying "It all started with Arthur Tailes", you will begin the final part of the story about your adventures in the fortress.

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

Dungeons of La Valette Castle

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

Chapter 1
Bad reception

Moored to the shore, your company of three adventurers makes their way through the forest to Flotsam. Their sweet road chatter is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorveth. He is not very friendly towards Roche. The Witcher is trying to moderate the elven fervor of Iorveth, but Roche cannot stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by placing an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From now on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she holds the barrier with the last of her strength, preventing the elves from shooting you from afar. Well, as a Witcher, you need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one advice here - do not lag behind your companions, otherwise you risk leaving the barrier and will be hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the kingslayer will only have to quietly scoff at your trail. They welcome you here cordially - they offer to take a look at the quick public execution and have fun in the haunts of the city.

By the will of the gods and executive fools

Take this advice and go to the marketplace of Flotsam, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche's informant. Approach the scaffold of the gallows and speak with the guard. It does not matter what tactics of conversation you will follow with him. Whether he gets confused under the onslaught of your questions or gets mad that the crowd starts to make fun of him, you still have to take part in a fistfight. But while you are fighting with the guard, the executioner has already begun to carry out sentences. Fight him too, interrupting the lynching process. After that, the commander of the garrison Loredo, who is surprisingly loyal to your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having inserted an unknown thief, the commandant will calm down and leave Zoltan and Dandelion alive. In exchange for this service, he wants to meet us at his mansion in the evening, where we will definitely go as soon as it gets dark.

vile suggestion

Approaching the gates of the Loredo estate in the pouring rain with Roche, you will have to hand over your weapon to the sentry in order to get inside. The guard walks with might and main and you can take your time to look around. Rocher notices the commandant's personal ballista, realizing that it would not hurt to damage it. Loredo is an unpredictable type and who knows, maybe he will want to direct this power to the detriment of your enterprise. But for this you need to distract the guard from the ballista. This can be done with the help of Margarita, a local prostitute standing nearby. She agrees to provide a service to the Witcher, but requires a kind of payment. As an option, Margarita will ask you to thoroughly humiliate the two lackeys of the commandant - Miron and Alfons. Fortunately, we will not have to beat the muzzles, since this task can be completely solved in a relatively peaceful way. Find the right soups at the table nearby and hook each of the guards in turn. Bickering will bring you to arm wrestling, which you can win by holding the marker within a special indicator with the mouse movements. After the victories, report back to Margarita about the successes and wait until she takes the guard away from the ballista. Now you can carry out a diversion and, together with Roche, climb the stairs to the entrance to Loredo's house. But they will tell you that the commandant is busy, so he cannot receive you now. Get down and discuss with Roche a further plan of action. Your comrade offers to inspect the backyard of the mansion and even volunteers to distract the guards for this purpose, but a random passer-by intervenes in the conversation and tells us about a terrible monster roaming the harbor area. You will probably be assigned to destroy, so the advice of this wanderer may be useful. You will learn from him that in the backyard of the house lies part of a trap designed to capture this monster. That's the reason to go there! As soon as Roche takes the guard aside, go along the path around the house, quietly knocking out 2 other guards along the way. Then climb over the stone ledges, and you will find yourself directly in the courtyard of the commandant. Stun another guard here and climb the stairs to the window on the second floor of the house to eavesdrop on Loredo's conversation with one witch. Do not forget to find a box with a part of the trap in the garden, standing against one of the walls, carefully cutting down all the guards. Now you can go back to Roche. True, the guard will not let him into the house anyway, so you will have to talk to the commandant face to face. And he has already received a letter for the capture and extradition of the murderer of King Foltest Geralt, that is, you. But he agrees to turn a blind eye if you help him capture the leaders of the wood elves of Iorveth. Zoltan, saved by you from the gallows, can lead you to him, but the commandant agrees to let him go outside the gate only after you catch the Keiran monster, terrorizing the approach to the harbor. Such are the things. When leaving the residence, don't forget to take your sword from the chest next to the guard.

Keiran

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

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