The Witcher Walkthrough
Guide written by Colette Larson
The Witcher Walkthrough Introduction
- This is a detailed guide for the PC game The Witcher. In this guide, you will learn the role of Geralt, a highly trained professional monster slayer (witcher) known for his swordplay and magical abilities. Especially important is learning to make the proper choices as each choice starts a chain of events that will affect gameplay through the final scene.
Controls
- Mouse: Controls the on-screen cursor.
- Left Button controls actions and movements.
- Middle Button controls the camera, allowing you to zoom in and out on Geralt.
- Right Button casts signs.
- The two most important keys on the keyboard are:
- Spacebar pauses the game. Access potions, oils and weapons in inventory while the game is paused.
- Alt labels all available NPCs and items on the map. Press and hold Alt when entering a new room or area to get a handle of the surroundings.
Menu System
- In the upper right corner of the screen next to the mini-map are icons that represent Inventory, Journal, Hero, Map and System menus.
- System Menu: Save, load and exit the game.
- Inventory Menu: Store, equip and drop items.
- Hero Menu: Lists attributes and skills. These can be upgraded by purchasing levels with bronze, silver and gold talent points.
- Map Menu:
- Location Map: More detailed and useful, allows you to set markers and track quest phases.
- World Map: Provides a very general layout of the land as you explore new areas.
- Journal Map
- Quests
- Glossary
- Bestiary
- Tutorials
- Locations
- Characters
- Ingredients
- Formulas
Attributes
- Strength: Amount of damage you are able to inflict on enemies, blocking (parrying), vitality (health) bonuses and resistance to bleeding and being knocked down.
- Dexterity: Attack and dodge bonuses, in addition to your resistance to being blinded and burned.
- Stamina: Endurance and endurance regeneration bonuses, including resistance to poisons, pain and being stunned.
- Intelligence: Sign intensity and what level of signs you can use, as well as ability to create potions, oils, and identify herbs.
Weapons
- Steel Swords are used to fight humans and animals. Three meteorites are required to re-forge a Steel Sword.
- The Silver Sword is used against magical beasts and monsters. Three Runes are required to re-forge your Silver Sword.
- Visit a black smith to complete re-forging and select the "forge" option from the menu. This displays the shopkeeper interface, listing any potential swords, listing potential swords as items available for purchase.
- Named swords may not be re-forged.
- The Silver Sword is not available until Chapter II.
Combat
- Combine swordplay and magic during combat.
- Enemies are recognized when your cursor display turns from an arrow into a sword. Left Clicking on an enemy performs a standard melee attack and the cursor display turns into a crossed out sword. Left Clicking while the cursor displays as a crossed out sword stops your attack, allowing the enemy to attack. Do not Left Click during a melee attack until the cursor displays a flaming sword, allowing you to create attack combos.
- There are three styles of combat. Switch styles if you cannot initiate combat or are unable to strike an enemy.
Signs
- Magical signs are used against enemies in addition to melee attacks.
- Casting signs requires endurance, controlled by Geralt's stamina, and intensity, controlled by Geralt's intelligence.
- Endurance decreases each time a sign is cast and will regenerate over time or by drinking potions.
- During quests, you will find Elemental Circles in various locations that are dedicated to learning the five casting signs.
- You will learn each sign the first time you click on its circle. After that, clicking on a circle will temporarily increase that sign's intensity by 50%.
- The five signs are:
- Aard: Allows use of telekenesis to move objects and stun enemies (or knock them down for an easy kill). Aard stone circle locations:
- Witchers' Laboratory, Prologue
- Near Southern Cave, The Outskirts of Vizima, Chapter I
- Cultist's Crypt, Sewers, Chapter II
- Southern part of the Fields, Chapter IV
- Near the Chapel, Swamp Cemetery, Chapter V
- Igni: Allows you to shoot fire within a given radius. Useful for enemy attacks and lighting fires for meditation. Igni stone circle locations:
- Crypt, The Outskirts of Vizima, Chapter I
- Cultist's Crypt, Sewers, Chapter II
- Elven Ruins, Sewers, Chapter III
- Southern edge of the Fields, Chapter IV
- Raven's Crypt, Swamp Cemetery, Chapter V
- Quen: Creates a temporary protective shield. Quen stone circle locations:
- Cave, Swamp Forest, Chapter II
- Crypt, Fields, Chapter IV
- Raven's Crypt, Swamp Cemetery, Chapter V, Chapter V
- Axii: Confuses weak-minded opponents so they either fight with you or retreat in a panic. Axii stone circle locations:
- Mage's Tower, Swamp Forest, Chapter II
- Western Black Tern Island, Chapter IV
- Yrden: Creates a trap of spikes. Yrden stone circle locations:
- Druids' Grove, Swamp Forest, Chapter II
- Final Salamandra Base, Chapter III
- Lakeside, Chapter IV
- Aard: Allows use of telekenesis to move objects and stun enemies (or knock them down for an easy kill). Aard stone circle locations:
Meditation
- Earn experience points (XP) each time you defeat an enemy or complete a quest. Earn sufficient XP to access the next level (level up). Levelling up strengthens your character and gives you more abilities. To gain these new abilities, click the Hero Menu during meditation in front of a fireplace or campfire and spend talent points. You can only level up and spend talents during meditation. You can also mix potions, oils and bombs while passing the time in meditation.
Playing Dice
- Playing dice is one of the two ways to earn money throughout the game.
- You will be able to play dice once you receive a box of die from Zoltan in Chapter I.
- Select your opponent.
- Roll five dice.
- Your opponent then rolls five dice.
- Place a wager on your roll versus the roll your opponent made.
- Keep the dice you want to count towards your final "hand."
- Roll the remainder to improve your score.
- Your opponent does the same.
- Best hand wins the round.
- Whoever wins three rounds wins the match.
- Dice is scored similar to a hand of poker from lowest to highest:
- Highest Die: Whoever holds the highest die wins, six being the highest.
- Pair: Two of the dice match.
- Two Pair: Two sets of pairs.
- Three-of-a-Kind: Three of the dice match.
- Straight: Five dice in sequential order.
- Full House: One pair plus one three-of-a-kind.
- Four-of-a-Kind: Four of the dice match.
- Five-of-a-Kind: All five of the dice match.
- Beat any of the three following characters to successfully complete the quest:
- Chapter I: Zoltan
- Chapter I: Odo at his house party
- Chapter I: Mikul, the Vizima Gate guard
- Chapter I: Haren Brogg (in the Fishing Village)
- Chapter II: Carmen (in the slums)
- Chapter II, Chapter III: Vaska (in the Brickermakers' Village)
- Chapter II, Chapter III: The gardener (at St. Lebioda's Hospital)
Fistfights
- Fistfighting is your other option to earn money.
- It takes place in any of the Inns scattered throughout the game.
- If you hear cheering and jeering as you approach an Inn, enter the room where two guys are fighting within a circle of observers.
- Walk into the ring.
- Select your opponent.
- Wager money on yourself.
- The sword cursor is replaced with a fist cursor.
- NOTE: Press the right mouse button to block or avoid punches.
- TIP: Time your punches in between your opponent's punches.
- Knock out your opponent to win back your wager and rise in the fighting ranks.
- During each chapter you will encounter a new character to box:
- Chapter I: Fat Fred
- Location: Outskirts of Vizima Country Inn
- Cost: 25 orens
- Rewards: Bottle of Zerrikanian Spirit, food items, Gold Diamond Ring, or 100 orens.
- Chapter II: Butter Bean
- Location: Temple Quarter's Hairy Bear Inn
- Cost: 75 orens
- Rewards: Two bottles of Mandrake Cordial, Gold Necklace, or 150 orens.
- Chapter III: Andrew Gablodda
- Location: Trade Quarter's New Narakort Inn
- Cost: 200 orens
- Rewards: Red Meteorite plus a Svarog Rune Stone, or an Earth Rune plus a Svarog Rune Stone, or 300 orens.
- Chapter IV: The Rock
- Location: Murky Waters Country Inn
- Cost: 500 orens
- Rewards: Yellow Meteorite, or a Moon Rune, or 500 orens.
- Chapter V: Zdenek
- Location: Swamp Cemetery, southern refugees cave
- Cost: None for the first match. Exit and re-enter the cave for the remathc.
- Rewards: 11,000 XP plus Famous Fist Fighter’s Tooth for use in the Won't Hurt a Bit quest.
- Chapter I: Fat Fred
Trophy Monsters
- Two trophy monsters are available in each chapter.
- Exchange each trophy for 200 orens and XP.
- Exchange three trophies for a Svarog Rune Stone.
- Exchange five trophies for a Perun Rune Stone.
- Exchange ten trophies for a Mahakaman Rune Sihill or a Moonblade.
- Talk to the trophy receiver after turning in the trophy to receive the bonus prizes.
- Locations of the trophy monsters:
- Nadir (Chapter I): After the Strangers in the Night quest is completed, meet Nadir near the Old Mill in the Outskirts of Vizima.
- Ozzrel (Chapter I): Complete the Buried Memories quest to face off against Ozzrel in the Crypt in the Outskirts of Vizima.
- Cockatrice (Chapter II): Kill Cockatrice during the Prison Break quest in the Vizima Sewers.
- Coccacidium (Chapter II): Encounter Coccacidium in the Swamp Forest.
- Moa (Chapter III): Locate Moa in the Swamp Forest on Wyvern Island.
- Voref (Chapter III): Find Voref in the Swamp Forest's Golem Burial Ground.
- Teyu (Chapter IV): Encounter Teyu near the pond in the Fields.
- Ureus (Chapter IV): Face off against Ureus in a crypt in the Fields.
- Lilly (Chapter V): Lilly appears late at night near the chapel in the Swamp Cemetery.
- Vesper (Chapter V): Meet Vesper late at night near the chapel in the Swamp Cemetery.
Miscellaneous Notes
- You must learn the Herbalism skill before you can pick Herbs. Learn about specific herbs either in books or from talking to NPCs.
- Herbs will re-grow and can be picked multiple times.
- If an NPC stops the conversation or asks you to return later, leave and re-enter the location to access again.
- Talk to everyone. Some important information is relayed by seemingly minor characters with anonymous names, e.g., peasant woman, gossip, etc.
- Gray dialog options may lead to new topics of conversation.
- Flint can be used to start fires even after you have learned the Igni sign in Chapter II, especially in designated "safe" places where you are unable to use signs.
- There are many unlockable doors with locks that cannot be bashed or picked
- An enemy's remains will not disappear if it is carrying a quest item until you have retrieved the necessary item.
- Always keep some cat potions on hand.
Prologue
- NOTE: Don't rush through this section as it serves as a tutorial introduction to the mechanics of play for the remainder of the game.
- NOTE: Triss casts blue electricity, but it will not harm you.
- YouTube: The Witcher Prologue (Time: 2:25)
Defending Kaer Morhen
- Begin outside the castle.
- Retrieve a Rusty Sword from the Training Form.
- Use the sword on the bandits nearby by Left Clicking on them.
- TIP: Wait for the attack cursor to display the flaming sword before clicking on an enemy for a second time.
- NOTE: When all of the bandits are slain, join Triss, Vessamir and the others at the base of the stairs. One of the witchers uses the Aard sign to clear a pathway through the rubble to the terrace.
- YouTube: The Witcher Defending Kaer Morhen Gameplay (Time: 3:13)
- Follow the other witchers up the stairs to the terrace.
- TIP: Don't panic if you lose site of them. Leo will wait for you to catch up.
- NOTE: Press F1 and F2 to practice switching between camera angles and modes.
- On the terrace, you will be ordered to open the upper courtyard gate.
- Circle to the north side to reach the winch noted by the red markers on the map.
- NOTE: You will be attacked by some Salamandra bandits and are introduced to the Fast fighting style. Use the Strong style on the larger, hooded bandits and Fast style on the archer bandits and the smaller, hatless bandits.
- Run through the blue-hooded bandit with your sword.
- Follow the ramp to the left.
- Slay the two large bandits at the top of the ramp.
- Continue to the left until you reach another large bandit and kill him.
- Run to the stairs. There are two large bandits at the bottom of the stairs.
- Climb the stairs to the Walls region.
- TIP: The small bandit ahead is best dealt with using the Fast combat style. Switch back to the Strong style after he is dispatched to kill the large bandit. Continue to toggle between Fast and Strong combat styles as you encounter the different bandit types.
- The steps inside the ruined tower collapse, but you automatically reach the upper courtyard.
- NOTE: Ignore the archers and bandits in the lower courtyard for now.
- After the cutscene, kill the large bandit in the doorway.
- Go past the siege cauldron and kill the small bandit, and the archer.
- Ignore the large bandit from the stairs on the right until the archer is dead.
- Kill the large bandit.
- Slay the two archer bandits and the two large bandits in the lower court.
- Pull the winch to the right of the gate.
- Fight your way into the courtyard with your allies.
- The Frightener charges your party.
- Triss collapses the gate, preventing the Frightener from following.
- You are instructed that you and Leo are to enter the castle and kill the bandits inside.
- Vessamir gives you Thunderbolt and Swallow potions.
- Save the Swallow potion to recharge before a difficult fight.
- Join Leo at the top of the stairs.
- Right click on the Thunderbolt potion to drink it.
- Follow Leo into the Citadel.
- Four bandits attack under the first archway. Kill them with Strong style.
- Six small bandits attack. Activate the Group style by clicking the griffon button. Click on any of them with the Group style active to attack all of these surroundig bandits.
- TIP: Use ALT to look around. Notice the locked kitchen door and the barrel. The barrel contains some of the local beer, Vizzian Champion. Take it with you if you want some.
- Follow Leo through the hallway to the left and down the stairs.
- The mages have blocked the Laboratory at the bottom of the stairs with a magic barrier.
- NOTE: Triss has the ability to dispel the barrier, but rubble is blocking the stairs to the castle. You will need to use the Aard sign to first clear the debris.
- Follow Leo back through the hall. After the stairs with the debris on the left, an alcove on the right contains a crate with three flints.
- The Circle of Elements is at the end of the hall.
- Click on the middle stone to learn the Aard sign.
- Search the crate to the right of the door to find a whetstone.
- Follow Leo back up to the debris on the right.
- Clear the debris.
- Climb the stairs.
- NOTE: Vessamir and Triss decide to divide the team. You must either follow Triss to the Laboratory or remain in the courtyard with Vessamir to defeat the Frightener.
- Choosing to retake the Laboratory with Triss
- Triss will give you a Tawny Owl potion.
- Pause the game.
- Drink the Tawny Owl potion to improve endurance regeneration and cast Aard more quickly.
- Don't go near the magic fiery barrier surrounding the fight. You won't be able to leave and it will damage you.
- Kill the four large bandits protecting Savolla and feeding his shield with Strong style.
- Attack Savolla with Strong style.
- Once damaged, he begins teleporting to different spots.
- TIP: Zoom the camera completely out so you can keep an eye on Savolla's teleporting.
- Use Aard to knock him down. Once he is down, attack him. He does not take long to die.
- Choosing to fight the Frightener with Vessamir
- NOTE: The Frightener is meaner and stronger than Savolla.
- Vessamir provides you with a Tawny Owl potion.
- Pause the game.
- Drink the Tawny Owl potion to improve endurance regeneration and cast Aard more quickly.
- Place the Swallow potion in your satchel for easy access.
- The Frightener enters the courtyard with four large bandits and three small ones.
- Ignore them and run to the left, using the Aard sign on the siege cauldron.
- TIP: Right Click on the cauldron while you are immediately in front of it oir you will waste your Aard and cost you some endurance.
- Continue to the right to the small bell near the door.
- Left Click on the bell to ring it.
- Contine to the right until you reach the other siege cauldron.
- Cast Aard on this cauldron too.
- NOTE: Ringing all three bells stuns the Frightener. All three must be ringing in order to damage him.
- Fight the bandits with either Strong or Group style to get them out of the way.
- Attack the head of the Frightener with Strong style. Black dots will appear. When they disappear, he will begin counter-attacking.
- TIP: Keep an eye on your health meter. Pause to take your Swallow potion if needed.
- Circle the courtyard again, ringing the cauldrons and bells to stun the Frightener again and attack.
- Repeat this process until the Frightener is dead.
- NOTE: It is important to ring the cauldrons and bells in the proper order, i.e., cauldron, bell, cauldron. This allows time for your endurance to regenerate.
- After either fight...
- NOTE: After the fight, meet up with Triss, wounded by the Laboratory mage.
- Head to the Laboratory.
- The Professor and his companion kill Leo and escape with the mutagens.
- Talk to Vessamir and select the meditate option. You should have earned enough XP to gain a level.
- Select whichever talents appeal to you.
- TIP: It is wise to build attributes first.
A Potion for Triss
- NOTE: Triss is seriously injured in the fight with the Professor. Lambert wants you to collect ingredients for a potion to cure her and to slay any remaining bandits in the castle. You will find them on the upper level.
- Meet Vessamir in the Kaer Morhen Laboratory.
- Vessamir sends you to speak with Lambert on the lower level of the keep.
- NOTE: Click the journal to track your current quest on the map. The red marker will guide you.
- Lambert provides you with the names of two of the ingredients to brew the Potion for Triss:
- White Gull
- Calcium Equum
- Lambert opens the kitchen door.
- Climb the staircase behind the door to the upper level.
- Proceed to your left to find a small and large bandit. Slay them.
- In the room at the top of the stairs, use Group style to kill the five bandits.
- Run down the hall to meet the last of the bandits.
- At the end of the hall, the room on the right contains a red chest with two White Gull potions with the book, Monstrum.
- Across the hall, the Calcium Equum is in another red chest with two Swallow potions and a book, The Frightener.
- Return to Lambert on the first level 1 with the first two ingredients.
- Lambert adds two more necessary ingredients to the list:
- Frightener's Claw (found on the Frightener's remains outside in the courtyard)
- Celandine
- TIP: Click the other dialog options to get additional information from characters. Sometimes they will reward you with gifts.
- Lambert instructs you to first return to Vessamir for additional information about these ingredients.
- Turn to Vessamir, seated at the same table.
- Vessamir provides you with the Celandine, a Steel Sword to replace your Rusty Sword and a Studded Leather Jacket.
- Continue your conversation with Vessamir until it is exhausted and he will also give you a Red Meteorite.
- Run out into the courtyard to the decomposing remains of the Frightener and Left Click to collect the claw.
- TIP: Retrieve the Frightener's Eye in addition to the Claw. You will need this later to brew the Frightener's Vision potion for a Bronze skill point.
- NOTE: Meditate after you have gathered all of the ingredients to brew the potion.
- Either meditate at the kitchen fireplace or by selecting the meditate option while talking to Vessamir.
- Press L while meditating to display the potion screen.
- Select Potion for Triss from the menu.
- Press the "mix" button.
- The potion will display in inventory after you have finished meditating.
- Locate Triss in her room on the upper level.
- Go through the kitchen, up the stairs, and turn left in the hall.
- Enter the first door on the right.
- Climb the staircase.
- Triss's room is at the top of the stairs.
- Left Click on her and select the gift option.
- Drag the Potion for Triss quest item to the hands in the center of the screen and Triss is healed.
- Triss is very grateful and asks you to remain with her. You have the option of fooling around before successfully ending the quest.
Berengar's Secret
- This quest continues throughout the course of the game until its completion in Chapter V. If you do not retrieve the quest from Vessamir during this section of the Prolog, it will be presented by the Reverend in Chapter I.
- Ask Vessamir about the other witches to begin the quest.
- NOTE: Updates about Berenger will present themselves throughout the game.
- Chapter I: The Reverend informs you that Berenger agreed to fight the Beast, but did not stand his ground.
- Chapter I: The Salamandra boss says that Berengar was captured by the Salamandra, and was "talkative" before his escape.
- Chapter II: In the Temple Quarter prison, Jethro tells you that the city guards located a Silver Sword at Thaler's pawnshop. Thaler states that the sword is not Berengar's, but that he did retrieve some of Berengar's possessions from Ramsmeat. Ramsmeat claims to have found the items and tells you to see the Swamp Forest inhabitants for more information. One of the Swamp Forest inhabitants, Vaska, states that she found the blood-covered items in the Clay Pits. Visit the Clay Pits to find two mutilated corpses, leading you to assume that Berengar is dead. Either Siegfried or Yaevinn inform you that Berengar is alive after you complete the Force Recon quest.
- Chapter III: After completing The Unforgiven quest, you find out that Berengar was sent to Lakeside on a hunt for Alvin.
- Chapter IV: Berengar appears with a definite chip on his shoulder. He does not like you and does not speak much. He finally admits divulging the witcher secrets to the Salamandra because "they paid me well." After completing The Paths of Destiny quest, Berengar confronts you. You must decide at that point to either kill or release him. This decision affects the Chapter V battle with Azar Javed. If you decide to kill him, retrieve Berengar's Medallion from his corpse.
- Chapter V: The quest ends with a battle against Azar Javed under the Old Manor in the Catacombs. If you opted to let Berengar live in Chapter IV, he will be of help in the battle. If you opted to kill him, you will find that Berengar's Medallion weakens Javed, making him easier to defeat.
Witchers' Secrets
- NOTE: This overview quest is automatically assigned at the end of the Prologue and is completed by completing the quests outlined below:
- The Salamander's Tail, (Chapter I): The mutagens stolen by the Salamandra were moved to Vizima. Azar Javed is the name of the mysterious mage who led the attack on Kaer Morhen.
- Vizima Confidential, (Chapter II): Confront Azar Javed in front of the mage's tower in the Swamp Forest while investigating the Salamandra in the Temple Quarter. He does not divulge his reasons for attacking Kaer Morhen. He defeats you in battle.
- Lock and Key and The Unforgiven, (Chapter III): Successfully attack three Salamandra bases in Vizima. Kill the Professor with the assistance of a Kikimore queen.
- Sweet Revenge, (Chapter V): Kill Azar Javed. The Grand Master of the Order of the Flaming Rose is the mastermind.
- Frozen Reflections, (Epilogue): Defeat the Grand Master in the Ice Plains. Retrieve the Secrets stolen from Kaer Morhen from the Grand Master's corpse. This completes the quest.
Chapter I
Overview
- NOTE: With Kaer Morhen safe, track the Professor and the Salamandra to Vizima. The city is suffering from a mysterious plague. Consequently, strangers are not being allowed access. Gain the trust of the Reverend and the Outskirts villagers to gain access to the city.
- NOTE: The Outskirts are being tormented by packs of spectral dogs called barghests, led by a hellhound called "The Beast." This chapter primarily involves learning about this Beast and killing it.
- TIP: Complete as many Outskirts quests as possible as you will not be able to return to the Outskirts once you have left. This includes hunting the monsters mentioned by the Royal Huntsman.
- Arrive at the Eastern Gate of the Outskirts of Vizima.
- The barghests attack some travelers. A boy named Alvin barely escapes through the gates into the city, but his mother Caroline is trapped outside. When another traveler opens the gates to let her in, she is killed and four barghests get through.
- Group style attack will take them out quickly. Use Fast style if you are facing only one barghest.
- Speak with your old friend Shani, who suggests that you visit the Reverend in the Chapel outside the city gates.
- NOTE: If you need to find Shani again, she can be found in the Inn, meditating by the fire.
- Loot the bodies of the barghests you killed.
- Talk to the traveler who hates the weather. He will remember you and pay you the 100 orens he owes you.
- The dwarven blacksmith works on the far west side of the village during the day. The first time uou meet him, he will sell you the Crinfrid Oil formula for 35 orens, and a free sample. Use his "forge" option to sell excess weapons.
- TIP: The blacksmith is easily offended. It's a good idea to save your game before talking to him. For example, do not ask him about the Scoia'tael. It angers him and he punishes you with silence. You then have to wait until the next day to speak to him again.
- Walk over to the Inn and view the notice board. There are four quests posted.
- Drag these notices into your inventory.
- Open and read them to begin the Contract sidequests. That way, you will complete them at the same time as you are working on the main quests.
- Introduce yourself to the people in the Inn.
- Antiquary (daytime only): Buys and sells books, including The Tome of Fear and Loathing, Volume I and Swamp Monsters. The first will come in handy for the Ghoul Contract and the second for the Drowner Contract.
- Declan Leuvaarden (daytime only): Provides you with the Burden of the Past quest.
- Drunkard: Beat the drunkard at the drinking game for a free copy of The Tome of Fear and Loathing, Volume I.
- Fat Fred: Challenge Fred to a fight to trigger the Fistfight quest.
- Kalkstein, the alchemist, will refer you to his Ghoul Contract on the notice board.
- Shani: If you exhausted all conversation topics at the east gate, she will not have anything new to say until you rescue her during The Salamander's Tail.
- Vesna Hood: (afternoon and evening waitress): Flirt with Vesna and purchase food and drink. Nothing will come of the flirtation until completion of She's No Early Bird. If you offend her, she will not speak to you until the next day.
- Olaf the Innkeeper: For a fee of five orens, Olaf will explain about the plague and the Reverend. He will store items free of charge.
- TIP: Use the fireplace outside rather than paying Olaf 5 orens for a spot next to "his" fireplace.
- TIP: Click on the character screen during meditation to level up. Spend a bronze point on Oil-Making and Herbalism while levelling up.
- Meet the villagers:
- Odo: Show Odo the Eternal Fire Signet Ring from the Reverend or beat him in the drinking game using Temerian Rye. Once you've done that, you'll be able to play him at Dice Poker. He will also give you the Secret Garden quest.
- Abigail: Abigail is a shopkeeper with several useful books in stock: The Book of Animals, Swamp Monsters, Field Plants. The first time you meet Abigail, she sells you a formula for 30 orens and teaches you about Specter Oil and Hellebore Petals. Abigail also owns the Barghest Contract. You'll need ten Barghest Skulls to fulfill the contract. After fulfilling the contract, Abigail will pay 5 orens for each additional Barghest skull provided. There is an added bonus of meditating for free in Abigail's house.
- Royal Huntsman: The huntsman informs you about the two bosses in the area: Nadir, the lakeshore monster found near the Old Mill, and Ozzrel, the King of the Crypt ghoul. Defeating Nadir triggers the Monster of the Lake quest. Bring their trophies to the Huntsman for 200 orens.
- Peasant Woman with blonde hair wearing a green dress will sleep with you for some Tulips.
- Townswoman wearing white will talk to you about flowers. Exchange some daisies with her for Tulips.
- Old townswoman will tell you stories about different creatures for some food or 15 orens.
- The Reverend: The Reverend is always outside the chapel during the day and in his house at night. The Reverend will not initially be happy to see you. If you light the five Eternal Fire Shrines as part of the Of Monsters and Men, you win his trust. He will also provide you with an Eternal Fire Signet Ring when you ask him about the Salamandra. This ring will help you gain the trust of some of the villagers.
- Haren Brogg: Haren is always in the vicinity of his house. He will need to see the Eternal Fire Signet Ring from the Reverend before he will speak with you. Aside from acting as a shopkeeper, buying weapons from you, he will play dice poker and provide you with the Strangers in the Night quest. Completion of his quest wins the town's support and is a necessary step in completing The Salamander's Tail.
Of Monsters and Men
- TIP: Review the quests journal to keep track of your progress.
- After meeting all of the villagers, head west through the village until you reach the gates.
- Continue walking outside the gamtes.
- The military will stop you.
- Head to the Chapel on the right side of the road.
- NOTE: The Reverend will be in front of the Chapel during the day. At night, he will be in the house next door and you may need to wake him.
- The Reverend will assign you the task of "Lighting the Eternal Fires."
- NOTE: The Reverend believes that lighting these roadside fires will keep the Beast and barghests away from the town.
- The Reverend will give you four candles, one for each of the four Eternal Shrines.
- NOTE: You will need to click on each shrine to light it.
- TIP: Buy some grease or suet from the Meat Vendor before you begin the quest. Either of these can be used to make the Specter Oil you will need later.
- TIP: Talk to the old woman. She informs you about the ingredients and provides additional information about some of the monsters you will encounter.
- TIP: The fires may only be lit at night (21:00). Leave in the evening to avoid barghests and to appear at the right time to start the She's No Early Bird sidequest.
- Head to the Eternal Fire Shrine that is northeast of the Chapel.
- Stop by Abigail's house.
- She sells you the recipe for Specter Oil for thirty orens.
- Meditate so you can make the Specter Oil as soon as possible.
- TIP: Specter Oil helps you to kill the barghests.
- Continue to the Eternal Fire Shrine that is northeast of the Chapel.
- Click on the shrine to light the fire.
- A barghest rises from the ground.
- Use Fast style to take him out. The Aard sign will knock him down. Then stab him.
- Head back towards the city, lighting firest along the way.
- NOTE: Be prepared to fight ghouls and barghests as they jump out.
- TIP: Use Strong style to defeat ghouls.
- TIP: Loot carcasses for proof that you have killed them to fulfill the contracts you collected from the Inn notice board.
- Light the second shrine by ‘‘‘left clicking on it. This shrine should be uneventful.
- On your way to the third shrine, you will see Vessna Hood surrounded by a group of bandits. Rescue her.
- Four barghests jump out at the third shrine.
- Switch to Group style to defeat them.
- Vessna will stab any barghests that are knocked down near her.
- TIP: Enter and exit the nearest house to heal Vessna should she become injured.
- Drop Vessna at her grandmother's house to complete the She's No Early Bird|She's No Early Bird sidequest after lighting the third shrine.
- Make your way to the fourth and final shrine.
- Six barghests will jump out at you.
- The military will help you to defeat them.
- TIP: If the military do not become involved right away, run toward them to get them in the fight.
- Use Group style to kill the barghests.
- Complete the Burden of the Past sidequest.
- Return to the Reverend's house and wake him.
- After you tell him the fires are lit, he directs you to Abigail's house.
- Give Abigail the barghest skulls you collected.
- After she pays you with oren, ask her about the Beast.
- She tells you to drug Alvin for more information and asks you to collect some myrtle petals.
- Purchase the Field Plants book.
- Right click on it in your inventory to read it.
- Walk outside.
- Press the ALT key to identify the herbs.
- Find the myrtle petals, pick them, and return to Abigail.
- TIP: If she tells you to come back later, walk outside and re-enter the building.
- She has completed the potion and is giving it to Alvin.
- Alvin begins to speak in tongues and delivers his prophecy.
- Return to the Reverend.
- Tell him that Abigail is not the root of the Beast appearances.
- The Reverend gives you 20 orens.
- Ask the Reverend about the Salamandra.
- He gives you the Eternal Fire signet ring.
- Put it on in your inventory menu.
- He tells you to complete three sidequests before he will help you:
- Strangers in the Night (Haren Brogg)
- Secret Garden (Odo)
- Buried Memories (Mikul)
- Head north toward Vizima.
- Turn east past the Meat Vendor.
- Continue to the Fishing Village and Haren's Brogg's house.
- A group of travelers are surrounding Zoltan. This begins the Rascists sidequest. This is a simple quest. It is best to stop and help Zoltan.
- Once you have defeated those pestering him, ask Zoltan how to play Poker Dice. Now you will be able to play dice and earn extra money.
- TIP: Complete any fistfighting or dice playing prior to completing these three sidequests. Once these are completeed, you will no longer be allowed to complete these.
- Continue to Haren Brogg's house and complete the Strangers in the Night sidequest.
- Speak to Brogg to begin the Hot Potato sidequest.
- Complete the Hot Potato sidequest.
- Once you have completed the Strangers in the Night sidequest, you may also complete the Monster of the Lake sidequest for an additional 200 orens.
- Leave Brogg's house once you have collected the rewards.
- You will see the Beast.
- Three barghests attack. Defeat them.
- Make your way to the southeast corner of the map.
- Stop by the Chapel.
- Collect your reward from the Reverend for killing the drowners.
- Continue your journey to Odo's house for the Secret Garden sidequest during the day.
- Complete the Secret Garden sidequest.
- After you have collected the reward from Odo, continue north to the East Vizima Gate.
- Follow the road west and cross the bridge to meet Mikul.
- Mikul will ask you to complete the Buried Memories sidequest.
- Once you have completed the Buried Memories quest, be sure to complete the King of the Crypt sidequest before returning to Mikul for your reward.
- Make your way back to Mikul at the bridge.
- Kalkstein is being assaulted as you approach.
- NOTE: If you faced the frightener in the Prologue, you will be up against two Salamandra, a mage and a mutant dog. If you went with Triss, you will face four Salamandra and a mage.
- TIP: Group style and the Aard sign will work for all of these opponents except the dog. He can be taken care of with Fast style and the Aard sign.
- Collect your reward from Mikul once the fight is finished.
The Salamander's Tail
- Return to Abigail's house.
- Show Abigail the vial.
- She tells you that Alvin has gone with the Reverend.
- Return to the Chapel.
- Ask the Reverend about the Salamandra.
- He sends you to Olaf at the Inn for the key.
- When you get to the Inn, Shani is being accosted by five travelers.
- Group style will defeat all but one.
- Use Strong style to defeat the remaining traveler.
- Loot Olaf's body for the key.
- Shani tells you the location of the hideout.
- Leave the Inn.
- Head past the Royal Huntsman's campfire.
- Turn onto the main south road that leads to the cave.
- You will notice two abandoned houses on the side of the road.
- One of the houses is guarded by two Salamandra.
- Use Strong style to defeat them.
- TIP: Check your health and endurance as four additional Salamandra waiting inside the house.
- Enter the house.
- Use Group style, Strong style and Aard to defeat them.
- Open the trap door in the corner.
- Enter the trap door and follow to the cave.
- Four more Salamandra are in the hideout. Use Group and Strong styles to defeat them/
- 'NOTE: Loot the hideout. A copy of The Book of the Tawny Owl is in one of the crates.
- Follow Alvin back to Abigail.
- Abigail is hiding from the villagers. They want to lynch her.
- NOTE: This interlude is a good time to "get to know" Abigail better, if you want.
- TIP: Take time to make some Specter Oil so it is ready to fight the Beast. Once it is made, coat your sword with it.
- TIP: Drink a Swallow potio to prepare for the fight.
- Leave the cave.
- Talk to the villagers.
- NOTE: Time for another decision. If you convince them to let her live, Abigail will help you to fight the Beast and the villagers. She will also heal you during the fight. If you agree she should die, you fight alone and the barghests will kill the villagers. Either way, you will receive a letter of safe conduct from the Reverend's, or by looting his corpse.
- There are four barghests you must fight prior to fighting the Beast.
- Use Group style to dispatch them quickly.
- TIP: Drink a Blizzard potion before the Beast fight.
- Use Fast style to kill the Beast.
- Once he is defeated, if you let Abigail live, the villagers will want to kill you both. Use Group and Fast styles to defeat them.
- Retrieve the letter from the Reverend.
- Return to the Inn and get Shani.
- Go to the Mill Gate at Vizima and talk to Mikul.
Chapter I Sidequests
Chapter I Contracts
- Complete the following contracts from the Inn notice board to receive 100 orens for each one:
- The Barghest Contract: Take ten Barghest skulls to Abigail
- The Drowner Contract: Take three drowner brains to the Reverend. Look at the drowner entry in the Swamp Monsters book.
- The Ghoul Contract: Take three vials of ghoul blood to Kalkstein. Look at the ghoul entry in the Tome of Fear and Loathing book
Chapter I Trophies
- The Royal Huntsman will give you 200 orens for:
Dice Poker Novice
- Beat any of the three following characters throughout the game to successfully complete the quest:
- Chapter I: Zoltan
- Chapter I: Odo at his house party
- Chapter I: Mikul, the Vizima Gate guard
- Chapter I: Haren Brogg (in the Fishing Village)
- Chapter II: Carmen (in the Slums)
- Chapter II, Chapter III: Vaska (in the Brickermakers' Village)
- Chapter II, Chapter III: The gardener (at St. Lebioda's Hospital)
Fistfight
- Challenge Fat Fred to a fight in the Inn to trigger a fistfight.
- Wager money on yourself.
- The sword cursor is replaced with a fist cursor.
- NOTE: Press the right mouse button to block or avoid punches.
- TIP: Time your punches in between your opponent's punches.
- Knock out your opponent to win back your wager and rise in the fighting ranks.
She's No Early Bird
- Begins: After dark at the crossroads by the gate of the Inn.
- Objective: Escort Vesna Hood safely to her grandmother's house.
- Reward: Become closer to Vesna; 1000 XP
- Vesna is being robbed by a group of bandits at night while you are lighting the Eternal Fire Shrines during the Of Monsters and Men quest.
- If you ignore her, the bandits will kill her and that is the end of the quest. If you do not complete this quest, the drowner boss Nadir will not appear at the mill.
- Defeat any Barghests encountered along the way to her grandmother's house.
- Once escorted safely to the house, left of the western Eternal Fire Shrine, steer the conversation so she suggests that you meet her at the Old Mill the following evening.
- Tip: You can also complete some mini-quests in this section of the village. A "townswoman" wearing white will talk to you about flowers. Exchange some daisies with her for Tulips. An "old townswoman" will tell you stories about different creatures for some food or 15 orens.
- Bring wine to the Old Mill after sunset.
- Vesna is waiting out front and invites you in for some fun.
- You will unlock a card.
Rascists
- Begins: At the Fishing Village.
- Objective: Help Zoltan fight the rascist travelers who want to cut his beard.
- Reward: Poker dice and good will.
- You will see your old friend Zoltan surrounded by travelers who are trying to cut off his beard.
- Help him to kill the travelers.
- Once the travelers are dead, loot the corpses.
- You will find a Dice Box on one of them.
- Pick it up to trigger the Game of Dice sidequest.
- Talk to him to learn the rules of the game.
- He will also provide information about the Scoia'tael.
- NOTE: After this sidequest is completed, you can always find Zoltan at the Inn.
- TIP: Beat him in the drinking game to win a Diamond.
Burden of the Past
- Begins: After speaking to Leuvaarden at the Inn
- Objective: Find Leuvaarden's friend and bury him
- Reward: 200 orens
- Speak to Declan Leuvaarden at the Inn.
- He offers to pay you 200 orens to find out what happened to his friend who disappeared after attempting to enter Vizima through a cave next to its walls.
- Walk to the westernmost portion of the map and locate the cave.
- The cave is infested with seven echinopsae, plants that randomly pop out of the ground and shoot poisonous thorns.
- TIP: Equip yourself with Poison Resistance prior to entering.
- Use Strong style with the Igni sign to uproot them.
- Once defeated, retrieve the human remains from inside the sated echinopsae.
- Take the remains to the Reverend and ask his permission to bury him.
- If all of the Eternal Fire Shrines are lit, and you have gained his trust with Abigail, he will allow you to enter.
- Left Click on the sarcophagus in the cellar to place the remains inside.
- Thee King of the Wild Hunt (Death) appears and begins to berate you
- Repeat "There is no destiny," "No," and the phrase that was given to you and he will leave peacefully.
- Otherwise, Leo's ghost appears.
- Use Fast style to put Leo to rest and receive 100 XP and a Red Meteorite.
- Return to the Inn to collect your reward from Leuvaarden.
Strangers in the Night
- Begins: When you speak to Haren Brogg after the Reverend asks you to help him.
- Objective: Protect merchandise from the drowners.
- Reward: 200 orens.
- Speak to Haren.
- Show him the Eternal Fire Signet ring.
- He asks you to protect his merchandise from the drowners.
- TIP: This mission must be accomplished at night.
- Continue east to the river.
- The drowners rise from the river, four at a time, until there are eight.
- Move away from the river.
- Kill them with Group and Fast styles of fighting, and the Aard sign.
- Once the drowners are defeated, some Scoia'tael warriors ambush you.
- They want Brogg's merchandise.
- NOTE: This decision impacts the outcome of the Hot Potato sidequest.
- They will pay you 200 orens for the merchandise.
- Or...
- You need to fight them.
- NOTE: Fighting them affects the quality of weaponry in Chapter II, as well as the outcome of the Hot Potato sidequest.
- TIP: Watch for the archer in the bushes if you decide to fight them.
- After your decision, return to Brogg's house.
- He gives you 200 orens even if you sold the merchandise - LOL!
Hot Potato
- Begins: Speak to Haren Brogg after completing the Strangers in the Night quest
- Objective: Deliver a package to Coleman in Vizima
- Reward: Payment from Coleman
- Haren Brogg asks you to deliver a package to Coleman in the Hairy Bear Inn in Vizima
- This side quest depends on the outcome of the Strangers in the Night quest.
- If the elves received the merchandise, Coleman will be killed.
- If the elves did not receive the merchandise, Coleman will be angry, but provide some valuable information.
Monster of the Lake
- Go to the mill at night
- The Drowned One will rise from the lake surrounded by drowners.
- Use Group and Fast fighting styles to slaughter them.
- Take the head of the Drowned One to the Huntsman.
Secret Garden
- Begins: When you speak to Odo after completing the Strangers in the Night sidequest.
- Objective: Kill the two thorn-shooting weeds in his garden.
- Reward: Negotiable.
- Go in and speak to Odo.
- Show him the Eternal Fire ring.
- Have drinks with him.
- Negotiate over the reward for completing the quest.
- You are drunk by the time you have finished negotiating.
- Stagger outside to the two plants.
- They will shoot thorns at you.
- Use Fast style to cut them down.
- Return inside and collect your reward from Odo.
Buried Memories
- Begins: When you speak to Mikul after completing the Secret Garden sidequest.
- Objective: Rid the Crypt of the ghoul inhabitants.
- Reward: 200 orens
- Show Mikul the Eternal Fire ring.
- Mikul gives you the key to the Crypt and asks that you remove the ghouls from it.
- Follow the road east until it dead-ends at the Crypt.
- TIP: Meditate at the campfire outside the Crypt to meditate and level-up.
- TIP: Create a Cat potion before entering the Crypt if you have the ingredients.
- Use the key to enter the Crypt.
- NOTE: A dead girl is lying inside next to an empty glass vial. The girl committed suicide by drinking poison from the vial. Her body has been attracting ghouls to the village.
- TIP: Left click on the Circle of Inner Fire to obtain the Igni sign if you have not received it already.
- Loot the dead girl.
- Use the Cat potion to help you see better in the dark.
- Use Strong style and the Aard to knock out the two ghouls in the room, and then stab them.
- Take care of the next ghoul down the hall.
- Check your health before continuing as three more ghouls wait for you in the last room.
- TIP: Drink a Blizzard potion to increase health if it is not full.
- Use the Aard and Strong style to take out the final three ghouls.
- Once all six ghouls have been dispatched, the quest is completed.
King of the Crypt
- Begins: After completing the Buried Memories sidequest.
- Objective: Kill Ozzrel and return his head to the Royal Hunstman.
- Reward: 200 orens
- Return to the Crypt before heading back to Mikul.
- Additional corridors have opened up.
- Follow the long, straight corridor to its end.
- Make a right.
- Use Strong style, the Aard and the Igni sign to kill Ozzrel.
- TIP: Drinking a Swallow potion before fighting Ozzrel will be helpful.
- TIP: If Ozzrel knocks you to the ground, continue clicking ground to stand.
- TIP: If Ozzrel jumps on you, he will heal himself.
- Bring his head to the Huntsman once he is dead for your reward.
Chapter II
Temple Quarter Overview
- NOTE: TheTemple Quarter is riddled with plague and under quarantine. It has become a haven for beggars, dwarves, villains, and "ladies of the evening."
- NOTE: The Dike borders the Temple Quarter. This is the dock where merchants sell their goods straight from the boats.
- NOTE: Go to the Hairy Bear Inn for dice games, fistfights and sidequests.
- NOTE: St Lebioda's Hospital is at the center of town. The sick are tended and the dead are buried in the pit behind the building.
- You have been detained in a Vizima prison cell and stripped of all your inventory.
- Play a game of dice with the elf.
- When the game ends, Vincent Meiss, the Captain of the Guard, announces that the king will free whoever kills the cockatrice in the sewers.
- Fistfight with the muscle man near the bars to win the right to take care of the cockatrice.
- TIP: Right click the mouse to duck. Jab by pressing the left mouse button.
- Talk to Vincent after the fight to receive a Silver Sword and free passage to the Sewers.
- TIP: Silver Swords are best for fighting magical beings. Steel Swords are best used on humans and animals.
Sewers Overview
- NOTE: You will explore the western half of the Sewers in Chapter II. The remainder of the Sewers are explored in Chapter III.
- Siegfried, a knight of the Order of the Flaming Rose, offers to help defeat the cockatrice.
- NOTE: If you let him partner with you, he helps you to gain later access to the Dike without bribing one of the guards. If you fight alone, he takes a post at St. Lebioda's Hospital and allows you entry without a bribe. Siegfried may pop up in a few places throughout the chapter. Whenever you see him, he will help you get past the guards.
- Continue down the southeastern hallway where the cockatrice lives.
- Drowners will sporadically pop out. Kill them.
- The cockatrice is defeated easily with the Igni sign and the Silver Sword.
- TIP: When you kill the cockatrice, it drops a Cockatrice Head and Feather. Take the Head to Vincent for your reward. Keep the Feather for a later contract sidequest.
- Continue south in the hallway. When you come to a dead end, you will find a corpse. Loot the corpse for a letter and a key. Keep these for later.
- Siegfried escorts you to the exit.
- Switch to your Steel Sword to fight the Salamandra assassins. Use Group style to finish them off.
- After the fight, exit the Sewers and enter Detective Raymond Maarloeve's house to begin the next quest.
Vizima Confidential
- NOTE: This quest will cost a great deal of orens to purchase books, bribing guards, and paying ferrymen. You may need to sell items or potions from inventory or perform sidequests to earn extra orens. You can also play dice and fistfight at the Hairy Bear Inn to earn money.
- Visit Detective Raymond Maarloeve's house.
- He informs you that Azar Javed is the Salamandra leader.
- Mention him during the conversation and he will help you find him free of charge. Otherwise, it will cost 100 orens for his help.
- TIP: Maarloeve warns you of an ambush awaiting you outside.
- Exit the house after midnight.
- Fight the waiting assassins with Group style.
- Once they are defeated, Maarloeve tells you of a prisoner in the city dungeon who knows more about the Salamandra. This begins the Accomplice Witness sidequest.
- Complete the Accomplice Witness sidequest.
- Once you have completed the Accomplice Witness sidequest, tell Maarloeve about the Hospital witness mumbling Kalkstein's name.
- Maarloeve sends you to Kalkstein for additional information while he investigates Ramsmeat.
- Visit Kalkstein.
- Gain his trust by retrieving and reading The Secret Gates and Ain Soph Aur books from the first part of the Mysterious Tower quest.
- To gain his trust, retrieve The Secret Gates and Ain Soph Aur for 200 orens, read them, and open the Mage's Tower.
- NOTE: The Sentry sidequest must be finished prior to completing A Mysterious Tower.
- Purchase both books from Golan Vivaldi for 300 orens.
- If you opted to kill the Scoia'tael elves in Chapter I, Vivaldi is arrested. Pay 200 orens to have him released and he will provide the books free of charge.
- TIP: Gramps also owns Ain Soph Aur. You can take the book from his house in the northeastern part of the Swamp.
- Report to Kalkstein once you have read both books.
- Return to Maarloeve after earning Kalkstein's trust.
- Four Salamandra are inside his house, trying to kill him.
- Help Maarloeve take care of the Salamandra using Group and Fast styles.
- Once the Salamandra are slain, Maarloeve provides a list of suspects who could be the Salamandra leader, Azar Javed, in disguise before he goes into hiding.
- Collect the following clues in order to determine which suspect is guilty. After the clues are collected, speak with each suspect and let them know whether or not you believe them.
- Captain of the Guard, Vincent Meiss
- Talk to Jethro.
- Ask the gate guards about the Salamandra.
- Verdict: Innocent
- Thaler (stolen goods dealer with a houst near the Guard Post and connections to Vizima underworld)
- Talk to Jethro after giving him some fisstech.
- Talk to Thaler during the Memory of a Blade sidequest.
- Talk to the mysterious man in front of Thaler's house just before midnight.
- TIP: If/when you decide Thaler is innocent, complete the Gravedigger's Gratitude sidequest. This sidequest proves everyone's innocence/guilt.
- Ramsmeat (leader of the underworld can be found at the Hairy Bear Inn during evening hours or at his house in the Slums)
- Speak to him about the Salamandra and notice how his henchmen get nervous.
- Talk to many of the Slum residents.
- Remember that Ramsmeat's men were the attackers of the prisoner at the Hospital.
- Complete the Anatomy of a Crime sidequest.
- Verdict: Innocent
- Leuvaarden (a wealthy Dike shop merchant with ties to the underworld)
- Talk to the three Dike mercenaries.
- Find the blood-stained letter on the body on Swamps of Wyvern Island.
- Verdict: Innocent
- Note: Return to Vizima after questioning Leuvaarden. You are approached by a young boy who tells you that Maarloeve needs to see you. This begins the Anatomy of a Crime sidequest.
- Vivaldi (owner of Vivaldi's Bank can be found in his house next door to Kalkstein's in Little Mahakam)
- Talk to Jethro.
- Speak with a dwarf wandering around Little Mahakam.
- Captain of the Guard, Vincent Meiss
- Talk to Yaevinn in the Swamps
- Verdict: Innocent
- Kalkstein (ties to the underworld)
- Talk to Ramsmeat.
- The Hospital prisoner mumbled his name.
- Finish the Anatomy of a Crime sidequest.
- Verdict: Innocent
- Speak to Maarloeve after finding all the clues.
- Question the results of Maarloeve's investigation to begin the What Lies Beneath quest.
What Lies Beneath
- Talk to Maarloeve after you have completed Anatomy of a Crime, Gravedigger's Gratitude, or cleared at least one of the suspects.
- Express your doubts as to his investigation.
- Head to Kalkstein with your evidence. This begins the Mysterious Tower quest.
A Mysterious Tower
- Go to Kalkstein's house after the Hospital prisoner mumbles his name.
- To gain his trust, retrieve The Secret Gates and Ain Soph Aur for 200 orens and read them.
- NOTE: The Sentry sidequest must be finished prior to completing A Mysterious Tower.
- Purchase both books from Golan Vivaldi for 300 orens.
- If you opted to kill the Scoia'tael elves in Chapter I, Vivaldi is arrested. Pay 200 orens to have him released and he will provide the books free of charge.
- TIP: Gramps also owns Ain Soph Aur. You can take the book from his house in the northeastern part of the Swamp.
- Report back to Kalkstein once you have read both books.
- Kalkstein will provide you with the locations of ten sephirot to collect in order to open the Mage's Tower in the Swamp. Each is designated on your journal's map.
- Maal'kad: Received when you killed the Cockatrice.
- Veen'ah, Ghe'Vrath and 'Oth: Received with the food sacrifice on the Alter of Melitele before leaving the Hospital.
- Kezath: Rewarded in the Clay Pits quest.
- Tipperath: Purchase for 500 orens from Leuvaarden.
- Y'esath: Locate in a Swamp cave in the Tomb of Vran between the Clearing and the Clay Pits.
- Neh'tza: Extract from the defeated golem in The Sentry sidequest.
- Keth'aar: Receive from Maarloeve after completing Vizima Confidential.
- Place the collected sephirah in the Swamp obelisks designated on the in-game map. As you place sephirah into the obelisks, their mark on the map vanishes.
- Once all of th obelisks are activated, the Mage's Tower opens.
- Enter the Tower.
- Loot the crate.
- Learn the Axii sign from the Gate of Water.
- Drink a Blizzard and Swallow potion.
- Exit the Tower.
- Azar Javed summons an ifrit.
- Use the Axii sign to confuse it.
- Use the Silver Sword and Strong style to defeat it.
- The Professor teleports in to help Azar.
- Attack the Professor with the Steel Sword and Strong style.
- Once 25 percent damage is caused, Chapter II ends.
Chapter II Sidequests
Chapter II Contracts
- Obtain the following contracts from the notice board at the Hairy Bear Inn. Each contract earns 150 orens.
- Alghoul Contract: Read Volume 2 of The Tome of Fear and Loathing and bring three alghouls marrow to Kalkstein.
- Drowner Contract: Bring ten drowner tongues to Siegfried.
- Echinops Contract: Take three echinops root stocks to the gardener behind St. Lebioda's Hospital.
- Dog Contract: Kill stray dogs in Vizima and take six portions of dog tallow to the gravedigger. (This contract earns 100 orens).
- Wolf Contract: Take twelve wolf hides to the Swamp hunter, Jean-Pierre.
Chapter II Trophies
- Return the following to Vincent for 400 orens each:
- The head of the cockatrice you defeat in the Great Escape quest.
- Archeospor root found on the road between the Bricklayers' Village and the Clay Pits. This is a tough plant, so be sure to have your Swallow potion handy and use the Igni sign, Steel Sword and Strong style.
Dice Poker Professional
- After completing Dice Poker Novice, beat any three of the following:
- Chapter II, Chapter III: Munro (Hairy Bear Inn)
- Chapter II, Chapter III: Thaler (His house)
- Chapter III: De Wett
- Chapter III: Velerad (The burgomeister)
- Chapter III: Hierophant (Druids' grove)
- Chapter IV: Tobias Hofman
- Chapter IV: Julian
- Chapter IV: The Hermit
Accomplice Witness
- Maarloeve asks you to question a prisoner held in the city dungeon named Jethro.
- Make your way to the dungeon.
- Jethro is stubborn. Bring a box of the drug fisstech to help get him talking.
- NOTE: If you opted to kill the Scoia'tael during the Chapter I Strangers in the Night sidequest, you may purchase fisstech from Coleman on the Dike during the day or at the Hairy Bear Inn at night. You may also retrieve some for free by killing a Salamandra at night at looting it from their corpse.
- After taking the fisstech to Jethro, he tells you that the prisoner was moved to St. Lebioda's Hospital. He can be questioned there at night.
- NOTE: If you fought the Cockatrice alone, bribe the guard with fifty orens or show him the ring from Vincent after completing the Suspect: Vincent sidequest.
- Once in the Hospital, go to the last room on the right.
- The prisoner provides Kalkstein's name.
- Use Group and Strong styles to deal with Ramsmeat's henchmen that attack after you obtain the information.
- TIP: Leave a food sacrifice on the Altar of Melitele before leaving the Hospital. This will earn the Veen'ah, Ghe'Crath and 'Oth sephirots. You can use these later when you complete the Mysterious Tower quest.
- Report back to Maarloeve after fighting the thugs.
Memory of a Blade
- Begins: Obtain a Silver Sword from Jethro.
- Objective: Ask people about the sword.
- Reward: Rune of the Earth
- Question the following people in this order about the sword:
- Jethro (dungeon)
- Thaler (at his house)
- The gambler (Hairy Bear Inn, during the day)
- The gardener behind St. Lebioda's Hospital
- Shani (at her house after 8 PM)
- Zoltan (in the streets at the north end of town)
- At the end of the quest, Zoltan gives you the Rune of the Earth.
Gravedigger's Gratitude
- Begins: Talk to the gravedigger after beginning the What Lies Beneath quest.
- Objective: Find proof of the suspect's innocence.
- Reward: Cemetery key
- You will need a pass to enter the cemetery.
- Without a pass, you will need to help the gravedigger settle a debt with Thaler.
- Run to Thaler's house and talk to him on behalf of the gravedigger.
- When the debt is settled, return to the gravedigger and let him know. He will allow you to enter.
- Make your way to the Crypt along the north wall.
- Ghouls and alghouls reside here.
- TIP: Make some necrophage oil and coat your blade with it to help with the alghouls before entering the Crypt.
- TIP: Remember to use Aard sign to knock them down for an easy kill. Strong style and the Silver Sword should make short work of them.
- Enter the Crypt.
- Take the first left and continue north.
- Use the Aard sign to get past the blocked passage.
- Destroy the graveir with Strong style and the Silver Sword.
- The body in the room will instantly solve the Vizima Confidential quest.
- Loot the corpse.
- Inform the gravedigger of your findings.
- Tell Kalkstein what you learned.
Anatomy of a Crime
- Visit Maarloeve after receiving his message.
- Pay him 200 orens.
- He tells you that the Hospital prisoner was killed and recommends an autopsy to discover more clues.
- Go to Shani's house in the evening.
- TIP: "Grandma" will show you the door unless you visit in the evening.
- Shani suggests some books to read and that you speak with certain people with knowledge of dead bodies.
- First speak with the gardener behind the Hospital about his military service.
- Next buy the book on Zerrikanian insects from the Antiquarian for 110 orens. Read it.
- Ask the gravedigger about forensic evidence.
- Bribe the gravedigger with a bottle of strong alcohol to bring the body to the Hospital.
- Meet Shani to perform the autopsy at midnight in the Hospital.
- With your research, ask Shani the questions that lead you to a suspect who is not on Maarloeve's list.
The Sentry
- Begins: When Vaska tells you about the Tower sentry and gives you the Tower card.
- Objective: Obtain the sephirot from the body of the Golem
- Reward: Neh'tza sephirah
- After Vaska gives you the tarot card, take it back to Kalkstein.
- Kalkstein tells you that you will need a lightning rod and a storm to awaken the golem and fight him.
- Purchase the lightning rod from the Order armorer for 70 orens.
- Now you must either wait for a storm, or purchase one at the eastern Druids' Grove from the elder druid for 500 orens.
- TIp: Head north to the Circle of Unwanted Power at the Druids' Grove to learn the Yrden sign.
- Once it is storming, click on the golem next to the three pylons.
- When the lightning strikes the golem, it will awaken to kill you.
- Left click on two of the pylons to activate them.
- Wait for the golem to be within the triangle.
- Being careful to remain outside of the triangle, click on the third pylon.
- Repeat this three times to kill the golem.
- Collect the Neh'tza sephirah and continue the Mysterious Tower quest.
Clay Pits
- Begins: One of the ten sephirah needed to open the Mage's Tower
- Objective: Help Vaska clear the Clay Pits of drowners
- Reward: Kezath sephirah
- Go to the Clay Pits west of Swamp's Landing.
- Slay the drowners with the Silver Sword and Group style.
- TIP: Switch to Strong style if necessary.
- Once slain, return to Vaska for the Kezath sephirot.
Pilgrimage - Cannibal
- Begins: Speak with Gramps at the Swamps
- Objective: Take Gramps to the Chapel. Go to Gramps' house to learn his secret
- Reward: Learn about the Swamps. Obtain the formula for the hanged man's venom oil
- Meet Gramps on the road between Swamp's Landing and Brickmakers' Village.
- Take him northwest to the Melitele Chapel.
- TIP: Gramps will provide useful information if you speak to him at any of the following locations:
- Clay Pits: Information on the Vodyanoi
- The Cave: Vran's Tomb treasure
- Mage's Tower: Information about the tower sentry
- Three Islands: Formula for Maribor Forest potion and King and Queen bomb
- Once you reach the Melitele Chapel, go to Gramps' house on the northeast side of the Swamp.
- NOTE: Gramps is a cannibal so you will see human skulls everywhere.
- Spare Gramps and he will reward you with the formula for the hanged man's venom oil.
- If you decide to fight him, you will need a Swallow potion first. He will need to be fought next to the deadly echinops plants with the Igni sign and Strong style.
Worth Its Weight In Gold
- Begins: Speak with Yaevinn in the Druids' Grove
- Objective: Take a letter to Golan Vivalidi in Vizima
- Reward: Yaevinn's trust
- Meet Yaevinn in the Druids' Grove.
- He asks you to deliver a letter to Golan Vivaldi in Vizima.
- Return to Vizima and choose if you would rather:
- Deliver the letter to Vivaldi, or
- Report the letter to the authorities and deliver it to Vincent Meiss.
- NOTE: Your decision impacts your relationship with the Scoia'tael and the other non-humans.
- Return to the Swamps.
- Yaevinn is waiting for you at the Scoia'tael training camp.
Force Recon
- Begins: Speak with Yaevinn at the Scoia'tael training camp.
- Objective: Escort troops to the golem's burial ground
- Reward: 200 orens
- Yaevinn will pay you 200 orens to escort four troops to the golem's burial ground to fight the Knights of the Order.
- Use either Swallow, Blizzard or Tawny Owl potions before the fight.
- Return to Yaevinn to collect your reward.
The Lost Lamb
- Begins: Speak with Vaska after the Clay Pits side mission
- Objective: Find a missing boy
- Reward: Become closer to the dryad
- Finish the Clay Pits side mission
- Vaska tells you that one of the village boys is missing and she suspects the dryads of taking him.
- Speak with the dryad in Druids' Grove. She explains that they only kidnap female children.
- NOTE: If you smooth talk her, she will spend some time alone with you.
- Return to Vaska with the information from the dryad.
- NOTE: This mission is completed during the Reaping Time quest in Chapter III.
Flowers and Gold
- Begins: Speak with Yaren at the Clearing
- Objective: Pick five beggatrick flowers
- Reward: Either 100 or 400 orens, depending on the choices you make
- Meet Yaren Bolt, a dwarf lumberjack camping in te Swamp Clearing.
- He asks you to bring him five beggatrick flowers from the Collapsed Tower northeast of Mage's Tower.
- Take the flowers to the ferryman.
- The ferryman will buy them for 400 orens.
- Bring the money to Yaren and give him half.
- NOTE: If you keep the entire payment, Yaren will pay less for completion of A Long Way From Home.
A Long Way From Home
- Begins: Talk to Yaren Bolt in the Clearing after completing the Clay Pits and Flowers and Gold
- Objective: Clear the road of monsters
- Reward: Either 100 or 400 orens, depending on the choice you made in Flowers and Gold
- Some monsters are terrorizing the lumberjacks on the road between the Clay Pits and the Clearing.
- Yaren asks you to get rid of the monsters.
- TIP: This quest must be completed immediately. If you stop mid-quest and journey to Vizima, all of the lumberjacks will be killed.
- You will meet some bloedzuigers, drowners and echinops on the road to the Clay Pits.
- Use the Silver Sword, Igni sign and Strong style to defeat them.
- Return to Vaska and talk to her about the vodyanoi. She tells you that Yaren needs to sacrifice his axe to them.
- Return to Yaren.
- Tell him that it is necessary for him to sacrifice the axe to gain safe passage on the road.
- He gives you the axe.
- Place it in the vodayanoi altar at the Clay Pits.
- A vodyanoi will exchange an amulet for the axe.
- Return to Yaren with the amulet and tell him that the road is safe.
- He will give you your reward.
The Rat
- Begins: After going to the Warehouse in the Suspect: Vincent quest.
- Objective: Kill monsters in the house
- Reward: 100 orens
- NOTE: This quest may only be completed if Coleman is alive and you have visited the Warehouse during the Suspect: Vincent quest.
- Find Coleman at the Hairy Bear Inn.
- He wants you to get rid of the monsters in a house.
- Head towards the gate to the Dike.
- The house is located on the right side of the road.
- Destroy the two wraiths inside the house with your Silver Sword and Strong style.
- TIP: You can obtain the three bottles of wine for Conrad to complete the A Most Uncommon Wine sidequest.
- Drink a Swallow potion.
- Go down the stairs in the house.
- Kill the four graveirs with your Silver Sword and Strong style.
- Locate the wine in a crate and take the bottles back to Conrad.
- Return to the Inn.
- Speak to the Innkeeper.
- The Innkeeper warns you about Coleman and tells you that he is on the Dike.
- Locate Coleman.
- He will pay you 100 orens.
- Completion of this task counts towards Vincent's innocence.
A Most Uncommon Wine
- Begins: Talk to Conrad at night in the Hairy Bear Inn.
- Objective: Retrieve wine from the graveirs in a house.
- Reward: Keep the wine. Each bottle is worth 240 orens.
- Head towards the gate to the Dike.
- The house is located on the right side of the road.
- Drink a Swallow potion.
- Go down the stairs in the house.
- Kill the four graveirs with your Silver Sword and Strong style.
- Locate the wine in a crate and take the bottles back to Conrad at the Inn.
Finders Keepers
- Begins: Speak with the con artist in front of the City Sewers between 6:30 and 8:30 A.M.
- Objective: Retrieve a ring from the Crypt in the Sewers.
- Reward: Loot
- The con artist gives you a key to the Crypt in the Sewers.
- He asks you to retrieve a ring from it for him.
- Go down into the Sewers.
- Make some necrophage oil to help with fighting the ghouls and graveirs.
- Enter the Crypt.
- Make your way through the Crypt, turning right whenever you can.
- Obtain the ring from the trunk.
- Return the ring to the con artist.
The Restless Ghost
- Begins: Near the Cemetery, speak to the Widow Zollstock at noon.
- Objective: Vanquish the ghost of Mr. Zollstock at night.
- Reward: 200 orens
- The Widow Hildegard Zollstock is being haunted by her husband.
- She asks you to send him back to his grave.
- Return to the Cemetery gate at midnight.
- Attack Mr. Zollstock's ghost with the Silver Sword and Strong style.
- Collect your reward from the widow.
The Haunted House
- Begins: Speaking with a thug in a house near the Warehouse
- Objective: Explore the Slum's haunted house
- Reward: One on one with a female half-elf
- Talk to the thug about treasure in a haunted house in the Slums.
- Mark the house on your map and head over there.
- When you get to the house, you realize you have been set up.
- Kill the thugs with your Steel Sword and Group style.
- The elf makes an appointment with you in one of the local houses.
- She helpos you to remember the Elder Language.
Working Girls
- Begins: Talk to Carmen
- Objective: Kill the Salamandra who are bothering the girls.
- Reward: 200 orens or free "favors"
- Talk to Carmen about the Salamandra harassing her girls.
- Their locations display on your map.
- Visit each location at night and fight the Salamandra.
- TIP: Be careful not to harm any of the knights who step in to help. If you accidentally kill one, bounty hunters will track you until you give them 1,000 orens.
- When the last girl is free, visit Carmen for your reward.
An Old Friend of Mine
- Begins: Talk to Shani at St. Lebioda's Hospital
- Objective: Collect five celandine and attend a party
- Reward: Time alone with Shani
- Shani asks you to retrieve five portions of celandine from the Swamp.
- TIP: Some of the celandine can be purchsaed from the Vizima herbalist for 12 orens each.
- After gathering the celandine and completing the Anatomy of a Crime quest, Shani invites you to a party.
- Buy Mettina Rose wine, Cherry Spirit and Temerian Rye from the Hairy Bear Inn waitress and bring them to the party.
- Buy some red roses from the gardener to bring for Shani.
- Attend the party at night.
- When you are sent downstairs, stay away from the old woman. If she sees you she will throw you out.
- NOTE: If this happens, use Meditation mode for an hour and return to the party.
- Upon your return, the party ends.
- Give the roses to Shani.
Safe Haven
- Begins: Go to the Dike and ask Leuvaarden for work.
- Objective: Kill five drowners at Swamp's Landing.
- Reward: 400 orens
- Talk to Leuvaarden and ask if he has any work.
- He asks you to kill the five drowners at Swamp's Landing.
- Take the ferry to Swamp's Landing.
- Kill the five drowners near the pier at night.
- Return to Leuvaarden
- Collect your reward.
Chapter III
- Awaken in Triss's apartment in the Vizima Trade Quarter after the Mysterious Tower battle with the Professor and Azar Javed.
- NOTE: It is approaching time to choose between fighting with the Knights of the Order or the Scoia'tael for the coming war.
The Source
- Triss asks you to place three sensors at different locations throughout the city to track an anomaly:
- The relief to the left of Vivaldi Bank
- The relief on the wall of the cemetery Chapel ruins
- The relief next to the Temple Quarter City Sewers.
- TIP: Use the teleport in Kalkstein's house to travel to Triss's apartment and the Mage's Tower.
- Return to Triss.
- She asks you to retrieve Alvin, the source of the anomaly, from St. Lebioda's Hospital.
- You run into Shani in the Temple Quarter on your way to the hospital.
- Shani warns you to have Triss stay away from Alvin.
- The minstrel, Dandelion, meets you at the hospital entrance. Alvin has been kidnapped and taken to the Salamandra's hideout.
- Proceed to the hidout.
- Use the Steel Sword, and Group and Fast styles to kill the Salamandra.
- Once Alvin is safe, you need to decide if he should go to Shani or Triss.
- NOTE: This decision impacts your relationship with each woman and affects future quests.
- Regardless of your choice, you are expected to act as a surrogate father to Alvin.
- TIP: Take a gold ruby ring to the woman you select to spend the night with her.
A Posh Reception
- Trish talks you into attending a party at the New Narakort Inn at 18:00.
- TIP: If you are late, try again the next day.
- After arriving at the Inn, go upstairs.
- Talk to Princess Adda, Burgomeister Velarad, Thaler and Leuvaarden.
- Speak with Triss.
- Speak to Thaler. He tells you that he is a spy for the king.
- Talk to Adda. She offers some alone time if you bring her a nice gift.
- TIP: If you decide in favor of her proposition, ask Thaler what her favorite dish is before meeting her.
- Thaler has you retrieve a letter from the next room before he will answer.
- TIP: If a fellow party goer catches you, bribe him to keep quiet with some alcohol.
- Ask Triss to conjure an illusion of Adda's favorite meal.
- After you bring it to her, follow her to a room to speak more privately.
- When you are finished with Adda, Triss a

