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- Developer: CD Projekt RED STUDIO
- Publisher: Atari
- Platform: PC
- Genre: Action/Role-Playing
- ESRB rating: Mature
- Release date: October 30, 2007
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This page is a full text walkthrough for the 2007 action/role-playing PC game The Witcher. The game is based on a book series of the same name by Polish author Andrzej Sapkowski. Our game guide has tips for each of the quests, as well as strategies for magical signs and meditation. Below the main text walkthrough we have included links to other walkthroughs, faqs and videos. Use the Table of Contents to jump to a particular section.
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The Witcher Walkthrough Questions
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Where/how do you do the research for your walkthroughs? 1 Answeraw, well thank you. I dont know if you would call it research. For the New Super Mario Brothers walkthrough I first recorded myself going through the level, the... read more
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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.
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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.
- Mouse: Controls the on-screen cursor.
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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
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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.
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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.
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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.
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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:
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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.
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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)
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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
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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.
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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.
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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)
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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.
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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.
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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.
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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.
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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.
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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 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
-
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)
- Beat any of the three following characters throughout the game to successfully complete the quest:
-
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.
-
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.
-
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 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.
- Triss asks you to place three sensors at different locations throughout the city to track an anomaly:
-
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 asks you to speak to Leuvaarden.
- Leuvaarden informs you of his plans to defeat the Salamandra, heavy into the fisstech drug trade
-
Lock and Key
- Complete the following side quests:
- Return to Leuvaarden at the New Narakort Inn with the information you uncover.
- He tells you to come back after he has had time to decode the document.
- NOTE: The document uncovers a plan to ally with the king from a Salamandra hideout in the quarantined section of the Trade Quarter.
- Speak with different guard officers until one recognizes the password.
- Meet that guard at midnight at the Trade Quarter Sewers.
- The officer is waiting at the Trade Quarter Sewers at the end of the corridor.
- Climb up the waiting ladder and run outside to the Salamandra building.
- Sneak up on the Salamandra.
- Kill them quickly, concentrating first on the mage.
- Use the Steel Sword and Strong style.
- After defeating the Salamandra, take the Power Stone from the mage's corpse and the Magic Stone from the platform in front of the mirror.
- Exit the building and encounter Vincent Meiss.
- You can choose to kill him or speak to him.
- NOTE: If you kill him, you cannot complete the Beauty and the Beast quest.
- Enter the Old Forge building.
- Go down the stairs into the cellar.
- Enter the Trade Quarter Sewers through the trap door and continue to the Trade Quarter.
- Return to the New Narakort Inn.
- Meet with Leuvaarden and Triss.
- They provide the location of the Salamandra Headquarters.
- It is now time to choose between helping the Scoia'tael or Knights of the Order.
- Choose by either visiting Siegfried at his post in the Temple Quarter to begin the Six Feet Under quest, or Yaevinn in the Swamp at the Druids' Grove to begin the Echoes of Yesterday quest.
-
Six Feet Under
- NOTE: This quest is undertaken if you opt to side with the Knights of the Order. Siegfried, their leader, does not fully trust you.
- Siegfried asks you to investigate the disappearance of his men from the cemetery.
- Walk to the center of the Cemetery.
- Meet one of the ghouls, Vetala, to learn more about the disappearances.
- Depending on how the conversation progresses, the quest can continue in one of three ways:
- Kill Vetela immediately and return to Siegfried for your 200 orens.
- Vetela tells you that the Scoia'tael are behind the disappearances. Rescue the Temerians from the Crypt. Release the Scoia'tael. Return to Siegfried for your 400 orens.
- Fight the Scoia'tael and let the Temerians die. Return to Siegfried for your 100 orens.
- After collecting your reward from Siegfried, ask him for help in defeating the Salamandra.
- As you are leaving the Cemetery, you receive a message that the bank is being robbed.
- This triggers the Gold Rush quest.
-
Echoes of Yesterday
- NOTE: This quest is undertaken if you opt to side with the Scoia'tael. Yaevinn, their leader, does not fully trust you.
- Meet Yaevinn at his post in the Swamps of Druids' Grove.
- He asks you to help his people in the Vizima Sewers.
- Enter the Sewers in the Temple District.
- Meet Ren Grouver, who directs you to the Elven Ruins entrance.
- Fight the bruxa who is threateningthe Scoia'tael with the Silver Sword, Igni and Fast style.
- Ask Yaevinn for help when he appears.
- Exit through the Temple Sewer to trigger the Gold Rush.
-
Gold Rush
- Follow the boy who tells you that the Scoia'tael have robbed Vivaldi's bank.
- Speak with Velerad in front of the bank.
- Choose to wait to fight the Scoia'tael with Siegfried or fighting them alone.
- NOTE: This decision affects which side you will fight with for the remainder of the game.
- Knights of the Order
- If you enter with Siegfried, you will go through the Town Hall.
- NOTE: If you negotiate with the Scoia'tael guard instead of killing him, Siegfried will leave you.
- Kill the guard.
- Continue to fight Soia'tael until you reach the bank door.
- Chase Yaevinn once you are inside and foil the robbery attempt.
- Speak with Velerad outside.
- Continue to Triss's house to begin The Unforgiven.
- Scoia'tael
- If you enter alone, you will fight with Yaevinn and the Scoia'tael.
- Enter through the warehouse building next to the bank, fighting any fleders you encounter.
- Find Yaevinn and help him escape.
- Use Strong style to defeat the Knights of the Order.
- Continue to the underground Elven Ruins and through a series of corridors.
- Fight Kikimores until you exit.
- Continue to Triss's house to begin The Unforgiven.
-
The Unforgiven
- Talk to Triss.
- Tell her that you found an ally.
- She arranges for you to meet her with Leuvaardan at New Narakort.
- If you decided to let Vincent live in Diplomacy and Hunting, he will warn you of the impending arrival of the Salamandra and will help you to fight them.
- If you opted to kill him, you are on your own.
- Use the Steel Sword, Aard sign, Igni sign and Strong style on the mage as quickly as possible.
- Talk to Leuvaarden and Triss upstairs after the fight.
- Triss teleports you to the Salamandra headquarters when De Wett appears with some of his men.
- Continue forward and use the Aard sign to remove any obstacles in your path.
- Loot any chests in the area. Pick up the book The Curse if you spot it.
- Head to the left into battle.
- Activate the Alvara Portal with the Power Stone from the dead mage's body in Diplomacy and Hunting.
- TIP: If you did not pick up the Power Stone, kill the Salamandra mage in the battle as quickly as possible and use his stone.
- NOTE: This allows your allies through and helps win the fight.
- Once the Salamandra have been killed, continue to the Professor and Azar Javed.
- Azar and the Professor separate you from your allies with a magical barrier.
- Fight the Professor in the next chamber.
- Use the Silver Sword, the Igni sign and Fast style to fight the Professor.
- The floor collapses after the fight.
- You immediately encounter the enemy Kikimore queen. She consumes the Professor and turns on you.
- Equip the Aard sign.
- Run from the queen, using the sign to knock down support beams after you have past them to slow her dwn.
- Run past the Kikimore workers, fighting them only if necessary.
- Stop at the other side of a large room filled with supports.
- Wait in the corridr until the queen is nearly out from under the supports and use the Aard sign to knock down the supports, bring down the ceiling and crush her.
- Loot the queen's body for the Professor's documents, Witcher's Secrets and Kikimore's Ire potion.
- Proceed to the surface.
- Princess Adda wants to have you executed.
- Triss teleports you away to begin Chapter IV.
-
Chapter III Contracts
- Obtain the following contract from the notice board in front of the New Narakort. Each one is worth 200 orens.
- Graveir Contract: Take five graveir bones to Velerad
- Fleder Contract: Take three fleder fangs to Velerad
- Ghoul Contract: Take twelve portions of blood to Velerad
- Kikimore Contract: Take ten Kikimore claws to Velerad
- Cockatrice Contract: Bring five cockatrice feathers to the Vivaldi Bank scribe
- Wyvern Contract: Bring the meat from three wyverns to the New Narakort innkeeper
-
Dice Poker The Sharper
- After completing Dice Poker Professional, beat any three of the following:
- Chapter III, Chapter IV: Dandelion
- Chapter III: The Sharper from the Gambling Den
- Chapter IV: Chiradean
- Chapter IV: Gambling ghost
-
Following the Thread
- Leuvaarden asks that you infiltrate the Salamandran drug operation.
- Speak to Jethro, the jailer. Jethro is a fisstech addict. Jethro sends you to speak wih ANgus.
- NOTE: Angus is a local drug dealer with a letter of safe conduct to the Salamandra hideout and the password.
- Meet with Angus in the Slums outside of the Hairy Bear Inn.
- Two things can happen when you speak with Angus.
- Mention Kalkstein in the conversation and Angus will sell you the letter for 1,500 orens.
- Scare Angus and follow him to his house. Wait until he enters. Kill him and get the letter and password from his corpse.
- Return to the sewers through the Dungeon.
- Continue northwest.
- Remove any obstacles with the Aard sign.
- Tell the two guards outside the hideout that you have come for some fisstech and provide the password (Thorn).
- TIP: If you say anything else, you will not be allowed access.
- Walk through the base and turn right onto the last corridor.
- A chest is in the room being guarded by two Salamandra.
- Prepare potions, oil your blade, ready the Steel Sword. Be prepared to use Group and Strong styles. Have the Aard and Igni signs ready.
- Use the Quen sign.
- Loot the chest.
- Get the letter from Gellert.
- Fight your way out. Some Knights of the Order are waiting to help at the entrance, so get there as soon as you can.
- Once all of the Salamandra are dead, return to Jethro.
- Jethro tells you how to find Gellert, the Salamandran drug leader.
- Read the letter from Gellert that you looted from the chest.
-
Reaping Time
- NOTE: The Salamandra are forcing the Swamp Bricklayers to gather herbs for the fisstech.
- Return to Vaska's house.
- Ask her about work.
- She tells you that the Salamandra have enslaved her people and asks you to kill them.
- Vaska provides each camp location where you can find the Salamandra.
- Northwest Ruined Tower
- Clearing south of the Druids' Grove
- Cave on the road between the Clearing and the Clay Pits
- Travel to each location.
- Slay each of the Salamandra with the Steel Sword and Strong style.
- Once all of the Salamandra are dead, the Bricklayers are freed.
- TIP: After killing the Salamandra in the Cave, follow the corridor to the north to the room with the cockatrices. Slay the cockatrices with the Silver Sword, Group style and the Aard sign. Gather some psilocybe mushrooms to save time for the Diplomacy and Hunting quest.
- TIP: You may run into enemy Kikimore warriors and workers. They will be vulnerable to the Igni sign and the Steel Sword.
- Return to Vaska once the Bricklayer slaves are freed.
- Vaska sends you to Hierophant to defeat the Salamandra slave boss.
-
Diplomacy and Hunting
- Speak to Hierophant during the day in the Druids' Grove.
- Hierophant asks for some psilocybe mushrooms to set a trap for the Salamandra.
- Return to the Swamps Cave for the mushrooms if you did not get them during the Reaping Time side quest.
- Mix some Swallow potions and insecticide oil. You will need them for the upcoming battle.
- Take Hierophant to the Clearing ambush spot.
- Ronald, the Salamandra boss, appears with some of his henchmen and Kikimore warriors.
- Slay the Kikimore warriors with the Silver Sword, Strong style and Igni sign.
- Once the Kikimore warriors are dispatched, take care of the Salamandra and Ronald.
- TIP: Restore vitality in the Druids' Grove if you have sustained any damage.
- Loot Ronald's body for the documents.
-
Beauty and the Beast
- Begins: Talk to Carmen at Swamp's Landing
- Objective: Lift the curse from Carmen's werewolf lover
- Reward: Help a needy friend
- Carmen tells you about being in love with a werewolf.
- Travel to the Druids' Grove to ask Hierophant how to lift the curse.
- Return to Carmen in the Slums and ask her to reveal the werewolf's identity.
- TIP: Finish the Lock and Key quest to obtain the name if Carmen will not tell you.
- Perform the following three actions in the proper order to cure the werewolf.
- Bring five leaves of fool's parsley to Carmen.
- Bring a virgin's tear from any of the Vizima women to Kalkstein and have him prepare a potion. Take the potion back to Carmen.
- Talk to the werewolf. It turns out that he is conflicted about their relationship. Tell him to choose love to lift the curse, or have him choose solitude to remain a werewolf.
- Whichever path you share with him, he will be helping you later in the game.
-
Blue Eyes
- Begins: Meet with Patrick de Weyze at the New Narakort.
- Objective: Find Patrick's missing sister
- Reward: 200 orens
- Begin your search by chatting with Carmen to see if she has any information.
- TIP: She will be at Swamp's Landing if you have not started the Beauty and the Beast quest, or at her home in the Slums if you have.
- Carmen has recently seen a blue-eyed girl at the House of the Queen of the Night in the Trade Quarter.
- The girl is inside the bordello near the foyer.
- Sleep with her to get more information. This will cost 500 orens.
- TIP: Do not bargain on the price. It will continue to increase if you do.
- Return to Patrick and let him know that his sister is a vampire prostitute.
- Return to the upstairs section of the House of the Queen of the Night. The bouncer will allow you access if you bribe him with 250 orens.
- Talk to the owner of the bordello.
- At this point several choices emerge. Kill her and return to Patrick.
- Spare her and she will sleep with you.
- If you spare her, Patrick will enter, accompanied by some Knights of the Order. You may either:
- Kill Patrick and the knights. This pleases Patrick's sister.
- Kill the vampiress, allowing Patrick to take his sister home.
- Remain neutral and kill them all.
-
Dandelion's Lute
- Begins: Talk to Dandelion in the New Narakort
- Objective: Find Dandelion's lute
- Reward: Helping a friend
- NOTE: A merchant has stolen Dandelion's lute.
- Go to the merchant's house in the Trade Quarter.
- You have the option of convincing him to return the lute with your words or fists.
- Retrieve the lute upstairs and return it to Dandelion.
-
Nurse In Distress
- Begins: Find the distressed nurse near the Hospital during the day
- Objective: Destroy the fleder in her grandmother's cellar
- Reward: 50 orens
- Go to the grandmother's house in the northeast section of the Temple Quarter after midnight.
- Enter the cellar and kill the fleder.
- Return to the nurse during the next day to collect your reward.
-
This Won't Hurt a Bit
- Begins: Speak with the dwarven dentist in his office at the Temple Quarter
- Objective: Gather items for his tooth collection
- Reward: Special Steel Sword
- Kill monsters, loot bodies and retrieve the following:
- Cemetaur jaw: 150 orens
- Fleder fangs: 100 orens
- Devourer teeth: 125 orens
- Alp fangs: 150 orens
- Animal fangs: 50 orens
- Famous fighter's tooth: 250 orens
- Barghest skull: 50 orens
-
Chapter IV
- Triss saves you from Princess Adda and transports you to the Lakeside on Vizima Lake.
- NOTE: Lakeside is a small town comprised of farms and villas where the Vodyanoi priests pray, water nymphs play and elven fugitives hide. They are in the midst of celebrating the mayor's daughter's upcoming wedding and their prize cow. The villagers are in the midst of a dispute with the Vodyanoi.
-
Ripples
- Your goal will be to help resolve the conflict between the Vodyanoi and the villagers.
- The quest begins when you talk to one of three people: the Lady of the Lake on Black Tern Island, Tobias Hoffman at his house, or the fisherman at his house.
- TIP: It is important to remain neutral.
- Start the The Paths of Destiny and Alvin quests.
- Speak to the Lady of the Lake and agree to help her with a problem on Black Tern Island.
- Ask Julian, the fisher king, for permission to use his boat to get to the island.
- Julian wants Dagon, one of the rogue Vodyanoi, killed.
- Go to Dagon's temple towards the back of the island.
- NOTE: To kill Dagon, you need to kill the Vodyanoi Dagon worshippers he summons. Dagon will die once you have killed approximately ten Vodyanoi.
- TIP: Use the Aard sign to knock them down or the Igni sign to burn them. Use the Silver Sword and Fast style to finish them off.
- Attack Dagon's acolyte in the temple.
- Kill the Vodyanoi that leap from the water before you finish off the acolyte.
- Once you kill the acolyte, Dagon appears.
- Kill Dagon with the Silver Sword.
- Return to Julian for your reward of a diamond.
- Meet the Vodyanoi priest at night at the Altar of the Lady of the Lake.
- The priest asks you to sacrifice the prize-winning cow from Murky Waters at the Vodyanoi Temple.
- Travel to Murky Waters.
- Buy some dried fruit and nuts from the local baker.
- Give the cow the dried fruit and nuts. He will follow you to the fisherman's boat.
- Take the boat to Black Tern Island.
- Lead the cow to the Temple and slaughter it.
- Kill Dagon with the Silver Sword when he appears.
- Return to the Vodyanoi priest at the Altar of the Lady of the Lake for your reward.
-
The Paths of Destiny
- Meet your fellow witcher, Berengar, inside the Crypt on the road to Murky Waters.
- Enter the Crypt.
- Use the Silver Sword to kill the bruxa, specters and alps.
- Follow Berengar outside.
- Build a fire.
- Berengar tells you about the witcher armor you will assemble in Armor, Part I.
- Speak to the Lady of the Lake about Berengar. She tells you about destiny and promises the gift of the Aerondight sword once you have completed the Ripples and The Heat of the Day quests.
- Complete the Ripples and The Heat of the Day quests and collect the sword.
- Prepare to leave Lakeside on the boat with Dandelion.
- Meet Berenger.
- Berenger explains his relationship with the Salamandra.
- Choose to kill him or spare him.
- NOTE: If you choose to kill him, use your new Aerondight sword and Fast Style. Collect his amulet as your reward.
- NOTE: If you choose to spare him, he will help you in a future battle.
-
Alvin
- Meet up with Dandelion as you enter the village of Murky Waters.
- Dandelion tells you that Alvin is at Alina's house.
- NOTE: Find Dandelion later at the Country Inn and he will provide an amulet to give Alvin.
- TIP: If you gave Alvin to Shani in Chapter III, Alvin will be on the shores of Murky Waters. Defeat the devourer with Silver Sword and Strong style.
- TIP: If you gave Alvin to Triss in Chapter III, Alvin will be in the Ruins to the southwest of Murky Waters. Kill the wraith guarding him, or play a game of dice with the wraith to win his release.
- Alvin has a vision related to Alina in the The Heat of the Day quest after he has been rescued.
- NOTE: Teach Alvin about life. The advice you give him slightly affects the story's ending.
-
The Heat of the Day
- Visit the bride-to-be Alina at her house. She is jealous because her sister, Celina, is spending too much time with her fiance, Julian, at the Country Inn.
- Exit Alina's house.
- Encounter Adam. He confesses his secret love for Alina.
- NOTE: If you don't have a chance encounter with Adam, find him at his house.
- Continue on to the Country Inn to meet Julian.
- You will find Julian in conversation with Celina.
- Celina later approaches you to discuss her envy of her sister.
- Return to Alina and reassure her that there is nothing to worry about.
- Find Alvin and give him the amulet from Dandeliion.
- Alvin has a vision.
- Find Julian at the Country Inn to tell him about the vision.
- Julian tells you that Alina is missing and asks you to find her.
- Go to the Fields at noon and look near the Hanged Men's Tree.
- TIP: Noonwraiths are a new enemy that can be defeated with the Silver Sword and Fast style, or spector oil.
- TIP: Use the Steel Sword and Fast style on any giant centipedes.
- Alina is one of the undead noonwraiths and attacks you. Defeat her with the Silver Sword and Fast style.
- Adam kills Celina. She turns into a noonwraith.
- Return to the Country Inn.
- Tell Julian the bad news.
- If you decide to share the name of Celina's murderer, Adam is confined to his house.
- Julian asks you to find a way for Alina to be at rest.
- It is easiest to ask Dandelion for instructions how to do this.
- TIP: Lady of the Lake, Berengar, the soothsayer or the Hermit in the Fields will have the same information.
- To put Alina to rest you will need to assemble five pieces of the Nehaleni broken mirror. Each of their locations is marked on the map.
- NOTE: Each piece is guarded by a midday bride specter. Bring some specter oil to take care of these guards.
- Take the pieces to the blacksmith in Murky Waters. He will assemble the pieces for 100 orens.
- You will need to leave the area and return for the mirror.
- Take the mirror to the Hanged Men's Tree and show it to Alina's ghost.
- NOTE: This solution does not work. Speak with the soothsayer by the Inn. The soothsayer is Abigail from Chapter I if you let her live. How you will help Alina's ghost depends on whether or not you helped Abigail in Chapter I.
- If you let the villagers murder Abigail
- If the villagers murdered Abigail, speak to Adam. You will find him at his house if you divulged his name to Julian. Otherwise he is camping near the Hanged Men's Tree.
- Adam commits suicide.
- He unites with Alina and they are both at peace.
- Return to Julian for your reward.
- If you helped Abigail
- Speak to Dandelion at the Country Inn.
- Discuss writing a wedding poem that speaks of death.
- Meet him at the Hanged Men's Tree in late evening.
- Dandelion recites the poem to Alina, but needs your help providing the following rhyming words in the following order:
- Deceased
- Ghost
- Celina appears.
- The sisters reconcile and are at peace.
- Return to Julian for your reward.
-
Free Elves
- Complete the Ripples and The Heat of the Day quests.
- Return to the Lady of the Lake to let her know your progress.
- Encounter an elf named White Rayla when you first get back to Lakeside.
- White Rayla tells you that the Murky Waters peasants are being held hostage by the Scoia'tael.
- Look for Dandelion in Murky Waters and talk to him about the Murky Waters peasants.
- Find Alvin in Murky Waters. He is being held prisoner by the Scoia'tael as well.
- Find Toruviel in Murky Waters. If you helped the Scoia'tael in Chapter II, he will ask you to help him escape.
- TIP: You will need to make another choice. This is the final choice that affects the game's outcome. If you help the elves, you will fight with the Scoia'tael. If you fight the elves, you will be fighting with the Knights of the Order. However, you cannot side with those you fought against in Chapter III's Gold Rush quest.
- Whoever you are fighting with, use the Steel Sword and Strong style to defeat your enemies.
- NOTE: Alvin disappears during the fight.
- Dandelion has you meet him on the boat at Lakeside.
- Sail to Vizima to begin Chapter V.
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Chapter IV Contracts
- Retrieve the following contracts from the notice boards at the crossroads south of Murky Waters. They are worth 250 orens each.
- Basilisk Contract: Bring three basilisk hides to Julian at the Country Inn.
- Wyvern Contract: Give three wyvern eggs to the Country Inn innkeeper.
- Devourer Contract: Read about devourers in Volume 2 of the Tome of Fear and Loathing. Bring ten devourer teeth to the soothsayer/Abigail at her house next to the Country Inn.
- Giant Centipede Contract: Take four giant centipede chitinouscarapaces to the elven craftsman at the elven Lakeside hideout.
- Alp Contract: Read about alps in Vampires: Facts and Myths and bring five alp teeth to Tobias Hoffman in Murky Waters.
-
Old Habits Die Hard
- Begins: Talk to Naiad on the shores of Lakeside's at the beginning of Chapter III
- Objective: Recover a necklace from Zephyr, one of the drowners
- Reward: An amulet granting protection from drowners and the choice of the Rune of the Moon, healing from Naiad as needed or a book on Vodyanoi
- Slay three groups of drowners to have Zephyr appear.
- The locations of the drowner groups are marked on the in-game mini-map.
- West of Naiad
- Boat dock on Black Tern Island
- River shore of Murky Waters
- Zephyr appears after the three groups of drowners are killed.
- Run him through with the Silver Sword and Fast style.
- Loot his corpse for the necklace.
- Return the necklace to Naiad.
-
Temptation
- Begins: Talk to the blacksmith's wife at his place
- Objective: Either put the succubus to sleep for the blacksmith or scare the succubus away for his wife
- Reward: Red meteorite from the blacksmith or herbarium from his wife
- Speak to the blacksmith's wife.
- She is sure is he cheaing on her with a succubus and asks you to bring her nine fistfuls of shimmering dust from slain noonwraiths to scare the succubus away.
- NOTE: If you tell the blacksmith what she has asked you to do, he will ask you to instead bring him nine fistfuls of shadow dust from slain devourers to fool his wife.
- Travel to the Fields.
- Decide if you will help the blacksmith or his wife.
- Depending on your decision, slay either noonwraiths or devourers.
- Bring the dust of one to the blacksmith or his wife to receive your reward.
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Minor Tribulations
- Begins: Go to the Dilapidated Bridge during daylight hours and speak to the mason
- Objective: Make peace between the griggs and the masons
- Reward: Either a book about wraiths or the archer's help during the final battle of the chapter
- Meet the mason by the bridge.
- He asks you to placate the griggs who are always destroying the bridge.
- Find the soothsayer/Abigail at the house near the Country Inn for information how to placate the griggs.
- She tells you to bring them a gift of a cat harness.
- Go to the Crypt in the Fields.
- The cat halter is hidden in the altar and guarded by alps and grievers.
- Destroy the monsters with your Silver Sword and retrieve the cat harness.
- Take the harness to the grigg's altar near the bridge and leave it there.
- The griggs give you a four-leaf clover in return.
- Take the four-leaf clover to the mason to receive your reward.
-
Hunting the Wild Hunt
- Begins: Speak with the hermit in his hut at the Fields
- Objective: Kill nine of the King of the Wild Hunt's wraiths
- Reward: An antiwraith amulet plus your choice of:
- A book on vampires
- Access to the hermit's cottage
- Immortelles wreath needed to disenchant Celina in The Heat of the Day quest.
- Collect two mandrake herbs from the barrow behind the hermit's hut.
- TIP: Prepae specter oil prior to beginning the quest.
- Bring the mandrakes to the eastern Druid's Circle at night.
- burn the mandrakes in the fireplace to keep the King of the Wild Hunt away.
- Kill the nine wraiths with the Steel Sword and return to the hermit for your reward.
-
Daily Bread
- Begins: Talk to Toruviel at the Elven Hideout on Lakeside
- Objective: Give bread to the elves
- Reward: Possibility of relations with a she-elf
- Toruviel gives you 20 orens to purchase five loaves of bread from the Murky Waters baker.
- Proceed to the baker.
- Each loaf costs 5 orens. The 20 orens from Toruviel will only purchase four. You may contribute the extra 5 orens to purchase the final loaf.
- Return to Toruviel and give her the loaves of bread.
- Enter the cave and speak to one of the she-elves.
- Steer the conversation to get to know her a bit better.
-
Armor, Part I
- Begins: Talk to Berengar
- Objective: Piece together the witcher's armor
- Reward: Raven's armor
- Talk to Berengar about the witcher's armor.
- Ask the Murky Waters blacksmith and elven craftsmen for additional information and they will fill you in about the armor's components.
- You will find the first two of the components now and the next two in Chapter V.
- Locate the notes of the elven minstrel in a sarcophagus in the Crypt in the Fields.
- Locate a piece of armor in a sarcophagus in the Crypt at Lakeside.
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Sweet Revenge
- Land on the Dike.
- Speak to Dandelion and Vincent (or the current captain of the guard if you opted to kill Vincent).
- Dandelion heads off with Vincent as you continue up the Dike towards Old Vizima.
- Encounter Zoltan.
- Zoltan charges you with either Hope Burns Bright, Under a Sky of Fire or The Flame that Cleanses quest.
- Continue to make your way into Old Vizima.
- Facques de Aldesbert, grand master of the Order, is in the midst of saving King Foltest, but is denied command of the army.
- King Foltest invites you for an audience in his chamber.
- The king orders you to destroy the Salamandra and help Princess Adda, now a striga.
- Speak to De Wett, Triss and Velerad in the Throne Room.
- Have another audience with the king.
- Talk to the chamberlain in the hall by the Throne Room.
- Return to Old Vizima.
- Begin the Her Highness the Striga quest.
- Start either the Hope Burns Bright, Under a Sky of Fire or The Flame that Cleanses quest to complete the Her Highness the Striga and Sweet Revenge quests.
- Meet Count De Wett with a group of Knights of the Order outside the Manor.
- NOTE: The Count cast the striga curse.
- Kill them with the Steel Sword and Strong style, using the Aard sign to knock the knights down.
- Continue towards the Manor.
- Meet up with White Rayla, now a mutant called Mutant Rayla.
- Equip yourself with Quen to protect yoursel from her attacks and use the Steel Sword to kill her.
- Continue once more towards the Old Manor courtyard, overrun with mutants and Salamandra.
- Use the Silver Sword on the mutants and the Steel Sword on the Salamandra.
- Proceed to the catacombs.
- Encounter more mutants.
- If you are neutral, Triss will bring some warriors to help you.
- If you are fighting with the Order, Siegfried will assist you with some knights.
- If you are on the side of the Scoia'tael, Yaevenn will help you with some of his rebels.
- Use Strong style against the mutants and Fast style against he mutant dogs.
- Once they are killed, mix some Blizzard potions, Swallow potions and antivenom before the battle.
- Descend into the catacombs after Azar.
- Kill any monsters you encounter with a Silver Sword.
- Find Azar. He tries to kill you with a koshchey, a giant crab.
- Use the Blizzard potion, Silver Sword, Strong style and Igni sign on the crab.
- Continue after Azar.
- You will meet two giant, slow, mutant greater brothers. Kill them with the Silver Sword and Strong style.
- Resume chase on Azar and catch up with im in the fnal chamber.
- If Berengar is still alive, he will help you to fight Azar. Otherwise, Berengar's medallion will weaken Azar.
- Use Quen, the Silver Sword and Fast style.
- After the fight, use the mirror to find out who the true villain is.
- Leave the catacombs.
- Speak with whichever ally helped you with the mutants.
- Continue back down the hill towards Vizima.
- Begin the Epilogue.
-
Her Highness the Striga
- Once all of the following are complete, you will learn that the real striga is located near an Old Chapel in the Cemetery on the Swamps.
- Kill the mutant at the Burning Tower in the Under a Sky of Fire quest.
- Talk to Kalkstein.
- Either the Hope Burns Bright, Under a Sky of Fire or The Flame that Cleanses quest.
- Enter the Swamps.
- Kill the bloedzuigers with the Silver Sword and Group style.
- Continue to the Swamps to the Old Chapel.
- Meet Vererad.
- Velerad leads you to the specific Crypt where the striga dwells.
- Enter the Crypt. Velerad locks the gate behind you. You will not be able to exit until the curse is lifted.
- Meditate until midnight at the last fireplace in the last corridor to the right.
- The striga will be waiting in a room down the corridor and to the right.
- To get the D'yaebl sword, you must disenchant her without killing her.
- To do this, let all the candles on the sarcophagus burn out and talk to Adda when Velerad lets you out.
- NOTE: If you did not help Adda earlier in the game, you will not get the D'yaebl sword anyway. In this case, go ahead and kill the striga. Use a Willow potion, the Quen sign, the Silver Sword with any available upgrades and Strong style.
- Take Ostrit's journal from the sarcophagus.
- Head back to the surface.
- Velerad will let you out to continue with the Sweet Revenge quest.
- Velerad suggests that you search for the Salamanda at the Old Manor to the east of the Cemetery on the Swamps.
- Once all of the following are complete, you will learn that the real striga is located near an Old Chapel in the Cemetery on the Swamps.
-
Hope Burns Bright
- This quest is necessary to complete if you are fighting with the Scoia'tael.
- Return to Viima after visiting King Foltest.
- Meet Zoltan.
- Zoltan asks for your help guiding peasant refugees to the Hospital.
- You will continue to fight against the Order in the Old Vizima alleys.
- TIP: Track the quest on your mini-map to avoid getting lost.
- Follow Zoltan to the first group of refugees.
- Lead them around the corner and down the next alley to the east, continuing your way to the Hospital.
- Speak to Shani when you get to the Hospital.
- A soldier enters and tells you that the striga is by the Burning Tower.
- NOTE: This is related to the Her Highness the Striga quest.
- The striga turns out to be a mutant. Kill it with the Silver Sword and Strong style.
- Return to Shani at the Hospital.
- The Knights of the Order are on a rampage. Kill them with the Steel Sword, Strong style and the Aard sign.
- Meet Toruviel and follow her to the hideout.
- Kill any knights along the way.
- Remove any obstacles with the Aard sign.
- Continue the Her Highness the Striga quest.
-
Under a Sky of Fire
- This quest is necessary to complete if you are neutral.
- Enter Old Vizima.
- Meet some nurses in the street. They will ask you to escort them to the Hospital.
- Since you are neutral, both sides may attack you, but are most likely too busy fighting each other.
- Speak to Shani when you get to the Hospital.
- A soldier enters and tells you that the striga is by the Burning Tower.
- NOTE: This is related to the Her Highness the Striga quest.
- The striga turns out to be a mutant. Kill it with the Silver Sword and Strong style.
- Return to Shani at the Hospital.
- The Scoia'tael and Knights of the Order are in the midst of a battle.
- Break up the two groups.
- Escort Shani to the Swamps to collect some herbs.
- Follow her to the gate, removing any obstacles with the Aard sign.
- Continue the Her Highness the Striga quest.
-
The Flame that Cleanses
- This quest is necessary to complete if you are fighting with the Order of the Flame.
- Enter Old Vizima.
- Meet White Rayla and escort her through the battle to the Hospital.
- Fight elven cmmandos along the way, if necessary.
- TIP: Run straight to the Hospital to avoid battles.
- Speak to Shani when you get to the Hospital.
- A soldier enters and tells you that the striga is by the Burning Tower.
- NOTE: This is related to the Her Highness the Striga quest.
- The striga turns out to be a mutant. Kill it with the Silver Sword and Strong style.
- Return to Shani at the Hospital.
- The Scoia'tael are attacking.
- Kill them.
- Chat with White Rayla.
- Head for the battle at the gate to the Swamps.
- Continue the Her Highness the Striga quest.
-
Chapter V Contracts
- Obtain the following contracts from the Hospital notice board. Each is worth 250 orens.
- Cemetaur Contract: Read Volume 2 of the Tome of Far and Loathing and take five cemetaur jaws to a refugee by the striga's crypt.
- Bloedzuiger Contract: Deliver ten portions of bloedzuiger blood to the druid in the Druid's Cave northeast of the Old Chapel.
- Garkain Contract: Take two vials of garkain saliva to Kalkstein in Old Vizima.
- Wraith Contract: Take four portions of death dust to Kalkstein in Old Vizima.
- Bruxa Contract: Take bruxa blood to Captain Jean-Pierre in Old Vizima.
-
Armor, Part II
- Begins: Depending which group you have aligned with, either:
- Speak with Triss inside the castle if you are neutral
- Speak to Zoltan after you leave the castle if you are with the Scoia'tael rebels
- Speak to White Rayla if you are with the Order
- Objective: Forge the witcher's armor
- Reward: Raven's armor
- Regardless of who you speak to, you are told to wpeak to a craftsmen in Old Vizima:
- Kalkstein if you are neutral
- The dwarven blacksmith if you are with the Scoia'tael rebels
- The order armorer if you are with the Order
- Collect the remainder of the armor pieces from the following locations:
- Count Ruyter's grave
- Raven's sarcophagus in Raven's Crypt
- You will need one final ingredient:
- Gnomish device from the entrance of the cave on the Swamp if you are with the Scoia'tael rebels. Hit the magical stone with the following combination of signs: Igni, Igni, Aard. Teleport to a hidden chamber. Recover the bifunctional fiber and alloy recirculator.
- St Gregory's littany from the striga's crypt if you are on the side of the Order. Hit the magical stone near the crypt with the following combination of signs: Igni, Igni, Aard. Teleport to a hidden chamber. Retrieve St Gregory's littany from his tomb.
- Magic formula from the rebel's cave south of the Old Chapel if you are neutral. Hit the magical stone near the crypt with the following combination of signs: Igni, Igni, Aard. Teleport to a hidden chamber. Retrieve the magic formula from the trunks.
- Take all four components to the craftsman.
- Return later to retrieve the armor.
-
Mud and Velvet
- Begins: Speak with Antoinette in the Castle
- Objective: Deliver money to the refugees in the Swamp Cemetery
- Reward: Either a bomb or 300 - 900 orens and a bomb
- Speak to Foltest in the Throne Room.
- Speak to Antoinette in the Throne Room.
- Antoinette asks you to bring some money to three groups of refugees in the Swamp Cemetery.
- As you meet each group, you may either keep the money or hand it over.
- After each group has been met, go to Jean-Pierre in Old Vizima to get your reward and the bomb.
- If you decided to keep the money, you need to either repay it or kill Jean-Pierre.
-
The Ashes of Vizima
- Speak with your ally:
- Triss if you were neutral
- Yaevinn if you were with the Scoia'tael
- Siegfried if you were with the Order
After determining that the grand master was behind the Salamander attacks all along, the king asks you to kill him.
- Head to the Slums where the grand master is giving a sermon.
- You run into Siegfried on the way attacking townspeople with a group of mutants.
- If you were neutral, either kill Siegfried or persuade him to leave you alone.
- If you were with the Scoia'tael, kill Siegfried and the mutants withhe Steel Sword, Aard sign and Strong style.
- If you were with the Order, Siegfried will turn and help you kill the mutants.
- Continue to the refugee hidout.
- Had downstairs to the cellar
- Check the trunk's contents. It contains:
- Ithlinne's Prophecy
- Zeugl potion recipe
- A key to another part of the cellar
- Go through a door to enter a house filled with mutants.
- Kill them with your Silver Sword.
- Head upstairs.
- Right click on the window to exit.
- Slaughter the large mutants with the Silver Sword and Strong style. Protect yourself with the Quen sign.
- Obtain the key to the Sewers from the wounded soldier.
- Enter the nearby house and locate the Sewer entrance inside.
- Make a Blizzard potion, antipoison potion and some Swallow potions.
- Enter the Sewers.
- Zeugl has many fast-moving tentacles, a large head and a big mouth.
- Use the Blizzard potion, Silver Sword and Group or Fast style to fight him.
- Cut the tentacles.
- Switch to Strong style and the Igni sign to hack at and burn Zeugl's head.
- Continue to slice and hack at his tentacles until he is dead.
- Exit the Sewers to the Slums.
- Make some necrophage oil before heading to the grand master.
- Head to the Knights of the Order cloister, killing any mutants you find along the way.
- Two guards block the entrance to the Cloister.
- Kill them with the Steel Sword and Strong style.
- Look their corpses for the key to the inner chamber.
- Speak to the grand master. After his spiel about power and a new world order, he teleports you to Vizima's future.
- Speak with your ally:
-
Frozen Reflections
- Trapped in the grand master's vision, you must access the heart of the vision to kill the grand master.
- The grand master flies to the top of a far off mountain.
- Kill the group of ifrits he sends your way with the Silver Sword and Group style.
- Make your way to the mountain top.
- Kill any skullheads with the Silver Sword, Strong style and Igni sign.
- If you helped Abigail n Chapter I, she will appear and boost your stats. If you let her die, you must now fight her using the Steel Sword.
- Use the necrophage oil to fight the wraiths.
- Once they are defeated you will either fight:
- Siegfried if you were on the Scoia'tael's side.
- Yaevinn if you were on the Order's side.
- Both if you were neutral.
- Encounter Alvin.
- The grand master appears.
- When you are close to the top of the mountain, either the striga or the werewolf will help you to fight the skullheads and mutants in your way.
- Jump over a precipice.
- Take a last few moments to meditate before the final battles with ifrits, mutants and the grand master. Create extra Swallows, Blizzard, Full Moon and any other useful potions.
- NOTE: The grand master is similar to Azar.
- The grand master throws ultrafast mutants your way. Use the Blizzard potions, Silver Sword, Fast style and Aard sign.
- Then you are circled by a group of ifrits with the grand master.
- Attack the ifrits that get in your way while you focus your efforts on the grand master with your Steel Sword and Strong style. Use the Aard sign to stun him and the Quen sign to protect yourself.
- At the end of the battle, the King of the Wild Hunt specter appears to collect the grand master's soul.
- Awaken in the Cloister near the grand master's body.
- Loot the body for the witcher's secrets and an amulet.
- Speak to Dandelion to end the game.
-
The Witcher Walkthroughs, FAQs and Guides Resources
- IGN: The Witcher Vault
- The Witcher Wiki: The Witcher Game Guide
- GameFAQs: The Witcher FAQs and Guides
- GameSpot: The Witcher FAQs and Walkthroughs
- NeoSeeker: The Witcher FAQs, Guides and Walkthroughs
- GamePressure.com: The Witcher Game Guide and Walkthrough
- GameBanshee: The Witcher Walkthrough
- Mike's RPG Center: The Witcher Walkthrough
- This page (before it was a full game guide) was originally created by Lynnelle L, a Part Time Guide in the Mahalo Greenhouse (see the original), and quality controlled by Mark B.
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