The Witcher - Enhanced Edition This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | The Witcher: Enhanced Edition | | | o======================================================================o Version: 1.01 Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "Witcher" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bioware, Atari, CDProjekt, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. 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Haeravon.com <----------------------------------------------------------------------> Yeah, there's a website, of course there's a website. You KNEW there would be a website eventually. If the meagre pickings of Facebook doesn't do it for you, if you want full articles, stories, opinion pieces, reviews, and even more in-depth gaming information provided by Haeravon and fellow contributors (die-hard nerds, one and all) check out Haeravon.com, a gaming community that really is made for-and by- gamers. Table of Contents o======================================================================o I. Introduction {INT000} 1. Using this FAQ {INT001} 2. Quests {INT002} 3. Active Pause {INT003} 4. Books {INT004} 5. Camera Modes {INT005} 6. Combat {INT006} 7. Spells {INT007} 8. Circles of the Elements {INT008} 9. Places of Power {INT009} 10. Boxing {INT010} 11. Dice Poker {INT011} 12. Alchemy {INT012} 13. Leveling Up {INT013} 14. Grinding {INT014} 15. Leveling Tips {INT015} 16. Storage {INT016} 17. The Witchers Three {INT017} 18. Localization {INT018} 19. DRM {INT019} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< II. Prologue 1. Defending Kaer Morhen {WLK000} (11 Steps) 2. A Potion for Triss {WLK001} (9 Steps) III. Chapter 1 1. Grinding Chapter 1 {WLK002} (20 Steps) 2. Questing the Country Inn {WLK003} (9 Steps) 3. Questing the Outskirts {WLK004} (26 Steps) 4. The Monsters of the Outskirts{WLK005} (9 Steps) IV. Chapter 2 1. Grinding Chapter 2 {WLK006} (9 Steps) 2. Questing the Hairy Bear {WLK007} (36 Steps) 3. Questing the Temple District {WLK008} (43 Steps) 4. Questing the Swamp Forest {WLK009} (30 Steps) V. Chapter 3 1. Grinding Chapter 3 {WLK010} (4 Steps) 2. The Bleinheim Brothers and Everything in Between {WLK011} (40 Steps) 3. Questing the Trade Quarter {WLK012} (40 Steps) 4. Revelations {WLK013} (39 Steps) VI. Chapter 4 1. Murky Waters {WLK014} (40 Steps) 2. Sororicide, Deicide, Genocide{WLK015} (40 Steps) VII. Chapter 5 1. Vizima in Flames {WLK016} (34 Steps) 2. Questing the Swamp Cemetery {WLK017} (30 Steps) 3. Old Manor {WLK018} (13 Steps) VIII. Epilogue 1. A Seed That Will Not Sprout, {WLK019} But Burst Into Flames (11 Steps) 2. The Time of the White Frost {WLK020} and White Light (17 Steps) Total Walkthrough: 510 Steps >>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<< IX. Quests {QST000} 1. Prologue {QST001} 2. Chapter 1 {QST002} 3. Chapter 2 {QST003} 4. Chapter 3 {QST004} 5. Chapter 4 {QST005} 6. Chapter 5 {QST006} 7. Epilogue {QST007} X. Sex Cards {SEX000} 1. Prologue {SEX001} 2. Chapter 1 {SEX002} 3. Chapter 2 {SEX003} 4. Chapter 3 {SEX004} 5. Chapter 4 {SEX005} 6. Chapter 5 {SEX006} XI. Items List {ITM000} 1. Alchemical Ingredients {ITM001} 2. Alcohol {ITM002} 3. Blade Coatings (Oils) {ITM003} 4. Bombs {ITM004} 5. Books {ITM005} 6. Greases {ITM006} 7. Potions {ITM007} 8. Powders {ITM008} 9. Weapon Upgrades {ITM009} 10. Weapons {ITM010} XII. Bestiary {BST000} XIII. Updates/Thanks {UPD000} *Note: When searching for items in the FAQ, be sure to include the {} brackets. When I reference other parts of the FAQ outside of the index, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I tell you to refer to another part of the walkthrough in the walkthrough itself, I'll refer to that section as [WLK###], when it should be understood to search for {WLK###}. This is an organizational scheme used to prevent you from having to scroll through several referential brackets in order to find what you're looking for, as I reference other parts of the FAQ more frequently in this guide than I do in other FAQs I have written. o======================================================================o | | | Introduction {INT000} | | | o======================================================================o I've been wanting to write a FAQ for the Witcher for a while now, and in all honesty, it was the second full FAQ I attempted to write.. and ultimately failed at. Icewind Dale had prepared me somewhat for FAQ- writing, but I had yet to devise my current organizational scheme which made this process so much easier, and entering a game like the Witcher without a scheme just left me working on what quickly became a disorganized mess. So I abandoned the project and did a somewhat more modest FAQ for Mass Effect. Ultimately it was the Fallout 3 FAQ, which began as a simple Character Creation FAQ (much easier to write than a Full FAQ/Walkthrough), that allowed me to return to this project-as it was there, in that immense game-that I started to really get organized. In Mass Effect I broke up large area transitions and introduced the three major headings (see 'Using this FAQ' below), but it was in Fallout 3 where everything really came together. After that project, I was pretty confident that I could write a FAQ about any game mankind has yet devised. With that confidence, I went back a generation and wrote about my favorite RPGs of all time-the Baldur's Gate games-before finding my way back to the Witcher. I'm quite aware that every copy of the Enhanced Edition shipped with a rather convenient game guide, an anomaly in the world of gaming (I haven't seen a game come with a guide for it since.. well, Starcraft, and before that, Hero's Quest-aka Quest for Glory.) Still, since nobody has slapped down any real money to coerce me into writing a FAQ for one game or another, I'll continue to write FAQs as a labor of love, rather than to fulfill some need there might be for such a FAQ. Ultimately in the case of the Witcher I had a genuine desire to comment on the game, and this is my chosen venue for such an adventure, and I fully intend to give the sequel the same treatment. In any event, this guide will give information you won't find in the game guide, and unlike said game guide, everybody will have access to it, whether they bought the game used, through Steam, or in case they lost it (my personal bane when it comes to such things). Allow me to pursue my time wasting hobby of commenting on my time wasting hobby, and if it helps make this game in any way more playable or enjoyable for you.. then everybody wins. As for the game itself? Screw Dragon Age, the Witcher is the real 'spiritual successor' to Baldur's Gate. Sure, it's not a party-driven game, but I find it to be a much more immersive RPG. Geralt is a blank slate who just serves one purpose-to provide the same lack of understanding of the Witcher's game world in the protagonist that we all have as players going into the game. Lots of players of Baldur's Gate were familiar with the Forgotten Realms, but how many of us were familiar with Andrzej Sapkowski? The game world is pure, gritty, medieval fantasy with an excellent story and memorable NPCs. I know as a FAQ-writer it's not my place to review a game, and certainly talking about its subjective elements is mostly a waste of time, but know this-I don't tend to write FAQs about games I'm not fond of.. except for Dragon Age 2, which was just a greedy attempt to secure hits, and I apologize for being a tool and a sell-out. Unfortunately, those of us who bought and played the Witcher were viewed as the 'few, brave souls' who gave it a chance. And it was well-deserved chance, for the Witcher is perhaps the best fantasy RPG to come out in years. For the sake of games like this, I feel I should advocate it. How else are we going to keep great RPGs like this on shelves unless fans of the genre support it? Don't take my word for it, though. You're reading a FAQ, not a review, so chances are you already bought it. Play it, and find out for yourself. Any game where an NPC shouts "Your mother sucks dwarf cock" is a winner in my book, however. Anyway, this is how this FAQ will work, I'll have the full walkthrough for you folks who want everything explained, step-by-step, and it's my intention that you won't miss anything no matter what you do and what sides you take. In addition to the times I've played through this game previously, for this FAQ I completed three additional play-throughs. One time I'll play through as the consumate Witcher-I won't pay attention to morality, I won't pick sides, and I won't play politics. On the other play-throughs I'll let my conscience be my guide, I play politics, and I'll pick sides. For more information on these three Geralts see 'The Witchers Three' section of the FAQ [INT017]. Please note, however, that my goal here is not so much to note the outcome of every possibility on a text file-I'm here to help people seek out the best options for resolving quests whenever possible. If the quest branches into several subjective political routes, they will be recorded, but I feel no compulsion to fail quests just so I can relate what long-term effects such incompetence will cause. For example, whoever you side with at the end of Chapter 1 is more or less subjective, and either approach will be recorded. On the other hand, the 'Suspect' quests in Chapter 2 have right-and-wrong conclusions, and it will be the approach of this guide to correctly resolve those quests. Above all else, this is a FAQ written by somebody with too much time on their hands, and perhaps too much fondness for RPGs. It's not a brief look at the game, and perhaps it's a fault, but I expect people going through my FAQs to desire to spend some time on the game and see pretty much everything there is to see. I know it's my intention to do so when I play games, and I just assume it's yours, as well. This-like most of my FAQs-tends to be more power-gamey, and the casual gamer might find my grinding regime and completionist tendencies to be over-bearing. So be it. I'd rather my FAQs be pretentious and exhaustive whenever possible, rather than be under-developed and incomplete. Using this FAQ {INT001} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ.. mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. I'll sometimes substitute the thick area transition line for a thin line. I usually do this when entering and leaving the same areas multiple times in a short time frame, or when we briefly enter-or pass through-an area, but do not explore it in detail at that time. Or if I consider the area somehow minor or insignificant. Sequence of Events <----------------------------------------------------------------------> Unlike some of my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Quests {INT002} o======================================================================o As this is an RPG, its very substance is the quests you'll be performing. Many Sequences of Events in the walkthrough will simply be the start-to-end completion of a single quest. Despite this, I will not hold myself to such a rigid formula in the walkthrough, sometimes multiple quests will be updated at a time, while quests might be started in one Sequence, but finished in another. Individual 'phases' of each quest, as the quests are organised in the in-game journal will not be noted in this guide. You will, however, be noted whenever a reward is forthcoming from the completion of a phase or quest under the heading ***REWARD***. Active Pause {INT003} o======================================================================o If you've played Baldur's Gate, Dungeon Siege, Neverwinter Nights, or anything like that, you'll be familiar with the pause function of the Witcher. Press spacebar, and the game pauses. Since you don't have a party, and pausing is disruptive to chaining combos, I find pausing in this game to be less effective than in other games. Except to switch to a more prevelant threat, there's not much of a case for pausing since you only control one character, but it's there if you need it. Books {INT004} o======================================================================o Books in The Witcher aren't just for back story.. Granted, some ARE just for back story, but all books update your Journal, including entries on Characters, Formulas, Monsters, and Ingredients. Without these entries, you may not be able recover many alchemy ingredients from monsters and plants, and you may not be able to access certain dialogue options. Not only do thi make killing monsters less profitable, it makes some quests impossible to complete. You can't very well give somebody Ghoul Blood if you cannot harvest it, can you? And you can't question a character on their alchemical theories if you don't know them. You should buy as many books as you can-they pay for themselves. Local Antiquaries will sell you books, and you can also recieve books from characters during quests and as loot. For more information about books, see the Items section of the FAQ [ITM005]. Camera Modes {INT005} o======================================================================o There are a number of camera modes you can choose from in the Witcher. The most useful is the far Isometric camera. It lets you see more of the field, which is good for combat. Near Isometric is much of the same, but closer to Geralt. Third Person (like in Gears of War) puts the camera behind Geralt's shoulder. It's fun to run around outside of combat with this mode, since it makes the game world more immersive to be so close. Targeting in combat while in third person mode is tricky, and reacting to multiple enemies is almost impossible. I use distant Isometric (F1) for combat and most field navigation, and I use third person (F3) for talking, quests, and boxing. Note: On my last playthrough with the new computer me and my girlfriend bought, I was able to jack all the graphical settings up to max, which made playing in the Third-Person camera mode an absolute joy. Combat is more difficult in this mode, sure, but with a more reliable computer (8gb RAM, 2gb video card, and an 8-core 3.4ghz processor) there are less (read: no) frameskips, making OTS fighting possible, if not quite as easy as the isometric camera. Combat {INT006} o======================================================================o Combat in the Witcher is pretty simple. You left click on an enemy to attack, and when you get the flaming sword icon, you click again to advance to the next attack sequence in the attack chain. Where combat gets its depth is through the various styles, useful in different situations against different foes.. and of course potions and signs that can be used to shake things up. You also have various weapons with which to employ your syles. Witcher Steel/Witcher Silver/Normal/Miscellaneous Weapon <----------------------------------------------------------------------> Your Witcher Steel and your Normal weapons are good against humans. For a great portion of the game, your Witcher Steel will do more damage than any Normal weapons you find. Miscellaneous weapons are usually one-handed weapons, such as daggers, hand axes, flails, and so forth. Your Witcher Silver weapon is your go-to weapon for any and all monsters you come across. Strong Style: (Hotkey 'Z') <----------------------------------------------------------------------> This style is best against slower, stronger opponents. Yes, you fight fire with fire. Fast opponents will only dodge Strong attacks. Once you level up a great deal, your attack rating will be high enough to hit faster enemies with the Strong Style.. most of the time. It might be worth discarding the Fast Style just for the stupendous damage output of the Strong Style, once you can pull it off. Fast Style: (Hotkey 'X') <----------------------------------------------------------------------> The Fast style is for.. well.. Fast opponents. You can really use this style against any foe, but your damage output will be sorely impared compared to using the Strong style. Against Fast opponents, this style is a must.. at least until you boost your attack. Group Style: (Hotkey 'C') <----------------------------------------------------------------------> Any time you're up against three or more foes this style is ideal, especially against multiple weaker enemies. The damage output really ramps up when you've got a crowd to deal with. Keep in mind, against several powerful enemies, discretion is a better tactic than relying on the Group style. Dodging <----------------------------------------------------------------------> While in Isometric camera mode, you can dodge by double-clicking on an area of ground where the monster isn't attacking. Ideally behind the monster or back. This will make Geralt dodge out of the way. Only enemies with slow, powerful, obvious attacks make this ability useful, like wyverns. In most cases, it's a better idea to just keep the pressure up. In Third-Person camera mode you double click a direction button to dodge in that direction. Of course, it doesn't seem to matter whether I'm playing on a computer with no frameskips or not, I still can't dodge Bloedzuigers. Oh well. The best use of Geralt's ability to dodge is to escape sticky situations. As long as Geralt has his sword out, Geralt will perform various acrobatics if you dodge. He's fully capable of vaulting over enemies, so if you're ever feeling boxed in, dodging 'towards' an enemy will allow Geralt to leap to safety. Other Useful Buttons (Default WASD Keyboard Setting) <----------------------------------------------------------------------> Q: Select first weapon (typically reserved for steel sword). If you already have the selected weapon out and ready, pressing 'Q' again cycles through combat styles. E: Select second weapon (typically reserved for silver sword.) If you already have the selected weapon out and ready, pressing 'E' again cycles through combat styles. R: Select third weapon (substitute full-sized weapon. If you already have the selected weapon out and ready, pressing 'R' again cycles through combat styles. U: Select fourth weapon (side-arm). Tab: Sheaths weapon. WASD: Directional movement buttons. Double-clicking one of these buttons while in combat will cause Geralt to tumble or dodge. F: Quick 180-degree spin. Causes Geralt to about-face. G: In OTS camera mode, causes the camera to shift between shoulder-views. -: Switch Sign (down). +: Switch Sign (up). Spells {INT007} o======================================================================o Geralt can cast a number of spells - or Signs - and although you can technically focus Geralt's talents on building up Signs, the rate of talent point accumulation renders Signs much weaker than Geralt's swords until mid-way through the game. Geralt has signs that deal direct damage (Ingi), allows him to set disabling and damaging traps (Yrden), knock around debris and enemies-potentially setting up even stronger enemies for one-hit kills (Aard), create time-buying defensive barriers (Quen), and charm enemies (Axii). It's a versatile group, and although it might seem limited, it really covers most of the basics without undue repeatition. Still, Geralt's main tools are swords. You'll constantly find enemies resistant to status effects (like most undead), and your Endurance level will limit the frequency with which Geralt can fall back on his Signs. Granted, with some Gold Talents invested into Endurance and Intelligence his Endurance level and Endurance regeneration rate removes this limitation to a large degree, they're still limited in a way swords simply aren't. Signs are wonderful-and I use a healthy mix of both to create a supremely potent Witcher-but you'll suffer more if you neglect your swords than you will if you neglect Signs. Once Chapter 3 starts Geralt can level quickly, easily, and often. With the investment of four Gold Talents and a dozen Silver Talents (ideally purchased between levels 30 to 35) they can go from enemy softeners to downright fight winners. No Sign shows this progression better than Igni. In Chapter 1, it's best used to light fires so you can rest. In Chapter 2, its inceneration can speed up select fights, but by Chapter 3 it can be used to clear out groups of enemies by itself-and rather economically, too. Aard Sign: (Hotkey '1') <----------------------------------------------------------------------> This spell is essentially a telekinetic blast, useful for dislodging rubble and knocking down enemies for a coup-de-grace. It's the first Witcher sign you learn, and it's also one of the best. I still put it behind my Sword Styles in priority when it comes to leveling, but it's a handy ability to be able to get pressure off, knock down singular strong enemies, or disarm attackers. If you invest in charging the Sign up it'll gain a greater radius, which is nice for dealing with groups of humanoid elements-especially if you focus on improving the Knockdown, Stun, and especially the Disarm properties of the spell. It might seem like a waste to do this (after all, no matter how many foes you effect, you'll only have to time to coup-de-grace one or two of them) the fact that you can disable large groups gives you time to eliminate a few to take the pressure off, and while they're down you'll be regenerating Vitality and Endurance. Ultimately Igni is a better crowd control spell, but the fact that Student, Apprentice, etc. increase your Sign intensity for the Aard spell make them worth getting. In fact, if you're a fan of Aard, there really aren't any bogus talents in the tree. Quen Sign (Hotkey: '2') <----------------------------------------------------------------------> Quen is a handy little sign that creates a protective barrier around Geralt. Although not initially impressive, Geralt learns the sign late enough that it can be quickly upgraded to absorb a fair amount of damage. It's not, however, a defensive compliment, as attacking or casting another Sign will terminate your current barrier. It's therefore meant to buy you time to apply buffs, such as potions and oils, or to get into better position. Honestly, on the default difficulty it's not a terribly useful spell, and many of its upgrades aren't terribly necessary. For example, the 'Barrier III' ability improves your Stun and Knockdown resistances while protected with Quen.. but you can gain plenty of resistances to these and other status effects in the Attribute trees-and these ones are permanent. On the other hand, the Acid and Fire Resistances aren't something that can really be replicated otherwise. The charged-up version of the sign causes enemies to take damage when they attack you, and can even knock them down, making it an interesting passive-aggressive option that I can almost never find a real good reason to use. Yrden Sign (Hotkey: '3') <----------------------------------------------------------------------> When Geralt casts Yrden he'll scribe a symbol on the ground, which then becomes a magical trap awaiting enemies foolish enough to tread upon it. Once they do, the Sign triggers and the enemies take some minor damage, as well as being subjected to a host of status effects, including Pain, and (with upgrades) Poisoning and Blinding, as well as inflicting attack and dodge penalties. It's a decent spell, and really, nothing else fills its niche. It's best used before you enter combat-cast the spell on a bottleneck, doorway, or other narrow path and lure enemies onto it. A few things prevent it from being great, however. First, many enemies are immune to its effects, and if you're dealing with humanoids, you might as well just use Aard. Second, although it has multiple charges, its radius is rather small, and it will usually only effect an enemy once as they cross it. It would be infinitely more useful if it consistently attacked enemies standing upon it-and sometimes it does, if you stand behind the Sign and force them to attack over it-but most of the time it will not. Third, it just doesn't do enough damage. If you want to harass enemies, Aard is better, if you want to damage them, Igni is better. If you charge the spell up, Geralt will stomp the ground, causing the Yrden Sign to automatically trigger and harm all enemies within a larger radius. It's a nice area of effect attack, but it's much, much weaker than Igni, and once maxed Igni itself has a 360-degree radius.. without charging. One more minor gripe is the fact that Yrden takes longer to cast than Aard and Igni. Still, its utility as an ambush-Sign gives Geralt a tactical option otherwise unavailable.. without Bombs, anyways. You can cast a Yrden before a big fight, wait for your Endurance to regenerate, lure the enemies onto it, and begin the fight at a decided advantage. You can only have one Yrden Sign active at once (although using the charged, area-of-effect form won't dispel an active normal Yrden Sign.) Igni Sign (Hotkey: '4') <----------------------------------------------------------------------> Igni shoots a cone (or a bolt, if you charge it up and have the right talents) of fire. It's pretty weak at a first, but at higher levels its damage can get high enough to down Drowners in one shot. The real fun part is the inceneration, which can deal heavy, persistent damage to enemies. At higher levels, it's often worth blasting a strong enemy before going at them with your sword in the hopes of setting them on fire.. or as a parting shot before running away to regroup. It won't get you coup-de-graces like Aard will, but it still comes in handy. If you diligently level Endurance and Intelligence, Igni can become the best crowd-clearing attack at Geralt's disposal. It can become so powerful that two shots can down even moderately powerful enemies, and Geralt's full Endurance bar can dispatch even the strongest of non-boss monsters. Last but not least, you can also use it to light Fireplaces, which eliminates the need for Flint entirely. Axii Sign (Hotkey: '5') <----------------------------------------------------------------------> The Axii Sign is a pure status-affecting spell with a few dubious qualities. The base spell which causes 'Hex' essentially gives you a chance to inflict the enemy with several incompatible statuses. Temporarily making the enemy an ally, for one, and on top of that putting them to sleep or blinding them. If you convert an enemy, why would you want said convert to be sleeping or blind? On top of that, you can only affect one enemy at a time with Hex-targeting a new enemy dispels the Hex on the previous one. With the investment of a gold talent you can inflict another enemy with Hex. If you can't tell, I'm not a fan. On the other hand, the powered-up version of the spell can cause fear in a large radius around Geralt, and while I'm typically not much of a fan of enemies scattering, against particularly large groups of foes it can buy you some time and deflect some aggression. Also, unlike the Hex function of the spell, causing fear doesn't render the affected foe(s) immune to your attacks-especially follow-up Igni blasts. Overall, I really can't recommend investing the points required to make this Sign powerful enough to use. Circles of the Elements {INT008} o======================================================================o Circles of the Elements are handy little stones that teach you new spells. Once you've learned the spell that circle teaches, it'll persist as a replenishing power-up that will enhance the effectiveness of the related sign for a duration. It can be a pretty handy to activate a circle to empower your Igni or Aard sign before an engagement. Places of Power {INT009} o======================================================================o Places of Power are areas of extreme magical intensity, where even novices like Geralt can draw power to enhance their spell-casting powers for a rather generous duration. You can initially perform the 'Ritual of Magic', which increases your base sign intensity by 100% for five hours-a whopping bonus. If you advance through the Intelligence tree and purchase the talents 'Knowledge of the Cleansing Ritual' and 'Knowledge of the Life Ritual', you'll gain the ability to perform those at Places of Power, too. If you perform the 'Ritual of Purification' you'll reduce your toxicity, and if you perform the 'Ritual of Life' you'll gain increased Vitality regeneration for an hour and a half. All in all, Places of Power are pretty cool, especially since their best ritual doesn't require any talents. Boxing {INT010} o======================================================================o A nice way to make money, you can box with a number of chaps in any bar. Half of them will box you, at which you make a wager (you can always get them to go to at least twice their base wager.) Left-click to hit them, then right click and hold to dodge. Some enemies you can just click away on and wail on them, others you have to hit-dodge to avoid taking damage. It doesn't matter, you're strong enough that it's really, REALLY hard to lose a fight, even against the quest fighters. Which brings us to the moral of the story-don't get into fights with genetically modified mutant super-warriors. o===============o===============o | Boxers |Initial| Max. | | | Bet | Bet | o===============o===============o | Wimpy Fist | 5 | 10 | | Fighter | | | |---------------|-------|-------| | Fist Fighter | 10 | 20 | |---------------|-------|-------| | Tough Fist | 20 | 50 | | Fighter | | | |---------------|-------|-------| | Professional | 50 | 100 | | Fist Fighter | | | o===============o===============o o===============o===============o===============================o | Locations | Quest | Reward | | (Chapter) | Boxer | | o===============o===============o===============================O | | | 100 Orens | | | | or | | Country Inn | Fat Fred | Zerrikanian Spirit x2, Bread, | | (Chapter 1) | | Mutton Leg, Cheese | | | | or | | | | Gold Diamond Ring | |---------------|---------------|-------------------------------| | | | Mandrake Cordial x2 | | Hairy Bear | | or | | (Chapter 2) | Butter Bean | Golden Necklace | | | | or | | | | 150 Orens | |---------------|---------------|-------------------------------| | | | Red Meteorite and Svarog Rune | | | | Stone | | New Narakort | | or | | (Chapter 3) |Andrew Gablodda| Earth Rune and | | | | Savarog Rune Stone | | | | or | | | | 300 Orens | |---------------|---------------|-------------------------------| | | | 500 Orens | | Country Inn | | or | | (Chapter 4) | The Rock | Yellow Meteorite | | | | or | | | | Moon Rune | |---------------|---------------|-------------------------------| |Refugees' Cave | Zdenek | Famous Fist Fighter's Tooth | o===============o===============o===============================o Boxing Tips <----------------------------------------------------------------------> Boxing isn't too difficult, as I've said before. If you get the 'Brawl' talent you can charge up attacks and unleash a devastating cheap-shot. It'll deal a huge amount of damage if it connects, if it doesn't win the fight outright. If you get the 'Fistfight' talent it'll unlock new moves, which Geralt will randomly perform during fistfights instead of normal attacks. These are purely beneficial, and tend to strike twice for each successful hit, instead of once like normal attacks. Neither talent is necessary. The way to win every boxing match? Make an attack, (left-click) and immediately after the attack dodge (right-click). Don't hold the dodge button down, as normal, just tap it. This resets the animations. Immediately after letting go of the dodge button, attack again. Continue until victorious. Granted, some of the stronger fist-fighters will dodge some attacks, and sometimes the opponent will get the first hit in, but if you attack-dodge-attack-dodge~ you should almost never take any damage-much less lose. Dice Poker {INT011} o======================================================================o This mini-game is absolutely aggravating at times. I hate it. But it makes good money, especially in the later chapters. It's really simple, poker with dice, best two-out-of three rounds wins the game. I just save and reload until I win, and I'd be surprised if others do not. If you think it makes you gosu or hardcore, by all means, you play those dice without resetting. For me, I want positive cash flow. o===============o===============o===============o===============o | Locations | Dice Players | Max Starting | Rank | | | | Bet | | o===============o===============o===============O===============o | |Gambler | 5 | None | | |Haren Brogg | 20 | Novice | | Chapter 1 |Mikul | 10 | Novice | | |Odo | 20 | Novice | | |Zoltan Chivay | 20 | Novice | |---------------|---------------|---------------|---------------| | |Carmen | 30 | Novice | | |Elven Convict | 5 | None | | |Gambler | 5 | None | | Chapter 2 |Gardener | 20 | Novice | | |Munro Bruys | 40 | Professional | | |Thaler | 110 | Professional | | |Vaska | 10 | Novice | | |Zoltan Chivay | 20 | Novice | |---------------|---------------|---------------|---------------| | |Carmen | 30 | Novice | | |Dandelion | 60 | None | | |Count de Wett | 60 | Professional | | |Gambler | 5 | None | | |Gambler | 6 | None | | |Gambler | 8 | None | | Chapter 3 |Gardener | 20 | Novice | | |Hierophant | 40 | Professional | | |Koster | 20 | Sharper | | |Munro Bruys | 40 | Professional | | |Vaska | 10 | Novice | | |Velerad | 40 | Professional | | |Zoltan Chivay | 20 | Novice | |---------------|---------------|---------------|---------------| | |Chireadan | 110 | Sharper | | |Dandelion | 60 | Sharper | | |Gambler | 10 | None | | Chapter 4 |Gambling Ghost | 110 | Sharper | | |Hermit | 80 | Professional | | |Julian | 110 | Professional | | |Tobias Hoffman | 80 | Professional | |---------------|---------------|---------------|---------------| | Chapter 5 | ??? | 400 | Legendary | o===============o===============o===============o===============o Mechanics <----------------------------------------------------------------------> You roll five dice, and then you can select any number of dice to reroll. As in normal poker, higher numbers win, so a two-of-a-kind of fours would beat a two-of-a-kind of ones. In a tie, the player with the next highest die wins. If you both have three-of-a-kind in threes, and you have a four as your next highest, and they have a six, they win. It is possible to draw, but this is rather unlikely. The 'hands' are as follows from crappiest 'hand' to best: One-of-a-Kind Two-of-a-Kind Two Pair Three-of-a-Kind Five-High-Straight Six-High-Straight Full House Four-of-a-Kind Five-of-a-Kind Dice Poker Tips <----------------------------------------------------------------------> There aren't too many tips I can give at this game, as it's pretty self- explanatory.. and because I suck something awful at it. It may just be my paranoia, but it seems that the more aggressively you bet, the more often you tend to lose. If you and your opponent have an even hand, and you bet the highest you can on the next hand, chances are they'll pull out an upset. If you're more modest, however, you seem to get better dice. Of course, if you start out with a Full House, Three-of-a-Kind, or some other high hand and the opponent has nothing, by all means, bid aggressively. Chances are they'll just yeild. On that note, opponents behave differently depending on their 'intelligence' and skill level. You'll get less stupid mistakes with more talented players, and by the time you're playing Professionals, you can expect them to reliably play the odds. You, however, should not necessarily play the odds. Normally if you had Two Pairs the best option would be to roll the lowest two (and the useless third dice) to attempt to get a Three-of-a-Kind or better. That makes sense, right? Three chances to get one number, it's a 3-in-6 chance. Perhaps I'm just paranoid (and with this mini-game, I'm almost certain I am) but the computer seems to want you to take chances and roll for certain results. If you roll for the Full House, you are much more likely to get it than seems fair. Granted, you've got a 2-in-6 chance to get one of the numbers you need, but it seems to happen far more often than that. Likewise, if you are one dice away from a Five-High-Straight or Six- High-Straight, you should often go for the missing number, even if you have a Two-of-a-Kind. The odds are for the Three-of-a-Kind, but my experience tells me that you're more likely to get the Straight. Lastly-and this might be karma-but the game seems to hate it if you try to win too often. In Chapter 2, playing a round of dice with Thaler is a good idea. After all, it's 110 Orens per game. Why wouldn't you keep playing him? That's some of the best money you can get at that point in the game. If you get greedy, however, the game seems to favor the computer. Call me crazy, or perhaps my luck sucks something horrible, but when I go on a 5-19 streak against somebody without winning a single game.. the game must be telling me not to push my luck. Play sparingly- make it part of your boxing routine-but I tend to play one game until I win, then I go about my business until I'm ready to box again. Want good evidence of how much I suck at this game? I bothered to record my wins and losses at dice poker during the three playthroughs of this game around which this FAQ was written, and the results are as follows: Dice Poker Results 186W - 257L - 1T Paranoia, or is this mini-game a rat-bastard cheating piece of shit? You decide, but as far as I'm concerned, my numbers decided for me. Mind you, these are the number of hands won, not games. My girlfriend wants to point out that she had much better luck at this mini-game than I did, and when I bothered to watch her play, I really can't argue. Perhaps it's that fabled 'luck of the Irish', finally showing its face. Doesn't help her win the lottery, but I'll be damned if it took her more than two tries to beat anybody in this game. Alchemy {INT012} o======================================================================o You use Alchemy to create Potions, Bombs, and Oils, and aside from your weapons and signs, these are the only ways you have to boost Geralt before a fight. Using the correct tools for the job can be helpful on the default difficulty, although I don't recall a single situation where it was mandatory. Still, there's no reason to deny yourself access to the tools of the trade because some blow-hard FAQ writer told you that you probably won't need to use them, is there? To use Alchemy you'll need a base for whatever you're concoting, Alcohol for Potions, Powders for Bombs, and Greases for Oils. These all come in varying degrees of potency, but the stronger the base the more slots for ingredients the base will have, and hence, the stronger items that base can create. For example Soldier's Hooch is Strong Alcohol with three ingredient slots, Cherry Spirit Cordial is Strong Alcohol with four ingredient slots, and White Gull-technically a Potion used as a base for other Potions-has five ingredient slots. In addition to bases you'll need Alchemical Ingredients. There are scores of ingredients in the Witcher, but what matters are the elements contained within them. Ingredients contain one of seven primary element, and some also carried one of three secondary elements, as show below. o=======================o | Primary | o=======================o | Aether (Purple)| |-----------------------| |Hydragenum (Silver)| |-----------------------| | Quebrith (Yellow)| |-----------------------| | Rebis (Green)| |-----------------------| |Vermillion (Orange)| |-----------------------| | Vitriol (Blue)| o=======================o o=======================o | Secondary | o=======================o |Albedo (White)| |-----------------------| |Nitrol (Black)| |-----------------------| |Rubedo (Red)| o=======================o To create an item with Alchemy, meditate, and click the "Alchemy" icon in the top right corner of the screen. If you have a base, and the appropriate ingredients the item you want to make will be lit on the left side of the screen, otherwise it'll be greyed out.. provided you know a recipe for said item. You can also experiment blindly to make items, but with how many combinations there are.. you're better off just using a guide or sticking to what you know. Selecting a potion you know and can make will automatically distribute the ingredients, albeit not very wisely. The computer never takes into account which components are more common and it doesn't take secondary components into consideration. If you're blindly creating items (or using this guide's recipes to create items) keep in mind that it won't be added to your Journal until you create and use the item. After that, the recipe will be added to your Journal and will be much easier to make. Towards the end of Chapter 2 it might be a good idea to just create everything that interests you, so you won't have to bother with looking up the recipes again. Secondary Components <----------------------------------------------------------------------> Ingredients with two elements can be used to make even stronger potions. Matching all the secondary elements will create a potion with added effects. For example, if you make a Cat potion (Rebis and two Quebrith) with Ruebedo as a secondary element in all three (for example, a potion made with Green Mold and two Gravier Bones) you'll get a Cat potion with Ruebedo as its dominant substance. In addition to letting you see in the dark, this potion will increase your vitality regeneration. It might sound complex, but there are only three secondary elements: Albedo, Nitrol, and Rubedo. If you use components with the required primary elements and identical secondary elements, you'll get a secondary substance dominated potion. Dominant substance Effect Albedo Reduces toxicity of consumed potions Nitrol Increases damage dealt Rubedo Increases vitality regeneration Leveling Up {INT013} o======================================================================o When you level up, you get a number of "talents" to distribute amongst your various skills. Skills are broken up into one of three categories, "Bronze" for low level skills (levels 1-14) "Silver" for intermediate skills (levels 15-29) and "Gold" for high end skills (30+). You still will get bronze talents at level 15, you'll just get silver as well. After level 50, you will no longer gain talents from leveling up.. but you'll still gain trickles of Vitality if you have the 'Vigor' ability. Still, at two Vitality per level after level 50, you might as well consider level 50 to be the unofficial level cap. There's just no point in working to get higher than that. o=======o=======o=======o=======o=======================o | Level |Bronze |Silver | Gold | Title | o=======o=======o=======o=======o=======================o | 1-10 | 3 | 0 | 0 | Novitiate Witcher | |-------|-------|-------|-------|-----------------------| | 11-14 | 3 | 0 | 0 | Rising Witcher | |-------|-------|-------|-------|-----------------------| | 15-19 | 3 | 1 | 0 | Rising Witcher | |-------|-------|-------|-------|-----------------------| | 20-29 | 2 | 2 | 0 | Skilled Witcher | |-------|-------|-------|-------|-----------------------| | 30-39 | 1 | 2 | 1 | Seasoned Witcher | |-------|-------|-------|-------|-----------------------| | 40-44 | 1 | 3 | 1 | Master Witcher | |-------|-------|-------|-------|-----------------------| | 45-48 | 0 | 4 | 1 | Master Witcher | |-------|-------|-------|-------|-----------------------| | 49 | 0 | 0 | 2 | Master Witcher | |-------|-------|-------|-------|-----------------------| | 50 | 0 | 0 | 2 | Legendary Witcher | |-------|-------|-------|-------|-----------------------| | 51+ | 0 | 0 | 0 | Legendary Witcher | o=======o=======o=======o=======o=======================o Experience <----------------------------------------------------------------------> You gain a number of experience points for killing monsters based upon your level. The higher level you are, the less you gain for killing enemies in combat. More specifically every level reduces the amount of experience gained by 5. Quests give static experience points, and generally a good number of them. If you played Fallout 1 & 2 or 3rd Edition Dungeons and Dragons you'll understand how the experience works. To go from level zero to level one, you need one thousand experience. To go from level one to level two you need two thousand more (a total of three thousand), and so on. Grinding {INT014} o======================================================================o If you are a loser like me and for some reason have fun leveling up, I'd suggest you do so by killing enemies before you bother doing any quests, as the monsters will give you more experience for your time. After you reach a satisfactory level (or the enemies stop giving good experience) doing the quests will further increase your level. You really dont need to do this at all to beat the game, as quests and incidental monster encounters will do fine getting you the basic experience you need. If you want a powerful Geralt who can handle anything the game can throw at him, you'll grind at some point. If you want a potent character, but you don't want to waste a lot of time to get one, skip grinding in Chapter 1 & 2 and just do the Chapter 3 grinding. The early-going will be tougher, but you'll save a bit of time. Chapter 1 <----------------------------------------------------------------------> In chapter 1, I tend to kill barghests and drowners by running around at night until barghests start giving 50 experience (level 6 or so). The only trouble you'll have in this area is avoiding the quests 'Racists' up by the river and 'She's No Early Bird' outside of the gates leading to the Country Inn. These quests trigger with proximity, and avoiding them prevents you from making a circut of the map when grinding. Still, it's no big deal if you complete those two quests and then grind.. there's much better experience to be hand in Chapters 2 and 3 anyways. To grind, just run around outside of the Country Inn, you can do a circut up to town either way you go. You'll mostly be fighting Barghests, but there's a Ghoul who spawns near the houses between the Country Inn and the Royal Huntsman, and groups of Drowners that spawn near the docks. This all becomes much simpler if you brave the Crypt and kill several Ghouls in order to claim the Igni sign- then you don't need to rely on Flint or pay the Innkeeper 5 Orens to rest. Chapter 2 <----------------------------------------------------------------------> In chapter 2 a great place to level is in the crypt in the sewers hunting graviers, which will give you 200 or so experience up until level 15. To get access to the Crypt, talk to the 'Con Artist' in the Temple District near the sewer entrance (he'll be there between 6:30 and 8:00). Agree to do a little grave-robbing and he'll give you a key to the crypt. Note that level 15 is the suggested amount of grinding you should do to make life easier, but it's easy, if time-consuming, to reach higher levels here... There is one thing you might have noticed about this area, however.. it's damned dark. You could waste time and money creating Cat potions so you can see, but do the math, four or five Graviers per run, 200~ experience per Gravier.. it would just be a colossal waste of resources. Instead, turn your gamma up to 2.00 (in the Options, Video Options menu) and you'll be able to see what's going on.. at least, enough to grind. It's ugly, to be sure, and certainly not the ideal way to play the game, but it works. Kill the several Graviers wandering about, ignore the Ghouls to save time, and rest at the campfire for an hour. Wash, rinse, repeat. Chapter 3 <----------------------------------------------------------------------> Chapter 3 is far superior to the Chapter 1 & 2 grinding spots in both experience and convenience. In the Swamp Cave you'll find a pack of Cockatrices which give almost three times more experience than Graviers- factor in the dip in experience gained from Geralts level and this gap will only widen, so that at level 30 Geralt would gain only 150 experience per Gravier, but still 675 from Cockatrices-one Cockatrice kill would give more experience than an entire run through the Crypt in Chapter 2. All you have to do is return to the Swamps, enter the Swamp Cave, and smite the Cockatrices. Head outside and rest at the Fireplace near the Swamp Cave entrance (this time you'll need to rest 24 hours, rather than just one to respawn the enemies). Repeat until satisfied. There's really only one dark tunnel to worry about, so no need for a Cat potion or gamma manipulation. The only annoying issues with this run are the Wolves that spawn in the cave (they're trash mobs by now) and the Drowners, Drowned Dead, Bloedzuigers, and Kikimores outside the cave. The latter give nice experience, but it's still meagre compared to what a Cockatrice kill gives you. If you set it up so that you wake in the morning, however, you'll only ever have to deal with a pair of Drowners/ Drowned Dead and a Kikimore Warrior outside, and most of the time they won't even bother you, which greatly cuts down on the frustration. Also, since the Cockatrices in the Swamp Cave generally number from between six to ten, you can easily obtain 4200-7000 experience per run.. much better than the 800-1000 in the Crypt we were averaging in Chapter 2. Leveling Tips {WLK015} o======================================================================o Below I'll include a number of tips about leveling. No, not about how to level, that was all that grinding information I gave above. This tells-in brief-how I generally go about building my Geralt. I'll admit, I'm fond of melee, and I tend to focus on only a few signs. Granted, it's hard to do anything else with Geralt, and since the game is well- balanced, it's more worthwhile to discuss when to get what talents, instead of whether or not to get them. Prologue (Levels 0-2) <----------------------------------------------------------------------> I would suggest picking talents that make Geralt more powerful all around before specializing. Namely, pick from his attributes (Strength, Dexterity, Stamina, Intelligence) before picking from his Signs, Steel Sword, and Silver Sword skills. For example, a +10% parry bonus in Strength is going to affect ALL of Geralts attacks, not just those with Steel Swords or while using the Strong Style. Within the attribute trees, stick to talents that are the most universally useful. You dont need fist fighting talents at the beginning (if ever), and powering up after being reduced to a low percent of your vitality isn't as good as taking talents that work all the time (and thus prevent your vitality from being lowered in the first place!) And most of all, don't forget Herbalism. You really should have it by the time you leave Kaer Morhen. Chapter 1 (Levels 3-11) <----------------------------------------------------------------------> At chapter 1, you only have access to the steel sword, so you might as well just ignore the silver sword. Again, general bonuses are better than specific ones. Inducing bleeding isn't as important as simply doing more damage, and increasing the level of the style is the best buy you can make in these trees, as leveling up a style increases the base damage that the +damage % talents affect. I'd say focus on all the styles fairly equally (get them all up to level 2) and then focus on Group Steel. After all, groups of enemies are usually more dangerous than any single enemy-you're much more likely to get killed by a group of Barghests, Drowners, or Salamandra Assassins because you neglected the Group Style than you are likely to get killed by a singular strong foe for neglecting Strong Steel or Fast Steel.. at least in Chapter 1. As for Signs, you only start out with Aard. Never to fret, it's possibly the best sign in the game. Igni is good as well, and you get it in Chapter 1. Again, level up the base level of the sign, and ignore the talents like Student and Apprentice. Get Stun, Gust and later Disarm. Now you should be able to simply use Aard on most opponents and stun them or knock them down, after which you can move in for the coup'de'grace. Being able to defeat enemies like this allows you to wait a bit on Strong Steel and Fast Steel (although you still want to at least get the level and damage +% talents.) Once you hit Chapter 2 you're going to quickly want to focus on bringing your Silver Sword up to snuff, as it'll do more damage unleveled than your Steel Sword will leveled to monsters. Chapter 2 (Levels 12-20) <----------------------------------------------------------------------> By the time you're grinding Graviers and Ghouls after gaining access to Vizima in Chapter 2, you'll be moving on to the silver talents. Once they become available, I typically turn my Geralt into a melee monster following the same general rules above-level up attributes first.. or in this case, Strength and Dexterity. Then I focus on Strong Silver, since it's what I'll be using to kill the groups of necrophages that I'm grinding for experience. They're fairly dangerous, and it's likely you'll end up fighting two or three Graviers at a time, so survivability is everything. After that, I grab some of the best silver talents in the Strength tree, like Vigor, Aggression, and Stone Skin, Feint and Agility in the Dexterity tree, and Mortal Blow III in Strong Silver. After that, the major melee skills have been obtained, and I proceed to level up Stamina, Intelligence, the sword styles, and the signs, as normal. Note that obtaining Ingredient Extraction in a timely manner will make this entire grinding process that much more profitable. It's very easy to grind Graviers until you're level 15 (and I can't resist a good grind), and even levels of 20+ aren't impossible.. although it's rather excessive. Chapter 3 (Level 21-40) <----------------------------------------------------------------------> Chapter 3 introduces Gold Talents the way Chapter 2 introduced Silver Talents, and the progression is much the same. Finish up attributes, spend your first Gold Talents to generally make Geralt stronger-then specialize to your hearts' content. Compared to the potency of your Attribute talent trees, it's almost not worth it to spend any Gold Talents on Signs and Sword Styles. Honestly, how can you pass up Strength (Level 5), with Damage +20%, Parry +10%, Vitality +150, Resistance to Bleeding +20% and Knockdown Resistance +20%? Or how about Intelligence (Level 5) and Intensity, from which you'll gain a combined +60% Sign Intensity for all your Signs? Pile on the Gold Talents on your Attribute Trees the same way you did with Silver Talents earlier, and specialize after you diversify. By this time Silver Talents will become somewhat more mundane, and Bronze Talents really only exist to allow you to level up your new Signs. It's pretty simple to get to level 40 in Chapter 3 if you wish (although it's excessive)-Cockatrices give such good experience that even the cumulative five-point drop per level and the arithmathic increase in required experience per level will only slow you down a bit-rather than halt you entirely. In fact, if you're on a time budget and willing to invest more in potions (and not adverse to a few reloads, if something goes wrong), you can skip the grinding in Chapters 1 & 2, tough it out through the harder fights, and just grind in Chapter 3. You'll need to respect the Cockatrices a little more, but it'll go absurdly quickly-in any event, I still recommend hitting level 35, at least. Not because the levels will be required to muscle your way through the game, but simply because this is a great opportunity to level up, and those gold talents are worth more than a dozen potions. Chapter 4 and beyond.. (Level 41+) <----------------------------------------------------------------------> You'll soon stop getting Bronze talents entirely, but by the time you no longer obtain anymore, you've long since purchased everything decent. My advise for the bottom-of-the-barrel abilities? Focus on the Igni and Aard signs, as they are by far the best. Ignore sign upgrades like 'Student', 'Apprentice', etc, as they are rarely worth the talents. Also, ignore all upgrades that activate only when your Vitality is low. The Vitality thresholds are too low to be useful, and ideally we'll be trying to avoid getting hurt. Storage {INT016} o======================================================================o At any Inn in the game you can store inventory and alchemical ingredients. Innkeepers all have secret tunnels beneath their taverns which transcend time and space and allow you to store any and all equipment you find and access your loot from the same storage regardless of which establishment you originally stored it at. Bad for reality, good for pack rats. Huzzah! Kudos to CDProjekt here, really. I've said it before and I'll say it again, I don't play RPGs for the thrill of inventory management, and I've wasted more time on Oblivion and Fallout trying to cart around all the loot I want to collect than I care to recall. I just don't see the point in making a game world about dragons, demons, undead, and magic.. and then being a hard-ass about encumbrance. Don't make storing loot a project, dammit! Ahem.. The Witchers Three {INT017} o======================================================================o This is a story-based game. Did that scare anybody off? Good, we didn't like those people anyways. Not just a story-based game, but one where there is rarely much black-and-white. What's the use of a deep, story- based game with complex moral issues that doesn't allow you to make choices? None, it's a contradiction in effect. On that note, there will be choices, you will have to pick sides, and there is rarely a clear right-or-wrong choice to make. It's a major part of the game, and hence, it must be a major part of any guide written about this game that's worthy of your time. To manage to cover all sides, I played through the game with three different Witchers, ideologically seperated from each other. The division starts out simply. Early on, when you're getting your feet wet, there are two choices to make-whether you're a moral Witcher, or a consumate Witcher. The moral Witcher strives to be good (being evil isn't so much of a possibility, but perhaps you could be morally ambiguous, with darker shades). He will help those in danger, and views the term 'monster' loosely. A Ghoul is as much of a monster as a rapist, and both deserve the same fate-to feel the edge of a Witcher's sword. The consumate Witcher, however, stays true to the Witcher code-it is nearly impossible to implement, in effect, but all good codes are. That doesn't mean it's not worth trying to adhere to, whenever possible. This code is simple-Witchers kill monsters and stay out of politics. Beasts, undead, and magical aberations are all fair game-the local crime boss is not. Of course, self-defense is always allowed.. and I don't mean pre-emptive strike, Bush-doctrine self-defense, I mean real self- defense. He won't necessarily be an unfeeling husk, either, but if given the choice to fight a horde of insectoids to help some misguided rebels escape after their caper or fighting those rebels, he'll kill the monsters. Of course, if he has to choose between fighting somebody else's political battle or running and earning the ire of both sides, he'll avoid the conflict entirely and lose friends. The moral Witcher will not stay simple, either. Two competing factions drive the politics of the game, and without getting into details, they aren't friends. And by that I mean they're fundamentally opposed to one another. Both factions have good and bad sides, and neither is wholly worthwhile of our support, nor incapable of evoking some sympathy. The representatives of either side are flawed, but interesting characters who genuinely feel they're in the right, and that their causes are worth fighting-and dying for. The two moral Geralts will divide in their support for either faction.. although perhaps out of loyalty to one friend or the other, or because they agree with the benevolent aspects of the ideology, rather than because they agree with the larger (messier) political aims of the organization as a whole. These three Geralts will be refered to often in the guide-more frequently as we progress further into the story and plotlines diverge more and more. The consumate Witcher will be synonymous with the 'neutral' Geralt, who avoids both factions and remains politically neutral. The other two 'moral' Geralts will bear the names of their respective factions, as they are introduced into the story and as events force us to pick sides. Localization {INT018} o======================================================================o Here's another section of the FAQ where I talk about things I have no business talking about. Normally I'm not too fond of using mods on games.. except in Baldur's Gate 2, where numerous mods exist to enhance the gameplay experience by correcting bugs. Yes, fixing broken things and making the game more enjoyable is just about the only reason I can see for using mods. Unfortunately, I happen to be an American, which means my government wants to protect me by dictating what I should-and should not-be exposed to. For example, I was legally able to join the military three years before I could legally get drunk enough to induce me to wish to do so. Because drinking is dangerous, and getting shot at in a desert isn't quite so bad. In the face of this crazy logic, my games come pre-censored, and even though I could go to any public movie theatre and pay to see nudity in nearly any R-rated movie, some digital nipples might cause my eyeballs to explode. I'm a 27 year-old adult male, certainly old enough to buy an M-rated game. When I found out that the Witcher had been censored, it became my immediate goal to uncensor it. No, I don't need nudie patches in games to make them worth playing, but the sheer fact that it was done in the first place I found insulting. After all, thousands of gamers in other places were able to withstand the mind-blowing shock of playing the Witcher uncensored, why couldn't I? If you're of appropriate age, maturity, and inclination, I suggest you find a censorship fix for this game. It just uncensors the sex cards and a few skins (like for Morenn and some monsters.) Yeah, it's not a big deal, and I don't see why it was censored in the first place. It's not like there wasn't nudity in the God of War games, which was more widely distributed on a 'family-friendly' console! Of course, I'm not in the habit of providing links unless I'm getting paid for it.. and despite my indignant front, I'd like to keep posting FAQs on GameFAQs, which might look down upon me putting links to censorship fixes in my FAQs. If I found it, you can find it. It's out there. If you bought a mature-rated fantasy RPG, and you want to play a mature-rated fantasy RPG, and don't like censorship being dictated to you, by all means. Maybe by the time I'm officially a dirty old man we Americans will be more worried about violence than nipples.. or better still, we'll realize that the same people who are influenced by fantasy to commit crimes in reality will do so regardless of ESRB ratings or censorship. After all, books have inspired people to kill each other far more conspicuously and in greater numbers than any video game ever will, and even failing that, we can't censor imaginations. As a later note, kudos to CDProjekt on the Witcher 2-there is no censorship of any kind on either the original PC release, or the Enhanced Editions for both the Xbox 360 and the PC. DRM {INT019} o======================================================================o And since I already blew all objectivity out the window earlier when I decided to whine about localization, here's another sample of my unnecessary political ranting about another issue that brings my piss to a boil in the world of PC gaming. That's right, that scourge called DRM. Apparently since I wish to buy the retail version of the game off a store shelf, (I'm a materialist, sue me) I'm some sort of criminal and can't be trusted to make such commercial transactions without having the internet to check that I'm not pirating my games. Ironically enough, this has made it so that the only way I can play games I would gladly pay for is through piracy. However, since I don't have any real way to download such immense files, and since I don't care to play a game with the inherent instability piracy brings, my only recourse is to wait until the day when I have the internet so I can validate the mindless, spineless, moronic, authoritative, consumer-unfriendly DRM that plagues all PC games.. or to just buy the game when it comes out on a console.. which will likely be my response for the Elder Scrolls V: Skyrim and the Witcher 2. Oh yeah, and the.. uh.. morality involved.. it just makes me cry to think of such a heinous crime being commited by hardened digital pirates.. Honestly, however, who came up with this limp-dicked idea? Anybody pirating the game has been thwarting CD-Keys, codes, and other primitive forms of copy protection for years. Does anybody think that forcing honest gamers to validate their copies has affected a single pirate one bit? No, it hasn't. If anything, this asinine restriction has just caused grief for honest gamers like myself. Whether it's restricting the number of computers-that you own-upon which you can install a game-that you own-or if it's some spyware installed upon your computer that actually makes the game unplayable for honest consumers unless you download a patch (something the Witcher itself is conspicuously guilty of on Windows 7) or whether it requires online security checks and hence makes the game unplayable for folks without an internet connection, I can only imagine that all modern DRM has done for the PC gaming world is to alienate consumers and force otherwise eager, paying gamers to pirate games. The solution? There really isn't one, I'm just ranting about this because I'm indignant. And if you think that DRM is the scourge of PC gaming, or if you're just irate about the fact that you're being monitored because you were actually an honest consumer and bought the game, then you're in good company. Again, I have to give kudos to CDProjekt on the Witcher 2, as they have removed their DRM for the PC version of the Witcher 2. This is one of the reasons I purchased the Enchanced Edition of the Witcher 2 for both the Xbox 360 and the PC, making it the first PC game I've purchased since Fallout 3 GOTY. If you hate DRM half as much as I do, it's worth noting that we vote with our wallets, and buying the Witcher 2 is a great (if not the only meaningful) way to voice your support of CDProjekt-who has flown in the face of convention and sided with the consumer (that's you and I). Plus, you get a pretty neat RPG out of it, so what have you go to lose? o======================================================================o | | | General Tips {TIP001} | | | o======================================================================o In this section I'll give you random, unorganized tips about the game. This is where you find most of the brute information in the entire FAQ, and frankly, I think most FAQs should probably just be a collection of tips from gamers. Seriously, how much would that help most gamers to just know some of the shortcuts and do's-and-dont's? This part of the guide serves two important purposes for me: first, it allows me to put down suggestions that I don't feel like putting in the walkthrough, frankly it's a pain in the ass to organize when I should tell you some of this information, and it saves you the trouble of having to remember when I told you a random bit of information. Second, I can reiterate the main themes of the guide here-telling you when to grind, and bits of 'duh' information that every RPGer should know but for some reason seems to forget, like save often. <----------------------------------------------------------------------> I hate to say it, and you hate to read it, but I need to assume most of you are moronic, short-sighted children (despite the rating and subject matter of the game) so I don't get people whining that they-through great skill and dedication-managed to screw up their game. That said, save your game often. If you keep several save slots you can prevent file corruption, losing hours of gameplay due to death or crashes, or resolving a quest in a way that-in retrospect-you wish you did differently. There. I gave the obligatory RPG 'save your game' tip. I now have no sympathy for you if you manage to mess up your game. You were warned. This is a PC game made with a Bioware engine. Remember how stable the first two Neverwinter Nights games were? Right. This game will probably crash on you at some point. <----------------------------------------------------------------------> At the start of every chapter (or at least the first three) be prepared to grind. Monsters give you less experience as your level increases, so grind first, then complete quests second. Quests give static experience, so grinding first allows you to level up higher and easier. A stronger Geralt is a good thing. I know, I've said this before (and I say it again in the walkthrough, trust me) but I think it's important to note. <----------------------------------------------------------------------> On that note, be up to date with your books and journal entries. Whether it's knowing your monsters so you can skin them for more loot, or knowing your plants so you can grab alchemical ingredients from sources along the way, the more you collect, the better off you'll be when you want to create potions. <----------------------------------------------------------------------> Boxing is one of the best ways to earn Orens in this game. You can do it daily and earn good Orens in a short amount of time. You'll want Orens to buy books and alcohol, among other things, and aside from quests, I dont think there's a better way to earn Orens. <----------------------------------------------------------------------> If you're a masochist and want to play poker for money, keep in mind that the pot established at the beginning of the game goes to the winner. To maximize the Orens gained per game played, play against players with a higher starting wager to guarantee bigger wins. For example, playing against Thaler in Chapter 2 is a good idea, since he bets a minimum of 110 per game, and even though he raises in small increments, he's better to play than Munro, who bets 40 Orens per game and raises big. <----------------------------------------------------------------------> Selling weapons is a great way to make Orens, provided you can be bothered to actually sell them. Some low-quality weapons you'll find by the dozen-Temerian Steel Swords and Torches, for example, sell for 40 Orens each. It might be a pain to trek all the way to a blacksmith to sell them, and items left on the ground have an uncanny way of vanishing when you leave the area, but if you remember-from time to time-to sell the excess crap gear you pick up your wallet will thank you. By the time you hit Chapter 3 and can sell Ceremonial Swords of Deithwen for 300 Orens each, you'll be glad you trained yourself to haul weapons around. <----------------------------------------------------------------------> Talk to every NPC in the game that you encounter. As far as I can tell, the color of their name means nothing. Yeah, some important characters have green names, but so do all the kids. Some characters with mundane names like 'townsperson' actually have something to say. It's an RPG, talk to people. You might be surprised what responses you get. <----------------------------------------------------------------------> Sometimes NPCs get moody and won't talk to you. Most of the time this is in response to something you said or did. If a normally chatty NPC starts responding with floating text, leave the area they are in and try talking to them again. This should get them to be chatty. Some NPCs are specifically untalkative (Shani in Chapter 2, for example). It's nothing you did wrong, she's just not in the mood to talk most of the time when she's going to or coming from work. Who can blame her? Then again, some NPCs just won't talk because they don't have anything to say. <----------------------------------------------------------------------> NPCs like gifts. What kind of gifts? A whole slew of crap throughout the game-from food, to clothing, to more traditional things, like gems, jewelry, flowers, and alcohol. You'll find this crap polluting boxes, chests, barrels, crates, and all other manner of lootables throughout the world. You should store everything you find. Sure you can get a few Orens for most things, but you have an infinite stash, and you never know when you'll be sent on a late-game hunt for bread, or when a horny peasant girl will try to jump your bone-if only you have a ring handy. It'll be cheaper and easier in the long run if you just store loot as you find it-even if your stash becomes an over-grown nightmare. <----------------------------------------------------------------------> If you played Oblivion, Fallout 3, or pretty much any good RPG within the last five years you'll be familiar with the following mechanic. Some NPCs have lives too, and they go different places during different times of the day. At night, some tavern patrons are sleeping and can't be bothered. Shani works at the hospital during the day. And so on. Just be aware that some NPCs won't be around for you to bother all 24 hours of the day. <----------------------------------------------------------------------> On that note, most reputable NPCs go indoors at night. Why? Nighttime is dangerous! Even in cities, at night you're much more likely to get attacked, and in most 'civilized' areas of the game you'll only be in danger of getting attacked by random enemies at night. Note the little circle attached to your minimap, it tells you what time it is and whether your location is safe or dangerous. Just because it's 'safe' doesn't mean you can't provoke a fight in some circumstances, but when it's 'dangerous', enemies might spawn and attack you.. like Ghouls crawling up from the ground, Drowners emerging from murky water, Barghests materializing out of thin air, or Assassin's coming out of buildings. <----------------------------------------------------------------------> Again, a note on the above topic, you can only perform offensive acts when under attack, or when in a dangerous area. This includes drawing a weapon or using a sign. What does that mean? Well, if you're drunk, you can draw a weapon to move faster, but more importantly you can't use the Igni sign to start fires unless it's a dangerous area. <----------------------------------------------------------------------> Combat is fairly simple, you have three combat styles and two main weapons. Each attack can go up to five-hit combo before restarting, and really, it's just clicking at the right time. It's not too hard. So twitch reflexes aren't going to get you too far in battle. If there's a difficult fight, you might need to use some strategy to win. Bottleneck enemies, use the appropriate combat styles and signs, and when that's not enough you'll need to use potions, oils, bombs, and places of power to give yourself a boost. This shouldn't be required too often at the normal difficulty setting, but keep tools on hand for when you need them. Since 'skill' isn't an issue, preparation is everything. <----------------------------------------------------------------------> Powering up Igni can turn Geralt into a phenom, able to destroy a dozen trash mobs in a cast or two. Against stronger enemies it's a nice way to whittle them down a bit before engaging, but it's really the best answer to crowds of enemies. I'll admit it, sometimes I'm lazy and I don't want to draw my sword to smite everything in detail. By Chapter 3, you'll be sick of bothering with Drowners, too. Taking care of the situation with a simple right-click is good fun. <----------------------------------------------------------------------> Following directions in this FAQ shouldn't be too much of an issue. You have a very handy tool built right into the game-a map. Many important locations come marked on the map before you've even explored an area fully, and running through an area will dispel the 'fog of war' on your map and make navigation that much easier. Therefore I can get away with just telling you to go 'to Thaler's House' in Chapter 2 without having to worry too much about telling you where, exactly Thaler's House is. First, I expect you to explore (and indeed, in most chapters I narrate a run-through at some point before I start just telling you to go places), and second, I expect you to be able to find your 'm' key once in a while to look for things on your map. It does everything a map should do-it has markers for important locations, it lets you place custom markers, it has a compass by which I can navigate general directions.. the only thing it lacks is the ability to quick-travel. To add to the amount of minutae shown on the map, hold down the left mouse button over an area to get a text bubble describing where, exactly, this is. When I tell you to go to the Slums, and I tell you the Slums are in the south-western corner of the map, you should be able to tell-generally-where the Slums are thanks to this feature. When I tell you that an Antiquary is at the corner of Peddler Street and Mechant Street, you should be able to find where in the Temple Quarter this is. And even if you can't, the Antiquary should be marked on your map already! <----------------------------------------------------------------------> This might be a minor nuisance, but it happens often enough that it's worth mentioning. From time to time, the remains of fallen foes will be.. testy, when it comes to looting them. The name of the critter will disappear, and you'll find it impossible to loot them. It's just the Aurora Engine being retarded. Move Geralt around, click a bunch, and be persistent, and eventually the game will decide to let you loot it. Of course, be mindful that you can't loot while in combat-sometimes the game likes to throw both situations at you at once.. it can be somewhat annoying trying to loot a dead Gravier that's clipping with Ghouls popping up out of the ground to harass you.. <----------------------------------------------------------------------> The Walkthrough assumes that you'll complete a few tasks on your own- namely the gathering of alchemical ingredients and boxing and/or poker for Orens. Every time a full day has passed, I make it a habit to go fight for Orens. I'll constantly need to buy books, alcohol, and random quest items, which I'll assume you have the Orens for. When you run from place to place, grab ingredients from any sources you might find along the way-after Chapter 1 there should never be an instance where you have an insufficent supply of Celandine (as a random example). These are just habits I have that keep me above water as far as the economy of the Witcher is concerned, and I'm passing them onto you. o======================================================================o | Prologue | o======================================================================o | | | Defending Kaer Morhen | | | o======================================================================o One must admit, the game doesn't start too promisingly for Geralt. Chased through the woods and ultimately dragged to Kaer Morhen on a shoddy cart by people he no longer knows, it's an intro that just begs explanation. You'll be introduced to the various characters inhabiting Kaer Morhen, including your fellow Witchers Vesemir, Lambert, Eskel, the prospective Witcher, Leo, and the sorceress, Triss. Life isn't easy, however, not even for Witchers, and before too much exposition can occur a band of human bandits attacks. And so it begins.. Kaer Morhen, Exterior o======================================================================o Sequence of Events: {WLK000} 1) Assault on Kaer Morhen 2) No Mere Bandits 3) Combos and Coup-de-Graces 4) Combat Styles 5) The Upper Courtyard 6) Into the Citadel 7) Dodging and Group Style 8) Learning the Aard 9) Two Ways to Lose 10) The Frightener 11) Savolla 1) Grab the Rusty Sword from the training dummy and promptly use it to smite some Salamandra Bandits. Too much isn't expected of Geralt as this instant, and whatever your proficiency with the sword, you can rely on your allies to pick up the slack. Once the bandits are dead some more talking will ensue. <----------------------------------------------------------------------> 2) Follow your companions until they reach a gate for more dialogue and a cutscene. Apparently, despite seeming like pissant bandits at first, they've come with a mage named Savolla and his pet monster-a Frightener which provides the muscle the bandits clearly lack. Behind you, more Salamandra Bandits led by an unknown Sorcerer and a notorious murderer named the Professor casually walk into the un-guarded citadel. Even without your memories, your allies are confident enough to send you- alone-up to the upper courtyard to secure passage for them while they hold off the more immediate threats of Salamandra, Savolla, and the Frightener. <----------------------------------------------------------------------> 3) Now begins the games' combat tutorial. Follow the enemies and kill them, and as you go the game will introduce you to its combo system. Every attack after the first your 'attack' icon will turn into a flaming sword, prompting you to wait for that moment to attack again. It's reminiscent of the timed-combo system in Summoner.. as I imagine it would be utilized if it were a PC game, and not a PS2 game. Right now there's not too much use for the combos aside from the fact that it keeps your enemies off guard and largely incapable of responding to your assaults. Later on, however, higher combos will deal considerably more damage. The game will also introduce you to coup-de-graces, by which Geralt and kill a stunned or prone enemy in a single attack. The game is fairly generous with them now, but once the tutorial is over, you'll pretty much only get to enjoy these brutal finishers when the Aard sign is used. <----------------------------------------------------------------------> 4) Keep following the enemies. In all honesty this party is pretty self-explanatory, and there's little chance of losing all of Geralt's 250 Vitality to mere bandits. The next lesson is the all-important combat styles. Essentially, use the strong style to kill heavily armored opponents and use the fast style to kill agile opponents. If you find that the enemy is dodging or parrying too many attacks, you need to switch to the fast style. Note that changing your style will interrupt whatever combo you might be performing, so pick the right style before you start swinging. <----------------------------------------------------------------------> 5) After cutting your way through the enemies up on the battlements you'll come across several enemies armed with ranged weapons which you cannot reach. Run past them to the stairs, where a cutscene will ensue. Once you're back in control of Geralt, proceed to cut your way through the enemies in the upper courtyard. Ignore the 'Siege Cauldrons' and 'Bells' for now, but be sure to loot the barrel along the walls of the citadel. Work your way down to the gate opposite the doors to the citadel, kill all the Salamandra Bandits, and activate the 'Winch'. <----------------------------------------------------------------------> 6) After the cutscene you'll be sent on another mission-to explore the citadel and try and prevent the Salamandra Bandits from obtaining the Witcher's mutagens within. In addition to the Witcher with amnesia, they'll send Leo, the understudy, while the real Witchers guard the courtyard with Triss. I suppose when you're this short-handed, there really are no good options. You'll be given two potions-Thunderbolt and Swallow. The former increases your damage output, but takes away your ability to dodge and parry. In the rest of the game, this potion is only really useful against enemies that are difficult to dodge and parry anyways. Swallow is less of a mixed blessing, Vitality regeneration is always good. It might be a good idea to talk to everybody for a bit of background, but as for useful information.. they won't tell you anything I haven't. Drink your potions and enter the citadel. Kaer Morhen, Citadel o======================================================================o 7) Leo will babble for a bit about his progress as a Witcher's apprentice. I suppose striking even a distracted Witcher is something of a feat for a normal human. Continue on and smite some Salamandra Bandits. The game will helpfully tell you about dodging, something which won't really come in handy for a while. Continue and you'll encounter a rather large group of Salamandra Bandits, and the game will prompt you to use the group style-a real life saver, and Geralt's only real way of providing crowd control with his sword. Loot any dead Salamanders that can be looted, and a barrel near the kitchen door before following Leo to some stairs. Kaer Morhen, Witcher's Laboratory o======================================================================o 8) Head into a new area and watch a cutscene. The mysterious sorcerer leading the assault on Kaer Morhen will taunt the Professor's waning bravado before creating a magical barrier that impedes our progress- and causes a partial cave-in that blocks the stairs back up. Leo implores you to learn the Aard sign, which will clear the debris. Follow Leo to the 'Circle of Whispering Stones', looting a crate along the way, and another within the room containing the elemental circle. Click on the circle to learn the Aard sign-a telekinetic blast which is probably the best sign in the game. Head back to the blocked stairs and right-click on the debris (while standing fairly close) to clear the way. Kaer Morhen, Exterior o======================================================================o 9) Once done you'll automatically return to the courtyard. Triss is needed to take down the mysterious sorcerer's magical barrier, but Savolla and his Frightener return to cause a dilemma-and your first real choice in the game. Accompany Triss, or fight the Frightener. The Frightener itself is worth more experience, but for heading into the citadel you'll get 2000 quest experience that you won't get from the Frightener, making the citadel more lucrative in both experience and loot. Your decision will have a minor impact on the next chapter, but it's not too monumental one way or the other. Step #10 will cover the Frightener, and Step #11 will cover the Citadel. Either way, you get a Tawny Owl potion to help with your upcoming fight. My neutral Geralt will decide to fight the Frightener-he is, after all, a Witcher, and Witchers fight monsters. The other two 'moral' Witchers are more pragmatic. Evil is evil, and the laboratory must be defended. <----------------------------------------------------------------------> 10) If you decide to fight the Frightener, you'll be joined by all your Witcher buddies. Start out by eliminating the Salamandra Bandits running around, as they'll get in your way, and try to avoid engaging the Frightener for now-it can't be effectively hurt, and it-unlike most everything else in the Prologue-is capable of taking Geralt down, especially if it knocks him down. Once the Salamanders are dead, go to the two 'Siege Cauldrons' and hit them with Aard to get them reverberating. Once both of them are vibrating, go ring the 'Bell'. All this noise will harm the Frightener, and leave it vulnerable to more abuse. Head into melee combat with it and use the Strong Style to deal as much damage as possible before it recovers. Repeat as necessary until it dies. Once it falls, Triss will teleport back to the courtyard, injured, and inform the Witchers that she underestimated the sorcerer currently ransacking the laboratory. Kaer Morhen, Citadel o======================================================================o 11) After Triss is done talking head up into the larger room to trigger another cutscene. Despite Savolla's bluffs, Triss is confident that the mage is mostly spent. Triss will run off to deal with the barrier, while Savolla will conjure a magic circle around you, himself, and his goons. Some rather inappropriate music will start up to let you know that this is, indeed, a boss battle. Kill the four Bandits first, as they make Savolla invulnerable while they're alive. Savolla will, for his part, hit you with a fire spell that can cause inceneration if you're unlucky and use an electrical nova that is considerably less threatening. Once the Bandits are dead, Savolla can be injured, but after taking a few combos he'll teleport somewhere else. Use the Strong Style and keep up the pressure, and hit him with Aard whenever he appears-provided you have the Endurance. It's not impossible to stun him and leave him prime for a coup-de-grace, but more likely you'll have to hack him to death. When he dies he'll leave behind a Sapphire, Goose Fat, Flint, Saltpeter, and 10 Orens. Head over to the Laboratory, and en-route you'll find an injured Triss, who apparently underestimated the Sorcerer currently ransacking the laboratory. ***REWARD*** (For defeating Savolla and reaching the laboratory) EXP 2000 o======================================================================o | | | A Potion for Triss | | | o======================================================================o No matter what you did earlier, the end results are the same. Triss has been wounded, the Witcher's mutagens have been stolen, and Leo was killed by the Professor. Vesemir will chat for a bit, and the game will introduce you to meditation, during which you can create potions, bombs, and oils, level up, or just pass time. Right now the game requires that we meditate, so we might as well spend our talents while we're at it. No matter what course you took, whether you fought Savolla or the Frightener, you've got enough experience to reach level one, which gives us three bronze talents to spend. At this point in the game, I buy the first two ranks of Intelligence, and then get Herbalism. This ensures that as soon as Chapter 1 starts, I can begin picking herbs. I'll admit, it's a complusion of mine. Kaer Morhen, Laboratory o======================================================================o Sequence of Events: {WLK001} 1) Vesemir's Decision 2) Kitchen 3) We Don't Need Prisoners 4) The Armory 5) Vesemir's Lesson 6) A Potion for Triss 7) The Best Bed in Kaer Morhen 8) Lessons from Lambert and Eskel 9) Abandoning Kaer Morhen 1) Once you're done meditating talk to Vesemir, who is now ready to tell you what needs to be done. Kaer Morhen serves no purpose now, as everything of value has been stolen. We need to hunt down the bandits who robbed us, and avenge Leo's death. First, however, we need to concoct a potion for Triss-a sorceress who is ironically allergic to magic. Head upstairs and see Lambert, who will tell you to head upstairs to find some Calcium Equum and some White Gull-the former being a component we need for the potion, and the latter being a base- itself a potion which is used to make other potions. <----------------------------------------------------------------------> 2) Head through the kitchen door, where you can grab a variety of food. Also, you can meditate at any time at the fire. Head west to find some stairs going up. There will be a few Salamandra Bandits lurking around, but nothing threatening. Head up the stairs until you find a door leading to the upper floor. Kaer Morhen, Citadel Upper Floor o======================================================================o 3) In this area you'll find a handful of Salamandra Bandits lurking around, waiting to be disposed of. Murder the push-overs and thoroughly search the level, as loot abounds. In the Evening Hall you'll find a crate that contains-among other things-Calcium Equum and a book called 'The Frightener'. This is our first encounter with books, so a brief description is necessary. Whenever you find books, scrolls, pamphlets, or some other reading material, be sure to read it. This can give you quests, recipes for potions, bombs, and oils, or journal entries which will allow you to find more loot on monsters or harvest plants for alchemical ingredients. Very useful stuff. <----------------------------------------------------------------------> 4) In the armory you'll find some crates with alternate weapons in them, in this case, a Temerian Iron Dagger and an Axe, which will just take up space in Geralt's inventory. On the plus side, however, they can be sold or stashed in Chapter 1, so you might as well take them. Honestly, I never tend to use anything other than swords, but it's nice that so many different weapons were included for the sake of variety. Another crate contains White Gull and a book, 'Monstrum, or a Portrayal of Witchers'. <----------------------------------------------------------------------> 5) Head back downstairs and report to Lambert, who tells you that you'll further need the claw of a mighty beast, and some Celandine. After telling you this, he refers you back to Vesemir. You might as well talk to Eskel as well, although he only tells backstory, it's still interesting stuff. Vesemir for his part will just give you Celandine when you talk to him, and he'll teach you the 'Flaying' ability and tell you to go skin the Frightener for the component you need to make the potion for Triss. Vesemir will also give you some modest equipment, so you're not stuck wearing a shirt and fighting with a Rusty Sword. Now you at least look like a Witcher. The Red Meteorite and Frightener's Vision scroll are also worthy of appreciation. Note: On meteorite and runes, these items (Blue Meteorite, Red Meteorite, and Yellow Meteorite) upgrade Steel Swords (Earth Rune, Moon Rune, and Sun Rune) and Silver Swords, respectively. All you need is a sword, three pieces of meteorite or three runes, and a blacksmith willing and able to forge your sword. You can mix and match different types of meteorites and runes to get different results. Forging costs money, on top of whatever runes and weapons you also have to provide. Frankly, I just don't find it worth the effort. You'll find a great Steel Sword in Chapter 2, and as for Silver Swords.. well, I just tend to make do. You'll find the different mixes and matches of this weaponry in the Item List, so you can see just what every combination can do, should you be interested in making one of these weapons. <----------------------------------------------------------------------> 6) So, head outside and search the Frightener's remains for a Frightener's Claw and a Frightener's Eye. Once you've obtained them, head back inside and meditate near the fireplace. Click the Alchemy menu and click on the 'Potion for Triss' option and the game will automatically allocate the appropriate ingredients into slots. It won't always be this easy, however. Sure, the game will always move the right components for the potion you've selected, but it won't necessarily put the most common ingredients in, which can be wasteful. After all, why use Quicksilver for a potion when you can just use Drowner Brain Tissue? Another note about alchemy is the fact that the computer will not bother to take into account secondary elements, so if you want to create a potion with secondary benefits, you'll need to do that yourself, too. Anyways, you can only mess this one up if you try, have the computer do it and it'll mix the Calcium Equum, Celandine, Frightener Claw, and White Gull to make.. a potion for Triss. Note: You can make the 'Frightener's Vision' potion in the next chapter when you obtain the proper ingredients, which will score you another Bronze Talent. You'll need an ingredient with Vitriol, an ingredient with Rebis, an ingredient with Quebrith, and of course, the Frightener's Eye. Kaer Morhen, Triss' Room o======================================================================o 7) Head up to Triss' Room and do the gentlemanly thing-loot the room. After you've searched around, talk to Triss. Now you'll get a hint on giving gifts. Click on the gift icon in the conversation screen and double-click on the 'Potion for Triss' in your quest items. Triss will recover in record time and chat with Geralt for a bit. You can now obtain your first sex card from Triss, if you're so inclined.. and I can't see a reason why anybody wouldn't be.. unless you have an intense hatred for Triss. In any event, to persue Triss romantically, pick the first dialogue option twice. Once that's done you can talk to Triss a bit more. Don't go meet with Vesemir yet, as there's still a few things to do in Kaer Morhen. Instead, tell Triss that you "need to do something." ***REWARD*** (For providing a Potion for Triss) EXP 1000 <----------------------------------------------------------------------> 8) Return to the upper level of the Citadel and talk to Lambert and Eskel. The former will describe the combat styles a little more, giving them a little context for the game world, rather than just leaving them as gameplay devices. The latter will offer to give you a tutorial in fist-fighting.. which in this case means boxing with you and allowing you to figure it out for yourself. Of course, if you get snippy with Eskel he won't bother giving you a second chance, and since you get experience for beating him, you might as well give it a go. And no, it doesn't matter if you win or lose. ***REWARD*** (For boxing with Eskel) EXP 1000 <----------------------------------------------------------------------> 9) Before you go talk to Triss or Vesemir and continue on with the game, you would be well-served by heading downstairs and leveling up again. It'll help during the next chapter when the difficult ramps up. This time I buy Strength (levels one and two) and Regeneration, which should help out considerably at the beginning of Chapter 1. When that's done talk to Vesemir and tell him to proceed with the funeral, or talk to Shani and tell her "We shouldn't keep Vesemir waiting." Either way, the Prologue ends, and Chapter 1 begins. ***REWARD*** (For attending Leo's funeral and abandoning Kaer Morhen) EXP 4000 o======================================================================o | Chapter 1 | o======================================================================o | | | The Outskirts of Vizima | | | o======================================================================o The Witchers have scattered to the four winds to search for the bandits who stole their mutagens and killed Leo. Hopefully they fled to a conspicuous location along the cardinal directions. Geralt's destination is Vizima, the capital city of Temeria, whose king, Foltest, owes Geralt a favor after he saved his daughter, princess Adda, from her curse. Remember the intro movie? Nothing is ever simple for Geralt, however, as the city is currently under quarantine due to an outbreak of the Catriona plague. Worse still, the outskirts of Vizima is plagued by a terrible Beast, whose Barghests we are about to become all too familiar with.. Outskirts of Vizima o======================================================================o Sequence of Events: {WLK002} 1) Barghest Attack 2) Speaking with Shani 3) First Things First 4) Stashing Loot 5) Boxing 6) Tome of Fear and Loathing, Volume I 7) Sleeping it Off 8) Crinfrid Oil 9) Enroute to the Reverend 10) An Old Debt 11) Easing the Pain 12) People of the Outskirts 13) Speaking to Strangers 14) The Reverend's Ring 15) Exploring the Village 16) Racists 17) Mistrusting Mikul 18) Ghoul Bait 19) The Igni Sign 20) Grinding Dogs and Drowners 1) This chapter starts with a fight, so don't get too complacent during the cutscenes. You'll have to deal with four Barghests as soon as you gain control of Geralt again, and although you'll initially have help, don't expect them to last too long.. and be careful not to attack your allies. Even though the Mercenaries suck at dealing with Barghests, they can sure as hell cause Geralt enough trouble. Just switch to the Group Style and you shouldn't have any trouble taking the Barghests down. When most of them are dead, deal with any stragglers by switching to the Fast Style. ***REWARD*** (For fighting off the Barghests assaulting the Country Inn) EXP 500 <----------------------------------------------------------------------> 2) Once they're dead, the redhead in green we saw earlier will talk to us, and the now-orphaned boy who escaped the Barghests will start glowing and uttering the prophecy of Itlina. As mysterious as that is, his outburst of magical energy seems to have driven off the Beast.. for now. Shani-the redhead-will tell us that the Reverend, the community leader here, might know about some men with Salamander badges.. and he might be worth talking to about the Beast. Seems kind of like a monster Witchers should deal with, doesn't it? Continue talking to Shani and she'll tell you a bit about herself, Alvin (the creepy magical boy), and Salamander activity in the outskirts. <----------------------------------------------------------------------> 3) Now you're free to go do whatever you wish, and for the first time in the game it's starting to feel like an RPG. You have plenty of quests to persue in a fairly non-linear fashion, you can grind, you can run around and loot, or you can just talk to NPCs. Sounds fun, right? If it seems like you've been thrown head-first into a game which has suddenly expanded into a directionless monster.. well, then you're not alone, but fortunately for you, you were wise enough to get a FAQ, right? The first thing I like to do when I get to a new area is find the biggest monsters and kill them-repeatedly. That's right, the good old grind. No, it's not necessary, but since quests give static experience, and monsters give less experience each level, it's a good idea to grind first, then complete quests. Before we begin grinding, however, there are a few things we must do first. <----------------------------------------------------------------------> 4) Head into the Country Inn, and ignore the Notice Board for now. Yes, we'll get to it eventually, but for now it'll start quests we don't need to start yet. Inside the Inn, talk to Innkeeper Olaf, who after a rather unfriendly introduction will finally speak with you. Ignore him for now and instead click on chest to the left of the text options to bring up the storage screen. This is where you can-and should-store all the crap you're carrying which you do not need to walk around with.. which is pretty much everything. <----------------------------------------------------------------------> 5) Once everything is stored, head over to the corner of the Inn where boxing matches are being held. Not only is there loot to be stored, but you can engage in some boxing matches. I prefer to wait before I fight Fat Fred, but that still leaves two Fist Fighters and a Wimpy Fist Fighter for me to box with. Most boxers will go up to at least double their inital wager, and for this collection of thugs it means we can score 50 Orens each visit. It's going to be one of the few ways to earn money until we start doing quests, so get used to it. Note: You typically have to wait 24 hours before you can box again. It's obvious that at first the other boxers are too injured to fight again immediately after losing, but after a while they have full life, which makes it tricky to tell when you can box them again. The game doesn't do us any favors, either, when it makes them talk as if you can box them again-but after paying up the bet, they decline to box you and steal your money! This is certainly a glitch, so either save before you start a new round of boxing, or be sure to have waited long enough. I don't recall this problem occuring before the latest patch, but I'm no expert. Or am I? Well, either way, I don't know, but you've been warned. <----------------------------------------------------------------------> 6) Once you're done fighting, go talk to a 'Drunkard' who should be sitting around one of the tables. When the beer mug icon appears to the left of his text options, click it to start a drinking contest with him. There are quite a few characters you can drink with in this game, and some are pretty heavy hitters. For this guy, however, just be sure to have some Kaedwenian Stout or Viziman Champion in your inventory. Whenever possible, you should ensure that you use weak alcohol when you try to out-drink somebody, to avoid passing out yourself.. and to cut down on costs. After downing five mugs of Viziman Champion, he'll concede defeat and give you 'The Tome of Fear and Loathing, volume I.' This book would have cost you 250 Orens if you have to buy it at an Antiquary. <----------------------------------------------------------------------> 7) Now that we've stashed our loot, fought for some Orens, and got drunk for a book, it's time to rest. Either pay Innkeeper Olaf five Orens to sleep, or head outside and attempt to mooch off somebody else's fireplace, if one's lit. If not, you can always use some Flint to start a fire up. Rest and distribute more talents. Everybody should be level three, closing on level four right now. This time I pick Monster Lore, in the Intelligence tree, Strong Steel (level 2), and Stun, in the Aard tree.. all for a very specific endeavor upon which I am about to embark. Rest until the afternoon. <----------------------------------------------------------------------> 8) Once you wake up, head over to the Dwarven Blacksmith who is lurking to the north of the gate. Listen to him rant about discrimination and when he's done whining, ask him about weapons and he'll offer to sell you some oil for 35 Orens. At that price, it's a steal, and it'll not just give you some oil, it'll give you the recipe so you can make it at will. <----------------------------------------------------------------------> 9) Head out the gate of the palisade around the Country Inn. It's time to go see the Reverend.. and loot abandoned houses along the way. There are two major routes to the Reverend's House, either by going north from the Country Inn, or by going west. In order to complete some minor encounters along the way, take the western route-past the Royal Huntsman, rather than past Abigail's Hut. Search at your own disgression along the way. Note that, for future reference, the directions I give are in relation to the mini-map on the top right of your screen-which is itself aligned with the map you can bring up by hitting the 'm' key. North is up, south is down, west is left, and east is right, just pay attention to the direction the little arrow representing Geralt is facing. <----------------------------------------------------------------------> 10) Along the way you might find a 'Traveller' who will recognize you if you talk to him. Recognizing you as the legendary Witcher Geralt who helped him out in the past, he decides to repay you for services rendered. It's a nice-and unexpected-way to score 100 Orens from a stranger. <----------------------------------------------------------------------> 11) Near some of the houses along the way (or perhaps in town) you'll find a 'Beggar', an old lady who will ask you to provide a White Gull Potion so her dying grandson can expire less painfully. If you provide one she'll give you an 'Eternal Fire Signet Ring' she stole from the Reverend-who refused to help. This is an item we'll obtain at less cost to ourselves later, but hey, it's always nice to make note of alternatives. <----------------------------------------------------------------------> 12) Also along the way you might encounter a blonde 'Peasant Woman' with a green and yellow top. You'll know it's the right lady because she'll greet you with "Greetings, handsome traveler." Give her some Tulips (which can be found in one of the houses, or obtained from a 'Townswoman' wearing white by giving her some other flowers) and she'll ask if you find her fetching. Suggest that you find a nook somewhere to get the 'People of the Outskirts' sex card. If you're having trouble finding flowers, the Viziman Herbalist near the Country Inn sells Daisies (10 Orens) and Orchids (50 Orens) which might work to get you some Tulips from the Townswoman in white. Or if all that's too much for you, Declan Leuvaarden, a merchant staying at the Country Inn (find him during the day, usually around noon) will just sell you some Tulips (20 Orens). <----------------------------------------------------------------------> 13) Lastly, along the way you can find an 'Old Woman' who insists she doesn't talk to strangers. What she really means is that she doesn't talk to strangers unless they pay her about 20 Orens, first. She'll only tell you one thing, either she'll tell you about a random herb, I've seen Hellebore Petals, Sewant Mushrooms, Celandine, Verbena, and Beggartick Blossoms come up, or she'll tell you a story about plagues and cannibalism. Frankly, you'll get all these herbs from other sources, most of them can be obtained by reading the book 'Field Plants', and the last two mentioned won't even come up until Chapter 2. Still, if you want to bribe some info out of her, here you go. Note that you can do this multiple times, after leaving the area anyways. She seems to give you new plants every time, even plants that you won't encounter until Chapter 3 or later. <----------------------------------------------------------------------> 14) Finally, when you reach the outskirts of the..outskirts village, you'll be harassed by some Village Militia, who ultimately decide that you're not worth messing with. Continue past them to find the Reverend, who is most likely outside of the Chapel. He's not too friendly, and he tells you that to earn his trust you'll need to light to fires at the five 'Eternal Fire Shrines' around the outskirts. Of course, this has to be done at night while it's most dangerous.. but we're not here to do his stupid quests. Pick dialogue option #1 and he'll tell you to solve the problems of Mikul, Haren, and Odo, three prominent residents of the outskirts before he'll tell you more about Salamandra. To prove that he sent you, he'll give you the 'Eternal Fire Signet Ring', which is what we came for. Equip it now and prepare to do some more running around. <----------------------------------------------------------------------> 15) Since we're at this village, we might as well loot it, too. There are several books to find, but more importantly there are some 'Old Townswomen' who complain about not having any food. Give them some and they'll tell you old stories-one tells you about a Miller's daughter killing herself and becoming a Drowned Dead, another tells you about Barghests, a third will tell you about Fleders, and a fourth will tell you about Werewolves, and gives you journal information about Werewolf Fur. What morbid people. On the other hand, if you talk to a 'Townswoman' clad in white she'll ask for some flowers. Give her some and she'll give you Tulips in return, and tell you about some Salamanders lying in wait for you. Lastly, talk to a Stall-Keeper and she'll tell you about another Witcher who talked to Reverened, which the Reverend himself talked about. You can also buy food from her, if you're so inclined. <----------------------------------------------------------------------> 16) We're done with the village for now, so head north east past the Stall-Keeper and head down to the riverside. There are more houses to loot, but most importantly you'll find Zoltan Chivay, who is being harassed by several human racists. Getting close (and I use the word 'close' here very loosely) will start the quest 'Racists', one of the few quests I do before grinding-to clear the way for said grinding runs. Get close to the encounter and a human will question your intent, or wait around and a fight will start. If you're playing a strictly neutral Witcher, you might want to sit this one out.. but since it doesn't affect any quests and is solely beneficial to help Zoltan out, I always jump in. After the racists are dead, Zoltan will talk to you (and be understandably upset if you just sat back and watched), where he'll reveal that he's yet another old friend of yours. The two hot redheads I could understand, but a Dwarf? Anyways, exhaust all of Zoltan's dialogue options and he'll leave. He'll stay at the Country Inn for the rest of the Chapter, and we'll have more to do with him later, but for now, let him leave. ***REWARD*** (For helping Zoltan Chivay fight off the racists) EXP 2000 <----------------------------------------------------------------------> 17) Loot the bodies for some Dice Boxes, which will start the quest 'A Game of Dice'. You can also pick up a Rusty Sword, if you missed your old one. Loot the rest of this fishing village, just avoid talking to Haren Brogg for now.. although don't be afraid to loot his house. Continue north east along the river bank until you reach a bridge. Cross the bridge to reach the Merchants' Gate, outside of which you'll find Mikul. Talk to him and he'll tell you that there's a quarantine in effect and that only folks with passes are allowed in. He's not too bright, and before he really gets chatty he demands proof that the Reverend sent you. So show him the ring you were given (if you have it equipped you can click on the 'hand' icon to the left of the dialogue options) to get him to open up. Pick dialogue option #1 and he'll tell you that he was supposed to kill some 'dead'uns' in the crypt down the road. Offer to kill the undead for 200 Orens and he'll give you a key, which will open the door to the crypt. Crypt o======================================================================o 18) From the Merchants' gate, cross the bridge again and continue down the road to the east, again, looting houses as you go. Eventually you will come to a fork in the road near an 'Eternal Fire Shrine'. From this shrine (which should be marked on your map with an obvious red circle) head along the eastern road until you reach the Crypt Entrance. Save your game and head inside. Once inside you'll get a custcene showing the body of a dead girl, who obviously poisoned herself. The troublesome Ghouls Mikul was supposed to kill were drawn to her corpse. The game also helpfully tells you to drink a Cat Potion.. which we'll do when we come back here to full explore this place, but until then, setting the gamma up to 2.00 in the options/video options menu will work fine for now. Anyways, grab the Glass Vial off the floor before you do anything else. <----------------------------------------------------------------------> 19) Head deeper into the Crypt until you stumble upon a Ghoul. Ghouls are fairly tough at this point in the game, but a single Ghoul isn't much of a threat. Get used to fighting it, then continue to the east until you reach some branching tunnels. Very carefully head into the room to the north. Once you're inside enough, three Ghouls will pop out and attack you. Run back to the entrance and hopefully you'll lose some of them-three Ghouls can be a hell of a fight at this level. If not, with a little luck your Aard sign will stun one of them, which you can then coup-de-grace. Two Ghouls shouldn't be too much trouble, but three at once are lethal. Use the Strong Style (you won't deal enough damage with the Group Style to defeat them, most likely) and use Aard whenever they group up. With some tactics, a little luck, and patience you should be able to win this fight, even at level three. And if you fail, try, try again-after all, you saved, right? In the room where the three Ghouls spawned you'll find a corpse with some goodies worth looting, but best of all is the 'Circle of Inner Fire'. Activate it the learn the Igni sign. It's a handy sign, but for our present purposes, we'll use it to rest between grinding runs without needing to use any Flint, or without having to pay the Innkeeper five Orens to rest. ***REWARD*** (For killing the Ghouls in the Crypt) EXP 1000 <----------------------------------------------------------------------> 20) Finally, after all that work we can begin to grind. If you didn't talk to Vesna Hood in the Country Inn (and hence don't have her in your Journal under the Characters section) her quest 'She's No Early Bird' won't start. How do I grind? I typically run circuts around the map at night, killing Barghests and Drowners (near the river) and the occassional Ghoul lurking around. If there's more than three enemies, use the Group Style, against Barghests and Drowners use the Fast Style, and against Ghouls use the Strong Style. After I've done a full circut, I try to rest near the Country Inn. If I have enough time I'll go box before resting to bring in some extra Orens. Just don't stay out too long or else the area will become safe during the day-which means you can't use your Igni sign to start fires. If that's the case, you'll have to run around hoping to bum a fire off of others, or you'll have to light one yourself with some Flint, or you'll have to pay the Innkeeper to rest. To make these runs extra worthwhile, you might consider buying the book 'Field Plants' from the Viziman Herbalist who stays outside the Country Inn. It's 200 Orens, but if you start collecting the herbs growing around (Celandine, Berbercane, Balisse, Hellebore) you can stock up quite a horde while grinding. It'll come in handy later. Also, keep some of the Barghest Skulls you'll find, as they'll be needed in an upcoming quest, as well as in a quest much later. I tend to grind until I'm about level six or so, after which point Barghests just aren't giving enough experience anymore. Sure, you can still focus on the Drowners near the river, but it's more tedious, and really, just not worth the time. As I level up, I buy ranks in Dexterity (levels one and two), Fast Steel (level two) and Group Steel (level two) to make my leveling easier. After that I bring Igni and Aard up to level two, then I focus on the damage boosting talents within the combat style trees. Note that this leveling session is pretty optional. I suggest getting a few levels just running around killing things-Geralt is pretty vulnerable right now, and a level or two wouldn't take too long, and would go a long way. If you can't be bothered, the fight at the end of the chapter will be harder, but if you're willing to invest in Specter Oil, a Swallow Potion, and a Willow Potion, you'll be fine. o======================================================================o | | | Questing the Country Inn | | | o======================================================================o It might take a while, but when I'm level six, I'm done grinding. My intermitent boxing has left me with 500 Orens (after purchasing the book 'Field Plants', too), and I have over a hundred Barghest Skulls, Death Dust, Beast Fangs, Ectoplasm, Drowner Brains, and I have picked plenty of Celandine, Hellebore Petals, Balisse Fruit, White Myrtle Petals, and Berbercane Fruit. Needless to say, as far as alchemy is concerned, I'm set for a while. On that note, it's time to start questing in Chapter 1. From now until the end of Chapter 1 this will actually resemble a somewhat composed FAQ. You know, doing things in a sensible sequential order, starting, persuing, and completing quests, and all that fun stuff. I rest outside the Country Inn until morning, and we'll start from there. Country Inn, Exterior o======================================================================o Sequence of Events: {WLK003} 1) Viziman Herbalist 2) Notice Boards, Chapter 1 3) Dwarven Dice 4) Antiquary 5) Talking to Vesna Hood 6) Declan's Job 7) Miscelleny in the Tavern 8) Fistfighting Fat Fred 9) Dwarven Drinking 1) Lets talk about some of the characters that we've been ignoring for a while. First, you can find a Viziman Herbalist hanging out near the Country Inn. Talk to him and he'll tell you about the plague and other useless information. He will, however, sell you various alchemical ingredients (at a monstrous mark-up), but more imporantly he'll sell flowers (if you still need to give them to the white-clad lady for some Tulips), and he also sells two books-Field Plants, and Subterranean Plants. The former is immensely useful in this chapter. <----------------------------------------------------------------------> 2) Now head over to the Notice Board and grab the notices-along with the 'Arrest Warrant'. Read the three notices to get the following quests: 'The Barghest Contract', 'The Drowner Contract', and 'The Ghoul Contract'. We've completed all three of these quests by now-at least you should have killed enough Barghests, Drowners, and Ghouls by now-we just need to turn them in. Reading the Arrest Warrant starts the quest 'Wanted'. Anyways, head on into the Country Inn. Country Inn o======================================================================o 3) If this is the first time you've entered the Country Inn since helping Zoltan, he'll talk to you. Ask him about the dice you found and he'll offer to play a game with you. Play a game with him (and hopefully win), and talk to Zoltan again when the conversation ends and ask about playing the game for serious money, which will start the quest 'Dice Poker: The Novice', and allow you to play with Odo, Haren, and Mikul. It'll give us something more to do when we go to help with their problems, and save us some trouble running back and forth. ***REWARD*** (For defeating one Novice player) EXP 100 <----------------------------------------------------------------------> 4) Sitting around one of the tables during the day you'll find an Antiquary. What's an Antiquary? Normally I'd think it meant a dealer in art or something, but in the Witcher, it means a book seller. I usually make a point of buying every book each Antiquary has, which means a lot of boxing.. The good news is, at least we've obtained some of his more expensive books from other sources. <----------------------------------------------------------------------> 5) Talk to Vesna Hood, the local day-time bar wench. She doesn't have too much to say, but just talking to her gets you her Journal entry, which will allow the quest 'She's No Early Bird' to start. You can also buy various alcohol from her, should you need to outdrink somebody or make a potion. <----------------------------------------------------------------------> 6) By now you should be able to find a merchant named Declan Leuvaarden somewhere in the bar. Unlike most of the folks here, he's got a job for you, a paying job, at that. He wants you to explore a cave near the city walls and rescue his friend-or failing that, provide him with a decent burial. Accept his offer to start the quest 'Dead Hand of the Past'. This is one we'll save for later. You can also buy jewelry from Leuvaarden, which is mostly worthless right now. He also sells Flint (we have the Igni sign, so who cares?), Mettina Rose (if you don't have any, get one, but we should have found a bottle of this by now), and Tulips (if you still need to seduce the green-and-yellow-clad lady to obtain the 'People of the Outskirts' sex card.) <----------------------------------------------------------------------> 7) Now for the less noteworthy folks. You can talk to Shani again to find out that Alvin-whom had been in her care-she sent to go stay with Abigail, the local witch. Who knows better how to handle a mage than another mage, right? Near one of the tables you'll find a Gambler, who talks about an unlucky hunter. You can play very, very, very low-stakes Poker with him. There's also a Bard you can chat up, who knows of some 'Geralt of Rivia', whom you resemble. If you pay him five Orens he'll sing a rather awful little song-but you'll get a Journal entry about Dandelion, presumably a much better bard. Lastly, you can chat up the Innkeeper. For five Orens he'll tell you about the plague and the always ineffective religious response to it, but it's really just a waste of money. <----------------------------------------------------------------------> 8) Since all that's out of the way, lets go deal with Fat Fred. Talk to him and put up 25 Orens to get him to fight. He's stronger than the other fistfighters, but he'll still fall to the same tactics we've been using to abuse the others. When you win you'll get a choice of prizes, money-which turns out to be 100 Orens, which we could win in two rounds of boxing the lesser fighters, a ring-which turns out to be a Gold Diamond Ring (sells for 120 Orens) or vodka and chaser, which means two bottles of Zerrikanian Spirit, a loaf of bread, a mutton leg, and cheese. All the prizes suck, as Zerrikanian Spirit isn't so potent as to be worth notice. I tend to take the ring, which is worth the most, and keep it for a rainy day. Now that Fat Fred has been beaten, we'll need to wait until Chapter 2 to continue with this quest. Note: I'm not sure why, but I've had my boxers glitch on me before. I've never had it occur here, and I don't remember it occuring at all in earlier versions of the Witcher.. but I could be wrong. Starting at the Hairy Bear, the next tavern in the game, I've occassionally had an NPC boxer get killed while doing the background boxing they tend to do. They'll randomly die, disappear, and Geralt will get some experience. This glitchiness can affect you-and other boxers, too. After it happens the first time, there's a chance that participating boxers will get killed-sometimes after a single punch! This even applies to Geralt-that's right, I've had a game over screen pop up after getting hit once in a boxing match. I haven't had this happen in the New Narakort (Chapter 3's tavern), but it has happened in the Country Inn in Chapter 4. I don't know what causes it, but it's something to keep an eye on. ***REWARD*** (For defeating Fat Fred) EXP 2000 Orens 100 ---or--- Item Zerrikanian Spirit x2 Bread Mutton Leg Cheese ---or--- Item Gold Diamond Ring <----------------------------------------------------------------------> 9) We're almost done with the bar, there's only one thing left to do. I stash my loot earned from Fat Fred and withdraw ten mugs of Kaedwenian Stount. Talk to Zoltan and engage him in a drinking contest. Down seven mugs and Zoltan will admit defeat, and present you with a Diamond for winning (worth 60 Orens). I keep it as a momento. Now that we're trashed again, find somewhere to rest and sleep until midnight. I'll admit, I didn't bother to look for a place to crash, being still fairly early, I just went to the Innkeeper and paid five Orens. o======================================================================o | | | Questing the Outskirts | | | o======================================================================o Now that we've collected a fair number of quests in and around the Country Inn (and completed a few) it's time to start finishing off some of the more important quests in the chapter-and that means heading into town. We'll do several runs of the village 'loop', as I like to call it, and when we're done, we'll be ready to plough headlong into the terminal quests for this chapter. Country Inn, Exterior o======================================================================o Sequence of Events: {WLK004} 1) Witcher's Work? 2) Saving Vesna Hood 3) Escorting Vesna Hood 4) Vesna's Gratitude 5) Haren Brogg's Job 6) Drowners, Squirrels, and Hawkers 7) Salamandra Ambush 8) Kalkstein's Contract 9) Moaning Mikul 10) Abigail's Contract 11) Stashing and Stocking 12) Royal Huntsman 13) The Reverend's Contract 14) More Work from Haren Brogg 15) Haunting the Mill 16) Recovering Declan's Friend 17) Nadir 18) Bounties and Candles 19) Impotent Rituals 20) Ozzrel 21) Odo's Garden 22) Sleeping it Off 23) A Decent Burial 24) Nature of the Beast 25) King of the Wild Hunt 26) Declan's Reward 1) Once Geralt wakes up-fresh and sober-leave the Country Inn and take the road north to find Vesna Hood being bothered by some 'Bandits'. If you're playing a 'consummate' Witcher-or a neutral one, as the case may be-you'll realize that this incident really has nothing to do with you, nor your profession. Still, it's hard not to step in, given the circumstances. Regardless of how you feel about politics later on, it's hard to play a Geralt that would leave somebody in this predicament- especially a pretty lady. As far as gameplay goes, if you don't step in, Vesna's dead. No quest, no experience, no sex card. So, presented with morality and an unrewarding alternative, I always help out poor Vesna. <----------------------------------------------------------------------> 2) Approach Vesna and her 'friends' and they'll tactfully tell you to shove off. Threaten them and a fight will ensue. Despite acting tough, they'll all die from two combos of the Group Style. When they're dead, Vesna will ask you to escort her home, seeing as how unsafe the world clearly is for a bar-wench in the Outskirts. Again, it has nothing to do with Witchering-save for the fact that you'll be protecting somebody from monsters.. wait, that DOES sound like Witcher's work. And of course, you get experience for helping her. I see no reason to refuse her, so accept. Save your game now, in case something goes wrong during the escort. ***REWARD*** (For rescuing Vesna from the Bandits) EXP 500 <----------------------------------------------------------------------> 3) Take the western path to town, past the Royal Huntsman. Stay close to Vesna so you can protect her-she's got more health than a normal Townsperson (at least, she shouldn't die in two-or-three hits) but she still has virtually no chance of fending for herself. She makes it difficult by staying a screen away from you most of the time. Just take it slow. When you reach the second 'Eternal Fire Shrine' along the road two Barghests will appear and attack. Dispatch them and Vesna and Geralt will have some very short dialogue. At the third 'Eternal Fire Shrine' you'll encounter another group of Barghests-this time three of them. You know, it seems like these shrines are doing the exact opposite of what they're supposed to be doing. A religion whose militant branch fights monsters has shrines that draws Barghests! It's like a religion that adores poverty having its own country and private bank! Wait.. <----------------------------------------------------------------------> 4) Anyways, you're almost there now. In fact, make a dash for her house (which is conveniently the first house of the village strip approaching from this direction) and wait near the door. When Vesna catches up she will chat with you, asking how she can repay you. Pick the first option to ask for a date, or the second option to be a boner and leave without getting a reward. If you pick the first option she'll tell you to meet her by the Mill at dusk tomorrow-and bring some wine. If you pick the second option.. well, nothing happens, she just leaves. ***REWARD*** (For escorting Vesna safely home) EXP 1000 Haren Brogg's House o======================================================================o 5) Now, lets do some things along the way back. Head down to the riverside and enter Haren Brogg's House. Talk to him and present the ring the Reverend gave you to get him to open up. Ask him about dice and get him to play. Beat him in a match to secure yourself your second Novice victory. When that's done, ask him what he sells, and be sure to buy the Blue Meteorite off of him if you have the 300 Orens. Lastly, ask about Witcher's work and he'll tell you about some Drowners that come out of the river and threaten his goods. This starts the quest 'Strangers in the Night', which we'll conclude shortly. Note that once you have gained Haren's trust (by showing him the Reverend's ring) you can rest here, free of charge. ***REWARD*** (For defeating a second Novice player) EXP 100 <----------------------------------------------------------------------> 6) After you're done talking to Haren, head outside and continue east, as if you were heading to the Merchants' Bridge.. which you are, just not yet. Along the way you'll be attacked by numerous Drowners. Kill about eight of them and the quest will update. Don't dread the numbers, eight sounds like a lot, but you'll probably only have to deal with three or four at a time, tops. Once their dead an elf-a member of the Scoia'tael-will show up and demand that you hand over the goods-or rather, allow them to take what belongs to them. Apparently Haren is a Hawker, a merchant who illegally sells goods to nonhuman rebels. Regardless of whether I intend to favor nonhumans or humans later, I tend to refuse to hand over the goods. Not really for any moral reason- giving aid to partisans or letting them starve-either way, people are going to die-but because letting those goods go with the non-humans gets an NPC in the next chapter killed (see the note below for guaranteed- but useful-spoilers). Granted, not a hugely important NPC, but still. On the other hand, my consumate Witcher doesn't care what happens to Haren's goods now that the Drowners are dead, and gladly pockets the extra 200 Orens the Scoia'tael will give you for letting them take the goods. If you refuse them, you'll have to fight the Scoia'tael leader, a Dwarf, and two Elven archers, which is a sadly easy fight. Use Fast Style on the leader and the archers, and Strong Style one the Dwarf. Either way, report to Haren when you're done for your reward. ***REWARD*** (For killing the Drowners near Haren's goods) EXP 500 ***REWARD*** (For allowing the Scoia'tael to take the goods) Orens 200 ***REWARD*** (For reporting your success to Haren Brogg) EXP 3500 Orens 200 Note: Depending on how you resolve 'Strangers in the Night', the NPC Coleman in the next chapter might suffer from an assassination-induced case of deathitude. He's a Fisstech dealer, and an all-around slimy individual, but he does have a quest attached to him. If you kill the Scoia-tael here, Coleman won't be troubled later, but if you don't, he'll get assassinated. No big deal, either way, especially as I don't intend to be overly kind to him, myself. Just be sure to deal with Coleman and his minor quest 'The Rat' before you go visit detective Raymond and set in motion the quest 'The Crown Witness'. It'll make more sense later, and if you just follow my guide like a good little minion, you'll be fine. <----------------------------------------------------------------------> 7) During our stay in the Country Inn earlier, you might have noticed that a man named 'Kalkstein' was at the tavern when we first reach Chapter 1, but no longer can be found there. Head to the Merchants' Bridge, where we met Mikul earlier. There you'll find Kalkstein trying- unsuccessfully-to gain entry into Vizima. Talk to him and you'll be interrupted by Salamandra assailants. If you fought the Frightener, this group will include a 'Mutated Hound'-signs that the fact Geralt delayed in reaching the laboratory allowed Salamandra to steal more than they otherwise would have, and have since progressed with their stolen mutations. If you went with Triss you'll only fight some regular Salamandra bandits. I must admit, this fight is more interesting if you attacked the Frightener earlier. Use the Strong Style to dispose of the Mutated Hound and the Mage that comes with it-hopefully you'll get lucky and be able to stun the Mage with Aard. If it's just normal Salamandra thugs, the Group Style works just fine to kill most of them. When you're done Kalkstein and Mikul will both comment. <----------------------------------------------------------------------> 8) Once that threat has been dealt with, talk to Kalkstein, who will babble on about alchemy, and be just a bit too forward with Geralt. Give him his Ghoul Blood to finish that quest. He might be absentminded and annoying, but it's hard to hate NPCs who reward you well. ***REWARD*** (For bringing Kalkstein three vials of Ghoul Blood) EXP 3000 Orens 100 <----------------------------------------------------------------------> 9) Now talk to Mikul and ask him about dice. Get him to play with you, and then challenge him to a round of Dice Poker. Beat him, and finish the final leg of the 'Dice Poker: The Novice' quest, then tell him about the crypt. Mikul seems distraught about the dead girl, whom he calls 'his Ilsa'. The reason we did these quests in this order is because Mikul will now just whine about Ilsa. We're done with him, anyways. ***REWARD*** (For defeating a third Novice player) EXP 100 ***REWARD*** (For becoming a Novice at Dice Poker) EXP 500 ***REWARD*** (For telling Mikul about the Ghouls) EXP 3000 Orens 200 Abigail's Hut o======================================================================o 10) Now head back to the Country Inn, and along the way pay Abigail a visit. She'll tell you about the man outside her hut at the beginning of the chapter, who apparently was a bit too forward with her. Talk to her again and exhaust her dialogue options. She'll offer to sell you the recipe to Specter Oil for thirty Orens. Considering what we're up against, it's a good investment. You can also ask her about Alvin, for what good that does us. Turn in ten Barghest Skulls to complete the quest 'The Barghest Contract', and then see what Abigail has for sale. She's got several books, various alcohols, greases, and powders (the bases required to create potions, oils, and bombs), and a Red Ribbon, which repels Drowners. The latter is an uncommon item, but you can just wait until the next chapter to purchase it, if you wish. Drowners will cease being a threat shortly, no matter their numbers, but they're still annoying enough that having an item that just makes them run away might come in handy. Needless to say, if you have any alchemical needs, Abigail is the one to see-although she'll rip you off if you're buying completed potions or oils, or if you buy any Alchemical Ingredients. Consider buying some alcohol and some grease, then leave. ***REWARD*** (For bringing Abigail ten Barghest Skulls) EXP 2000 Orens 100 Items Mandrake Root x2 <----------------------------------------------------------------------> 11) Return to the Country Inn and stash the loot you've gained. I take out a bottle of Mettina Rose or Toussaint Red, and any three strong Alcohols-that's right, it's almost time to make some Potions. If you want to be a little ahead, grab some grease, too. It should be morning now, or at least nearly so. If not, it doesn't really matter, it's time to take our second lap around the Outskirts, which mostly just sets up tonight's activities. <----------------------------------------------------------------------> 12) Leave the Country Inn and head along the western path to town. Along the way, stop and talk to the Royal Huntsman. He'll tell you about two unique monsters-a Drowned Dead near the old Mill, and an Alghoul that haunts the crypts. This doesn't offically start any quests, but it should give you a good idea what I intend to do tonight.. Anyways, you can also talk to him about his trade.. and find out that Witchers get screwed on bounties. <----------------------------------------------------------------------> 13) Continue to town and talk to the Reverend (if it's still early, you may have to go into his house to find him). Feel free to talk to him about everything now-we're not grinding, we're questing. The most important thing to do here is give him the Drowner Brain Tissue we have to complete the quest 'The Drowner Contract'. ***REWARD*** (For bringing the Reverend three Drowner Brain Tissues) EXP 2000 Orens 100 <----------------------------------------------------------------------> 14) Return to Haren Brogg's House. Talk to him and accept another quest, this time he wants you to deliver a question to a man named Coleman in Vizima-no questions asked. Accepting starts the quest 'Hot Potato'. What we really came here for, however, is his free resting. I click on the Alchemy tab and create two Cat potions and a Swallow potion. I don't really worry about secondary ingredients at this point, as we just don't have a versatile enough selection of ingredients to try and make ingredient-dominant potions. If you brought some grease, consider making some Specter Oil. Finally, if you really want to be ahead of the game and to play things as safe as possible, make a Wive's Tears Potion, consisting of one measure of Rebic, Quebrith, and Aether (Cadaverine, Balisse Fruit, and Hellebore Petals are common ingredients that work fine for this potion). When that's done, meditate until dusk. <----------------------------------------------------------------------> 15) When you wake up, leave Haren's House and cross the Maribor Gate Bridge (the bridge opposite the town) and go down the stairs at the far end of the bridge to reach the Mill. Outside you should find Vesna Hood. Give her the wine and watch a very amusing cutscene, after which you'll obtain Vesna's sex card. Cave o======================================================================o 16) When you're done frolicking, return to the Maribor Gate Bridge and go down some stairs on the opposite side of the bridge (to the west) and continue along the river bank until you find a 'Cave Entrance'. Geralt comments on the bones outside of the cave, and he's right-nothing friendly waits for us within. You don't really need a Cat potion to navigate the cave, but it'll help. Inside you'll find Echinops-plant monsters that emerge from the ground and attack. They're strong at this point in the game, and can attack at a range, but we're not weak Witchers anymore. Use the Strong Style and Igni whenever possible. If you're lucky, you'll manage to incinerate them, which will deal a great deal of damage. Take it slow, and try to fight as few Echinops as possible. They have one weakness-they can't move. If you're getting beaten up try to find some cover and allow yourself to heal. At the far western end of the cavern you'll find a Sated Echinops, which is stronger than normal, but by no means unbeatable. Use Igni on it and smite it-hopefully with as few Echinops fighting you as possible. When all Echinops are dead, search some remains near the Sated Echinops to find some Human Remains. This is what's left of Leuvaarden's friend. ***REWARD*** (For recovering the remains of Leuvaarden's friend) EXP 500 <----------------------------------------------------------------------> 17) When you have the remains leave the cave and head east past the Mill. It should now be night-time, and ahead of you should be a group of Drowners led by a unique Drowned Dead named 'Nadir'. Try to avoid engaging too many enemies at once, as Nadir is honestly pretty strong. It can do upwards of fifty damage per hit, which is no joke. If you're lucky, however, one good Aard can knock Nadir prone and leave it open for a coup-de-grace. If that's not working, whittle it down with the Fast Style. Once it's dead, search Nadir's remains for the Drowned Dead's Head. <----------------------------------------------------------------------> 18) Now, lets kill two birds with several candles. We have the remains of Leuvaarden's friend, but in order to continue with the quest we'll need to light the flames of each of the five Eternal Fire Shrines. Since we also need to head back to the Royal Huntsman to cash in on Nadir's head, we might as well light as many of the shrines as we can. Go back through the village and light the shrine opposite the Chapel, then light the two along the path leading to the Royal Huntsman. Finally light the fourth Shrine near the Royal Huntsman before turning the trophy in. Note that after placing the first 'Holy Flame' in an Eternal Fire Shrine, a Barghest will appear to challenge you at the second shrine you approach. At the third shrine you'll have to fight two Barghests, and so on. This is why we didn't bother with this quest while we were escorting Vesna- we surely didn't need more trouble while escorting a vulnerable bar wench. ***REWARD*** (For giving Nadir's Head to the Royal Huntsman) EXP 1000 Orens 200 <----------------------------------------------------------------------> 19) Once you've lit the four shrines and have turned in Nadir's head to the Royal Huntsman, take the northern road away from the Country Inn (past Abigail's Hut) until you reach the fifth and final Eternal Fire Shrine. Once here you'll be challenged by a pair of Barghests, and a few more will spawn after placing the 'Holy Flame', but it's nothing you can't handle. Once done, return to the Crypt where we found Ilsa's body. Crypt o======================================================================o 20) No turning up the gamma this time, you need a Cat potion to safely explore the depths of this crypt. So chug a potion and continue east from the entrance, past the bodies of two dead guards and into some new tunnels. On the way, it might be a good idea to use the Place of Power before the dead guards. Perform the 'Ritual of Magic' and enjoy a 100% boost to sign intensity for five hours, which is more than long enough to clear this Crypt. Take the first left and use the Aard sign to destroy the wall to the north west to access a room with a trunk that contains fourty Orens, Stammelford's Dust, Goose Fat, and Quicksilver Solution. In the first room on the right you'll find a body with twelve Orens on it. Continue down the main tunnel until it forks again, and once again take a left, use Aard to knock down a wall to the north west. Beyond are a pair of Ghouls who can be easily dispatched with our boosted Aard sign. Wait for your Endurance to replenish and head back to the main tunnel and continue until you find another wall that needs to be knocked down. Beyond this last wall is the unique Alghoul, Ozzrel, which like Nadir is pretty damn strong. Not only does it do a fair amount of melee damage, but it can knock you down. On our side, however, we have an empowered Aard, which can likely stun Ozzrel and give us the cheap win via a coup-de-grace. When Ozzrel is dead, loot its body for the Alghoul Head, then loot the room it was guarding. There's a trunk with thirty Orens inside, and another trunk containing a Ham Sandwich, Suet, Stammelford's Dust, a Chicken Leg, a piece of Flint, a Torch, a Red Meteorite, and seventy Orens. There's nothing shabby about that loot. Odo's House o======================================================================o 21) Return to the Royal Huntsman and claim your due reward for disposing of Ozzrel. Now we're done with most of the side quests in this chapter, but there's still one more thing I'd like to do before returning to the Country Inn and resting. Head down the road as if you were returning to the Country Inn, but instead of entering the palisade, head south to reach Odo's House. Talk to Odo and in addition to making you show him the Reverend's ring, he'll make you drink with him.. since spies don't drink, you see. At least he's kind enough to provide the liquor. He'll also play Dice Poker with you, if you haven't defeated three opponents yet. Since you're following this guide, however, I'll assume you have. Ask him what task he needs done and he'll tell you that some blood- thirsty vegetation has grown from his garden. We've face Echinops before, so this shouldn't be a problem.. except for the fact that Odo forces you to drink while you negotiate prices. Once you settle on 100 Orens he'll send you outside-quite drunk-to deal with the plants. If you made a Wive's Tears Potion earlier, drink it now and cure your drunkenness so you can fight safely.. or be lazy like I tend to be and just tough it out. Immediately grab your sword and run to the gate of his property so only one of the Echinops can strike at you. When it's a one-on-one fight, use the Igni sign and the Fast Style (usually you'd use the Strong Style, but being drunk you're more likely to hit with the Fast Style). Once the first plant is dead, wait until your Endurance recovers before attacking the second, and repeat the same process. Note that the Echinops earlier spawned due to the presence of a corpse (Leuvaarden's friend), and also note that Geralt comments on the armor in Odo's house-armor that apparently belonged to Odo's brother, who is nowhere to be seen. Why would Odo's brother have left his armor-his livelihood as a soldier-in a house occupied by his brother? It doesn't really matter at this point. Return to Odo and collect your reward. ***REWARD*** (For giving Ozzrel's Head to the Royal Huntsman) EXP 1000 Orens 200 ***REWARD*** (For killing the Echinops in Odo's garden) EXP 4000 Orens 100 <----------------------------------------------------------------------> 22) Once you leave Odo's House you'll see Odo's dog howling at something. Honestly, the dog is probably just trying to call attention to Odo's garden.. the developers really, really, want you to suspect something is wrong with Odo's yard. We get it, guys, that's not Odo's armor, and the Echinops are symptomatic of dead bodies being buried. After leaving Odo's yard you'll probably get attacked by some Barghests, including a cameo by the Beast. This has doubtlessly happened before, and you know by now that when the Beast arrives, you'll have to fend off several Barghests. This can be tricky because of the.. ah.. drunkeness, but stick to the Fast Style (as the Group Style can be unreliable when drunk) and you should be able to overpower the Barghests. Of course, if you drank a Wive's Tears potion earlier, you're fine. Also, you can just rest at Odo's House after clearing out the Echinops, free of charge. Now just rest at any fireplace nearby until morning. With the loot we got from Ozzrel's lair, you should make some Specter Oil now, if you haven't already. Country Inn o======================================================================o 23) Return to the Country Inn and tell Leuvaarden about his friend. In a rare case of sloppiness on Geralt's part, he forgets that the deal was to rescue Leuvaarden's friend or provide for a 'decent' burial. Instead of getting our pay, he insists that we accomplish the latter, first. In this case 'decent' means we need to inter his remains in the crypt underneath the chapel in town. Seems all signs are pointing to the Reverend. <----------------------------------------------------------------------> 24) Go and speak to the old nutter and tell him about your successful candle-lighting. He'll naturally blame the ineffecacy of his ritual on the potency of the Beast-not the inadequacy of his god, and blame Abigail for the existence of the Beast. Geralt plays the more neutral angle and suggests that they speak to the witch before assuming anything sinister. The Reverend will agree and offer to pay you 200 Orens, should you discover the Beast's origins. You can also tell the Reverend about your other successes, namely those of dealing with Haren, Mikul, and Odo's problems. He seems genuinely impressed, but before he'll tell you anything about Salamandra he insists you exterminate the Beast. ***REWARD*** (For returning to the Reverend after lighting all five shrines) EXP 500 Chapel o======================================================================o 25) Now talk to the Reverend again and ask to bury Leuvaarden's friend in the Chapel. He'll offer you a crumbling sarcophagus, since you were nice enough to light the Eternal Fires. Given the state of Leuvaarden's friend, it doesn't really matter that the accommodations are shabby. Head into-and loot-the Chapel before heading downstairs. Put the remains into the sarcophagus and you'll be bothered by the 'King of the Wild Hunt' a rather corny-looking wraith that has been hounded Geralt. He'll speak of prophecies unfulfilled, and other typicial nonesense. The only way to avoid a fight here is to deny that destiny exists, and call the wraith's bluff by promising to 'give him what I have, but do not expect.' Of course, everybody knows better than to make impetuous promises to a crafty specter, and I don't really want to avoid a fight, in any case. With any other response the ghost will conjure up the apparation of Leo, who accuses us causing the death of others-since death cannot catch us, it satiates itself on those around us. After speaking, Leo's ghost attacks. Use the Strong Style and Leo will prove easy to dispatch-he might have been promising, but he was no Witcher. When he dies, loot him for a piece of Red Meteorite. Note: With the meteorite pieces we've found so far, we can create a Meteorite Sword, which is significantly stronger than our Witcher's Steel Sword. It is, however, expensive, and honestly, we'll find a better sword for free in the next chapter. Good things come to those who wait. ***REWARD*** (For interring the remains of Leuvaarden's friend in the Chapel) EXP 500 <----------------------------------------------------------------------> 26) Once that's done, return to the Country Inn and report to Declan. Again, remember that he wakes late and goes to bed earlier, so try to find him around noon. Talk to him and get your well-deserved reward. Now we're ready to head into the final phases of this Chapter, so we'd best prepare while we can. If you want to play it safe, make some more Swallow Potions.. but as long as you have one you should be fine. To be really well prepared, create a Willow Potion-it's easy to make, and can be created out of cheap Temerian Rye (or some similar quality alcohol). Mix one measure of Quebrith and two measures of Aether together (use Balisse Fruit and two Hellebore Petals to make a Potion that is Rubedo-dominant.) In fact, make two while you're at it. ***REWARD*** (For reporting to Leuvaarden after burying his friend) EXP 1000 Orens 200 o======================================================================o | | | The Monsters of the Outskirts | | | o======================================================================o Now it's time to discover the nature of the beast, and to uncover the real monsters stalking this community. These quests lead us headlong into the climax for this chapter, and once started, there's really no point in turning back. Make sure you've got all your loot stashed, all your potions prepared, and generally, ensure that you're ready to go. It might be wise to make a safety save here, just in case you don't like how something played out, or in case you later want to make more potions, stash some loot, and so on. You're the only one who is going to regret it later if you don't. Abigail's Hut o======================================================================o Sequence of Events: {WLK005} 1) Born of Sin 2) Saving Shani 3) Sacking the Salamandra Base 4) Rapists and Murderers 5) Abigail's Plea 6) The Lesser of Two Evils 7) Battling the Beast 8) Letter of Safe Conduct 9) Entering Vizima 1) Now that you're prepared, return to Abigail's Hut and talk to her about the Beast. She confesses that the Beast is beyond her, but Alvin, the little dork we rescued at the beginning of the chapter, might be able to divine the Beast's origin. To make a potion that will allow Abigail to get this information out of Alvin, however, we need to bring her five White Myrtle Petals. If you haven't been keeping up with your books, here's where the game demands that you do so. Pay Abigail 200 Orens for the book 'Field Plants', or, if you've been following this FAQ you should already have it-and the White Myrtle Petals. If not, they're all over the place, just go outside and search for them. Once done, return and she'll take some time to brew the Potion. Leave and return and she'll have it done. Alvin will do his job admirably-enough so that Geralt decides to pull the plug on the divination when it starts to sound like a possession, rather than a divination. After ending the spell, Abigail will give us 'Berengar's notes on the Beast'. Now it's time to return to the Reverend, but who's willing to wager he won't like what we found? Note: After talking to the Reverend, all of the activities in and around the Country Inn are no longer possible. Be sure to box, complete all quests, and stash/retreive loot as necessary before you talk to the Reverend. Country Inn o======================================================================o 2) Return to the Reverend, who will seem to accept what Geralt has to say rather stoicly. Even better, he'll pay you, and tell you about Salamandra. Apparently they've taken over the tavern, and you need to get a key to their hideout from the Innkeeper. Ignore the fact that the more prominent villagers have been harboring Salamandra for now, and head over to the Country Inn. Inside you'll find that the Innkeeper has been murdered, but more importantly, Shani is being harassed by a band of 'Troublemakers'. Don't people in this village have anything better to do than try and rape women? Anyways, head over there. For this encounter, you don't have a choice, you're going to pick a fight and rescue Shani. Use the Group Style and you shouldn't have too much trouble putting them down. Once they're dead Shani will chat with you. Grab the Key off the Innkeeper and loot the bodies of the slain before leaving the Country Inn. ***REWARD*** (For telling the Reverend about the origins of the Beast) EXP 500 ***REWARD*** (For killing the troublemakers at the Country Inn and rescuing Shani) EXP 500 Salamandra Hideout o======================================================================o 3) It's time to deal with the Salamanders in the outskirts. Head past the Royal Huntsman and go down the path that leads to the southern cave. Near a house you'll find two Salamandra Lackies, who will demand tribute in the form of children. Not having any in his pockets, Geralts instead decides to pick a fight. Use the Strong Style to take them down and loot their bodies. Switch to the Group Style and enter the house they were guarding. Inside you'll get attacked by four Salamanders. The Group Style will kill off the weaker ones quite quickly, then switch to the Strong Style and finish off the heavier two, including the Salamandra Boss. Loot and allow yourself to recover any lost Vitality and Endurance before going down the trapdoor in the corner. Before Geralt complies he makes a note about the frustratingly familiar goods in the Salamandra abode-apparently Haren isn't just a Hawker, he trades with Salamandra, too. Cave o======================================================================o 4) If you fought the Frightener in the Prologue, the cave will contain some equipment stolen from Kaer Morhen. If not, it'll just contain the Salamanders and their abducted children-including Alvin. Somebody has some explaining to do, but we'll get to that later. Move forward and the Salamandra Boss will chat with Geralt and inform him that he's working for rapists and murders, and spills the beans on Odo's fratricide. The conversation appropriately ends in a fight, and if you repeat the tactics used upstairs you'll be fine. Once they're dead Alvin will talk to you and tell you that the Reverend sent him into the clutches of the Salamanders. Apparently his idea of dealing with the Beast didn't include getting the villagers to repent for their sins. Alvin also suggests that we break down a nearby wall with the Aard sign. First, loot the dead, the crates, the coffers.. just about anything that can be interacted with. You'll score two Books of the Tawny Owl and a chunk of Blue Meteorite. ***REWARD*** (For killing the Salamanders in the cave and rescuing Alvin) EXP 500 <----------------------------------------------------------------------> 5) Go find Alvin and smash the wall near him, then continue down the newly opened corridor to find Abigail brewing something. Geralt's initial accustations are confirmed when Abigail outright admits that she's casting a spell against the Villagers, but in her own defense, the Villagers have gathered outside the cave, forming an angry mob eager to murder her in a vain attempt to blame others for their crimes. She now gives you the whole story, Mikul raped Ilsa, who killed herself. Odo murdered his brother. Haren sold a Squirrel to the guards for gold. And the honest Reverend banished his daughter for getting pregnant. And of course, he led this mob of rapists and murders against Abigail and sold Alvin to Salamandra. Abigail benefited from their misdeeds, but who's the greater criminal, the one who supplies the means for mischief, or those who have the desire to seek out and use those means? She attempts to seduce Geralt and prove her innocence. My emotional Geralt has no trouble siding with Abigail, but the consummate Witcher knows well enough to avoid a desperate witch. Either obtain Abigail's Sex Card or not, then head outside. Honestly, there's no reason not to obtain it-just because you allow yourself to be seduced here doesn't mean you can't side with the villagers shortly. <----------------------------------------------------------------------> 6) Once outside the Villagers have gathered, and the worst of the perpetrators-Odo, Haren, and the Reverend, will spin their tales in such ways as to blame Abigail for their crimes. It's really quite a stretch to believe that all their actions were under the duress of magical compulsion, but the consummate Geralt has no desire to get involved in politics. On the other hand, these savages, murderers, liars, rapists, and thieves, have already managed to conjure one supernatural evil by their actions. Should they be allowed to live to conjure another? No matter what Witcher I play, it's difficult for me to side with the Villagers. Geralt's no paladin, but at the end of the day he doesn't like being screwed over, and while politics later in the game seem safely outside the bounds of the Witcher, this kind of evil is the sort of thing that should be stopped. If you side with the Villagers, Geralt will get Abigail and leave her to her fate. If you stick up for Abigail and condemn the Villagers, Geralt will threaten the townsfolk and escort Abigail away. If you help the Villagers, they'll aid you in your fight against the Beast, if you save Abigail, she'll help you instead. Only my neutral Witcher leaves Abigail at the mercy of the mob. Note: If you let Abigail die here, a few things will be changed in Chapter 4.. namely, Abigail will not be there, and the quest 'The Heat of the Day' will be effected. <----------------------------------------------------------------------> 7) After deciding Geralt goes to confront the Beast, which shows up presumable either because the sinners have been exposed, or because Abigail was killed, and another atrocity drew its ire. Tactics vary slightly depending on who you sided with earlier. If you sided with the Villagers, go right after the Beast and use the Strong Style to take it down. The Villagers should distract the rest of the Barghests. If you sided with Abigail, run to defend her by killing the Barghests near her with the Group Style. After they're dead, focus on the Beast. Abigail will heal you during the fight, provided she isn't knocked out by the Barghests or Beast. Either way, with the Potions and Oils we have, killing the Beast should be a breeze. The Beast can inflict Stun and Pain, but with Willow, we don't have to fear the worst of its attacks. ***REWARD*** (For slaying the beast) EXP 2500 <----------------------------------------------------------------------> 8) When the Beast dies, the Villagers will show up and attack you (if you sided with Abigail.) Kill them and loot them for gold and the 'Letter of Safe Conduct' we need to enter Vizima. If you sided with the Villagers, the Reverend will thank you for defeating the Beast, and pay you 300 Orens and give you the 'Letter of Safe Conduct'. Or you could attack him and kill him for the money and the 'Letter of Safe Conduct'. If you let him live, Geralt warns him not to squander his second chance, and chastises him for selling the children to Salamandra. Be sure to loot the Beast before you go to obtain the ingredient 'Trace of the Beyond'. In any event, head back to the Country Inn to get Shani. It's time to leave the Outskirts for good. Note: In the next chapter, be sure to mix up a 'Hellhound's Soul' potion, consisting of the following ingredients: Vitriol/Rebis/Rebis, and the 'Trace of the Beyond'. This will get you a Silver Talent to spend. <----------------------------------------------------------------------> 9) Talk to Shani and Geralt will tell her how the Beast was created, and express his disdain for the outskirts. With Shani following us, all we need to do is make our way to Vizima and talk to Mikul, who is near the Miller's Gate. Mikul will apologize, and Geralt misconstrue's Mikul's apology as a sign of repentence. When we get to the gate, it becomes clear that Mikul set us up, and nothing more. Chapter 1 ends with us surrendering ourselves at the gates of Vizima. If only we knew that to gain entry into Vizima all we had to do is get arrested.. ***REWARD*** (For entering Vizima) EXP 3000 o======================================================================o | Chapter 2 | o======================================================================o | | | Grinding Chapter 2 | | | o======================================================================o As this chapter starts we'll be exposed to corrupt guards, whiney thieves, fat jail bullies, and a despicable miscarriage of justice. After the Professor walks free, find the Elven Convict in the corner and play Dice Poker with him.. or just enter the screen for it and exit. After winning, losing, or backing out Vincent-the captain of the guard- will offer the prisoners a pardon for exterminating a Cockatrice stalking the sewers. Vizima, Dungeon o======================================================================o Sequence of Events: {WLK006} 1) Miscarriage of Justice 2) A Brother in Arms 3) Killing the Cockatrice 4) Assassins in the Sewers 5) Stashing our Loot 6) Reclaims What's Ours 7) Con Man's Caper 8) Grinding Graviers 1) Unfortunately our fat friend has decided to volunteer, under the delusion that he can defeat such a monster with his hands. Vincent decides that letting us fight it out is more humane than first-come- first-served, so talk to the 'Muscleman' and fistfight him. If you somehow manage to lose, talk to Vincent Meis, who will suggest that- since so much time has passed-you should go check out what happened as the honored runner-up. Either way, you're given the Witcher's Silver Sword and some Potions. ***REWARD*** (For defeating the Muscleman in a fist fight) EXP 500 Vizima, Sewers o======================================================================o 2) Geralt will expertly skewer a Drowner to introduce us to the sewers of Vizima. Wee. Shortly into the sewers we'll be bothered by a Knight of the Flaming Rose named Siegfried, who will display impressive knowledge of the Cockatrice, and is in general a pretty cool guy. He'll offer to team up to dispatch the Cockatrice, and your decision will have very minor impact later on in this chapter. Practically, however, he'll distract enemies and make your job easier. <----------------------------------------------------------------------> 3) Take Siegfried along or not, and explore the Sewers as much-or as little-as you wish. It's not too important right now, and you can't really stash anything you find yet. You'll have to fight Drowners and the odd Ghoul along the way, but if anything they're easier than ever now that we have a proper monster-slaying sword. The location of the 'Cockatrice Lair' is already marked on your map, so make your way there. Along the way you'll find the dead Muscleman if you lost the fight against him, although all he offers up is a Rusty Sword. When you reach the Cockatrice's Lair the beast will pop up via a cutscene and attempt to ambush you. Use the Fast Silver Style and it shouldn't really be able to respond effectively. Despite what the game warns, I've never been the subject of an enemies' coup-de-grace, but if you're alone and it knocks you down it can deal a good bit of damage to you. ***REWARD*** (For killing the Cockatrice) EXP 1000 <----------------------------------------------------------------------> 4) Once it's dead, loot it for its head, a trophy for which we'll be rewarded by Vincent Meis, and the 'Maal'kad Sephirah', which is part of another quest, later in this chapter. Siegfried will compliment your skill and offer to show you a way out of the sewers, so follow him. When you near the exit a pair of Salamandra Assassins will show up and attack. Dispatch them and Siegfried will talk to you about the unexpected assassination attempt. Few enough people knew we would be in the sewers, and Siegfried will refer us to a detective he knows in town who might help us figure out who is informing Salamandra of our movements. With that Siegfried will give us the key to the sewers and depart. ***REWARD*** (For defeating the Salamandra Assassins) EXP 500 <----------------------------------------------------------------------> 5) Now it's time to go find the Hairy Bear Inn, where we can store our crap. I'd rather do this before we go recover our loot simply so I won't have to return to the Dungeon more times than necessary. You can find the Hairy Bear Inn along the south-western corner of the Temple Quarter map. If you didn't read my tips before the beginning of the walkthrough, I'll reiterate some pertinent advice: Your map is an invaluable tool for getting around. Not only does it show where things are in relation to each other, but most of the important buildings, places, and characters are already marked! For even more precise direction-following, hold down the left mouse button over an area and a text bubble will pop up and show you the name of the location. When I tell you to go to Peddler Street, Roper Street, Merchant Street, Little Mahakam, or the Slums, I'm not just making up names for things-it's all there on your map, and if I feel it's a pretty obvious location, I'm not giving detailed directions for it. Intimate knowledge of the map wasn't necessary in Chapter 1, since the entire location was just a big loop anyways and all the locations were distinct, but in a city with multiple districts, it might be worthwhile to know that the hospital is in the middle of the area, the slums are to the south-west, the dike is to the west, the non-human district is to the north, the dungeon is to the south-east, and the merchants line up on merchant street-to the north-east. Notice how your map comes with a little compass? Wonder of wonders-they want you to be able to find things! Anyways, it's the beginning of a new chapter, so the first thing I want to do here is grind, and everything I do is with that immediate goal in mind. So don't talk to people, start up quests, or go exploring yet. Of course, you shouldn't be afraid to loot containers you see around town, and boxing for some extra cash is also recommended from time to time. The good news? Our preparations for grinding take much less time in Chapter 2 than they did in Chapter 1. <----------------------------------------------------------------------> 6) Stash your loot, head back to the Dungeon and talk to Jethro to get your pardon. Now open the bars and loot the 'Depository' for your confiscated equipment. If you're astute you'll notice that the package we were supposed to deliver to Coleman is gone. You may be tempted to talk to Jethro about the package, or Vincent about the Cockatrice reward, but we can save that for later. ***REWARD*** (For reporting to Jethro and obtaining your pardon.. and your gear) EXP 1500 <----------------------------------------------------------------------> 7) Go store your newly reclaimed loot (or what's left of it, anyways) and head into the sewers. Kill whatever Drowners are nearby, then rest at a Fireplace until 7:00 in the morning. Once done, head back to the Temple Quarter to find a 'Con Man' near the entrance to the Sewers. Talk to him and he'll ask you to retreive an heirloom ring of his from a nearby crypt, and provide you with a key that will give you access. You get to keep all the other loot you find, and he gets the ring, which will allow him to claim his inheritence, pretty fair, right? Of course, you know he's full of shit because of his name, but that doesn't matter. Crypt o======================================================================o 8) Agree to help him, obtain the key, and head back into the sewers. Go through the bars right near the exit to the Temple Quarter and enter the Crypt. Inside you can find groups of Graviers-essentially third-tier Ghouls (above Alghouls and Ghouls). They can knock you down, which is annoying, and really, it's just something you'll have to endure for now. They also deal pretty good damage and have lots of health. Three of them wander around down here, along with random Ghouls that'll spawn from time to time. Turn your gamma up to 2.00 in the video options menu so you can navigate the darkness-it's hideous as all hell, but it works, and it saves you the bother and expense of using Cat Potions. You'll get over 200 experience per Gravier, so leveling is actually pretty quick-if a tad dangerous-at first. Try to avoid fighting all three at once, and if you kill two of them and get pretty beaten up, just rest and ignore the third. There's a fireplace down here and everything, so you don't even need to return to town. Kill all three Graviers (if possible), then return to the fireplace, rest an hour, and kill them again. Every day or so I return to the Hairy Bear and box some more to obtain 90 Orens- you're going to need money in this Chapter.. doing this also gives me the opportunity to stash the hordes of Gravier Bones I'll be finding while I'm grinding. Use the Strong Silver style and grind Graviers until you're level 15-this will put you ahead of the curve in terms of power, and with some Silver Talents, your Geralt will easily be able to handle the rest of the Chapter. And because of static questing, he'll only get stronger as the Chapter goes on. While leveling, I first spend my Bronze Talents on strengthening the Strong Silver Style, since it is what we're using to kill these Graviers, after all. Once you hit level 15 you'll start getting Silver Talents. I immediately purchase Strength (levels 3 and 4), which will make Geralt significantly stronger. If you plan to level up past 15th level, you might want to consider getting Intelligence (level 3) so you can purchase Ingredient Extraction. It's not a necessary purchase, but it does speed up your rate of ingredient accumulation. Of course, you could just kill more and scavenge more, but it's your time. When-during the questing and killing that will occupy us for most of this chapter-you level up past level 15, consider some of the more useful Strength-tree talents, like Vigor, Stone Skin, and Aggression. Finally, there's Dexterity (levels 3 and 4), which won't make you quite as much stronger as Strength did, but the bonuses to Dodge, Parry, and Attack will help. Past level 20, I prefer to focus on the Aard and Igni signs (levels 3 and 4) before I bother with Endurance and Intelligence (levels 3 and 4). Being able to deal a large amount of fire damage to groups of Graviers and Ghouls with the Igni sign can make fights go faster-especially if they get Incenerated. After all that, consider spending some Bronze Talents on the secondary talents within the Group Steel and Group Silver trees, like Precise Hit, Critical Hit, Trip, and Knockdown. After all, except for the odd strong monster we'll encounter in this chapter (like Wyverns), most of the dangerous encounters involve multiple, lesser, foes. For variety, with my neutral Witcher, I decided to focus more on signs. After Strength (levels 3 and 4) I purchased Endurance (levels 3 and 4), Intelligence (levels 3 and 4) and Igni, rather than Aggression, Stone Skin, and Vigor. So long as you get Strength (levels 3 and 4) and use up your Bronze Talents strengthening your styles, you'll do fine. Again, this is another optional grinding session, but as always, if you don't bother with it, you may actually struggle with some fights during the chapter. Any group of humans can be dangerous to a low-level Geralt, and you might find my simple 'use the Group Steel Style' advice to be insufficient to emerge victorious. Some people use potions to augment their Geralt.. I just prefer to grind. You should at least hit level 15, to boost your Strength with a Silver Talent. If you do this, you'll be in good shape at the end of the chapter. As for fighting groups of armed assailants.. Swallow is always useful, but boosting with Wolf or Blizzard might be a good idea, too, as well as coating your blade with Crinfrid Oil. o======================================================================o | | | Questing the Slums | | | o======================================================================o Once you're done leveling to your hearts' content, it'll be time to start tentatively questing in Chapter 2. It's a big city, so to give this guide a sense of direction and focus, we'll start out by questing in the Slums. Just like Chapter 1, we'll head to our local Tavern, chat around, gain quests, beat people up, play some dice, flirt with wenches, and then head off to complete said quests. Our main priority right now, however, is to finish the quest 'Hot Potato', and generally do everything we can do with Coleman-he may not be long for this world, depending on how you handled 'Strangers in the Night' in Chapter 1. Crypt o======================================================================o Sequence of Events: {WLK007} 1) Heirloom Heist 2) Eric's Unfinished Errand 3) Looting the Lionhead Lair 4) Con Man's Confession 5) Pardon and Payment 6) Tight-lipped Jethro 7) Temple District Merchants 8) Chapter 2 Blacksmiths 9) Siegfried's Post 10) Gabbing with Gossip 11) Drunken Oldies 12) Carmen's Request 13) A Haunted House 14) Nobodies in the Hairy Bear 15) Conrad's Vintage 16) Catching Up with Zoltan 17) Bruys the Bouncer 18) Beating Up Butter Bean 19) Coleman's Confiscated Contraband 20) The Messenger's Master 21) Calling Out the White Wolf 22) Well-Stocked Wraiths 23) Gravier Guardians 24) No Jink, No Drink 25) Language Lessons 26) Enemies in the Night 27) Mutt Murder 28) Resucing Little Girls 29) Salamander Slum Slaughter 30) Gratitude 31) Smells Like.. 32) Dike Access 33) ..A Rat 34) Bad for Business 35) Dealing with the Detective 36) Vincent's Exoneration 1) Before leaving the Crypt, loot the crate in the room in the north- eastern corner of the map (the same room where the Fireplace can be found). You'll get a small experience reward for looting the crate, but better awaits when you return to the Temple Quarter and talk to the Con Man again. ***REWARD*** (For recovering the ring from the Crypt) EXP 500 Sewers o======================================================================o 2) First, however, it might be worthwhile to search the Sewers, now that we're operating under our own time, that is. If you've already done so, great, but what you need to make sure to find is a Knight's Corpse. You'll find it down a small side-tunnel at the opposite end of the tunnel that leads up to the Temple Quarter. On his body is a Key and a 'Letter for Knight Eric'. The latter allows you to enter the 'Cultist's Crypt', and the former give you an indication of what you'll find there. After grinding, and with our Steel Sword back, we can handle the cultists within with no real difficulty. Just keep in mind, you'll need a Cat potion to excavate the Cultists' lair. There's also another little lair here, guarded by a pair of Thugs, but we can't access it in this chapter. Lionhead Cultist's Crypt o======================================================================o 3) After preparing (and using) a Cat Potion, you can feel free to explore the cultist's crypt. While it's not necessary to do so now, it's also not necessary to refrain. If you want the smug satisfaction of knowing that the Sewers have been cleared before moving on to Vizima- well, then you have all the excuse you need to explore this crypt. Inside you'll find several groups of Lionhead Spider Cultists, some armed with Axes, some armed with Temerian Iron Daggers, and a handful armed with Two-Handed Morning Stars-all easily disposed with the Group Steel Style. They guard two major sources of treasure-the first is a Trunk in the central room which contains 50 Orens, Stammelford's Dust, a Gold and Diamond Necklace, a Gold Diamond Ring, a Diamond, and a King and Queen Bomb. The second is another Trunk in the room with the 'Circle of Lifeless Air' which contains.. well, a whole bunch of alchemical ingredients. There's a 'Circle of Lifeless Air' and a 'Circle of Elements', the former boosts your Aard Sign +50%, and the latter boosts your Igni Sign +50%, allowing you to further decimate the Lionhead Spider Cultists with any sign you please. When all is said and done, it's a fine haul of loot. Temple Quarter o======================================================================o 4) Head back to the sewers and rest outside the Crypt until 7:00 A.M. Once that's done, fight your way to the Temple Quarter and talk to the Con Man. Keep everything but the ring, and he'll let slip that he's a thief, and that the goods you retrieved were stolen. Regardless, we get a nice experience reward. Sometimes crime does pay. ***REWARD*** (For returning the ring to the Con Artist) EXP 4000 Dungeon o======================================================================o 5) Before we run off to the Slums, lets go report back to Vincent and get this ugly Cockatrice head off our belts. Talk to Vincent and he'll tell you about some 'bloodthirsty vegetation' killing people in the swamp-more paying Witcher's work. He'll also kindly take that Cockatrice off our hands and give us Orens for the work. Talk to him again and he'll reward you for exterminating three monsters-that's right folks, monster hunts have benchmark rewards.. very good ones, in fact, so be sure to hunt down all the beasties in the game (which you'll do if you follow this FAQ.) This time he hands you a Svarog Rune Stone. Ask him about the Salamandra investigation while we're here and he'll tell you to avoid the Warehouses in the Slums at midnight-which is of course little more than an opportunity for us to ignore him and do just the opposite. It advances the quest 'Suspect: Vincent Meis', and it'll provide a decent way for us to end this Sequence of Events later. Note: The 'Suspect' quests are somewhat of a nightmare from my perspective, and they really make it difficult to manage an ideal chronological order walkthrough around them. There are many bits of evidence to gain, and they can be done in quite a few different orders. Short story, your goal with these quests is to gather as much evidence about the person indicated as possible. As far as the Walkthrough is concerned, it's easier to just lump alot of these together into one Step when it's convenient (for example, I pretty much start the quest 'Suspect: Thaler' in [WLK009], Step #1, and end by Step #3, which condenses things quite a bit. Most 'Suspect' quests aren't this neat, however, and you'll pick up bits and scraps of information over many, many Steps. Follow this walkthrough word-for-word and you should get them all, or look at the Quests Section of the FAQ to learn all the bits of information you need to exonerate somebody. And like I mention in the Tips Section, talk to everybody! You never know when a random mercenary, dwarf, or thug will give you some useful information that advances one of these quests. And also note the 'invisible' experience you'll gain as you gather evidence. It's too much of a hassle on my part to record it all-and I blame the game, it's just not consistent with what gives experience and what doesn't. Just something to keep in mind. Last but not least, when you're dealing with a 'Suspect' case and talking to somebody, you might have to bring the issue up more than once to resolve it-often their own testimony will give you evidence that can prove them innocent. And do not play 'bad cop' with Geralt, you won't scare a testimony out of anybody, you'll just piss the person off, and you could complete the quest unsatisfactorily. Play nice with them, believe them at every turn, and don't make enemies if you don't have to. ***REWARD*** (For giving Vincent the Cockatrices' head) EXP 3000 Orens 400 <----------------------------------------------------------------------> 6) Again, while we're here you might as well talk to Jethro and ask about the Professor's release. He'll reveal that the money for the Professor's 'bail' was transfered from a Dwarven bank in this quarter. This starts the quest 'Suspect: Vivaldi', which we'll ignore for some time. Ask him about his sneezing habit, and he'll refer you to Coleman at the Hairy Bear for some Fisstech. If you inquire about the bounty on the Professor's head, he'll reveal that it wasn't the crown that paid for the bounty-it was a private individual whose representative can be found at the Hairy Bear. This updates the quest 'Wanted'. Finally, ask him about your missing package and it'll become obvious where it went and what it was. This updates the quest 'Hot Potato'. If Jethro starts mumbling nonesense about stopping a cavalry charge, just leave the Dungeon and return to get him to start talking again. Temple Quarter o======================================================================o 7) Now to familiarize ourselves with the Temple District before we actively start questing in the Slums. Leave the Dungeon area (marked as the 'Guardhouse' on your map) and take a right. Head up past the Hospital and take another right to find Merchant Street. Here you'll find a Dwarven Antiquary who will sell you all sorts of good books, a Peasant Trader who will sell you food of dubious origins, a Peddler who sells flowers, jewelry, and garments, and an Herbalist who sells a few books, flowers, and alchemical ingredients. The first thing you should notice is that it's going to require a small fortune for you to get all those books. The second thing, you can give the Herbalist a Red Shawl as a gift and she'll tell you where she gathers her herbs. <----------------------------------------------------------------------> 8) As for blacksmiths, you have two options. First, there's a blacksmith in 'Little Mahakam', and then there's an Order blacksmith right across from the stairs leading to the Slums. One will trade with you, depending upon which faction-the nonhumans (Scoia'tael) and the humans (Order of the Flaming Rose) trusts you at the moment. Either way, they both sell the same loot; two pieces of Blue Meteorite, some weapons we don't need, and an 'Excellent Leather Jacket', which is an improvement over what you're wearing now. It's also one of the two other suits of armor in the game, and since the next suit of armor can't be obtained until Chapter 5.. it's worth picking up at some point. The only problem is that it costs a whopping 5,000 Orens. No matter how you slice it, that's alot of boxing and poker. If you want to switch which merchant favors you, you'll get a chance to do so later, depending on how you resolve the quest 'Force Recon'. <----------------------------------------------------------------------> 9) Anyways, that's it for the Merchants, now for random folks worth talking to. Your old buddy Siegfried can be found, either near the Dike (if you allowed him to join you) or near the Hospital (his punishment post if you didn't let him join you.) Approach him and he'll allow you to access one place or the other for free-otherwise the guards will have to be bribed to gain access. You'll also get to see a neat little cutscene. Wee. <----------------------------------------------------------------------> 10) Walking around town is a lady named 'Gossip'. Talk to her repeatedly and exhaust every dialogue option and Geralt will reveal his identity. The lady will excitedly ask for some gift or another to show her friends (she's called a Gossip, after all). Give her some Red Women's Gloves (which can be purchased from the Peddler for 100 Orens, or found in the Hospital, if you're willing to wait) and she'll decide that she needs to see more of the 'White Wolf', thus granting you the 'Poor Townsfolk' Sex Card. <----------------------------------------------------------------------> 11) Finally for the random folks, there's an 'Old Woman' wandering about who will talk to you for a bit, before insisting that her throat is too dry. She'll accept alcohol readily enough, but no matter how much of your booze she guzzles, she's never sated. I don't know what's up with this, either she's not getting what she wants (although she does take your alcohol, regardless) or she's just a conniving old bitch trying to scam you out of beer. I'm assuming the latter until somebody proves otherwise. <----------------------------------------------------------------------> 12) Now head down into the Slums. The first figure that should strike you as interesting is Carmen. Talk to her, and she'll flirt with Geralt a bit before backing off. Ask if she has any work for you, and she'll give you the quest 'Working Girls. It's not much of a job for a Witcher, but the money will help. Carmen also plays poker at the Novice level, if you still need to defeat three Novice players, or just if you want to score some Orens. Thug's House o======================================================================o 13) Go to the unmarked house across from the Warehouse. It's on the north-facing end of the same building block as the Hairy Bear. Inside you'll find a Thug who'll give you a job if you talk to him. Seeing your obvious prowess, he offers to tell you about a haunted house. You clear the house, and split the loot with him 50/50. Agree to get the quest 'A Ghost Story'. The Hairy Bear Inn o======================================================================o 14) It's finally time to head over to the Hairy Bear Inn. You may as well search the notice board while you're here. Doing so will start the quests 'The Alghoul Contract', 'The Dogcatcher of Vizima', 'The Drowned Dead Contract', 'The Echinops Contract', and 'The Wolf Contract'. Inside you'll find the typical bar features-an Innkeeper who will store your loot, a Waitress who will flirt with you-but will ultimately only peddle beer, and a two-bit Gambler who plays strictly low stakes poker. There's also a Boozer who will drink with you, but no prize is forthcoming, so save the seven beverages it takes to win for a real opponent. <----------------------------------------------------------------------> 15) Now for the interesting folks. Talk to a man named Conrad, who will be drinking during the day. He'll wine about the quality of the alcohol here, and ask if you'll do a job for him. Accept and he'll give you the quest 'A Most Uncommon Wine' ask where this house is to get it marked on your map. You can also drink with him-if you provide some wine, but like the Boozer above, he offers no reward. <----------------------------------------------------------------------> 16) While you're here, talk to your old friend Zoltan Chivay. You can get philosophical with him, if you want to hear some Dwarven wisdom. More importantly, ask him about work to start the quest 'Safe Haven'. Tell him about your dice poker successes (if you've completed Dice Poker: The Novice) and he'll tell you that you'll need to beat four Professional players to become a Professional yourself. Lastly, ask him about Vivaldi's bank and he'll tell you that Vivaldi no longer actually owns the bank. It won't update the quest 'Suspect: Vivaldi', but it's useful to know, nonetheless. <----------------------------------------------------------------------> 17) Talking about Dwarves, you can find Munro Bruys nearby. He's another old friend of yours, but he's not quite as prominent of a pal as Zoltan is/was. Talk to him about dice poker and he'll admit to being a Professional, and will offer to play you at any time. This officially starts the quest, 'Dice Poker: The Professional' and completes the quest 'Dice Poker: The Novice'. Even though you can't find two Professional players in Chapter 2, you might as well play Munro Bruys. <----------------------------------------------------------------------> 18) While we're in this corner of the bar, lets do some boxing. Beat up all the lesser boxers and earn yourself some money (you should have been doing this already), and challenge Butter Bean. This time you can get 150 Orens, two Bottles of Mandrake Cordial, or a Golden Necklace. Honestly, the 150 Orens is probably the most valuable reward, but it seems like a shame to grab Orens when you can just box twice for more. ***REWARD*** (For defeating Butter Bean) EXP 4000 Orens 150 ---or--- Item Mandrake Cordial x2 ---or--- Item Golden Necklace <----------------------------------------------------------------------> 19) Now it's time to deal with Coleman. Head into the back to find him- he'll usually be drinking with Ramsmeat. First, ask him about Witcher's work to get the quest 'The Rat'. Next, tell him about the parcel that vanished up Jethro's nose. The best option is to tell him the guards took it-he'll forgive you, and you'll get some nice experience out of the deal. If you're confrontational, he'll send some thugs after you. After you kill them, he'll make peace. You can also ask him about the Salamandra sign, which will get you a journal entry about Ramsmeat, but it'll also piss Coleman off for a little while. You can also drink with Coleman, but unless you want to hear him sing, there's no point. You could also talk to Ramsmeat, but he doesn't really have anything interesting to say right now. ***REWARD*** (For telling Coleman about the package) EXP 2500 ---or--- ***REWARD*** (For telling Coleman about the package and compensating him 100 Orens) EXP 1500 ---or--- ***REWARD*** (For killing Coleman's thugs) EXP 2000 <----------------------------------------------------------------------> 20) Go find the 'Messenger' near the bar. Don't bother trying to bribe him, just ask to drink with him. Five bottles of cheap beer later and he'll be ready to talk. Ask him about work, and he'll tell you that he works for Leuvaarden, our old friend from the outskirts. Seems like we'll have to pay him a visit for more than just Drowners. This updates the quest 'Wanted'. There's still a lot to do before midnight, so talk to the Innkeeper, shell out five Orens, and sleep off the insobriety. ***REWARD*** (For getting the Messenger to reveal his boss) EXP 500 Abandoned House o======================================================================o 21) Once done, leave the Hairy Bear and head to the 'Abandoned House' in the north-western part of the Slums. Once inside, we'll discover that this haunted house was no more than a ruse to lure adventurers. Our friendly Thug apparently has a mind to rob us, although Geralt wisely critiques their choice of victims. Use the Group Steel Style to easily smite them. When they're all dead, you'll get a small experience reward. Loot the lead Thug for a Key, then talk to the Half-Elf, another victim of theirs, it seems. She'll struggle to thank you, but ultimately she'll just invite you to visit her home later so she can give you a proper reward. ***REWARD*** (For killing the Thugs) EXP 500 ***REWARD*** (For saving the Half-Elf) EXP 2000 Well-Stocked Cellar o======================================================================o 22) All in good time. Leave the house-and the Slums-and enter a house west of 'Detective Raymond's House'. It'll be marked on your map as a 'Well-Stocked Cellar'. On the first level you'll be assaulted by a pair of Wraiths. Normally, they could be problematic, but at our level, we should be too strong to be affected by their sonic attack. Use the Fast Silver Style to dispose of them, updating the quest 'The Rat'. ***REWARD*** (For killing the Wraiths) EXP 500 <----------------------------------------------------------------------> 23) Now, if you took a beating upstairs, wait for your Vitality to recover a bit before heading downstairs, and have the Group Silver Style ready. Four Graviers await, and for a lesser Witcher, this might be a problem. We, however, have been grinding four Graviers for about seven levels or so now, so it should be no big threat. Soften them with Igni, then smite them with the Group Silver Style. When done, grab the three bottles of 'Very Old Wine' from the cellar and leave. ***REWARD*** (For acquiring the wine) EXP 500 <----------------------------------------------------------------------> 24) Return to the Hairy Bear, where you should find Conrad waiting-at least, if it's after 17:00. Tell him that you were successful, and he'll give you the good news that he drank all of his money away. He seems to think that somehow he's still entitled to one of the bottles. Give him his booze, or better yet, tell him that he doesn't get any wine if you don't get any Orens. You can sell each bottle for 80 Orens, for a grand total of 240 Orens, if you so desire. ***REWARD*** (For reporting to Conrad after recovering the wine) EXP 1500 <----------------------------------------------------------------------> 25) If there's still time before night, head over to the Half-Elf's house. It's the isolated building north of the Hospital, separated from the rest of the nonhuman district by a wall. Find your Half-Elven lady inside and talk to her. She'll try to teach you the Elven language. Humor her, and you should set up getting the Sex Card 'Half-Elves'. If you still have time left before nightfall after all that, go find somewhere to rest until night. <----------------------------------------------------------------------> 26) Now, to briefly discuss some of the enemies you may find in Vizima. Near the Cemetary (south center of the map) you may encounter some Ghouls. Fleders (a type of Vampiric undead) rarely spawn in the slums outside of the Hairy Bear, in the garden outside of the Hospital, and in a dead-end alley in the nonhuman district (north-west of the Blacksmith). More usefully, however, several assassins spawn in the nonhuman district. Not only do they carry some useful loot, but they drop weapons that can be sold. Best of all, they'll drop Fisstech. Getting some here beats having to make some, or worse yet, buy it. All of these encounters only occur at night. <----------------------------------------------------------------------> 27) Of course, since it's dangerous out, you can attack things at night-this is the time to start randomly killing Dogs and collecting their juicy, juicy Tallow for the quest 'The Dogcatcher of Vizma'. Don't bother hunting them intentionally, it's a while before I bother to turn this one in, but throughout your travels in Vizima by night, just keep your eye out for pooches to pummel. ***REWARD*** (For collecting six units of Dog Tallow) EXP 500 <----------------------------------------------------------------------> 28) Now lets go save Carmen's 'little girls'. Their locations are marked on your map-there's one in front of the Hospital, another in the middle of Little Mahakam, between Vivaldi's and Kalkstein's, and the last is just off Merchant Street. Here's how it works, we approach, and exchange mean words with a group of Assassins. They get mad, we kill them with our Steel Sword, we loot them, and we go on to the next group. Some of them drop interesting weapons, so it might be worth your while to store what you find after each fight.. if you're into collecting weapons, that is. Make sure you keep all the Salamander Pins you find in your inventory. ***REWARD*** (For saving the three prostitutes) EXP 500 Warehouse o======================================================================o 29) Head over to the Warehouse-it shouldn't really matter what time it is, so long as it's night-time and around midnightish (it was 1:30 one of the times when I did this.) Inside you'll find Vincent dealing with a group of Salamanders. Either play along with Vincent's ruse or not, either way, a fight is inevitable (although Vincent is much more friendly the next time you talk if you play along). Dispatch the Salamanders with the Group Steel Style, then loot for what meager possessions they'll leave behind. Don't bother talking to Vincent just yet, either, since we don't have enough evidence to condemn or exonerate him. Now that our nocturnal activities are over, lets return to Carmen, where we can rest and claim our reward. Eager Thighs Brothel o======================================================================o 30) You can find Carmen at the Eager Thighs Brothel-during the day she stands outside, and at night she's inside sweeping. Pay her a visit and tell her you completed her task. as a reward, you'll get some decent experience and your choice of either 200 Orens, or the gratitude of the prostitutes. If you choose the gratitude, you can hire any prostitute in the city by just providing them flowers (a significant discount). Or, if you get the 200 Orens.. well, money is always nice too. If you want the Sex Card 'Prostitutes' you'll either have to pay a prostitute, and they cost anywhere between 140 and 340 Orens, depending on their mood. Just keep propositioning them until their price is something you're willing to pay. If you get the 200 Orens, there's a chance to obtain the Sex Card and still end with a profit, but chances are we still have some flowers in our inventory from Chapter 1, which will allow us to get the Sex Card for free. In any event, once you're done here talk to Carmen, who will allow you to rest. Meditate until noon so we can finish up the quests we've started in the Hairy Bear. ***REWARD*** (For reporting to Carmen after rescuing the prostitutes) EXP 1500 Orens 200 ---or--- Gratitude Hairy Bear Inn o======================================================================o 31) Go talk to the Innkeeper and ask where Coleman is. The Innkeeper seems amused-but not surprised-that Coleman ran off after your job with him. He'll tell you to go look for him by the dike. He'll also ask you to go find out what Coleman is up to. Apparently we're not the only ones Coleman has crossed. The Dike o======================================================================o 32) Time to go visit the Dike, the gate to which can be found to the north west, down the road upon which 'Detective Raymond's House' lies, quaintly named 'Harbor Street'. If you let Siegfried hunt the Cockatrice with you, you'll be able to pass freely to the Dike. On the other hand, if you didn't, you'll have to bribe the guards to get past. <----------------------------------------------------------------------> 33) Once you make it to the Dike you'll find Coleman singing to the guard. When he realizes that he's been spotted, he'll tell you that he's been helping Vincent dismantle the Salamandra organization, and he'll beg you not to turn him in. The decision is, in my opinion, fairly easy. Coleman is a pretty useless NPC by any stretch of the imagination, the only thing he's good for is buying and selling Fisstech. Since many Assassins drop Fisstech in Chapter 2, you should be able to get all the Fisstech you need.. and Fisstech doesn't sell for nearly enough to make Coleman a worthwhile vendor The 500 Orens you'll get from the Innkeeper is more than worth the trade-off.. . If you let the Scoia'tael walk away with Haren's goods in Chapter 1 you have even more incentive to turn Coleman in, as his aforementioned uselessness as an NPC is about to be exacerbated by a slight case of death. All in all, it's more rewarding to just turn Coleman in. If it seems like you're hurting an enemy of your enemy-again, I wouldn't worry too much about it, as Coleman isn't long for this world, and him squealing to the guards is just as harmful to the established criminal underworld resisting Salamandra's incursion as it is to Salamandra itself. ***REWARD*** (For finding Coleman on the dike) EXP 500 Orens 100 ***REWARD*** (For turning Coleman in to the Innkeeper) EXP 1500 Orens 500 ---OR--- ***REWARD*** (For lying to the Innkeeper about Coleman) EXP 1500 Note: Be sure to return to the Innkeeper at the Hairy Bear to collect on Coleman before you go visit detective Raymond, in Step #35. After you have talked to Raymond and set the appropriate quests in motion.. well, you know how it is, quest triggers, events, a Coleman ends up dead, and the Innkeeper has no more reason to pay you for ousting a dead snitch.. unless, of course, you killed the Scoia'tael in Chapter 1.. in which case, there duration for snitching on coleman is a lot more generous. <----------------------------------------------------------------------> 34) While we're here, we might as well talk to Leuvaarden. Ask him about the creatures and he'll offer up 400 Orens for you to get rid of them. More than a fair price to exterminate some Drowners! Ask him about Salamandra, and he'll tell you to bring him three Salamander Pins to prove you're on the same side.. pins that you should already have in your inventory. Offer them up and he'll pay you 200 Orens per pin! That's 600 Orens! He'll admit that he wants Salamandra gone, stating that they're 'bad for business, but other than confessing that he'd enjoy hearing of Azar Javed's demise (and that of Salamandra as a whole) he doesn't have too much more to say. Detective Raymond's House o======================================================================o 35) After all that, it's finally time to talk to the detective. Head back to the Temple Quarter and continue up Harbor Street until you find his house. Talk to him and ask him about Salamandra. When he asks you what your interest in the organization is, throw out the name Azar Javed and he'll contribute to your investigation for free (if you're elusive with him, he'll charge 100 Orens.) You'll learn about the extent of Salamandra's power in the city, and talking to Raymond starts the quests 'The Crown Witness' and 'Vizima Confidential'. At the end of the conversation, Raymond will inform you that he thinks you're being followed. Geralt opts to make his would-be assailants wait until midnight. When he leaves, you'll hear Azar Javed and the Professor talking-showing that Geralt's caution was indeed very wise. Eventually the powers-that-be leave, and when only the henchmen are left Geralt makes his entrance. Use the Group Steel Style to take these assassins down without too much trouble. Note that your medallion-if set to detect magic-actually responds near Raymond's House. Normally it only activated near Triss or Places of Power. Interesting.. <----------------------------------------------------------------------> 36) Now we have all the evidence we need to exonerate Vincent Meis. Go talk to him and tell him that you have irrefutable proof that he's not connected to Salamandra. In return, Vincent will tell us that Azar Javed is trying to take over the Fisstech trade, and that the sorcerer is an addict, himself. He'll also give you the 'City Guard Signet Ring', which we can use to get into the Hospital (if you haven't already bribed the guard, or if Siegfried hadn't let us pass already.) Asking Vincent about the Salamander prisoner is a dead end, which leaves us with one option.. ***REWARD*** (For proving that Vincent Meis is innocent) EXP 4500 Item City Guard Signet Ring o======================================================================o | | | Questing the Temple Quarter | | | o======================================================================o If you let the Scoia'tael take Haren's goods last chapter, Coleman is as good as dead the next time you enter the Hairy Bear-assassinated by Squirrels using some nasty weapons. In any event, we've done quite a few quests, and have explored the Slums rather thoroughly. Most of all, we've proven that Vincent Meis is innocent. Still, we've been neglecting the obvious signs pointing at Thaler-we still haven't looked into where he got that Silver Sword, after all. Also, there's the Salamander Prisoner. It doesn't matter how you slice it, we need to go talk to Jethro-and we should bring some Fisstech with us.. as a peace offering, you understand. Also grab some weak alcohol. If we can't solve a problem with our swords, chances are we can solve it with dru.. er.. diplomacy. Dungeon o======================================================================o Sequence of Events: {WLK008} 1) Greasing the Guard 2) Meeting Mysterious Men 3) Thaler's Exoneration 4) The Gambler's Story 5) Berengar's Belongings 6) The Gardener's Story 7) Reunited with Shani 8) Silencing the Witness 9) Grouchy Grandma 10) Shani's Story 11) Regrouping with Raymond 12) Kalkstein's Task 13) Vivaldi in Shambles 14) Vivaldi in Shackles 15) Vivaldi's Exoneration 16) A True Silver Sword 17) Things Thugs Say.. 18) Ramsmeat's Exoneration 19) 101 Uses for Dead Dogs 20) Hildegard's Harrassment 21) The Prophet's Ring 22) Squelching Slanderous Spirits 23) Hildegard the Hold-Out 24) The Second Sephirah 25) Rescuing Raymond 26) Raymond's Lead 27) Autopsy Advice 28) Read to Succeed 29) Moving the Corpse 30) The Cemetery Key 31) Azar Unveiled 32) Trio of Sephirot 33) Dealing with the Doppleganger 34) Setting the Trap 35) Baiting the Trap 36) Searching the Cemetery 37) Discovering the Detective 38) BYOB 39) Party People 40) Reminiscing 41) Gabbin' with the Gravedigger 42) Declan's Exoneration 43) The Ferryman's Fare 1) Head over to the Dungeon and ask Jethro about the Salamander prisoner. He'll outright ask for some powder in exchange for information. You should have acquired some Fisstech by now, either from Assassins that wander the nonhuman district at night, or from other Salamandra stooges. If not, you can buy some from Coleman (if he's still alive) for 100 Orens, or better yet, you can make some through the magical goodness of Alchemy (see the Potions section of the FAQ for the recipe). If you had to choose, making the stuff yourself is probably cheaper than buying it from Coleman. Once you have some Fisstech, give it to Jethro and ask him about the Silver Sword to start the quest 'Suspect: Thaler'. Then ask him about the prisoner and he'll tell you that he can be found in the Hospital. ***REWARD*** (For bribing Jethro with Fisstech) EXP 500 <----------------------------------------------------------------------> 2) Lets ignore the prisoner for now, as that's a little deeper into the plot than I care to bother with. Instead, lets go talk to Thaler, our meeting has been long overdue. His house is nearby, just east of the Hospital. If he's not in his house, he's out wandering the streets somewhere-he should certainly be home by nightfall, however. If you want to finish up the 'Suspect: Thaler' quest, it's pretty easy to do. Any time after 21:00 you might run into a 'Mysterious Man' standing just outside of-or inside of-Thaler's House. Talk to him and he'll run away, but you'll get some evidence of Thaler's extensive list of contacts. Thaler's House o======================================================================o 3) Head into Thaler's House and chat with him. You can listen to him gloat about being untouchable, and you can buy some books off of him (both of which are pretty useful), as well as a piece of Blue Meteorite. As for business, however, he's not as tight-lipped about what he knows as other folks. He'll tell you that the Silver Sword didn't belong to Berengar, but will drop the name Coleman as the middleman he bought Berengar's gear from (never fret, if Coleman is dead, he wasn't too helpful anyways.) He'll also say that Berengar was working for Kalkstein. As for the sword, he'll tell you that he won it from a gambler at the Hairy Bear. Asking him about Salamandra will update the quest 'Suspect: Thaler' but it doesn't really provide any leads. Once you're done talking business, challenge him to a game of dice. If you win, you've defeated your second Professional player. Last but not least, drink with him. This is why you brought weak alcohol, and you'll have to down eight mugs to put Thaler away. For winning he'll give you the book 'Shadow People, or the Story of His Majesty's Secret Service'. Fortunately, you can leave and re-enter Thaler's House and rest here, to sleep off the hangover. Depending on what evidence you've gathered and what order you select conversation topics, you might have to talk to Thaler several times to complete 'Suspect: Thaler'. This is especially true because Thaler himself gives some evidence you need to exonerate him. If he gets pissy with you and starts saying "Not now." just leave his house and re-enter to get him talking again. Once you complete the quest 'Suspect: Thaler' the quest 'What Lies Beneath' begins. ***REWARD*** (For asking Thaler about the Witcher's Sword) EXP 100 ***REWARD*** (For finding out where Thaler acquired the Silver Sword) EXP 350 ***REWARD*** (For proving that Thaler is innocent) EXP 2500 ***REWARD*** (For defeating a second Professional player) EXP 200 <----------------------------------------------------------------------> 4) After talking to Thaler, we have plenty to do. Why not start by returning to the Hairy Bear and questioning that Gambler? He's rather forthcoming with the information, and flat-out tells you that he won it from the Gardener at the Hospital. ***REWARD*** (For finding out where the Gambler acquired the Silver Sword) EXP 250 <----------------------------------------------------------------------> 5) While you're at the Hairy Bear, if it's late enough talk to Ramsmeat and ask him what he knows of Berengar. After all, whatever Coleman knew, his boss certainly knew-and more. He'll tell you that the items were found by the Brickmakers in the swamp, who sold the gear to Coleman. ***REWARD*** (For asking Ramsmeat about Berengar's equipment) EXP 3500 <----------------------------------------------------------------------> 6) So, head over to the Hospital and talk to the Gardener. If you ask about his mercenary days, you'll have to placate him with some food before he'll chat. You can also trade some food for roses. If you don't have any, trade some useless food for Red Roses-they'll come in handy later. If you ask him about the Silver Sword he'll tell you that he obtained it from a fallen Witcher named Coen at the Battle of Brenna. He'll suggest you talk to Shani, who also knew Coen. Finally, you can play dice with him, if you want some spare change, or if you still need to beat some Novice opponents. ***REWARD*** (For finding out where the Gardener acquired the Silver Sword) EXP 250 Saint Lebioda's Hospital o======================================================================o 7) Despite my best attempts at procrastination, it's time to check out the Hospital now-we need to move the chains on the quests 'Vizima Confidential' and 'The Crown Witness'. We can only do this at night, but the place bears exploration during the day, anyways. First, however, you have to get in, which involves snubbing Siegfried at the beginning of the Chapter, or bribing a guard. Or, since we already got the 'City Guard Signet Ring', you could just flash that and save some Orens. Inside you'll find that there's stuff to loot, a 'Novice Nun' to talk to, and of course, Shani. Talk to her to start the quest 'Old Friend of Mine'. She'll be a little more chatty at work than she is walking to or from. About the Prisoner, she'll suggest coming back at night, as that's the only time you'll get to talk to him. Ask how you can help her and she'll tell you to get five units of Celandine-a plant extract that helps retard the progress of the plague. After Chapter 1, you should have plenty just sitting in your alchemy pouch waiting to be used. Give her some to update the quest 'Old Friend of Mine'. You can ask for a monster anatomy lesson in return, but I can't imagine why anybody would need information on a Drowned Dead at this point in the game. ***REWARD*** (For giving Shani five doses of Celadine) EXP 500 <----------------------------------------------------------------------> 8) Talk to Shani again and, wonder of wonders, you can rest here! Wait until night-time and when you wake up, go bother the Prisoner. The Guards will stop you, forcing you to bribe them to gain access to the Prisoner. 10 Orens later, the Prisoner will cough out the name 'Kalkstein' before a group of thugs will attack, courtesy of Ramsmeat. Kill them and leave the Hospital. Shani's House o======================================================================o 9) Before we bug Kalkstein and Vivaldi-two folks that have as of yet proven immune to our scrutiny-lets go visit Shani at her house. You can find her house in the north-eastern section of the Temple Quarter, near the 'Gate to Royal Castle', just north of where the merchants gather on Merchant Street in the daytime. Once you enter you'll encounter one of the most amusing-yet least important-NPCs in PC gaming. 'Grandma' will approach you every time you enter the house and randomly chat with you, usually trying to get you to give her some gift or another. Fail to fork what she wants over and she'll throw a tantrum and kick you out. Sometimes she'll just be in a bad mood an kick you out. And if you're the slightest bit drunk (even if you got drunk drinking with her!) she'll kick you out. Other times, she'll be ambiguous and kick you out, or she'll be ambiguous and let you stay. Then again, she can be sweet as pie and leave you alone. There's a way to get her to leave you alone- which we'll discuss shortly-but I wanted you to experience the random terror of this old lady before we bypass her crazy. If she kicks you out, just re-enter and try again until she lets you pass. While you're here, try to grab 'Grandma's Cordial' and 'Grandma's Pickles and Lard'. It'll save you some trouble at the end of the Chapter. <----------------------------------------------------------------------> 10) Once upstairs talk to Shani. You can listen to her whine about the Battle of Brenna (a significant part of Temerian history which you should be acquainted with by now), but what we're really here for is information about Witcher Coen. She will-at length-refer you to Zoltan Chivay, who has an eye for swords. ***REWARD*** (For talking to Shani and learning more about Coen's sword) EXP 250 Detective Raymond's House o======================================================================o 11) Now, being night-time, we can probably find Zoltan Chivay at Vivaldi's House, but it'll much more productive if we visit Raymond first. So head over to Raymond's House and tell him about your meeting with the Prisoner. He'll tell you the obvious-that we need to keep an eye on Kalkstein and Ramsmeat, although both seem unlikely suspects. Kalkstein seems more interested in advancing the field of alchemy than hiring out his services-a truly useless intellectual, through and through. Ramsmeat, on the other hand, is Salamandra's competition in the Fisstech market. Still, Raymond suggests that we earn Kalkstein's trust, do a job for him, and learn his secrets. Fortunately, Kalkstein seemed a little too friendly with Witchers in our first encounter, so it shouldn't be much trouble working with him. This completes the quest 'The Crown Witness', updates 'Vizima Confidential', and starts the quests 'Suspect: Kalkstein' and 'Suspect: Ramsmeat'. Now lets go pay Kalkstein a visit, to get his quests rolling-it'll also make our visit with Vivaldi more interesting, if we attacked the Scoia'tael in Chapter 1. ***REWARD*** (For telling Raymond about the Prisoner's words and Ramsmeat's attack) EXP 3000 Kalkstein's House o======================================================================o 12) Enter Kalkstein's House and talk to him. He'll start to tell you about a job before he gets lost in thought. Ask him about it to spur his memory and the quest 'A Mysterious Tower' will start. The highlight of this quest? You'll get 1000 Orens for helping Kalkstein out, which is a tremendous reward by any standards. First, however, you'll need to find two books for him, named "Ain Soph Aur", and "The Secret Gates". You can talk to Kalkstein about Salamandra, if you wish, but you don't have enough evidence to make a decision right now. All you'll learn is that the wounded Salamander at the Hospital was hired by Kalkstein-and Kalkstein swears he had no clue that the rogue was part of a secret organization. Fair enough. To find out where we can get "The Secret Gates" or "Ain Soph Aur" we could talk to the Dwarven Antiquary, but insider information: Vivaldi owns them, so lets just skip the middleman. Vivaldi's House o======================================================================o 13) Finally, it's time to pay Vivaldi a visit. While you're here, talk to random Dwarves wandering around and one might tell you that Vivaldi is a person of interest around here. This updates the quest 'Suspect: Vivaldi'. Head inside Vivaldi's House and you'll notice that this is definately not the home of a wealthy, political affluent banker. Talk to him, and you'll find that-like everybody who has been the subject of racism (real or imagined)-he can't help but project his prediction of racism upon every 'human' he meets. Anyways, ask him about "The Secret Gates" and he'll initially refuse to sell them, but will capitulate and sell you "The Secret Gates" for 100 Orens, and "Ain Soph Aur" for 300 Orens. There's a cheaper (read: free) way to get the latter later, if you're feeling frugal. ***REWARD*** (For reading "The Secret Gates" and "Ain Soph Aur") EXP 500 <----------------------------------------------------------------------> 14) Or.. If you killed the Scoia'tael in Chapter 1, Vivaldi should be arrested now, for being assocaited with Scoia'tael. Yeah, racism sucks, but in this case, it's helpful for you. Head over to the Dungeon and talk to Jethro. Offer to bail Vivaldi out and fork over 200 Orens. To show his gratitude, Vivaldi will give you "The Secret Gates" and "Ain Soph Aur" for free. ***REWARD*** (For reading "The Secret Gates" and "Ain Soph Aur") EXP 500 <----------------------------------------------------------------------> 15) Either way, talk to him about Salamandra and-with the evidence we have collected-you should be able to exonerate him. He'll tell you a bit about Azar Javed if you're polite with him. Like every truly dangerous person in the world, he's a college drop-out.. I wonder if HIS college wasted his time and money by forcing him to meet a foreign language requirement that had absolutely nothing to do with his overall degree? Anyways.. black magic, dangerous renegade, personal issues aired by the FAQ-writer, yada-yada. Vivaldi is innocent. ***REWARD*** (For proving that Vivaldi is innocent) EXP 3000 <----------------------------------------------------------------------> 16) Now if you're lucky, you can find Zoltan Chivay in Vivaldi's House. If not, you'll have to go to the Hairy Bear, or wander around town until you find him. In any event, when you do find the elusive little runt, ask about your Silver Sword. He'll tell you a little more than you'd really ever care to know about it-including one thing-it is indeed a genuine Witcher's Silver Sword. Thanks Coen. This completes the quest "Memory of a Blade". You'll also get an 'Earth Rune' for your trouble. ***REWARD*** (For learning where your Silver Sword came from) EXP 1000 Item Earth Rune <----------------------------------------------------------------------> 17) If you wasted your time going to the Hairy Bear looking for Zoltan, good news-it wasn't a waste of time. It's our next destination. It's time to settle up with Ramsmeat, see. On your way there, talk to whatever Thugs are wandering around. If none are around, you might have to rest up-the Brothel makes a good enough place to sleep until noon, or use the Igni sign on the fireplace outside of the Hairy Bear. Either way, talk to enough Thugs and one will rather rudely remark that he hopes you end up like Berengar. Good to know. Ramsmeat's House/Hairy Bear Inn o======================================================================o 18) Rest until noon and head over to the Hairy Bear-after hearing what the Thugs have to say-and talk to Ramsmeat. Ask him about Salamandra, and pick options #2 (to ask him more about Salamandra, after he threatens you) and #2 again (pointing out that his henchmen get shifty. He'll tell you that he-and his henchers-don't like Salamandra. Geralt will follow up by asking him about Berengar. Avoid provoking him and he'll spill the beans-Berengar was working with Salamandra, and so Ramsmeat was keeping tabs on him. Both Berengar-and an agent Ramsmeat sent after Berengar-vanished into the swamp. You'll get a nice bit of experience for getting this much information. Talk to Ramsmeat again and proclaim him innocent. This will clear the air with Ramsmeat-the crew he sent over to the Hospital were there to rescue the Prisoner-one of Ramsmeat's boys, not a Salamander. Since Berengar-a Witcher-was working with Salamandra earlier, he assumed you did, too. Hence the outward hostility. Now that things are in the clear and you both are on the same side, he'll reveal some more about Azar Javed. Namely that the mage, though 'civilized' by schooling and Temerian society, has a taste for women-and a fetish for fire. This explains why Salamandra was causing Carmen and her girls trouble earlier. It appears the Fisstech trade isn't the only business Azar Javed wants to take control over. Note: If you can't find Ramsmeat at the Hairy Bear, he'll almost certainly be at his house. You'll have to bribe one of the Bouncers outside 20 Orens, however. ***REWARD*** (For proving that Ramsmeat is innocent) EXP 2500 <----------------------------------------------------------------------> 19) We hardly ever do anything in this guide for one reason-I usually try to by sly (lazy) and knock several things out at once. So lets go pay the Gravedigger a visit. He hangs out in the south-eastern corner of the Temple Quarter, near the gate to 'Vizima's Cemetery'. Talk to him and turn in your six jugs of Dog Tallow. He uses Dog Tallow on the caskets? Really? There has to be a cheaper way to do this.. or he really has it in for dogs. ***REWARD*** (For giving the Dog Tallow to the Gravedigger) EXP 2000 Orens 100 <----------------------------------------------------------------------> 20) When that's done, you'll notice a lady named 'Hildegard Zollstock'. She's only around the gates to the Cemetary near noon-what a way to speak to Ramsmeat and pick up a new quest over here at the same time! She'll whine about her husband haunting her and Geralt will make a sorry attempt at humor. She'll elaborate that her husband haunts her at night, but worst of all, his ghost is spreading nasty rumors about her. You can get her to promise you 200 Orens for ridding her of this embarassment. <----------------------------------------------------------------------> 21) Before we wait until nightfall to find this ghost, lets do one more thing around town-we're actually running short on things to do! Find the 'Bootblack' who stands around during the day by the stairs just north of Raymond's House. Talk to him and pay him two Orens for a shoeshine. Ask him about various things for backstory, but be sure to say #6 "You don't talk like a shoeshine." last (except for #7 and #8, of course) and he'll refuse to elaborate on his past. Leave the area by entering a location (Raymond's perhaps?) and talk to him again. You can now offer him a gift. If you give him the book you won from Thaler in the drinking contest "Shadow People, or the History of His Majesty's Secret Service" he'll give you 'The Prophet Lebioda's Signet Ring', which he claims is revered by the elderly. Now we have a sure-fire way to get past 'Grandma' at Shani's House.. which will be useful later on. Make sure you've read the book before you give it away. <----------------------------------------------------------------------> 22) Once you're done, waste time, grab weapons from houses and sell them, box, place dice, whatever. Failing that, just rest until night. When you're ready head over to the Cemetery Gate to find a Wraith wandering around. Talk to it and listen to some of the interesting things it has to say about its widow. To kill it, select the Silver Sword-Fast Silver Style-and initiate combat with it. It should die easily enough. ***REWARD*** (For killing the Widow's wraith) EXP 500 <----------------------------------------------------------------------> 23) Return to the Cemetery Gates at noon and report your success to Hildegard. She'll reluctantly hand over the gold you're due-but only after fussing a bit about depriving a widow of her pittance. Now, before we tread off into the Swamp Forest head over to Kalkstein with "The Secret Gates" and "Ain Soph Aur"-unless, of course, you plan to get the latter for free in the Swamp Forest (see [WLK010], Step #24.) For the sake of continuity, however, it's more convenient to assume that you have obtained these already-talked to Kalkstein-and then traveled to the Swamp Forest. ***REWARD*** (For returning to Hildegard and demanding your fair pay) EXP 2000 Orens 200 Kalkstein's House o======================================================================o 24) Travel to Kalkstein's House and tell him about the information you've gained from "The Secret Gates" and "Ain Soph Aur". You'll find out that you need to find ten Sephirah Stones (plural Sephirot) and place them in Obelisks scattered throughout the Swamp Forest. We already have the 'Maal'Kad Sephirah' (which we obtained when we slew the Cockatrice) and Kalkstein will give us the 'Chocc'Mah Sephirah' to help us on our way. This updates the qeusts 'A Mysterious Tower' and 'Vizima Confidential'. Raymond's House o======================================================================o 25) Return to Raymond with the news and you'll discover that he's under attack by a group of Salamanders. Slay them (Group Steel Style) and Raymond will tell you that he was only a small step away from solving the case. He seems rather shaken up (understandably so), but who did he think he was messing with? He'll give you his list of suspects-most of which we've exonerated by now-and decide to lay low for a while. This updates the quest 'Vizima Confidential' and starts the quest 'Suspect: Leuvaarden'. Of course, we've already found evidence for Leuvaarden's innocence by now, so there's really little to do as far as 'Vizima Confidential' is concered. Loot the Assassins and leave. If you have your medallion set to detect magic, note that it goes crazy while you're near Raymond now.. ***REWARD*** (For saving Raymond from the Salamandra Assassins) EXP 1500 <----------------------------------------------------------------------> 26) Leave Raymond's House only to have a child come up and tell you that Raymond needs to meet with you again. Normally you'd have to go bother with all the 'Suspect' quests now, giving this a more proper sense of timing-but since we already solved most of the 'Suspect' quests all in one go.. Anyways, head back in and talk to Raymond. He'll tell you that the Prisoner was moved from the Hospital recently-and didn't survive the transfer. He cites natural causes, but suspects foul play. The only way to know for sure is to recover the body from the Gravedigger and perform an autopsy. This starts the quest 'Anatomy of a Crime' and updates 'Vizima Confidential' again. Shani's House o======================================================================o 27) Now, successfully conducting an anatomy is no simple matter-even in the Witcher. Geralt is admittably better at the butcher's work than he is at anything that could be called a scientific pursuit. If we rush in to this, we'll likely end up missing vital clues, so we need to consult a few experts for advice on how to conduct a professional autopsy. Perhaps a doctor would know more? Bonus points if it's a female, red-headed doctor. Head over to Shani's House at night and talk to her about it. She'll lay out your immediate goals quite clearly-read any books on the subject that you can get your hands on, and talk to Vincent Meis. Chances are he's handled an autopsy or two. Rest until morning and head out. <----------------------------------------------------------------------> 28) Since we're nearby, talk to the Antiquary and purchase from him the following books; 'Forensic Medicine' (150 Orens) and 'Zerrikanian Insects and other Vermin' (110 Orens). These are by far the most relevent pieces of information we'll need to get a good result from this autopsy. <----------------------------------------------------------------------> 29) Skip Vincent Meis for now and go talk to our friendly neighborhood Gravedigger, instead. Ask him about getting into the Cemetery to start the quest 'A Gravedigger's Gratitude'. We'll need to get Vincent's permission to enter the Cemetery, or we'll need to clear the Gravedigger's debts with Thaler. Now ask about moving that corpse and he will demand some Dwarven alcohol for the favor. Your mind should instantly jump to Kaedwenian Stout, the cheapest solution, but the Gravedigger will turn his nose up at it. Instead give him a bottle of Mahakaman Mead and he'll promise to drop the corpse off by evening. ***REWARD*** (For giving the Gravedigger some Dwarven alcohol) EXP 500 <----------------------------------------------------------------------> 30) Now go talk to either Vincent Meis or Thaler. Since we've completed both 'Supsect' quests for them, either one will gladly help us out. You could even go to both, if you wanted to help the Gravedigger out and follow the law-but there's no reward for excessive questiness. Go tell the Gravedigger of the completion of his request(s) and he'll give you the Key to the Cemetery. You'll also get the scroll 'Petri's Philter Formula', which teaches you how to create a potion that intensifies all your Signs. ***REWARD*** (For gaining access to the Cemetery) Item Petri's Philter Formula Saint Lebioda's Hospital o======================================================================o 31) We'll deal with the Graveyard shortly-first, lets take care of this autopsy business. Find somewhere to rest until night, by now you should have enough buddies in town to find somewhere to sleep with ease. To kill two birds with one stone, bring a piece of fruit with you. When you're ready to cut someone up-for science, this time-head over to the Hospital. Inside you'll find Shani. Talk to her to start the autopsy. Now, there are multiple ways to do this autopsy-and most of them will give you the wrong answer. If you've read 'Forensic Medicine' and 'Zerrikanian Insects and other Vermin', however, you have a chance at getting the right results. First pick dialogue option #3 to suggest that the bone marrow has been sucked out, indicating that scavenging undead caused the external trauma, not the actual murder. Pick option #3 again to point out that the neck muscles and palms look tense. This will prompt Shani to look for internal signs, which leads quickly to poison. Choose dialogue option #1 to dismiss the idea as being too obvious. This prompts Shani to go for the last resort-opening the skull. Inside you'll find the larval forms of Zerrikanian Tsetse flies-which you may have heard about if you shared some food with the Gardener outside at some point. Geralt will do a good job explaining the story up until now, so I need not bother. This updates the quests 'What Lies Beneath', 'Vizima Confidential', 'Suspect: Kalkstein', 'Old Friend of Mine', and completes the quest 'Anatomy of a Crime'. Azar Javed underestimated Geralt, and it's going to cost him. ***REWARD*** (For completing a successful autopsy and discovering the killer) EXP 3500 <----------------------------------------------------------------------> 32) Before you leave go to the Altar of Melitele and put a piece of fruit on it. In return you'll obtain no fewer than three Sephirah-the 'Oth Sephirah', the 'Ghe'Vrath Sephirah', and the 'Veen'Ah Sephirah'. Why so many from one place? Maybe they ran out of ideas, or perhaps they wanted to show that Melitele does have some power? I guess it doesn't make any more sense for a Cockatrice to have one, does it? Raymond's House o======================================================================o 33) Head over to Raymond's House and tell him about the autopsy. Geralt makes up a story about botching the autopsy-probably trying to make himself look foolish to play into Azar's expectations. Leave and come back to talk to him again and he'll tell you that he figured out the case-Kalkstein and Ramsmeat were working together. Since Azar wants these two dead, we can assume that we should try our best to do the opposite. Now, there are a few things you can do here, I'll discuss something you should not do-but that's interesting nonetheless. Talk to him and ask him about the commander of the Royal Guards to get a story different from the one we heard Raymond telling us ealier-just confirming what we already know. If you pick dialgoue option #2 you can call Azar's bluff, or more interestingly, you can have a candid little conversation with 'Azar', even getting Azar-as-Raymond to 'pretend' to be Azar so you can practice your confrontation with him. It's a cool scene, to be sure, if you want to nerd out on it. Be careful, however, as you can push the scenario too far and actually get the controntation- you-think-you-want-but-don't. If you provoke Azar, he'll attack you, and call upon squads of 'Salamandra Executioners' to take you down. Granted, with our grinding my Geralt (level 20) could dispatch the Salamanders by the dozen, but every little hit stacks up, and eventually I went for the coup-de-grace by using Aard on Azar-only to have him cutscene-kill me. It's best if you stop your little game with him by playing dumb and fingering Kalkstein as the perfect person for 'Azar' to impersonate. Tell Azar-as-Raymond that you're ready for Ramsmeat. He'll implore you to kill him-the leader of Salamandra's forces. With that, leave. Note: If you get too free with your words, the quest 'What Lies Beneath' will update, essentially telling you to watch your ass. If you talk to Azar-as-Raymond at all, the quest 'Vizima Confidential' will update. ***REWARD*** (For chatting with Azar) EXP 600 (multiple values totaling this amount) <----------------------------------------------------------------------> 34) Now go pay a visit to Ramsmeat, either at his house or in the Hairy Bear, wherever he's lurking. Tell him about Azar's attempt to get you to kill him, and request that he lie low for a while. He'll point out the obvious danger in fighting Azar alone. To that end, lets talk to Kalkstein. First, tell Kalkstein that he's innocent to complete 'Suspect: Kalkstein'. For this we'll learn that Azar practices fire magic-something inherently incompatible with order, and hence, something that an intellectual like Kalkstein cannot tolerate. Tell Kalkstein that Azar is posing as Raymond and he'll tell you to set up an ambush somewhere magically unstable and surrounded by the element opposed to fire-near the tower in the Swamp Forest. This completes 'What Lies Beneath'. ***REWARD*** (For proving that Kalkstein is innocent) EXP 3000 ***REWARD*** (For discovering an appropriate place to make a stand against Azar) EXP 2500 <----------------------------------------------------------------------> 35) Return to Azar-as-Raymond and tell him that Ramsmeat is dead. Geralt will ask his friend 'Raymond' to come to the Swamp Tower with him, where together they can head off Azar and Kalkstein, who have been defanged now that Ramsmeat is dead. Azar-as-Raymond bites, and gives you the 'Keth'Aar' Sephirah to help you access the tower. There's only a few more things left to do before we head off to the Swamp Forest. Vizima's Cemetery o======================================================================o 36) Now that it's night, head over to the Cemetery. We should finish this area up, if for no better reason than for experience and to resolve the quest 'A Gravedigger's Gratitude'. Nobody likes failed quests in their journal, right? Inside you can find various plants like Celandine and Crows Eye, some loot, and of course undead-at least at night-including Drowners, Drowned Dead, Ghouls, and Alghouls. When you're done looting and killing in the exterior, head inside a Crypt along the northern edge of the Cemetery. Vizima's Cemetery - Crypt o======================================================================o 37) Inside you'll find plenty of undead, including Ghouls, Alghouls, Graviers, and Fleders.. but you will also find plenty of loot, so it's worth it. Better yet, if you don't want to brew up a Cat Potion you can just turn the gamma up again, it's not too dark in here. Once you're done looting and killing, there is a wall you can knock down with the Aard Sign. Enter the tunnel opposite the exit and take a left to find it. Beyond you'll find plenty of undead to kill, but most importantly, you'll find Raymond's body. Examining it will update pretty much every active main-story quest in the chapter-especially if you haven't completed 'Anatomy of a Crime-including the 'Suspect' quests, 'What Lies Beneath', 'Vizima Confidential' and 'Anatomy of the Crime'. If you have already completed 'Anatomy of a Crime' (like this guide suggests) you'll get more modest results. ***REWARD*** (For discovering the body of Raymond) EXP 500 Shani's House o======================================================================o 38) Lets take a break from conspiracies and power-plays and visit Shani at her house. Talk to her and she'll mention that she's trying to get you and Dandelion together to reminisce. She happens to be missing the most important supplement for such gatherings, however-the booze. She needs you to obtain some Cherry Spirit Cordial for Dandelion, Mettina Rose for her.. and something for you, too.. which in this case means Temerian Rye. Head over to the Hairy Bear Inn and buy or retrieve the required alcohol and return to Shani. She tells you to bring a friend. ***REWARD*** (For giving the party alcohol to Shani) EXP 500 <----------------------------------------------------------------------> 39) Now, there are three people we can bring-and two of them are rather silly choices, but they fit into the three Witcher builds.. well enough. First, there's Siegfried, who can accompany a Witcher if you plan to side with the Order. Second, there's Zoltan Chivay, who can accompany you if you plan to side with the nonhumans. Lastly, you can pay Carmen 100 Orens to come with you. Granted, Carmen makes no sense to bring with you-unless you want to antagonize Shani-and Zoltan is by far the best choice, since he gets along with everybody there. I'm making too big of a deal out of this and over schematizing things, so just bring whoever you want. It's also a good idea if you have the food from downstairs, and bring some Red Roses along for good measure. <----------------------------------------------------------------------> 40) With a guest due to arrive, return to Shani's House. Grandma will complain about the debauchery upstairs, and complain about Dandelion's reputation and the results she fears will occur in nine months. Head upstairs to 'chaperone' them, and talk to Dandelion while you're there. You'll discover that he's another one of your past friends who saw your death. Talk to Dandelion again and he'll pose to you a sort of moral dilemma, and you should respond accordingly. Is every supernatural monster deserving of death? Ponder it for now, it'll come up later. Talk to people and eventually you'll end up having to go downstairs to get something from Grandma. Since you're somewhat drunk by now, it's a good idea to already have looted her house. If you have the 'Prophet Lebioda's Signet Ring' on you don't have to worry about it, however. Return with what you've been sent to fetch and the party will proceed in due course to its ultimate conclusion-varying depending upon who you brought with you. Once it's over talk to Shani and give her some Red Roses. In return, you'll get her Sex Card. ***REWARD*** (For having a party with some friends) EXP 2000 <----------------------------------------------------------------------> 41) Talk to Shani and rest until morning. Now that the quest 'Old Friend of Mine' is completed, lets finish up 'A Gravedigger's Gratitude'. Talk to the Gravedigger and tell him what you discovered. I have no clue why, but Geralt feels oddly compelled to tell every peasant in the city about Azar-as-Raymond. Isn't he worried that somebody with loose lips will allow the fact that Geralt knows about Azar to get back to him? Anyways, get your experience and head to the Dike-that's right, it's finally time to head to the Swamp Forest. Before you go, you might want to grab a Honeycomb-it can be given to a character in the Swamp Forest in exchange for some juicy knowledge. It's also a good idea for you to make sure you've read pretty much every book available to you by now. You're going to want to be able to loot those Wyverns, Echinops, and other critters that inhabit the Swamp Forest. ***REWARD*** (For telling the Gravedigger of your discovery) EXP 1000 The Dike o======================================================================o 42) Return to the Dike after our long absence and talk to Leuvaarden. A lot has changed, but we still need to exonerate him. Present your evidence and you'll learn another bit of information about Azar Javed and his machinations-Redanian politics might be involved. Apparently, Declan belongs to a secret organization as well-Temeria is rife with them, it seems-that seeks to dismantle Salamandra. Unlike most of the other 'Suspects' Leuvaarden gives you 500 Orens for your time-no matter what we're doing, we always seem to leave Leuvaarden quite a bit richer. A richer Witcher? I kill myself. Ask him about the Sephirot and he'll admit to possessing one. Unfortunately, he'll take 500 Orens from you for the stone. With the addition of the Tipperath Sephirah we have seven of the ten Sephirot. ***REWARD*** (For proving that Declan Leuvaarden is innocent) EXP 2500 Orens 500 <----------------------------------------------------------------------> 43) Go find the Ferryman and talk to him. You'll need to fork over five Orens to get him to take you to the other side. It's time to head to the Swamp Forest and leave Vizima behind. o======================================================================o | | | Questing the Swamp Forest | | | o======================================================================o We have three major objectives now-to complete various monster hunt quests, like the ones we got off the notice boards and 'Bloodthirsty Vegetation', to deal with Azar Javed, and of course, to settle any new quests that may pop up while we're exploring. Dealing with Azar Javed ends this chapter, so we'd better do everything else before we bother with that. To that end, we're going to avoid the tower in the swamp like the plague. Then there's the quest 'Force Recon', which introduces you to the struggle between the Order of the Flaming Rose and the Scoia'tael and the two antagonists leading either side-Siegfried and Yaevinn, respectively. Swamp Forest o======================================================================o Sequence of Events: {WLK009} 1) Drowners by the Docks 2) A Run-Down of the Swamp Forest 3) Pruning Coccacidium 4) Exploring with Gramps 5) Ba Ba Ba.. 6) Vaska's Request 7) The Clay Pits 8) The Lightning Rod 9) Preparing for the Swamp Cave 10) Clearing the Swamp Cave 11) The Lumberjack's Discount 12) Beggartick Business 13) Druid Discourse 14) The Birds and the Bees with Morenn 15) Yaevinn's Letter 16) Wyvern Island 17) Reporting to Vaska 18) Vivaldi or Vincent? 19) Alghoul Assault 20) Flower Fairness 21) Yaevinn's Ambition 22) Racism is a Double-Edged Sword 23) Picking Sides 24) To Kill a Cannibal 25) Clearing the Way 26) A Peaceful Solution 27) Summon the Thunder 28) Starting the Sentry 29) Sephirot and Obelisks 30) Springing the Trap 1) As soon as you get off the boat talk to the Ferryman, who will tell you that somebody named 'Yaren Bolt' has a job for you. Nearby there's a bounty hunter named Jean-Pierre, who will tell you about some human named Leo Bonhart who was supposedly skilled enough to dispatch Witchers. No Leo we ever met was quite so impressive, and he had the benefit of training from Witchers. While you're here, if you want to use Igni on the nearby Fireplace and rest until night, you can kill the Drowners near the Dock for Leuvaarden. If it's already late, you'll probably end up having to fight them off anyways, just to get by. Either way, kill the annoying non-threats and return to Leuvaarden at your leisure. ***REWARD*** (For killing the Drowners by the dock) EXP 500 ***REWARD*** (For reporting your success to Leuvaarden) EXP 2000 Orens 400 <----------------------------------------------------------------------> 2) Now, before we get into exploring the Swamp Forest in depth, I figure I had better mention some of the features here. In the south- eastern corner are the Docks-where we presently stand. To the north is a Brickmaker's Village, and to the west are some Clay Pits. West-and-south of the Clay Pits is a Cave, near which are Echinops. Further west you'll find a Lumberjack Camp (where you can find Yaren Bolt.) North of the Lumberjacks, in the north-western corner of the map is a Druid Grove, which contains a few interesting characters, and near which you can find Wolves to hunt. South-East of the Druid Grove is a Golem Clearing, and east of that is our Mage's Tower. North-east of the Druid Grove is a clearing where you can find Wyverns-by far the most difficult normal monster we've yet encountered. In the north- eastern corner of the map is Gramp's Hut, and south of it is the Brickmaker's Village. That's more or less how I plan to explore this area, coming full circle. In most areas where specific enemies aren't mentioned, you can expect to find Bloedzuigers, Drowers, and Drowned Dead. There are also plenty of plants to harvest around. I'll put the reward for the monster hunt and fetch quests when they've likely been fulfilled and expect you to return to town to claim the reward on your own time.. or you could just wait until the quest 'Worth its Weight in Gold' forces us to return to town. Since there's so many Drowned Dead around, you're likely to complete 'The Drowned Dead Contract' just wandering around, so its rewards are noted here. Oh, and lest I leave anything out, there's a 'Nosy Dog' that will follow you around for a while.. I don't know what purpose this mutt has, but he tends to become monster food fairly quickly in my game. ***REWARD*** (For collecting ten Drowned Dead Tongues) EXP 500 ***REWARD*** (For giving Siegfried the Drowned Dead Tongues) EXP 2000 Orens 150 <----------------------------------------------------------------------> 3) Before you do anything else, head to the north-west until you find a unique Archespore named 'Coccacidium'. This critter can be downright unpleasant, especially if you get poisoned by it-an unlucky Geralt can lose half of his life to is poison alone (over time) and that's with a leveled Geralt. Use the Igni Sign and the Strong Silver Style to take it down. The good news? It gives you over 2,000 experience at any reasonable level in this chapter, and more rewards are forthcoming from Vincent if you bring back its head. ***REWARD*** (For bringing the Archespore Head to Vincent Meis) EXP 3000 Orens 400 <----------------------------------------------------------------------> 4) Near the Docks you'll spot an old man named 'Gramps'. Talk to him and ask for work and he'll ask you to escort him to the shrine for his prayers. Might as well accept, for the experience and all. If you want to milk this quest for as much dialogue and experience as possible, take Gramps to the following sites around the Swamp Forest; the Clay Pits, Three Islands (take him near the Oth Obelisk, north of the Clay Pits), the Swamp Cave, the Druid Grove, and the Mages' Tower. He'll talk about the Vodyanoi and the crazy Brickmakers who worship them near the Clay Pits, he'll give you two recipes* at Three Islands, he'll talk about the treasures of a dead Vran warrior in a cave and the pack of Wolves that inhabit it near the Swamp Cave, he'll talk about Places of Power and the types of rituals that can be performed at them near the Druid Grove, and finally, he'll mention the Sentry Golem and the Sephirot and Obelisks, near the Mage's Tower. respectively. The reason we hunted Coccacidium earlier was to prevent having that critter show up while we were escorting Gramps.. even though Gramps can't die, it's just one more nuisance we don't need. Once you reach the shrine he'll tell you about a Circle of Elements guarded by the Druids (in the north-western corner of the level) and he'll mention another Witcher who was haunting the swamps. Our missing Berengar, perhaps? ***REWARD** (For taking Gramps to the Clay Pits) EXP 200 ***REWARD** (For taking Gramps to Three Islands) EXP 200 ***REWARD** (For taking Gramps to the Swamp Cave) EXP 200 ***REWARD** (For taking Gramps to the Druid Grove) EXP 200 ***REWARD** (For taking Gramps to the Mage's Tower) EXP 200 ***REWARD*** (For escorting Gramps safely to the Shrine of Melitele) EXP 1500 *The two recipes he'll give you are for the King and Queen bomb (Rebis/Rebis/Aether), and the Maribor Forest potion (Rebis/Aether/ Quebrith). Just hearing about them from Gramps is enough to get their entries in your journal. Note: Do not actually enter the Swamp Cave while escorting Gramps, as it can cause the quest to freeze. Gramps will return back to the docks, and will repeat his dialogue concerning the cave. Worst of all, he will not follow you anymore. So.. no area transitions while escorting Gramps. <----------------------------------------------------------------------> 5) Lets backtrack to the Docks and head up to the Brickmaker's Village to see what they might know. Like always, talk to everybody, you never ba ba ba... know who has something to say and who doesn't. Talk to the 'Old Brickmaker' to get a brief rundown of the Swamp. In one of the houses there's a female Brickmaker who'll offer to teach you how to recognize swamp plants for 50 Orens. She will, however, also accept a Honeycomb instead, or a Shawl. The former is by far the cheapest way to get her information, which is useful, especially if you haven't been keeping up on your book reading. Above all else, there's plenty to loot in and around the houses. Vaska's House o======================================================================o 6) Like the Old Brickmaker said, the Eldress is the one you need to see, so enter Vaska's House and talk to Vaska. Ask about monster problems and she'll tell you that some critters have made nests in the clay pits where they make bricks. She'll offer you 50 Orens to clear out the beasts, which Geralt identifies as Drowners. Accept to start the quest 'Clay Pits'. Ask about Berengar and she'll tell you that he was indeed around, probably working for Kalkstein. They found his gear in the Clay Pits-and it didn't look like he parted with it peacefully. This updates 'Berengar's Secret'. Finally ask her about the Mage's Tower to get a fairy tale about the builder, but more importantly, she'll tell you about the Golem guardian-the Sentry-which apparently needs to be reactivated before we can enter the tower. She'll give us the 'Tower Tarot Card' and the quest 'The Sentry' begins. A most productive conversation, indeed. <----------------------------------------------------------------------> 7) Once you're done talking to Vaska head to the south west to find the Clay Pit. Outside you'll find a 'Little Boy' who babbles about the 'Water Lords' if you talk to him, but mostly he's there to get in your way when the Drowners attack. There's about ten of them, give or take. Kill them and the quest 'Clay Pits' will update. Before heading off to the Brickmaker's Village explore the south-western corner of the Clay Pits to find a pair of Mutilated Corpses. Search them to come to the conclusion that Berengar is dead, updating the quest 'Berengar's Secret'. Now return to Vaska to claim your reward for clearing out the Clay Pits. She'll stiff you on the Orens, but instead she'll fork over the 'Kezath Sephirah', a good enough substitution by any standards. ***REWARD*** (For clearing the Clay Pits of Drowners) EXP 500 ***REWARD*** (For reporting to Vaska after clearing out the Clay Pits) EXP 2000 Item Kezath Sephirah <----------------------------------------------------------------------> 8)Now, I know it's a bummer, but lets return to Vizima to talk to Kalkstein. Before you go, make sure you've gathered enough Drowned Dead Tongues to complete the quest 'The Drowned Dead Contract'. We're going back to town anyways, and if you complete the quest now, you won't have to worry about messing it up later. Anyways, Kalkstein will tell you that to awaken the Golem we need a lightning rod, which a smith can forge for us. Head over to whichever smithy will service you-either the Dwarves in Little Mahakam, or to the Order blacksmith and ask them to forge you a lightning rod (this time you'll need to talk to the smith/armorer, not the trader/merchant). Agree to pay 50 Orens upon completion of the rod, leave the area, re-enter, and claim your lightning rod. ***REWARD*** (For having a lightning rod forged) EXP 500 Note: If you don't want to pay the 5 Orens to travel back to Vizima, you can always use a Place of Power to teleport back to Kalkstein's lab. Of course, it's a one way trip, so you'll always have to pay to get back. <----------------------------------------------------------------------> 9) Our next goal in the Swamp Forest is to explore the Swamp Cave, which lies to the west of the Docks, along the southern edge of the area. Before we explore, however, ensure you have a Cat Potion ready. You can buy alcohol from Vaska, and if you return there during the day you'll find her leading prayer services to the 'Water Lords'. Regardless of their troglodyte worship, talk to Vaska and ask her about a job to start the quest 'A Lost Lamb'. Oh, and of course, be sure to buy some alcohol if you desire. We now have all sorts of reasons to venture to the Druid Grove.. in time. Swamp Cave o======================================================================o 10) Now head over to the Swamp Cave, west of the Clay Pits-Geralt will comment on it to let you know that it's there. It's along the southern path that leads to the Clay Pits, up, over, and around the Oth Obelisk, past the Shrine of Melitele, and finally south to reach our Cave. You may encounter Echinops near the Swamp Cave or along the way-they seem to enjoy lurking along this southern path. If so, all the better, as it completes another quest for us. Drink a Cat Potion or turn up the gamma and head inside. Within, you'll find plenty of Wolves-which we can skin to complete 'The Wolf Contract'. Also, in the northern chamber you'll find a Wraith which is guarding 'Vran's Sarcophagus'. Dispatch it (Fast Silver Style) and loot the corpse for some loot including the 'Y'Esath Sephirah'. Nearby is a 'Circle of Hanging Stones' which you can activate to obtain the Quen Sign. ***REWARD*** (For collecting three Echinops Rootstocks) EXP 500 ***REWARD*** (For giving the Gardener the Echinops' Rootstocks) EXP 2000 Orens 100 <----------------------------------------------------------------------> 11) When you're done exploring the cave, leave and head to the north- west.. or you could just follow the trail. Either way, you should reach the Lumberjack Camp, marked on your map as merely a 'Clearing'. Talk to one of the Lumberjacks and he'll tell you his kids have fallen sick, but if he doesn't secure enough money from the logging season, they'll starve. His solution? You buy some crap off of him, and he gets to go home to stay with his kids. Even if you're a materialist, this is a good trade. He originally wants 200 Orens, but you can talk him down to 150. In return, you'll get a piece of Red Meteorite (worth 300 Orens), a jug of Sodden Mead (10 Orens), and a Silver Ring (80 Orens). He'll also throw in a recipe for Wive's Tears.. which is invaluable, unless you have a super awesome FAQ that tells you how to make it anyways. <----------------------------------------------------------------------> 12) Talk to Yaren Bolt and ask about the various activities of the lumberjacks. Best of all, ask him for work and he'll give you the quest 'Flowers and Gold', which requires you to pick five Beggartick flowers, located primarily in the north-eastern corner of the Swamp Forest, near the Nonhuman Camp. You can learn more about the Beggartick plant by talking to folks around the swamp, which you might as well do, seeing as how it gets you experience. <----------------------------------------------------------------------> 13) Rest until morning-if it's night out-and head to the Druid Grove. The lazy Druids won't talk to you at night. Talk to the random Druids wandering around to talk to them about various things, including Beggartick Blossoms and the missing Brickmaker boy. They deny that any boy was abducted, saying that a child would get in the way. To the ludicrous claim that the Druids are trying to turn the child into a Dryad.. the Druid will invite you to ask the Dryad about it in person. All in good time. You can purchase some books from the Elder Druid, and he's the guy we need to talk to in order to get a storm started, but we'll start that up later. Before we deal with any of the named characters go touch the Circle of Unwanted Power to obtain the Yrden Sign. Despite the name, I can't imagine why anybody wouldn't want the power. ***REWARD*** (For asking the Druids about the Beggartick Blossom) EXP 100 <----------------------------------------------------------------------> 14) Now that we've talked to the unnamed folk, lets talk to Morenn. What is it with people here and double nn's? Maybe it's just because I'm crude and speak English, but it's completely unnecesseary. Oh wait.. Anyways, talk to Moren-nuh, who has a lot to say about Dryads. I guess she'd be an expert, right? Ask her about the missing boy, and Geralt will-as usual-persue the conversation along lines that lead towards perversion. He might be sterile, but that doesn't mean he's not frisky. Maybe it's the glowing green nipples? Oh.. for you censored folks.. maybe it's the, uh.. uncanny hair that hangs just low enough to cover her shame and keep your eyeballs from bleeding? But I digress. She'll ask for a Wolf Pelt as proof of Geralt's prowess. Since we just exterminated a pack of wolves in the Swamp Cave, you should be able to provide her with one. If not, there are several Wolves north of the Druid Grove. Regardless, furnish her with a pelt and she'll complicate matters by getting cold feet. Apparently, Dryads are Catholic-no sex without procreation. Geralt, however, is more therapeutic about the whole matter. Pick option #2 to insinuate the intimacy without procreation can be good, then pick option #2 again. Morenn will concede and see your point.. and I'll avoid any crude and vulgar double entendre. Anyhow, spend the day with Morenn to obtain the 'Dryads' Sex Card. ***REWARD*** (For talking to the Druids about the missing boy) EXP 500 Note: When Morenn asks for a Wolf Pelt, do not enter the gift screen unless you actually have a pelt to give her. If you give her nothing, or give her the wrong thing, I'm not entirely sure how to get that offer back. If you want to ensure that you obtain Morenn's Sex Card, have a Wolf Pelt in your inventory and ready to go before you talk to her about the missing Brickmaker boy. <----------------------------------------------------------------------> 15) There's also an elf named Yaevinn wandering around. Be sure to have completed the quest 'The Drowned Dead Contract' before you talk to Yaevinn. He's one of the local leaders of the Scoia'tael around Vizima, and if you ask him for work you'll start the quest 'Worth its Weight in Gold'. He wants you to deliver a letter to the Dwarf Vivaldi in Vizima, which we'll get to after we finish our circut of the Swamp Forest. <----------------------------------------------------------------------> 16) Head to the north-east until you find an island shaped like a question mark-affectionately known as 'Wyvern Island'. Wyverns are probably the most difficult non-unique enemy in this chapter, and you would be wise to approach them with caution. While a level 20 Geralt could probably kill three at once if he had to (with astute use of the Aard Sign and a little luck), it's better if you don't force such luck. Try and lure them away one at a time, and be wary, as more will spawn when you approach the island. Use the Fast Silver Style on them, and if you're dealing with more than one, use Aard and attempt to score a coup-de-grace. Once they're all dead, loot the Messenger's Corpse to find a 'Blood-Stained Letter' which sheds some light on Leuvaarden's allegience as far as Salamandra is concerned. This would matter if the 'Suspect' quests were still active, or in particular, if I didn't tend to advanced 'Wanted' before coming here. Best of all, you'll find the sword Harvall, which is far superior to the standard Witcher's Steel Sword you've been using-it's even stronger than a Meteorite Sword, hence why we never bought one. <----------------------------------------------------------------------> 17) Now is a good time to head back to town, stash loot, and deliver Yaevinn's Letter. First stop by the Brickmaker's Village and talk to Vaska about the missing Brickmaker boy. Tell her that the Druids don't have him for a small quest reward. Unfortunately, that's all we can do with this quest for now. Also, if you talk to one of the Brickmakers you can learn more about the Beggartick Blossom-which is always a good thing. Once you're done around the Brickmaker's Village, head over to the Docks and pay to go back to Vizima. ***REWARD*** (For asking the Brickmakers about the Beggartick Blossom) EXP 100 ***REWARD*** (For telling Vaska the Druids don't have the missing boy) EXP 500 <----------------------------------------------------------------------> 18) Go pay Vivaldi a visit and hand him Yaevinn's Letter.. Or alternatively you could pay Vincent Meis a visit and turn the letter over to the proper authorities for a meagre reward. Decide which you'd rather do depending on who you wish to side with-if you want to help out the nonhumans, give the letter to Vivaldi. If you want to get on the good side of the authorities, give it to Vincent. If you're neutral.. I just deliver the letter as a favor to Yaevinn, without any implicit political goals in mind. Don't forget to pick up the letter from Vivaldi before going back. ***REWARD*** (For giving Yaevinn's Letter to Vincent Meis) EXP 500 Orens 25 ---or--- ***REWARD*** (For giving Yaevinn's Letter to Vivaldi) EXP 500 <----------------------------------------------------------------------> 19) Return to the Swamp Forest and head back to the Druid Grove to find Yaevinn.. only to realize he's not there. Talk to a Druid and he'll inform you that Yaevinn went to go hang out with some other Elves in the area. Although the Druid can't tell you where he is, your quest marker will, if you bother to have the quest tracked. In any event, there are a few things left to do in between the Druid Grove and the Nonhuman Camp, so don't worry too much about getting there just yet. North-east of the Druid Grove you'll find the 'Chocc'Mah Obelisk', and east and slightly south of that you'll find the 'Kezath Obelisk'. Near this last Obelisk is a Fireplace near two corpses. If it's night-time, you'll find several Ghouls and Alghouls-the latter being a stronger form of Ghoul (although not as strong as the Graviers we fought at the beginning of the chapter). If not.. rest at the Fireplace until it is. This is a great place to get the Alghoul Marrow you need for 'The Alghoul Contract'. Loot the corpses too, for some extra goodies. ***REWARD*** (For collecting the marrow of three Alghouls) EXP 500 ***REWARD*** (For giving Kalkstein the Alghoul Marrow) EXP 2000 Orens 150 <----------------------------------------------------------------------> 20) To the east of the 'Kezath Obelisk' you'll find a 'Collapsed Tower'. Don't worry, it's not the one we're avoiding. The only thing unique about this tower is that plenty of Beggartick grows around it. Harvest the five blossoms and take them to the Ferryman to gain the monetary reward for the quest. Afterwards, you can give Yaren his fair share- which loses you some Orens, but gains you some experience, or you can keep the whole reward, which pisses Yaren off for a while. If you stiff him, he supposedly pays you less during the quest 'A Long Way Home', but I've never failed to get the full reward for that quest, regardless of whether I share the profits in 'Flowers and Gold.' Speaking of which, while you're here rest a bit and talk to Yaren again. By now he'll have calmed down if you stiffed him, and generally be ready to give you more work. Apparently some monsters and Vodyanoi-the 'Water Lords' the Brickmakers worship-are getting in the way of their supplies. Yaren needs you to deal with both. We'll put this quest on the back-burner for now. ***REWARD*** (For giving five Beggartick Blossoms to the Ferryman) EXP 500 Orens 400 ***REWARD*** (For giving Yaren his share of the profits) EXP 1500 Orens -200 ---or--- ***REWARD*** (For refusing to give Yaren his share) EXP 1000 <----------------------------------------------------------------------> 21) Now we're ready to deal with Yaevinn. Continue east past the 'Collapsed Tower', near which you found the Beggartick Blossoms. You'll also find a Scoia'tael Scout who guards the bridge leading to the island upon which the Nonhuman Camp is situated. Note that there are a few more nonhumans walking around then there were last time.. Talk to Yaevinn and he'll admit to organizing a training camp, and whatever he's up to, we can assume it's not good for the humans of Vizima and its environs. Pick dialogue option #3 and he'll lay out his goals rather plainly-he plans to attack Vizima, and soon. Continue along this line and Yaevinn will ask which side you choose to be on. Your answer here doesn't matter, actions will determine you allegience, not words. It will, however, clearly illustrate the three sides Geralt can choose. He can side with nonhumans-creatures he feels no connection to as a mutant. He can side with the humans (and by extension, the Order of the Flaming Rose) since, as Geralt puts it, his job is to slay monsters-moral monsters, or monsters with 'tentacles and scales'. Then there's the neutral response-Geralt will be on his own side. Hence the three Witcher 'builds' this FAQ is based around. Just something to consider for the very near future. Give Yaevinn his letter, or tell him that you failed to deliver to finish up 'Worth its Weight in Gold.' Yaevinn will respond accordingly. ***REWARD*** (For telling Yaevinn you failed to deliver the letter) EXP 1000 ---or--- ***REWARD*** (For giving Yaevinn Vivaldi's reply) EXP 1500 <----------------------------------------------------------------------> 22) Before you begin 'Force Recon' talk to a female elf simply named 'Scoia'tael' at the Nonhuman Camp. Most of the time she'll just insult you (although at night she'll just tell you to come back tomorrow). Once in a while, she'll bother to talk to you, however. She spends the time insulting you, claiming that you can't identify Faeinnewedd. If you pick option #2, she'll give you the book 'Lara's Gift'. If you tell that you've picked Faeinnewedd, she'll demand to see some. Show her, and you can change her perspective on humans-albeit slightly. <----------------------------------------------------------------------> 23) Remember the paragraph above when I told you to ponder the direction in which to take your Geralt, because it'll come up in the very near future? Yeah, that means now. You have two choices-either go talk to Yaevinn, or go talk to Siegfried. We know where the former is, but you can find the latter in the camp just south of the Druid Grove. Regardless of which one you speak to, the story is the same-some Hawkers are supposed to meet the Scoia'tael at the Golem Cemetery. If you side with the Scoia'tael, you're supposed to meet these Hawkers, if you side with the Order, you're supposed to find and kill them, and their nonhuman customers. Pick your side and you'll be assigned a squad to lead to the Golem Cemetery. When you arrive, you'll be attacked by the opposing side. This fight can be kind of rough if you didn't level up earlier, so having potions handy might not be a bad idea. If you leveled up like I did at the beginning of the chapter.. well, with Harvall and a level 20ish Geralt, these guys can't do much. Use your styles depending on the situation, both sides will have archers and melee combatants. This fight always seems easier when fighting for the Order, but it's probably just due to the fact that the heavily armored humans present more of an obstacle. My Geralts polarize politically on who they side with, since the reward is the same. Neutral Geralt sides with the Order, since he ignored the Scoia'tael earlier (during the quest 'Strangers in the Night'), he had been on good terms with the nonhuman blacksmithy. No longer. But now he can purchase new loot from the Order blacksmith. Regardless of who you side with, return when you are victorious to gain a decent reward. Siegfried/Yaevinn will also tell you that Berengar is alive-although he is in the hands of Salamandra. This updates the quest 'Berengar's Secret' once more. ***REWARD*** (For speaking to Siegfried after routing the Scoia'tael) EXP 3500 Orens 200 ---or--- ***REWARD*** (For speaking to Yaevinn after routing the Order) EXP 3500 Orens 200 Note: After you complete (or really, I should say after you start) 'Force Recon' the opposing side's leader-either Siegfried or Yaevinn- will not be available for the rest of the Chapter. Be sure to have completed 'Worth its Weight in Gold' and 'The Drowned Dead Contract' before starting 'Force Recon'. Also, whomever you side with in this mission will favor you, and the other side will be less friendly. Or in other words, who you side with will determine which blacksmith will trade with you for the rest of this chapter, and in the start of Chapter 3. Gramp's Hut o======================================================================o 24) After all that, it's finally time to pay Gramps a visit. Head back to the Nonhuman Camp and go south along some bridges. When the bridges end, turn east until you find Gramps House (alternatively you can head north from the Brickmaker's Village). Either way you get there, head into Gramp' Hut and loot it-this is where you can obtain a copy of 'Ain Soph Aur' for free, if you've been really, really frugal. When you approach the table and see what Gramps is eating the quest 'The Cannibal' will start. It's pretty much self-explanatory, isn't it? The game has Geralt (and the quest log) react the same way regardless of whether you've completed 'A Pilgrimage' earlier-as if there's any question as to who the cannibal is. Talk to Gramps and he'll openly admit to being a cannibal-he apparently has no qualms about, although he does have standards-he never kills children. He really doesn't help himself out as he talks, but you can spare him as you wish. Of the three paths, only the neutral Geralt will consider keeping him alive-as he's a rather indiscriminate feeder. The neutral Geralt has to ponder, however. Gramps might be monstrous, but he's not technically a monster. It's not a Witcher's job to hunt down every criminal and murderer-no matter how heinous. Then again, it's being murderous man-eaters that make the monsters Geralt hunts worthy of extermination. In the end, I kill Gramps regardless. If you spare him, you'll get a Blade Coating recipe-but you can always just look it up below to get it, or get it later. In the end, he's just expendable, and it's more rewarding to kill him. Threaten to do him in and Gramps will bolt outside. Follow him outside, draw your Steel Sword (Harvall is ideal by now) and go down the narrower path to the south. Immediately after clearing Gramps' Hut you'll see that Gramps has company-five Echinops and an Archespor-which is probably too much trouble to deal with all at once. Immediately run down the path away from the house and the monsters. Gramps should see- and follow you. This allows you to cut down Gramps while staying out of the range of the Echinops and Archespores. Kill Gramps and then attack the rest of the monsters. This is another fight which shouldn't be too hard if you leveled, but if you didn't could require the use of potions. Make extensive use of the Igni Sign to burn down the plants, and chop them up with the Strong Silver Style. This is, of course, a great spot to score Echinops Rootstocks, if you still need any. ***REWARD*** (For discovering who the cannibal is) EXP 500 ***REWARD*** (For sparing Gramps) EXP 1000 Item Formula for Hanged Man's Venom ***REWARD*** (For killing the cannibal) EXP 4000 <----------------------------------------------------------------------> 25) Now it's time to deal with Yaren's monster problem. Although it's tempting to talk to Vaska since she's closer, save the Vodyanoi discussion until after the mosnters are cleared out-it tends to make the quest markers fickle. First, kill a trio of Bloedzuigers near the Swamp Cave. Next, smite three Drowners east of the Altar of Melitele. Lastly, mulch a pair of Echinops east of the Drowners. You'll gain a tid-bit of experience for eliminating each group, and a slightly smaller reward for destroying all three totaling 500 experience-plus whatever the monster give. ***REWARD*** (For killing the Bloedzuigers) EXP 100 ***REWARD*** (For killing the Drowners) EXP 100 ***REWARD*** (For killing the Echinops) EXP 100 ***REWARD*** (For clearing out all the monsters) EXP 200 Note: Before starting this quest, ensure your large weapon slot is free. You'll need to transport Yaren's Axe to the Vodyanoi Altar to get the most out of this quest. After you start this quest do not go back to Vizima. If you waste too much time some of the Lumberjacks will be killed by the monsters in the swamp (even if you already killed them) and you'll fail this quest.. and of course, by wasting too much time they mean traveling to Vizima, you seem to be able to mess around within the confines of the Swamp Forst as much as you wish. <----------------------------------------------------------------------> 26) Go talk to Vaska after the monsters are dead. You can just kill the Vodyanoi, but it's slightly more rewarding to take the peaceful route, so lets do that. Vaska will tell you about the Vodyanoi, how they communicate with them, and how to appease them. To obtain safe passage from the Vodyanoi, the lumberjacks will have to demonstrate peaceful intent and humility-both can be served by having Yaren Bolt offer up his axe as a sacrifice at the Vodyanoi Altar near the Clay Pits. Talk to Yaren and get him to agree to give up his axe, then place it on the altar. Rest until midnight and return to the altar and grab the Vodyanoi Amulet from it. With the Amulet, return to Yaren Bolt to claim your reward. ***REWARD*** (For killing the Vodyanoi near the altar) EXP 500 ---or--- ***REWARD*** (For obtaining the Vodyanoi Amulet) EXP 1000 ***REWARD*** (For dealing with the monsters and Vodyanoi) EXP 1000 Orens 400 Note: Despite what the game guide says, I recieved 400 Orens from Yaren Bolt even after screwing him out of the reward in the quest 'Flowers and Gold'. <----------------------------------------------------------------------> 27) Go complete whatever side-quests have yet to be completed. It's time to plunge head-long towards the end of the chapter. Rest until daytime and return to the Druid Grove. Talk to the Elder Druid and ask about conjuring up a storm. He's modest, but capable, although the storm you need will cost you 500 Orens. I think it's fair to say you've wasted more money helping Kalkstein out than this quest reward is worth.. anyways, the Elder Druid will tell you several things before you run off. First, there are three Pylons near the Golem. If you activate all three you can call down lightning-just be careful not to hit yourself. Second, he blatantly tells you to bring potions with you. If you didn't level up earlier, this is a good suggestion. <----------------------------------------------------------------------> 28) Head over to the Golem Cemetery and drink whatever potions you might need-Swallow is recommended for low-level characters. At level 25, however, I'm fairly confident in my strength. Activate the Golem to have Geralt place the lightning rod. Predictably, lightning strikes and the Golem reanimates.. and it doesn't look too friendly. You can damage it somewhat with the Strong Steel Style.. but even at my level I was only doing between 2-5 damage per hit. Igni fares a little better, doing about 30 damage per cast (Igni Level 3). What the game wants you to do, however, is to activate the three Pylons to call down lightning, which will strike anything within the 'triangle' formed by the Pylons. This includes Geralt, and a single lightning strike can deal about 350 damage to him-more than enough to kill an unleveled Witcher. Do this several times and the Golem will fall. Note that there is an element of timeliness involved-if you take too long to activate all three Pylons, you'll have to try again. Once it's dead, grab the 'Neh'Tza Sephirah' from it, as well as the 'Golem's Obsidian Heart'. This completes the quest 'The Sentry', updates the quest 'A Mysterious Tower', and starts 'Monoliths'. Note: Mix up a 'Golem's Pith' potion with the following ingredients: Vitriol/Aether/Quebrith/Hydragenum, and the 'Golem's Obsidian Heart'. Consuming it will get you the 'Rising Moon' talent. ***REWARD*** (For slaying the Golem) EXP 2000 ***REWARD*** (For obtaining the Sephirot) EXP 100 (per Sephirah) <----------------------------------------------------------------------> 29) Now that we possess all ten Sephirot and our trap is set, there's not much to do but put the Sephirah in the Obelisks scattered through- out the Swamp Forest. If you've been placing them as you explored, just as well, if not, head to the Obelisks still on your map, place the Sephirah in the Obelisks with the same name.. you really can't mess this up. Ideally you'll end with the recently acquired 'Neh'Tza Sephirah', near the Mage's Tower. Once done, proceed to the aforementioned tower. ***REWARD*** (For placing the Sephirah into their Obelisks) EXP 100 (per Sephirah) Mages' Tower o======================================================================o 30) Talk the Azar-as-Raymond and he'll implore you to enter the tower before the murderous Kalkstein can appear. Right.. Geralt will display a little innuendo, then head inside. Loot the tower to obtain the 'Tower Mages' Book, and while you're here, activate the 'Gate of Water' to learn the Axii Sign. Once done, head back out and Geralt will confront Azar, finally coming face-to-face with no illusions. Naturally, a fight ensues, and to buy himself time Azar conjures magical flames to hide behind and summons an Ifrit-a weak fire critter that can cause pain. Use the Fast Silver Style to kill it, after which Azar will gate in the Professor and they'll both attack. If you're lower level, use potions to help you out-Willow will prevent you from being stunned, and Swallow will boost your Vitality regeneration during the fight. Even if you didn't grind, if you're near level 20 by now, you shouldn't have too much trouble with them on the normal difficulty setting. Use the Strong Steel Style and pummel them until one is low on health, at which point they'll flee. ***REWARD*** (For defeating Azar and the Professor) EXP 2500 o======================================================================o | Chapter 3 | o======================================================================o | | | Grinding Chapter 3 | | | o======================================================================o Azar and the Professor both barely escaped our grasp, but we sent them running. After recovering from the Professor's assault we'll find ourselves in Triss' care-after getting an update about the escalation of the fighting between the Order and the Scoia'tael. Triss talks ominously with a figure in the mirror and mentions things we shouldn't hear-but do. If you were hoping for some kind of resolution to the last chapter, you're surely sorely disappointed. All is not lost, however, as we have access to a new quarter of Vizima, and if that weren't enough, there's new things to see, people to talk to, quests to do, and stuff to loot in all the old areas, too. The first thing I intend to do, however, is grind, which can be done with less fuss in this chapter than in any previous chapter, and this time we're hunting Cockatrice. Although they're a bit more dangerous than the Graviers were last Chapter, our Strong Silver Style should serve us well. Best of all, they're worth many times more experience-at level 25 they'll be giving an even 700 experience per kill.. which is about three times more than a Gravier would give. Another goal of ours in this chapter is to obtain a sizable fortune-we still can buy that Excellent Leather Jacket (which will set us back 5,000 Orens), and we'll have to cover the typical new-chapter expenses- bribes, books, gifts, and other pocket-emptiers. Fortunately, we're getting paid more than ever for most jobs (both monster hunts will get us 600 Orens each, and Kalkstein still owes us a whopping 1000 Orens). Also, we'll be fighting more Salamanders in this chapter than previously, and they always drop weapons-some of which sell very well- if you're willing to drag them back to a blacksmith. If that's not enough, boxing at the New Narakort can be pretty lucrative-there are two Tough Fist Fighters who will bet up to 50 Orens a fight, and two Fist Fighters who will bet up to 20 Orens. That's a potential 140 Orens per visit. I'll leave the specifics of money gathering up to you-with notes provided whenever a particularly profitable situation is at hand. Triss' House o======================================================================o Sequence of Events: {WLK010} 1) Recuperating with Triss 2) Teleporting to the Tower 3) The Wyvern and the Wolf 4) Crushing Cockatrices 1) Triss will come over and make sure Geralt's got his strength back in a most pleasant way. Afterwards, she'll tell you that-because of your reactions while unconscious-she decided to read your mind to see what was going on. She'll suggest that you establish your personality more firmly by taking a stance on local politics. She'll also babble on about magical auras, something which she wants you to investigate, and a banquet which will attract high-rollers, which we really should attend. Then there's the matter of martial law restricting movement in the Trade Quarter, and.. long story short, we've got a whole new quarter of Vizima to explore, and more things to do-even though we haven't exactly resolved everything we started earlier. Such is life. Talking to Triss starts 'A Posh Reception', 'Identity', 'All the Kings Men', and 'The Source'-a new batch of quests for a new chapter. Mage's Tower o======================================================================o 2) Of course, our first goal is to grind. Grinding is good, and in this chapter we'll make our Geralt even more stupendously strong. In Triss' House you'll find a Teleporter, with which you can return to the Mages' Tower in the Swamp Forest (you can also go to Kalkstein's House, but there's not really any point.) Teleport to the Swamp Forest and ignore Kalkstein for now-he owes us a lot of money, and talking to him will complete 'A Mysterious Tower', but we might as well save that stable experience reward for after grinding, right? Swamp Forest o======================================================================o 3) You'll notice the Swamp Forest has changed. Insectoid critters called Kikimores roam about in packs, and Kikimore Warriors are imposingly large-but not terribly dangerous. You might be excited to see the great experience they give-but they're small game. At night you'll be more likely to encounter Archespores than you were in Chapter 2, and where the Alghouls were last chapter you can now encounter Cemetaurs. Ultimately you'll want to head to the Swamp Cave-that's where we'll be hunting this chapter, but some obstacles are in your way. Namely, on Wyvern Island you'll find that the old Wyverns have been replaced by 'Royal Wyverns', led by a unique beastie named Moa. Below that, near the Fireplace where we hunted Alghouls last chapter, you'll find a pack of Wolves led by another critter named Voref. Since we want to add that stable experience onto our leveling gains, you'd have to try and steer between the two.. or you could just head east to Gramps' House, and take the long way down to the Brickmaker's Village, then head west to the Swamp Cave. Then again, considering the experience you'll get from the Cockatrices is so good, jumping the gun and killing one of the beasties might just be worth the time-saver. Voref is painfully easy, gives no noteworthy experience (at least, not from killing) and is by far the more annoying of the two. Just don't kill both before turning one in-you can only carry one trophy at a time. Swamp Cave o======================================================================o 4) Regardless of how you get there, inside the Swamp Cave you'll find a diminished supply of Wolves being decimated by an encroaching pack of Cockatrices. The Wolves are just a nuisance-you're hunting Ornithosaurs. Each Cockatrice gives 825 experience, and even adjusted for your level, they're still giving you more experience per kill than the next most rewarding creature (Kikimore Warriors) in this chapter-before the latter is even adjusted. If you were modest last chapter and grinded Graviers until you were level 15, you should have at least reached level 20 by the end of Chapter 2. If so, you'll be getting around 700 experience per Cockatrice, and even if you wanted to level up until you were level 50, you'd still be earning 575 experience per Cockatrice upon reaching your goal. Best of all, there can be as many as ten Cockatrices in this cave at once-although you should only have to deal with three or four at a time. Of course, there could be as few as five or six, depending upon how diligently you hunt them, and how much time you wait between runs. Frankly put, you can get some great experience very quickly, and really, your imagination is the only limit to how high you can level.. but keep in mind, there's an even better grinding spot in Chapter 4. When you hit level 30 you'll start earning Gold Talents, with which you should immediately purchase Strength (Level 5), Dexterity (Level 5), Fast Silver Styles, and anything else you think might speed up your grinding. To this end, I whole-heartedly suggest getting a decent Igni- while still being diverse. If you get Intelligence (Level 5) and Endurance (Level 5), Intensity, Mental Endurance, Added Endurance, and Added Efficiency for Igni, you can destroy groups of Cockatrices in two castings-which will take up less than half of your Endurance. I prefer the sword, but really, there's no faster way to obilerate a group of Cockatrices. Even if you scoff at 'wasting' so many Gold Talents on Signs, if you spread your points amongst the top-tier Intelligence and Endurance talents you'll be devastating with all Signs-that's the beauty of diversification, and why it comes so highly recommended. Decide what you absolutely must have-whether you want to turn yourself into a melee meat grinder, power up your Signs, or whatever else strikes your fancy-and purchase those talents. To make a strong Witcher, I suggest you hit at least level 35, which isn't nearly as painful as it sounds.. it'll get you a handful of wonderful, wonderful gold talents, which will significantly boost your power. Our grind this time works like so-enter the cave, kill the Cockatrices, and whatever Wolves remain to annoying you-and leave. The Cockatrices don't respawn as fast as the Graviers, and there's no Fireplace inside the Swamp Cave, so after killing the Cockatrices head outside and rest at the nearby Fireplace for twenty-four hours. You'll probably be harassed by Drowners, Bloedzuigers, Drowned Dead, and Kikimores outside, and Wolves will spawn in the cave somewhat regularly, all of which will bother you and generally waste your time. If you set your rest schedule so that you wake in the morning, you'll have to face less swamp monsters in between runs, which is a good thing. As an added bonus, if you're diligent in looting your enemies, you can obtain a number of alchemical ingredients-Beast Liver and Sewant Mushrooms, in particular, have Rubedo as a secondary ingredient, which will allow you to make potions that speed up Vitality regeneration. Of course, as you collect loot and fill up your inventory you'll need to travel back to town to drop stuff off. The cheapest way back to town is via the Teleporter in the Mage's Tower. If you leave Triss' House you'll have a minor encounter with the guard (see Step #3 in the next part of the walkthrough) which updates 'All the King's Men.' So long as you don't talk to anybody, you won't start any quests out of order. Stash your loot at the New Narakort, box once in a while, and all that fun stuff. If you want to ensure you don't run into anything new, you can always teleport to Kalkstein's Laboratory and store your loot at the Hairy Bear. Do yourself a favor and grab some Fool's Parsley while you grind-one plant of it is located on the island north of the Swamp Cave, which is easily obtained between runs. Get yourself at least five units of it, as we'll need some in a quest later. o======================================================================o | | | The Bleinheim Brothers and Everything in Between | | | o======================================================================o When you're done leveling to your hearts' content, it's time to proceed as usual. I want to avoid doing anything overly important as far as the main story is concerned for a while and tackle side quests. Of course, that's not entirely possible, since Geralt can't seem to sneeze without drawing Salamanders to him. We'll deal with some minor Salamandra operations and extensively re-explore the old areas from last Chapter, namely the Temple Quarter, the Dike, and the Swamp Forest. Swamp Forest o======================================================================o Sequence of Events: {WLK011} 1) Whomping the Wolf 2) Kalkstein's Reward 3) Martial Law 4) More Monster Rewards 5) The Marketplace 6) Trade Quarter Notice Board 7) Wasting the Wyvern 8) Enslaved 9) Carmen's Cure 10) Liberating the Swamp Cave 11) Another Heirloom 12) Liberating the Lumberjack Camp 13) To Banish the Beast.. 14) Liberating the Collapsed Tower 15) Freedom 16) One-Man Army 17) The Hierophant's Herb 18) Ambushing Salamandra 19) Returning the Ring 20) Re-Looting the Temple Quarter 21) The Dwarven Dentist 22) Medic's Mission 23) Medic Impressed 24) Powder Problems 25) Asking Angus 26) A Thorn in Salamandra's Side 27) Exploring the Hideout 28) Exterminating the Hideout 29) Just in Time to be Late 30) Trade Quarter Sewers 31) More Work from Yaevinn 32) Siegfried Cemetery Suspicions 33) An Uncommon Ghoul 34) Punishing the Guilty 35) Protecting the Innocent 36) Siegfried's Reward 37) Butchering Bleinheim 38) Ren's Tale of Terror 39) Battling the Bruxa 40) Jethro's Reward 1) Since we're already here in the Swamp Forest, we might as well deal with the two monster hunts in this chapter. Voref-a unique Wolf-is north-west of the Mage's Tower, and Moa is a Royal Wyvern on Wyvern Island. Be sure to only kill one at a time, as Geralt can only carry around one trophy. Kill whichever one you find the most annoying (I always kill Voref just to get it out of the way during my grinding sessions here) and head back to the Mage's Tower. Mage's Tower o======================================================================o 2) While we're here, talk to Kalkstein to claim your reward for getting him access to the tower, and finish up the quest 'A Mysterious Tower'. That gold will help out shortly. You can also talk to Kalkstein about his research to discover that he's apparently on the verge of discovering that all things are made of atoms. Groovy. Activate the Teleporter in the tower and travel back to Triss' Laboratory. Once there, exit out into the Trade Quarter. ***REWARD*** (For talking to Kalkstein after granting him access to the Mage's Tower) EXP 2000 Orens 1000 Vizima, Trade Quarter o======================================================================o 3) When you leave Triss' House you'll immediately be confronted by a Guard Officer who demands to see your pass. Although of little consequence, it does update the quest 'All the Kings Men', so it's worth mentioning. <----------------------------------------------------------------------> 4) From Triss' House head south east until you come to an intersection past the 'Workshop'. From there, head south until you find the Royal Huntsman. Talk to your old buddy from the Outskirts to find that there are two monsters lurking around, a Wolf and a Wyvern. Big surprise. Turn in Voref's head to gain a surprisingly large reward. A new standard of rewards for a new chapter, eh? Talk to the Royal Huntsman again to get another reward-a Perun Runestone-for slaying a total of five monsters. Note: To get the Royal Huntsman to give you your well earned-reward for brutally murdering five beasties, you may have to leave the area and return.. enter any house, another district, whatever. Just get a loading screen and talk to him again. ***REWARD*** (For bringing the Wolf's Head to the Royal Huntsman) EXP 5000 Orens 600 <----------------------------------------------------------------------> 5) Now, I don't want to explore the Trade Quarter yet, but before we return to the Swamp Forest there's one place we should check out-the Marketplace. It's surrounded by buildings south-east of Triss' House, and it can be easily identified by the swarm of green circles denoting the various merchants. Speaking of which, there's a Bookseller who will swallow vast amounts of your Orens if you buy the new books he sells. There's also an Arms Dealer who sells new weapons you don't need, a Booze Merchant who doesn't sell any alcohol, a Zerrikanian Trader who sells alchemical ingredients, food, drinks, flowers, and a few books, an Alchemist who sells a wide variety of alchemical ingredients and books, a Blacksmith who will trade with you if you give him a precious stone (any sort will do, but there's no need to waste your resources, since he doesn't do anything that the blacksmiths in the Temple Quarter don't do), and several Merchants who sell gems, jewelry, clothes, and flowers. There's also a Merchant who will brazenly threaten you on behalf of Salamandra. Brave guy. I'll leave it up to you what to buy, but being able to gather ingredients from Kikimores will come in handy. <----------------------------------------------------------------------> 6) And of course, since we're here we might as well grab the Notices off the Notice Board by the New Narakort, which is south-west of the Marketplace. We'll complete these jobs as we interact with the quest- givers, but you might want to collect the Notices now so you'll know what you need beforehand. Many of the contracts can be fulfilled by killing critters in the Swamp Forest, and we should have incidentally completed more than a few before we've actually started the quests. Telling you about them now puts the burden of collecting the components required on you, although as a nice FAQ-writer, I'll tell you to collect Archespore Juice in the Swamp Forest at night, Wyvern Meat can be obtained from the Royal Wyverns and Wyverns on Wyvern Island, Kikimore Workers can be found in the Swamp Forest as well, and we should already have obtained plenty Cockatrice Feathers from grinding. <----------------------------------------------------------------------> 7) After shopping as much or as little as you'd like, return to the Swamp Forest and dispatch Moa. The Royal Wyverns that surround her can be tough if you get too many on you at once, but if you're patient you can lure them away so you'll have to fight them singly or in pairs. As for Moa herself.. she's no stronger than the rest of the Royal Wyverns. Kill her and take her head, but don't bother returning yet. We've got some Salamanders to deal with before we go back to Vizima. Head over to the Brickmaker's Village. <----------------------------------------------------------------------> 8) Talk to Vaska to learn that new trouble has beset the Brickmakers- this time more interesting to Geralt than just some Drowners. Men with Salamander Badges have driven off the Lumberjacks and have been forcing Brickmakers they capture to gather herbs. They are led by an evil man named Roland Bleinheim. Our job? Find the enslaved Brickmakers, drive off the Salamanders, and save the day. But first.. <----------------------------------------------------------------------> 9) Head south to the Docks to find Carmen, of all people. Given Carmen's profession, she can't be out here for the work-there just isn't any worth mentioning. Since she's a pretty lady, and she's obviously got something to say, talk to her and she'll tell you that her man is a Werewolf. She came here to get a cure from the local Druids, but her chances of making it through the swamp-and more importantly, its monsters-are slim. Be a good gentleman and Witcher and offer to talk to the Druids for her. This will start the quest aptly named 'Beauty and the Beast'. It is, for once, a job entirely suited to Geralt's profession. Note: If you're playing a hard-line, consummate Witcher (the 'neutral' Geralt as far as this guide is concerned) and think that the only good lycanthrope is a dead lycanthrope, you might not want to start this quest at all. If you plan to 'cure' Carmen's lover with death, there is no way you can complete this quest.. and having a ghastly red mark in your quest-log.. it's just incomprehensible! On the plus side, killing the Werewolf is the only way you can obtain the 'Werewolf Fur' reagent, and hence, the only way you can make the 'Werewolf's Wrath' potion.. and hence-hence, the only way you can obtain the 'Predator' talent. Swamp Cave o======================================================================o 10) Now to kill two birds with one stone-we'll head over to the Druid Grove, stopping at various locations inhabited by Salamanders along the way. First stop is the Swamp Cave in which we spent so much time productively turning Geralt into an unstoppable killing machine.. er.. more of one. Inside the Swamp Cave you'll find an Overseer and several of his attendents, who are laughably weak. Dispose of them and afterwards a Brickmaker will tell you that some of his fellows are being held at the Lumberjack's Camp. There's also a 'Boy' in the cave that you should talk to, and when you do Geralt will recognize him as the missing Brickmaker kid we've been looking for. Instead of being captured by Druids or Dyrads, he was apparently an early Salamandra abductee. Geralt will tire of his mindless cult ramblings, but at least we found him, eh? ***REWARD*** (For finding the lost Brickmaker boy) EXP 500 ***REWARD*** (For freeing the Brickmakers in the Swamp Cave) EXP 1000 <----------------------------------------------------------------------> 11) Leave the Swamp Cave and head north, north-east to find a small island north-west of the Altar of Melitele. It's distinct because it's absolutely swarming with Bloedzuigers. Kill them, and loot a corpse on the island to find a 'Family Ring', amidst other goodies. It's a new chapter, so you should know a few things by now-there's new people to sleep with, new people to box, new people to play poker with, and a new character who has lost a ring you need to gather. We're doing this quest backwards-getting the ring before we get the quest to get the ring-but it all works out in the end, and cuts down on the running around we have to do. The experience listed below is technically incorrect-you won't actually get this experience yet (you have to start the quest to get the experience for getting the ring as part of the quest) but since it's fresh in our minds, I'll record it here. You'll get it when the quest actually starts. Honest. ***REWARD*** (For recovering the Family Ring) EXP 500 <----------------------------------------------------------------------> 12) Now it's time to deal with more Salamanders. Head south-west to the Lumberjack's Camp to find that, while the Lumberjacks have indeed been displaced, there are plenty of guilty Salamanders about. Same deal as before, several 'Overseer's Helpers' and an 'Overseer' need to be slain, which is cake. Afterwards, a Brickmaker will chat with you and tell you that the Salamanders are based in the old Nonhuman camp.. which you probably already noticed running around between grind sessions. ***REWARD*** (For freeing the Brickmakers in the Lumberjack's Camp) EXP 1000 <----------------------------------------------------------------------> 13) Before we eradicate the last group of Salamanders in the swamp, go to the Druid Grove and talk to the Hierophant. Not surprisingly, he seems to remember Geralt, too. Everybody knew Geralt! You can get him to whine about pollution and defend his defense of the Scoia'tael by picking dialogue option #3, and you can find out that he plays poker at a professional level by picking dialogue option #2. Most importantly, ask the Hierophant about cures for lycanthropy, and after he chastises you for not knowing them yourself, he'll make three suggestions, which we'll follow in order; have a shirt made of Fool's Parsley (which we should have already gathered), get an alchemist to craft a cure, or.. true love. ***REWARD*** (For defeating three Professional players) EXP 200 <----------------------------------------------------------------------> 14) After enduring the gambling Druid's hippy crap, it's time to kill some politically dissident drug dealers. See? The Witcher isn't a fantasy game-it's a commentary on modern society-except for the Druid part. Anyways, head over to the Collapsed Tower, which is east of the Druid Grove to find the third and final group of Brickmakers. Once the Salamanders are dead, one Brickmaker will uselessly tell you that one group is being kept in the Swamp Cave, and that Salamandra was forcing them to manufacture Fisstech. Why Geralt is surprised after Chapter 2 is beyond me. ***REWARD*** (For freeing the Brickmakers near the Collapsed Tower) EXP 1000 <----------------------------------------------------------------------> 15) Now that the Salamanders are dead and the Brickmakers are liberated, return to Vaska for your reward. She'll give you a book for your trouble.. and after dealing with the Bookseller in Vizima, we know how valuable those can be. As for tackling the Salamandra base, she'll refer you to the Hierophant, who may be willing to help us in our endeavor. Be sure to talk about the missing boy while you're here and finish 'A Lost Lamb'. ***REWARD*** (For reporting to Vaska after freeing all the Brickmakers) EXP 3000 Item Hymns of Madness and Despair ***REWARD*** (For telling Vaska you found the missing boy) EXP 2000 <----------------------------------------------------------------------> 16) We were warned earlier that we'd need an army to storm the Salamandra camp. If that's the case, Geralt is clearly an army. Storming the camp is actually easier than the route the game wants you to take, which is to complete the quest 'Diplomacy and Hunting' by the letter. It is, however, more rewarding to complete the quest. The Salamanders in the camp can be easily dispatched by luring them one or two at a time away from the rest of the camp, then slaughtering them. You can then take their gear and sell it (Illegal Swords sell for 70 Orens each.) Or, if you don't care to painstakingly carry swords back to town, you can set up a Yrden Sign on the bridge and lure the Salamanders unto it. It's a natural bottle-neck, and despite their numbers, you'll only have to fight one or two at a time (although the Salamandra Mage might summon an Ifrit to harass you, it's not a serious threat). So long as you don't kill Roland Bleinheim, there's no problem.. although to this end, it's easier to just do the quest first, then clear out the stragglers at the Salamandra camp. <----------------------------------------------------------------------> 17) Head over to the Druid Grove again and talk to the Hierophant. He'll ask you to gather a Psilocybe for him, from which he can brew a potion to entice the Salamanders. This ingredient is found in the Swamp Cave, in the furthest room where we spent plenty of time killing Cockatrices. If you got it earlier during your runs, great. If not, go grab it now. On the plus side you'll get to kill more Cockatrices. Bring it back to the Hierophant and he'll elect to set out when you're ready. Be prepared. If you don't have an uber Geralt, brew up some potions like Swallow, Blizzard, Wolf, and Petri's Philter, depending on what sort of leveling scheme you've pursued. ***REWARD*** (For convincing the Hierophant to help you ambush Salamandra) EXP 1000 <----------------------------------------------------------------------> 18) Tell the Hierophant when you're ready and follow him south to the ambush spot. He walks painfully slow, stay a good distance away from him, and when he stops save the game. This way if anything goes awry you don't have to follow his slow ass again. When ready, approach him and he'll warn you-belatedly-that you had better be ready. After the conversation is over, the Salamanders will show up, and since Geralt is near, they don't even bother chatting with the Hierophant. They come in two groups, and accompanying them are a pair of Kikimore Warriors-which more or less serve as tanks for this fight, and break up your tactics. On your side you have the Hierophant (who sucks in combat, but can heal you) and some Wyverns. With a 35th-level Geralt, this fight is cake, just blast them with a high-powered Igni a few times to reduce their numbers, and cut up the survivors. If you're lower-leveled, drink your potions before approaching the Hierophant at the ambush site, and use the Group Steel Style with Harvall to reduce the number of Salamanders. Ignore the Kikimores since they'll be difficult to kill without switching to the Silver Sword, and the crowd of Salamanders are just more dangerous. When the Salamanders are dead (or at least severely reduced) switch to the Silver Sword and use the Strong Silver Style to kill the Kikimores. After the slaughter is over, loot Roland's body (which can be rather difficult to find) for the 'Scroll of Werewolf's Wrath', a 'Royal Letter of Safe Conduct', and an 'Encrypted Message.' Talk to the Hierophant again and tell him that the job's over to complete 'Diplomacy and Hunting'. This also updates the long-running quest 'Witcher's Secrets'. These documents don't hold any signifigance for us now, but they'll streamline a few quests later on. The Letter of Safe Conduct should be especially worrisome for Geralt, as it just stinks of political intrigue. At best they have a very good forger, or at worst Salamandra is in league with the as-of-yet absent king. ***REWARD*** (For killing Roland Bleinheim) EXP 4000 Vizima, Dike o======================================================================o 19) It's time to return to Vizima-and I prefer to head to the Dike and work my way back through the Temple District. If you're incredibly cheap you can teleport to Kalkstein's Laboratory and walk-or you could just take the ferry. Ferryman's got to eat too, right? Once there, talk to the 'Desperate Merchant' and inquire about his curiosity. He'll ultimately ask you to recover a Family Ring that was lost in the Swamp Forest-which we already did. Hand over the ring to resolve this quest, nice and painless like. Note that at night the Dike is all but abandoned, so make your trip here during the day. ***REWARD*** (For returning the Family Ring to the Desperate Merchant) EXP 2000 Orens 100 Vizima, Temple Quarter o======================================================================o 20) Put your loot-detecting goggles on and head to the Temple Quarter. There's all kinds of new things to loot-pretty much every container is refilled, so searching all the buildings again comes highly recommended. Sure, most of it's junk, but it could be your junk. In general, however, it's not as busy in this chapter as it was in the last one. Most of the recurring characters don't have much to say right now, and we'll leave Siegfried alone for now and deal with his quest later. <----------------------------------------------------------------------> 21) What does that leave us, then? During the day we can find a new figure on Merchant Street, a Dwarven dentist named 'Zahin Schmartz'. Talk to him and he'll ask you to find him rare teeth-monster teeth work, but he prefers 'teeth with a story'. This starts the quest 'Won't Hurt a Bit'. Here's how it works-you find some tooth, jaw, or fang, and you bring it to the Dwarf for some Orens and experience. Just look at the rewards in the 'Quests' section of the guide for the various things you can give him. We should already have a few of them-a Barghest Skull from Chapter 1, Beast Fangs we obtained in vast quantities while grinding, and by now we've certainly fought a Fleder or two. If you went by the Fireplace near the Collapsed Tower in the Swamp Forest, chances are you happened upon a Cemetaur and obtained a Cemetaur Jaw. This is, of course, assuming you've kept up with your reading and can actually obtain these components from enemies. If not, then you really need to visit the Antiquary in the Temple Quarter and the Book Seller in the Trade Quarter. It's a little late in the game not to have journal entries for most monsters. I'll list new things to give Zahin as we find them later, and leave the delivery up to you. ***REWARD*** (For giving the dentist Beast Fangs) EXP 1000 Orens 50 ***REWARD*** (For giving the dentist a Barghest Skull) EXP 1000 Orens 50 ***REWARD*** (For giving the dentist Fleder Fangs) EXP 1000 Orens 100 ***REWARD*** (For giving the dentist a Cemetaur Jaw) EXP 1000 Orens 150 <----------------------------------------------------------------------> 22) If it's near 12:00, head over to the Hospital, outside of which you'll find a 'Distressed Nurse'. Talk to her, and she'll complain about her Grandmother, who is acting strange, and warding folks away from the cellar. Geralt will offer to look into it for 50 Orens, and because of Shani's recommendation, she'll trust Geralt. This starts the quest 'Medic in Distress'. <----------------------------------------------------------------------> 23) If you bug the old lady now, you'll probably just get thrown out. Never fear, however, as this Grandma isn't as potent of an obstacle as the Grandma who attempted in vain to preserve Shani's chastity. She actually sleeps at night, so pay Vivaldi a visit, or Shani in the Hospital and rest until midnight. Now that all respectable folks are asleep, head into the house south from the 'Gate to Royal Castle' on the southern end of Merchant Street. Once inside, loot, then head into the cellar where you'll find a Fleder. Slay it and leave-if you talk to Grandma before you go, she'll accuse you of murdering her son and unceremoniously kick you out. Ah well. Next noon find the 'Distressed Medic' again outside of the Hospital and tell her what happened. She'll pay the agreed upon pittance, and everybody leaves a little happier. Except perhaps Grandma. Oh, and the Fleder. ***REWARD*** (For killing the Fleder in the cellar) EXP 500 ***REWARD*** (For reporting to the medic) EXP 2000 Orens 50 Dungeon o======================================================================o 24) Before we head off to the Trade Quarter, lets step on Salamandra's toes some more. This quest is related to the quests we did in the Swamps-it involves weakening Salamandra's grip on the local drug trade. Talk to Jethro and he'll try to bully Geralt into doing his job for him. Geralt-perhaps emboldened by gaining some levels, reuiniting with a powerful political friend in Triss, or because he just doesn't have the patience to deal with the petty corruption of the city guards anymore- refuses until Jethro wisely chooses a more amicable approach. Jethro doesn't like Salamandra being in control of the drug trade-perhaps it makes his habits too expensive, and puts him under the sphere of Salamandran influence. Either way, he's getting squeezed and wants to set you loose against their operations. You get to kill some Salamanders and foil more of their schemes, and he gets to sleep easier at night knowing his pocket is heavier. The 'evidence' he wants you to confiscate for him is certainly a bonus. If you have the Archespore Juice with you, you might as well turn it in and complete 'The Archespore Contract'. ***REWARD*** (For bringing Jethro three units of Archespore Juice) EXP 5000 Orens 200 <----------------------------------------------------------------------> 25) To find out more information we'll need to put some pressure on a local dealer named 'Angus'. So lets return to the Slums, our favorite pit of disease and depravity. While we're here, we might as well talk to Carmen to update 'Beauty and the Beast'. It doesn't meaningfully advance the quest, but it will save us the trouble of doing it later. Angus hangs out near the Hairy Bear during daytime. If you're rough with him, or you tell him the wrong contact he'll run off. If you tell him that Kalkstein told you he sells Fisstech, he'll offer to put you directly in contact with his suppliers for 1500 Orens. That's no typo, and it's an ludicrous amount of money to pay for an object that can be obtained with a little violence. Provoke him and follow him home-he'll lead you to the house north of the Hospital. Once inside, he decides to get rid of you in a more bloody fashion. He's a wimpy drug-dealer, you're a genetically mutated Witcher with untold amounts of training and experience. This isn't a fight. Kill him and loot him for 'The Letter of Recommendation' and 'Angus' Key'. One less drug-dealer in Vizima, and Geralt keeps 1500 Orens. ***REWARD*** (For obtaining a 'Letter of Recommendation' from Angus) EXP 1000 Sewers o======================================================================o 26) Read the 'Letter of Recommendation' and it'll point towards the Sewers as the location of the Salamander base. Where else? Head to the Sewers and spelunk your way to the 'Transfer Point' on the map, which is north-east of the Gravier Crypt. Outside are two moronic bandits who will demand a password if you mention Angus-obviously his 'Letter of Recommendation' isn't worth the paper it's printed on. Good thing you didn't pay for it, right? Give them the correct password, "Thorn" if you don't want the Salamanders within to be immediately hostile. ***REWARD*** (For giving the Bandits the correct password) EXP 500 Salamandra Hideout o======================================================================o 27) Now, if you gave the Bandits outside the correct password, Geralt will bluff his way past an Assassin. This lets you freely roam this area without being interrupted. Practically this allows you to loot to your heart's content before you actually get to business. While you're exploring you'll run across the 'Chief Chemist', a Dwarf who unwillingly oversees the Fisstech production. Pick dialogup option #1 to be kind to him and he'll give you a scroll of Petri's Philter in return. When you're ready to get bloody, loot the crate in the room marked 'Salamandra Den' to provoke the Salamanders, or just draw a weapon and attack somebody, if you don't like how deep into the complex the former option puts you. <----------------------------------------------------------------------> 28) There are plenty of Salamanders down here, but fortunately they're mostly low-quality combatants. Many of them died after two bursts of Igni-if you already completed 'Diplomacy and Hunting' you shouldn't have much trouble here. If you're lower-leveled, a Swallow Potion might help, and beyond that, just use the appropriate sword style for the situation and you'll be fine. If you're eager to earn some Orens, each Assassin carries two Temerian Steel Swords and a Temerian Steel Dagger, which if collected can be sold for a total of 100 Orens. Granted, this involves a lot of running through the sewers, but it's worth noting. In addition to their weapons, the Assassins also carry a variety of food, alcohol, greases, powders, and weapon upgrades that are worth picking up. <----------------------------------------------------------------------> 29) In the room marked 'Salamandra Den' you'll find the information you're looking for inside a crate. Grab the Key and the 'Letter from Gellert Bleinheim' and leave the Salamandra Hideout. As you go you'll notice that members of the guard show up to secure the place-and kill the Dwarven Chief Chemist (but leave the human Chemists alone). More evidence of racism, or cutting the head off the serpent? Either way, once you reach the Sewers Jethro will reward you, and Geralt will respond typically tempermentally. This ends 'Following the Thread' and begins 'The Viziman Connection'. ***REWARD*** (For obtaining the 'Letter from Gellert Bleinheim') EXP 500 ***REWARD*** (For clearing out the Salamandra Hideout) EXP 3000 Orens 100 Sewers o======================================================================o 30) Now is as good a time as any to explore the newly opened Trade Quarter Sewers. There are a few corpses and barrels to loot.. and Drowners to kill.. always Drowners to kill. There's also an exit to the Trade Quarter, which is handy. The most interesting area, however, are the Elven Ruins. They're part of the 'Echoes of Yesterday' quest that Yaevinn will give us, but there's no harm in exploring it now. There are two Elven corpses to loot for minor gains, and two Trunks with more goodies in them. The ruins are guarded by lesser Vampires (Fleders, Alps) and some Necrophages, but this shouldn't be seen as an inconvenience-looking at it optimistically, it's a way to obtain new teeth to sell to Zahin Schmartz. There's even a new teleporter nearby, for easy access to and from this location. Just be sure to activate it, and you can come and go as you please. This is also another location where we can earn some money, as the Alchemist in the Marketplace will buy each Alp Fang for 5 Orens. If you have the 'Ingredient Extraction' talent you can obtain 10 Orens per Alp. Only one spawns at a time, but it will respawn every time you rest-and there's a Fireplace right in the same room. As a bonus, they occassionally drop Naezen Salts, which sell for 8 Orens. Near the entrance to the Elven Ruins you'll almost always find a Fleder, whose fangs sell for 10 Orens each. So, rest, kill the Vampires, and when you've got enough fangs, sell them for some decent cash. ***REWARD*** (For giving the dentist Alp Fangs) EXP 1000 Orens 150 Swamp Forest o======================================================================o 31) When you've killed as many Alps as you wish (at least one to appease Zahin) we can finally go do Yaevinn's quest. Or start it, at least. We avoided this earlier so we could kill undead in the Elven Ruins. Once you start 'Echoes of Yesterday' the normal undead that spawn there will be replaced by critters related to the quest. Use the nearby teleporter and use it to return to the Swamp Forest. Head to the Druid Grove and talk to Yaevinn. He'll shed some light on his past interactions with humans, and ask some political questions of his own. Ask if he has a job for you and he'll ask you to go see what happened to one of his squads he had operating in Vizima's sewers. He'll also tell you the Elven version of the Lara Dorren story. Vizima, Trade Quarter o======================================================================o 32) Return to the Swamp Tower and teleport to Kalkstein's Laboratory-we could go right back to the sewers, but we'll pick up (and complete) another quest along the way. Also, Yaevinn's quest expects you to enter from the Sewers, so that's what we'll do. Once back in the Temple Quarter head to Siegfried's Post and talk to Siegfried. Ask him what he's doing here and he'll ask you to look into the disappearances in the Cemetery, promising pay-besides the Order's gratitude, that is. This starts the quest 'Six Feet Under.' Note: According to the game guide, you cannot complete 'Echoes of Yesterday' if you start 'Six Feet Under', and vice-versa. It's wrong. The only way you can botch these quests is if you complete one after finishing 'A Posh Reception', since this sets 'Gold Rush' in motion. If we do them both now, we'll have absolutely no problems. Vizima, Cemetery o======================================================================o 33) There's no reason not to go to the Cemetery now and give it a look- see. Right in front of you you'll find a Man's Corpse, which Geralt will identify as the work of Ghouls. Head to the pond in the south-eastern corner of the Cemetery to find a Woman's Corpse, which was most certainly not slain by Ghouls. Now head to the Chapel Ruins in the middle of the area to find a unique Ghoul named Vetala. Approach it and it will talk to you, of all things. While it can't hide it's nature or its diet, it will deny killing any living people. If you pick a fight with it, Geralt will pin it as the culprit, and killing Vetala will end the quest.. however, it's not the correct solution, and only my neutral Geralt is set on killing this Ghoul, regardless of its guilt. Get Vetala to tell you who the real culprits are and it'll tell you that Elves rob graves and kill anybody who gets in their way. The Ghouls leave them alone because of the food they bring. If you killed Vetala, skip to Step #36 for your reward. ***REWARD*** (For killing Vetala) EXP 2000 <----------------------------------------------------------------------> 34) Head over to the Crypt and sure enough, you'll find a group of Scoia'tael loitering about. They might be savages who murder innocents, feed them to monsters, and loot graves, but they're not foolish enough to want to fight a Witcher. They'll pose Geralt with a conundrum-they left people down in the Crypt, in the dark, with Ghouls. If you chase after them, the innocents will die at the hands of the monsters, but if you save the people, the Scoia'tael will go free. In the end, I always choose to let the Scoia'tael go, whether I plan to side with the Order or the Scoia'tael later. You'll get a better reward for saving the people in the Crypt, and after all, Witchers were created to protect people from monsters-that should come first. Nonetheless if you kill the Scoia'tael, skip to Step #36 for your reward. ***REWARD*** (For killing the Scoia'tael) EXP 2000 Crypt o======================================================================o 35) Ignore the Scoia'tael and enter the Crypt. Head east, down the tunnel opposite the entrance, and keep going until you reach the furthest room, where you'll find an Alghoul and some Ghouls about to.. harass.. some peasants. Kill the monsters and one of the women will thank you for saving them before running off. Now it's time to go see Siegfried for our reward. ***REWARD*** (For saving the innocents) EXP 2000 Vizima, Trade Quarter o======================================================================o 36) Report back to Siegfried, and he'll respond differently depending on your report. If you killed Vetala, he seems indifferent. If you let the innocents die, he'll be disappointed and dock your pay. If you saved the innocents, he'll be almost beside himself with giddy joy and admiration (as giddy as Siegfried gets, anyways). For being 'like a true knight' and performing the highest service, you'll get a bonus. Now lets head back into the Sewers and hunt down Bleinheim.. he's not too far away from the Temple Quarter entrance.. ***REWARD*** (For solving the Cemetery problem by killing Vetala) EXP 2500 Orens 200 ***REWARD*** (For solving the Cemetery problem by killing the Scoai'tael) EXP 3500 Orens 100 ***REWARD*** (For solving the Cemetery problem by saving the innocents) EXP 4500 Orens 400 Sewers o======================================================================o 37) To reach the Transfer Point where we'll find Gellart, go south as far as you can down the tunnel with the Temple Quarter exit along the northern end, then take a connecting tunnel to the east. You'll get a cutscene showing your prey, after which they will head towards you. Dispatch Gellart and his Salamander goons and search the second Bleinheim's body for another Royal Letter of Safe Conduct, and the 'Key to Salamandra Code'. ***REWARD*** (For killing Gellart Bleinheim) EXP 1000 <----------------------------------------------------------------------> 38) Now that we're back in the Sewers, lets finish up Yaevinn's little task. Head to the Elven Ruins in the Sewers to find a Dwarf named Ren Grouver out front with a couple of Elves. When you approach he'll converse with you, and tell you that some monster destroyed most of his squad. Head down into the ruins to find a Bruxa, victorious over a fresh kill. This thing is nothing more than a beefy Alp, and at a decent level it should go down without causing too much trouble. ***REWARD*** (For slaying the Bruxa) EXP 2000 <----------------------------------------------------------------------> 39) Immediately after the Bruxa dies, Ren will thank you for the task. Yaevinn will then teleport into the area via the teleporter (which will go dormant from now until after 'Gold Rush' is complete.) He'll talk to you, reward you, and then promptly tell you to forget what you saw here. There are no artifacts to be found, so the Scoia'tael must need this location for another purpose. I'm sure we'll find out why soon enough. ***REWARD*** (For talking to Yaevinn after killing the Bruxa) EXP 4500 Orens 300 <----------------------------------------------------------------------> 40) We have both an encoded document and the cipher for the code. We've destroyed two related (pun intended) cells of Salamandra's drug ring, and have killed the Bleinheim brothers. We'll butcher the entire Bleinheim brood at this rate! All that's left to do is talk to Jethro and claim our reward. Geralt parts with one last threat, and we're out of leads. ***REWARD*** (For reporting to Jethro after killing Gellart Bleinheim) EXP 4000 Orens 200 o======================================================================o | | | Questing the Trade Quarter | | | o======================================================================o We've smashed Salamandra's drug trade, helped out Siegfried and Yaevinn, and did almost everything we could possibly do without entering the Trade Quarter. So now it's time to explore the new area of the city, rub elbows with VIPs, play politics at a much higher level than Geralt probably ever intended, and take a stand on the struggle between the Order and the Scoia'tael. Before any of that, however, we'll chat with peasants, explore, and start-and resolve-some secondary quests before we get too deep. Trade Quarter o======================================================================o Sequence of Events: {WLK012} 1) Ever more Exploration.. 2) Book Beneficiary 3) Casual Adultery 4) Big-Mouthed Butcher 5) Wool-Trader's Words 6) Gabbin' with Guards 7) Courtesan Card 8) A Royal Conspiracy 9) Alchemical Argument 10) Feathers and Frolicking 11) Drinks for Stories 12) The Worried Waitress 13) A Friendly Innkeeper? 14) Assaulting Andrew 15) Patrick's Problem 16) Dandelion's Dilemma 17) A Flusterd Father 18) Reasoning with Rozalind 19) Rockin' the New Narakort 20) Night in the Trade Quarter 21) Win-Win 22) The Gambling Den 23) Rubbing Elbows with Royalty 24) Boozing up Blunt 25) The Many Faces of Thaler 26) Visiting Velerad 27) Innuendo with Adda 28) Inquiring into Adda's Appetite 29) Stealthy as a Mule 30) A Miracle Steak 31) Adda's Infatuation 32) Declan's Plan 33) Thaler's Accusation 34) Thaler's Evidence 35) Cracking the Code 36) Bank Robbery 37) Accompanied or Alone 38) Negotiate or Fight 39) Yaevinn's Ultimatum 40) Into the Sewers 1) Before we rush off to do anything questy, lets take care of some minor encounters. Exploration is the name of the game, and there's plenty of loot to be had in this quarter, and plenty of people to talk to. Although many of the upper-class citizens are unfriendly, there are still a few random encounters worth experiencing. And of course, now that we're back in the Trade Quarter we might as well drop off that Wyvern Head we've been carrying around.. ***REWARD*** (For bringing the 'Head of a Female Wyvern' to the Royal Huntsman) EXP 5000 Orens 600 <----------------------------------------------------------------------> 2) A 'Townsman' will outright give you the book 'Physiologus' if you talk to him-to aid you in clearing out the monsters plaguing the land and to settle a debt with Leuvaarden. Score. Leuvaarden pays off even when we're not working for him! <----------------------------------------------------------------------> 3) One 'Townswoman' will tease Geralt, and ultimately prove that she's immune to his so-called charms. On the other hand, a 'Noblewoman' will seem quite postively disposed towards Geralt's ruggedness. She'll ask for a piece of a monster if you keep selecting dialogue option #1. Give her a Kikimore Claw in order to obtain the Sex Card 'Merchants'. <----------------------------------------------------------------------> 4) As for peddlers, we've discussed the Marketplace in detail, but along the wall you'll find a few vendors worth talking to. There's an optimistic Fishmonger and an absolutely hilarious Butcher. The latter has quite a bit to say-mostly negative-about politics, prominent figures in the city, and of Geralt's bed-time reputation. You should especially ask about the courtiers to learn that-according to the Butcher-Foltest is incestuous and spoiled Adda into becoming a rotten whore, Velerad is an incompotent drunk, de Wett is a Nilfgaardian knight of the Order who is constantly in the company of Adda-and all that implies, Jacques, the Grandmaster of the Order of the Flaming Rose is a racist, and Triss is the biggest whore in Temeria.. after Adda. It's interesting backstory, at least. <----------------------------------------------------------------------> 5) In the Marketplace there's a Wool Trader. If you talk to him, he won't sell you any clothing, but he'll suggest that he knows some secrets worth hearing. Pay him 25 Orens and he'll tell you that Foltest is meeting with King Radovid, either discussing the trade war, or discussing marrying off Adda. <----------------------------------------------------------------------> 6) A few guards have something to say as well-generally the bigger, platemail wearing guards. One will seem to recognize you, and tell you to mind the law. Another will implore you to kill the monsters that roam the city. <----------------------------------------------------------------------> 7) A higher class of citizen means a higher class of whore. If you want the 'Courtesan' Sex Card it seems like you'll have to pay hundreds of Orens to get it. The cost can be cut down somewhat by presenting the 'House of the Night Signet Ring', but even so, it's still expensive. There is an alternative, however. If you give a Courtesan any gem stone, even a rather unexpensive piece of Amber, you'll get their card. Sex and savings rarely go together, but it's sweet when they do. Workshop o======================================================================o 8) Once you're done talking to people outdoors, it's time to head over to the Workshop west of Triss' House. Inside, talk to a Townsman and question him about the factory-and particularly its clientelle. Geralt, with his magic powers of deduction will realize that the weapons being produced in this factory are being sold to a faction within the royal court. Obviously there's some political strife brewing. <----------------------------------------------------------------------> 9) Talk to the Alchemist in the room and ask him about Zerrikanian masters and he'll offer to swap a book with you for a piece of Red Meteorite. It's mostly a lateral swap, and since you can obtain the book 'Zerrikanian Alchemy' from many book merchants, yet red ore is finite, you should probably just hang onto the ore. Pick dialogue option #1 until you get the option to mention Kalkstein. After this, he'll try and tear down Kalkstein's book, 'Metamorphoses'. If you've read it, you can refute his arguments.. or if you're reading along, pick options #2, #1, and #2 and the Alchemist will see his error. Afterwards he'll ask you a question he's certain will baffle you. Pick dialogue options #2 or #3 to get a positive response. For discoursing in Alchemy with him he'll give you the books 'Secrets of the Southern Masters' and 'Samum.' Not bad for a bit of chatter, eh? Town Hall o======================================================================o 10) Lets pay a visit to Town Hall while we're running around. It's surprisingly uninteresting considering it's one of the centers of Viziman government. You can turn in your Cockatrice Feathers to the Scribe in the back. When done, head upstairs to find numerous Clerks- many of which will flirt with Geralt. Call them naughty, and they'll eventually ask for a gift. Give them a Diamond and you'll get their Sex Card. ***REWARD*** (For giving the Scribe five Cockatrice Feathers) EXP 5000 Orens 200 New Narakort o======================================================================o 11) Now that we've given the area's less important people and locations a good visit, it's finally time to (officially) visit the New Narakort. Nothing moves until we get 'A Posh Reception' over with, after all. Inside you can find a 'Townswoman' who will trade tales for a mug of beer or a glass of milk (she means Cow's Milk). What she asks for will determine what tale she'll tell, but it's always a folk-tale about some monster or another. <----------------------------------------------------------------------> 12) Talking to the Waitress can be worth your while as well. Most of the time she won't say anything useful. Once she'll gab on about her hideous witch of a grandmother, which she thinks Geralt would have gotten along with, for some reason. Another time she'll complain about spilling sauce on a patron's gloves. Offer to help her out by either paying for replacement gloves (100 Orens) or by giving her Red Woman's Gloves. They cost about the same, but if you have some lying around, you might as well just give them over. In return, she'll give you some Wive's Tears Potions. <----------------------------------------------------------------------> 13) The Innkeeper is actually courteous-something we haven't seen in the entire game, until now. He'll refuse to talk about Leuvaarden's party upstairs, but for a measly 233 Orens he'll open up about the Salamanders who visit, and give you the password to their underground lair. This pertains to the quest 'Following the Thread', which seems to have wanted us to bleed Orens at every possible turn. Fortunately, we no longer need this password. If you've got it (and you should) turn in your Wyvern Meat for a decent reward. ***REWARD*** (For giving the Innkeeper three portions of Wyvern Meat) EXP 5000 Orens 200 <----------------------------------------------------------------------> 14) And of course, there's the boxing. It might seem a little out of place for an establishment like this, but in the day before electricity, folks had to amuse themselves.. by punching each other in the face. Now we do that on television. Anyways, the new quest fighter is Andrew Gablodda, a former professional boxer whose career lasted until he fought another boxer named the Lion. Pay up 200 Orens to fight him and win. Your prize this time is actually rather interesting. Don't be tempted by the gold, instead you can obtain a chunk of Red Meteorite, or an Earth Rune, depending on what you'd rather upgrade, your Steel Sword, or Silver Sword (respectively). Since we've got a handful of Red Meteorite, and only one Earth Rune, I pick the latter. Either way, you'll get a Svarog Rune Stone along with it. Much better than the 300 Orens you'd get if you asked for cash. ***REWARD*** (For defeating Andrew Gablodda) EXP 5000 Orens 300 ---or--- Item Red Meteorite and Svarog Rune Stone ---or--- Item Earth Rune and Svarog Rune Stone <----------------------------------------------------------------------> 15) As for characters of obvious interest, there are two that can be found in the New Narakort-Patrick de Weyze and Dandelion. First up is Patrick de Weyze, who will ask you to investigate his sister-a beautiful blue-eyed girl who Patrick thinks is a Vampire.. or at least a Vampire's thrall. This starts 'Blue Eyes', a quest that appears to suit Geralts appetites and profession just fine. Patrick will also bad-mouth Siegfried, if you ask about him. We'll do this quest after 'A Posh Reception'. <----------------------------------------------------------------------> 16) Next up is Dandelion, our vagabond bard-friend has troubles. It seems that he misplaced his lute, without which he won't be able to make sweet, sweet music. Ask him about his lute and you'll learn a little more backstory, including some foreshadowing about a character who will be appearing later-the Elf Toruviel. Pour six mugs of cheap beer down his throat and he'll reveal-sheepishly-what happened to make this bard misplace such a cherished device. Apparently he got caught giving a local merchant's daughter some 'music lessons', and although he's coy about it, he means lessons of a somewhat naked variety. This starts the quest 'Dandelion's Lute'. We'll do this now, since unlike the Patrick quest, there's not a cheaper solution we can obtain later.. and because Dandelion is our old buddy. Merchant's House o======================================================================o 17) Exit the New Narakort and head east to find the house marked 'Dandelion's Lute'. Inside you'll find a very angry dad, who will leave us with two ways to get past him. First, you can bribe him. 50 Orens for 'pain and suffering' as he puts it. That restitution price makes his daughter cheaper than any whore or courtesan in the game thus far. But we've no need to throw Orens at him to satisfy his primitive anger over the fact that his daughter used her body to perform a natural function. Instead, expend all the meagre dialogue options and he'll insult Geralt one too many times. Geralt answers the threats of Hobbs Pankiera with his fists. Win the fistfight and Hobbs will concede to Geralt's superior strength. <----------------------------------------------------------------------> 18) Head upstairs and approach Rozalind Pankiera to have her initiate dialogue with you. She's an easily bored girl, it seems, especially since she's been kept in her room since the Dandelion debacle-which she'll tell you about using heavy-and obvious-innuendo. And by easily bored, I mean she's a man-eater who takes a shine to Geralt almost immediately. It doesn't matter what you say, you can always obtain the lute, but to get to know Rozalind in a more intimate matter, tell her that if she gives up the lute it'll show that she doesn't care about Dandelion-that she dumped him, not the other way around. She'll respond positively to the idea-either encourage her, or tell her she's going just a bit outside the realm of believability. If you do the latter, ask if you can do anything to cheer her up. Either way, you'll end up with her talking about a Witcher's magical touch. Offer to show her to obtain the 'Townsfolk' Sex Card. ***REWARD*** (For obtaining Dandelion's Lute) EXP 1500 <----------------------------------------------------------------------> 19) All that's left to do now is reunite Dandelion with his Lute. Return to the New Narakort and give it to him for a nice experience reward. He'll invite you to witness his performance, which occurs after 20:00. This just so happens to coincide with when 'A Posh Reception' starts. Two birds with one stone? You can now play dice with Dandelion, but there's no real point. Even though Dandelion is a Sharper, he will not bestow any quest progress upon you for playing him in this chapter.. also, he seems to lose his desire to play anymore after giving his concert. Rest up until night-time, then exit the inn and return to witness Dandelion's 'concert'. Wee. ***REWARD*** (For reuniting Dandelion and his lute) EXP 5000 Trade Quarter o======================================================================o 20) Now that it's night-time, lets go explore the Trade Quarter. It's a more dangerous place at night, that's for certain. Kikimores and Salamanders stalk the streets-and for some reason the two don't seem to be at odds.. certainly not a good sign. At least Kikimores are worth some experience, and Salamanders drop weapons that can be sold for modest gains. <----------------------------------------------------------------------> 21) Wander the streets until you find a 'Flaming Rose Militia Sergeant'. He hangs out near the barricade north of Town Hall. When you approach he'll initiate conversation and will bust your balls about having a pass, and inform you that your current pass allows you to enter Vizima- not to wander around after curfew. Thanks, Triss. Even with 5,000+ Orens I didn't have enough to bribe him, so as far as I'm concerned, it's not worth bothering with. Offer to kill any Kikimore you come across in return for a pass. The knight will realize it's a win-win and capitulate. Gambling Den o======================================================================o 22) Along the alley along the southern wall of the district you'll find a Gambling Den.. At night, anyways, it's empty during the day. Inside you can find Koster, and if you talk to him you'll start 'Dice Poker: The Sharper'. Of course, if you haven't already become a Professional, he won't play with you.. and since we haven't done 'A Posh Reception' yet, you're not a Professional. If you talk to the Bar Wench who runs the place you can try to find out who owns it-but you'll only piss her off if you mention Salamandra. You can't do much here now, but I figured I'd mention it, and let you go deal with Koster when you are able. Note: Later in the chapter, a.. dominance issue will need to be settled between Shani and Triss. Without giving away too much-and because to do so would be irrelevent-if you prefer Shani over Triss, make sure you become a professional poker player in this chapter, and play Koster as a Sharper. Triss-lovers are advised to do the same, but they've got more people to play against in Chapter 4 than the Shani-lovers will. ***REWARD*** (For defeating one Sharper) EXP 400 <----------------------------------------------------------------------> 23) Now it's finally time to stop screwing around and go to this party we've been avoiding. Before you go, grab some strong alcohol from the Waitress or from your stash and concoct a Wive's Tears potion. Rubbing elbows with VIPs always means drinking is involved. Head on upstairs to find pretty much everybody who is anybody in Vizima. Talk to Triss first and she'll encourage you to mingle-as well as to stop sulking. Before we can get into the messy politics, we need to talk to everybody of interest. Leuvaarden, Adda, Velerad, and Thaler all need to be spoken to. After you've talked to everybody and glutted your journal full of new entries Triss will leave you to your own devices. <----------------------------------------------------------------------> 24) First thing to do is 'talk' to Erkyn Blunt. Under normal circumstances one would find his conversation boring, but Geralt doesn't seem to mind the silence. Drink with him and down three bottles of strong alcohol to get him to speak. He'll reveal that Thaler hired him to be there, rather than Thaler being his mouthpiece, as he claims. He'll ask you not to reveal Thaler's plans, and will give you the 'House of the Night Signet Ring.' We already learned from Shani that Thaler is the head of Foltest's secret police. He must be up to something at this party.. <----------------------------------------------------------------------> 25) Now talk to Thaler, who is obviously playing a different persona now than his 'Fence' role in the Temple Quarter. Geralt speaks straight, and Thaler will respond in kind, and warn Geralt that there's trouble coming, and when it does, Geralt must choose one side or the other-there is no room for neutrality. Thaler is, of course, refering to the intrigue within the royal court itself (the two factions we found hints of at the Workshop) but it's more than that-there's also the racial troubles brewing, which is a semi-related, yet distinct conflict in its own right. He's not just plying the tired 'you're either with us, or against us' routine, either. His observations are quite astute-our friends, Triss, Shani, Zoltan, Dandelion, Seigfried, among others, will fall on various sides of these struggles. Not to mention Salamandra's obvious political maneuverings. We're involved whether we like it or not, and clinging to our neutrality might be a good idea to stay out of trouble-but it's likely to cause more harm than good when we're already in trouble. It's as the saying goes, no answer is worse than no answer. You can get information from Thaler about Leuvaarden-who heads a trans- national collection of merchants, bankers, and other high-rollers. He warns us not to trust Triss quite as much as we do, and tells us that de Wett is a Nilfgaardian with dick-envy that serves as Adda's stooge. Geralt points out that Adda might have her own game going, and Thaler responds that Adda might be another's pawn, as well. Whatever the case, his opinion on de Wett seems fair enough, in my opinion. Ask about Thaler himself, and he'll be surprisingly direct, and retort by questioning your vendetta with Salamandra. My neutral Geralt responds by saying his grievances with Salamandra are personal-the other two Geralts respond by saying 'both'. This answer does have some bearing on Geralt's identity, and suitably it updates the quest 'Identity'. ***REWARD*** (For talking to Thaler about your personal and political motivations) EXP 2000 <----------------------------------------------------------------------> 26) Talk to Velerad. Geralt will question the status of Adda's curse, which honestly seems to be more dormant than dispelled. Velerad won't say much about the issue-he's obviously not as close to Adda as Foltest's right-hand man should be. He will, however, say that he thinks Adda needs a good lay. Whether he means she needs to get knocked up to put a proper heir in the picture, or whether he's saying somebody needs to fuck the crazy out of her is anybody's guess. Given the opinions of the Vizimans we've talked to around the Trade Quarter, the answer is probably both. <----------------------------------------------------------------------> 27) We can now talk to Adda again, who is apparently in the mood to talk. She'll send her poodle away on an obviously meaningless errand to allow us to talk freely. She'll start out by comparing politics to sex, and it's obvious she's just angling for our disposition on both topics. It's a rather interesting conversation, no matter how you respond. It'll ultimately boil down to Geralt inquiring about Foltest's politics, at which point Adda will become pointedly bored and ask you to fetch her favorite meal. <----------------------------------------------------------------------> 28) Talk to Velerad and ask what meal the Princess enjoys. He'll demand a stronger drink before speaking. Give him some strong alcohol and he'll tell you that Adda's childhood left her with a taste for raw meat.. one of it's many, obviously lingering effects. He also informs you that Thaler's agents scour the country looking for the source of this delicacy. Now talk to Thaler, who, as a spy and somebody generally in- the-know might know what Adda's appetite calls for. He'll tell you to obtain a letter from an adjoining room and he'll reveal what Adda fancies. <----------------------------------------------------------------------> 29) Head into the room near the stairs and loot a chest to obtain a 'Mysterious Letter'. When you do, a 'Wealthy Merchant' will barge in and demand to know what you're doing in here. When the privy excuse doesn't fly, Geralt can either say he's looking for superior booze, at which he will be prompted to share some.. although you can just exit out of the gift screen without giving anything and the Merchant will walk off. Or, you could just threaten to mutilate him horribly, which scares him off. Read the note before you return to Thaler to learn more politics you probably shouldn't. When you hand the letter over, Thaler will reveal that Adda enjoys a slab of rare Catoblepas steak. Rare in both senses of the word. ***REWARD*** (For finding out Adda's favorite dish) EXP 500 <----------------------------------------------------------------------> 30) We'll need a miracle to score some Catoblepas here.. fortunately, we know Triss. Talk to her and ask her to conjure up some Catoblepas, and she'll grudgingly agree. Wait a moment, and after seeing Triss magic up some food, talk to her again. She'll derisively and crudely joke before giving you the steak. ***REWARD*** (For getting Triss to conjure up some Catoblepas) EXP 500 <----------------------------------------------------------------------> 31) Present the meal to Princess Adda and she'll gleefully invite you to meet with her in several minutes. Follow her to the room where you scored the 'Mysterious Document' for Thaler, and talk to Adda. There's no second-guessing what she wants from Geralt, and in all honesty, her unwholesome eagerness almost drives me to turn her down. However, my desire to have a more complete journal ultimately compels me to acquiesce. She's somewhat more feral than either Shani or Triss, and the game can't help but foreshadow her nature by showing how Geralt's amulet reacts to the princess.. which Adda wisely tears off. ***REWARD*** (For discussing "politics" with Adda) EXP 1000 <----------------------------------------------------------------------> 32) Afterwards you'll run into Triss again, who will tell you that Declan wants to speak with you. Return to the room where the high- rollers originally congregated and talk to Leuvaarden. Geralt is uncharacteristically snippy with Leuvaarden, and for no good reason, it seems. Perhaps all this socializing has put him in a foul mood? He'll ask you to help disrupt Salamandra by hitting them where it hurts-their Fisstech business. This ends the quest 'A Posh Reception' and begins 'Lock and Key'. We'll also recieve the book 'Scroll of white Raffard's Decoction', a potent healing potion. Since we've already stopped Salamandra's drug trade (Declan's information clearly isn't up to snuff) we can progress 'Lock and Key' further by simply talking to Declan again. ***REWARD*** (For scheming with Declan Leuvaarden) EXP 3000 Trade Quarter o======================================================================o 33) To get Declan talking again, however, we need to leave the Inn and return.. which is just as well, as there's something outside for us to do. Leave the Inn and you'll see Thaler confronted by de Wett and a number of guards. Count de Wett has produced an edict from Foltest that strips Thaler of his position. Thaler contends that the letter is a forgery. We have no room for neutrality here-this won't resolve until we resolve it. Since neutrality is out the window, we have two choices- side with Thaler, a dubious figure but genuine secret agent who has helped us in the past and whom we are certain is not part of Salamandra, or de Wett, a racist in cahoots with Adda whom we know despises us. If you have a partial stroke and side with de Wett, Thaler will fight back against the overwhelming odds arrayed against him. Afterwards, Count de Wett will tell you to forget what you saw here-hardly the response of an innocent man who was legitimately upholding the King's edict. If you side with Thaler, de Wett wisely chooses not to press the issue. Geralt tells Thaler to lie low for a while, but Thaler insists he has some information for Geralt. He'll be waiting in the New Narakort.. which is fortunate, since we intend to return there, shortly. As in now. Either way you resolve the matter, it updates the quest 'All the King's Men.' ***REWARD*** (For resolving the issue between Count de Wett and Thaler) EXP 500 New Narakort o======================================================================o 34) Return to the New Narakort and have a chat with Thaler, who will show you proof that he was placed in charge of Vizima during the absence of Foltest. Velerad might be responsible for running the day-to-day affairs of the city, but Thaler is clearly in charge of the more important-and less visible-business. The absence of the King's signature on the recent royal edicts paints them as forgeries. Somebody is making a power play. Somebody who has de Wett in their pocket. Also keep in mind the 'Royal Letters of Safe Conduct' both the Bleinheim brothers had. Thaler is against Salamandra, and whomever has been forging these documents is giving safe conduct to Salamandra. The enemy of our enemy might not be our friend, but the friend of our enemy may just be our enemy.. 'All the King's Men' is updated again, and we're free to pursue other matters. ***REWARD*** (For discovering the true depth of Thaler's role in Viziman politics) EXP 1500 <----------------------------------------------------------------------> 35) Head upstairs and talk to Leuvaarden again, who is finally willing to listen to you. Give him the 'Key to Salamandra Code' and the 'Encrypted Message' we recieved from the Bleinheim brothers. Leuvaarden tells us it'll take a day to decipher, during which time, we'll be rather busy, ourselves.. ***REWARD*** (For giving Leuvaarden the notes obtained from the Bleinheim brothers) EXP 500 Trade Quarter o======================================================================o 36) Return to the Trade Quarter and run around until a Child runs up and tells you that the bank is being robbed, and that Velerad requested a Witcher. Head over to the bank and approach Velerad, who will initiate dialogue. He'll tell you that the bank is being robbed by the Scoia'tael, and that Siegfried is leading the assaut. It's another fight between the Order and the Scoia'tael, and Geralt is caught in the middle.. and again there's no room for neutrality. You can't just walk away and let them settle matters themselves (the only possible neutral option) you'll either have to help the Scoia'tael or the Order. You're not yet being forced to pick one side or another, but if you help one, you cannot side with the other later on in the story. After this quest, you'll have two options-neutrality, or to side with the group you helped here. It's the biggest decision we've made so far in this game.. or rather, it's the biggest decision we can make where there's no wrong answer. The time has now come to pick your friend, and by extension, your stance on politics in general. So lets review. It's obvious from Geralt's past that he's a rather unconventional guy. He's got a thing for Sorceresses, for starters (and women in general), but he's also had a Vampire friend, and several Dwarven friends. He's associated with Elves before, but as of now we only have our turbulent relationship with Yaevinn, and apparently a past meeting with some Toruviel lady. Geralt's friends, however, are a diverse bunch, and many of them have very close relations with nonhumans, which threaten to complicate things for us. Siegfried is an upstanding and noble character who isn't pretentious, overbearing, or arrogant. He is self-sacrificing, hard-working, and loyal, and he is keenly devoted to protecting the innocent-from monsters, or from Elves. On the downside, his Order can be overzealous, and de Wett belongs to the same Order. De Wett is everything negative that Siegfried is not, and a racist and bigot to boot, and almost certainly involved-at least through his insatiable stoogery-in the political strife that is aiding Salamandra. The Scoia'tael, on the other hand, are rabid freedom fighters who are willing to engage is murder, robbery, and terrorism to obtain their ends. They've commited atrocities that almost place them on the same level as Salamandra, even if they do supposedly have nobler goals. It's another typically complicated decision. Like in reality, in the world of the Witcher there is almost no black and white, only shades of gray. <----------------------------------------------------------------------> 37) Before you decide who to side with, you need to choose your approach. If you decide to assist Siegfried, you'll have to go in to the bank and tell your friend to pull out. You'll then go around back to City Hall, and take the back door to the Bank. If you go alone, Velerad will give you a key to an adjacent Warehouse that connects to Town Hall, which is supposedly haunted. Indeed, it's infested with Fleders, but it's a good opportunity to score some loot and Fleder Fangs. This seems like a bigger decision than it really is, hence why I'm not covering it in more detail. The big decisions are made when you reach the Town Hall, where both routes will lead. Neutral Geralt goes through the Warehouse-Witchers work alone, as does my Scoia'tael-aligned Geralt-it would certainly complicate reaching Yaevinn with Siegfried in tow. My Order-aligned Geralt, however, goes into the bank. More for the novelty of helping out Siegfried than any other reason. Town Hall/Vivaldi & Sons Bank o======================================================================o 38) If you came with Siegfried, an Elf will ask if you came to negotiate once you enter Town Hall. Siegfried will resent any attempts to negiotiate with terrorists, and will abandon you if you try. Don't worry, however, Siegfried and the Order aren't adamant about this as long as you come down on their side in the end. On the other hand, if you attack the Scoia'tael at any point, you'll end up siding with the Order. Do not kill any Scoia'tael if you wish to side with them. If you came alone or if you chose to negotiate earlier you'll find Ren Grouver in the Bank, who will tell you to go downstairs and see Yaevinn if you want to negotiate. If you chose to fight earlier, you'll have to fight here, too. Of course, you could always decide to attack at this junction, if you wish. Vault o======================================================================o 39) Head down to the Vault to meet Yaevinn. If you haven't attacked any Scoia'tael yet, Yaevinn will try to lure you to his side-or to at least help him. If you attacked any Scoia'tael earlier, you'll get a somewhat more hostile response from Yaevinn. If you have to fight the Scoia'tael, Siegfried will show up and help you put them down. If you side with the Scoia'tael, Yaevinn will ask you to help them kill some monsters in the tunnels behind them and make good their escape. It's obvious what my Order-aligned and Scoia'tael-aligned Witchers do, but as for my neutral Geralt.. he ultimately decides to help the Scoia'tael here. If he helps the Order, he'll have to kill people. If he helps the Scoia'tael, it is as Yaevinn says-nobody else needs to die-he'll just have to fight off some Kikimores. Isn't that what a Witcher is supposed to do, anyways? Save people by killing monsters? ***REWARD*** (For picking a side) EXP 7000 Note: If you decide to assist Siegfried and enter Town Hall with him, then decide to ditch him and negotiate with the Scoia'tael, and ultimately end up turning Yaevinn down and siding with with Order you will only recieve 6,500 Experience, instead of 7,000. Call it a penalty for flip-flopping. Sewers o======================================================================o 40) Either way you go, you'll end up in the Sewers-either chasing Yaevinn (if you sided with the Order) or helping clear out Kikimores for the Scoia'tael. If it's the former, you'll have to fight groups of rather potent Scoia'tael. They can actually do some damage to a weaker Geralt, so Swallow might not be a bad idea if you're level-shy. On the other hand, if you're dealing with Kikimores you'll have plenty of backup, and Kikimores are rather mundane by now. If you want to score a Ceremonial Sword of Deithwen, but are too cheap to buy one, just let one of the Scoia'tael die fighting and loot the body later. Of course, if you're hostile to the Scoia'tael, you can just pick one up after killing its owner. Once the tunnel is clear of enemies, either go talk to Velerad (if you sided with the Order) or (if you sided with the Scoia'tael) Yaevinn will talk to you. Either way, this quest ends. ***REWARD*** (For talking to Velerad or Yaevinn) EXP 3000 o======================================================================o | | | Revelations | | | o======================================================================o After that party at the New Narakort, we've unveiled more of the political structure of Temeria. There's now no doubting that a faction within the royal court is aiding Salamandra, although who, exactly, is involved and why they are aligned with Salamandra remains a mystery. We've also burnt bridges with either the Scoia'tael or the Order. The further you walk, the deeper it gets. We've explored the Trade Quarter in detail, and have completed most of the side quests left in this Chapter. There's still some dice to throw, and a brothel to investigate sure, but uncovering more of the schism within the royal court, hunting down Salamandra, and helping Triss out are our primary goals. Watchtower o======================================================================o Sequence of Events: {WLK013} 1) Dice and Bounties 2) A Friend of a Friend 3) Exploring the Blue-Eyed Lass 4) Updating Patrick 5) Good Witcher, Bad Rewards 6) Caught in the Middle 7) Setting the Sensors 8) Updating Identity 9) Love Triangle 10) One Happy Family.. 11) Dandelion on Duty 12) Saving Alvin. Again. 13) Hell Hath No Fury.. 14) Guy Talk 15) Bonding with Alvin 16) Password Fiasco 17) Witchers and Ladders 18) Breaking Contact 19) Reflection of Royalty 20) The Witcher and the Werewolf 21) Superhero Hideout 22) Fool's Parsley 23) A Virgin's Tear 24) True Love 25) Tracking the Telecommunicator 26) Monarch Behind the Mirror 27) Allies for the Assault 28) Calling in Favors 29) Vincent or Vengeance 30) Off to a Good Start 31) Linking Up 32) No One Man Army 33) Calling in the Cavalry 34) Last Line of Defense 35) Best Served Cold 36) Sniped by an Ant! 37) Crushing the Kikimore Queen 38) Coup-de-tected 39) One Last Kiss 1) After all that heavy-handed politics, it's time to take a break from intrigue and do some honest Witcher's work. Now that 'A Posh Reception' is done, we can go find Velerad and turn in those bounties. Note that he'll be somewhat unhappy with us if we helped the Elves during 'Gold Rush', and won't play dice with us. Oh well, it's a necessary evil-if you don't complete 'Echoes of Yesterday' and 'Six Feet Under' before 'A Posh Reception', you'll be unable to complete one or the other. And if you complete one (or both) before 'A Posh Reception' you'll be whisked away on 'Gold Rush' (tying up Velerad in the process). And of course, you can't talk to him before 'A Posh Reception'.. damned if you do, damned if you don't. It's no big deal, you can always play de Wett for that last Professional match, if you wish, and there are plenty of professionals in the next Chapter. You can find Velerad in the Watchtower-the same Watchtower where de Wett spends his time, in fact. De Wett is on the upper floor with the Order, while Velerad is on the lower floor, with the guards. Turning in all those bounties will get you a hefty 800 Orens and 20,000 Experience-very substantial boosts by any reckoning. ***REWARD*** (For giving Velerad three Fleder Fangs) EXP 5000 Orens 250 ***REWARD*** (For giving Velerad twelve vials of Ghoul Blood) EXP 5000 Orens 150 ***REWARD*** (For giving Velerad five Gravier Bones) EXP 5000 Orens 200 ***REWARD*** (For giving Velerad ten Kikimore Claws) EXP 5000 Orens 200 The House of the Queen of the Night o======================================================================o 2) Now lets visit the House of the Queen of the Night and investigate Patrick de Weyze's sister. You can find this brothel west of Triss' House. First loot around, then talk to the 'Bodyguard' by the stairs. If you show him the 'House of the Night Signet Ring' he'll let you pass, but you could also just throw a lot of Orens at him. Head upstairs to find the 'Lady of the Night' and her 'Sisters of Mercy'. Our amulet starts going crazy, letting us know that Patrick was probably right when he suggested Vampires were involved with his sister. It's not like they are being terribly discreet. Talk to the Lady of the Night, who has apparently been keeping track of you. Ask more about it to learn that she was once the lover of Regis, our Vampire friend that Dandelion mentioned. Other than that, she doesn't have much interesting to say, besides foreshadowing a decision you'll have to make at the end of this quest. <----------------------------------------------------------------------> 3) Return downstairs and talk to the 'Blue-Eyed Lass' and ask if she has a brother. She'll deny it, and the game will urge you to report to Patrick-but it's an unnecessary step. Proposition her, and she'll ask for a 'donation' of 500 Orens to the brothel. If you try to haggle, she'll raise the price to 750, and if you haggle some more, she'll jack it up to 1000. Alternatively, if you show her the 'House of the Night Signet Ring' she'll drop the price down to 300 Orens. Like all courtesans, however, she fancies gems-which means a significant discount for us. Give her a Sapphire and she'll give you the Sex Card 'Blue-Eyes'. If you talk to her afterwards, you can comment on her scars, which Geralt apparently noticed during intercourse. New Narakort o======================================================================o 4) Return to the New Narakort and update Patrick. He'll fervently deny that his sister would stoop so low until you mention the scars. After this, devoid of hope that it's not his sister, he'll blame the Vampires, and ask you to free his sister from their spell. ***REWARD*** (For telling Patrick of his sister's new profession) EXP 1500 The House of the Queen of the Night o======================================================================o 5) Go back to the House of the Queen of the Night and head upstairs to talk to the Lady of the Night. She'll outright admit to being the Vampire in question-but she'll inform us that Patrick is an abusive lout who was trying to sell his sister into the slavery we call an 'arranged marriage'. She makes a convincing point-who wouldn't want to escape the bleak existence of a wife in a marriage-for-profit, especially in exchange for the easy life of luxury and eternal youth? You immediately have two options-let the Vampires go and enjoy the pleasures of the House of the Night, or kill them. Killing them is by far the least rewarding way to resolve this quest, and only my rather rigid neutral Geralt chooses this route-killing monsters is his job, after all. No exceptions. Well.. maybe a few exceptions.. Afterwards talk to the Blue-Eyed Lass and she will run off. When we report to Patrick he'll refuse to pay up. Typical. ***REWARD*** (For killing the Vampires and getting stiffed by Patrick) EXP 2000 <----------------------------------------------------------------------> 6) My Scoia'tael-and-Order-aligned Witchers, however, have a more subjective view on the term 'monster'. One views himself as a mutant and sympathizes with nonhumans of all stripes, be they Dwarves, Elves, or apparently Vampires. The other considers himself a human dedicated to protecting humans from monsters, be they Drowners, Elves, or other humans. They both agree to ignore the Vampires, which obtains them the Sex Card, 'Vampiress'. After our rather creepy encounter, Patrick will burst in with his friends from the Order. A stand-off ensues, with Geralt in the middle. We now have three choices-to side with the Order, to side with the Vampires, or to side with neither, and have both turn against us. If you side with the Order here, it just makes you look like an indecisive fool. Patrick threatens you for hanging out with Vampires, you get stiffed, and the Blue-Eyed Lass ends up back with her abusive brother. If you decide to remain neutral, you'll have to fight both sides, and this can be quite a fight, considering the Vampires' scream attack, and the sheer durability of Patrick's Squires. Of course, they're just as willing to cut each other up if you run to the far end of the room. This isn't a very satisfying solution, either. Although the moral monster and literal monsters are both dead, the Blue-Eyed Lass isn't happy, and Geralt is still an unpaid liar. Keeping your word and siding with the Vampires, then, seems to be the best policy. The Vampires might be monsters, sure, but they don't kill anybody, and don't take anything that their customers aren't willing enough to provide. On the other hand, the brother is.. just a rotten bastard, really. Both the Order-aligned Geralt and the Scoia'tael- aligned Geralt are more interested in the morality of the issue. Even though Patrick is a knight of the Order, he doesn't exemplify any of the qualities that makes it an organization worth supporting, and for the same reason I wouldn't help de Wett, I won't help him. Tell him that his sister is under no spell, and he'll attack. Kill him, and the Lady of the Night will do something that Patrick would never do-well, besides that-she'll pay you. Even if you're just being practical, the best reward comes from siding with the Vampires-although Geralt feels slimey afterwards. Talk to the Blue-Eyed Lass near the stairs and she'll make things right by thanking Geralt-for his humanity. ***REWARD*** (For killing both the Vampires and Patrick de Weyze) EXP 3000 ***REWARD*** (For killing Patrick de Weyze) EXP 5000 Orens 250 <----------------------------------------------------------------------> 7) Well, that turned out more political than we thought it would-lets go deal with those those stupid 'Magic Sensors' Triss gave us. We've had them for too long-it's time to put them around the city and help Triss out. Surely some light-hearted delivery-boy caliber work will distract us from the monumental tasks before-and behind-us.. at the very least we can be certain that, unlike in 'Gold Rush' we won't be forced to choose between two friends and earn the ire of the side we don't favor, right? By now you know enough about the city to put the Sensors where they belong, without me having to hold your hand too much. You'll need to place the sensors in various 'Reliefs' throughout the city. There's one near the entrance to the Sewers in the Temple Quarter, there's another Relief on the exterior wall of the Chapel Ruins in the Cemetery-near where we talked to Vetala earlier, and the last one is in the Trade Quarter, on the Town Hall/Vivaldi & Sons Bank building, near the entrance to the Bank. Triss' House o======================================================================o 8) Once you've placed all the Magic Sensors, return to the Triss' House and talk to Triss. If you want to chat with her about your Identity, you can do so, and tell her about the choice you made at the bank. As long as you don't tell her that you don't know why you chose the way you did, she'll compare your decision to what the old Geralt would have chosen. It updates the quest 'Identity', and is worth some experience, so you might as well. ***REWARD*** (For talking to Triss about your personal and political motivations) EXP 2000 Note: Remember that Triss will be at the New Narakort at night, upstairs somewhere in the vicinity of Leuvaarden. The next few steps will assume that you're talking to her at her house. Some more private matters she will be unwilling to talk about in the New Narakort. <----------------------------------------------------------------------> 9) Now talk to Triss about the Magic Sensors. Triss tells us that as soon as they were placed she was able to locate the source of the anomaly-a boy named Alvin. That's right, our Alvin from Chapter 1. It seems that the source is a source. Triss tells us that to secure the safety of Vizima, we need to recover Alvin from Saint Lebioda's Hospital. Of course, there's a catch. Shani doesn't want to let him go, for whatever reason. Who wants to wager that this will get messy real quick-like? At least Triss will give us a scroll 'Formula for De Vries' Extract', which she says will help us against the critters that are attracted to sources like Alvin. Temple Quarter o======================================================================o 10) Head over to the Temple Quarter, where you'll be ambushed by a very unhappy Shani. She really bares her fangs here, questioning your relationship with Triss, and demanding that you leave Alvin in her care, instead of turning him over to the machinations of a barren witch like Triss. Did I say something about not having to choose sides and burn bridges earlier? I lied. It should become abundantly evident that this conflict isn't so much about Alvin as it is about the love-triangle that has apparently formed.. at least in the imaginations of these women. Triss and Shani are more important than the other flings Geralt enjoys- if for no other reason than for the fact that they knew Geralt prior to his apparent death and subsequent amnesiac revival. In this whole equation Alvin serves as the symbolic token of Geralt's affection-and a stand-in child for the one that Geralt could never create with Shani or Triss. It doesn't matter what you do-Geralt is going to piss off an old friend (and making a redhead angry is never a good thing!) If you have a personal preference for either one, go with that-it's your game and your Geralt, after all. As for the Geralts this guide revolves around.. there are points and counterpoints for siding with either of them. Clearly Triss is more familiar with the Witchers and the politics at play in Vizima-and unlike Shani, she can offer more than just superficial aid. Remember Kaer Morhen? She's bled for Geralt already in this game, while Shani seems to be more in danger from the association than anything else. The downside, however, is that since Triss is involved in the local politics, she's certainly capable (and guilty) of playing politics. Sure, she's on the same side with us as far as Salamandra is concerned, but we shouldn't forget the mysterious friend in the mirror we overheard her talking to at the beginning of the chapter. Despite that, I find it very difficult to choose Shani. At the end of the day, Triss is a mage, and Alvin probably needs to be under scrutiny of a mage more than he needs a good mother-figure (if you're even willing to grant that Shani would make a better role-model than Triss.) Considering what we've seen with Alvin so far, and from the trouble loose mages can cause in general, it just seems irresponsible to leave Alvin with Shani. My Scoia'tael-aligned and Neutral Geralt both opt to favor Triss, and my Order-aligned Geralt hands Alvin over to Shani.. more for diversity than for any good reason. This choice will effect how either lady responds to you from now on-obviously the scorned party isn't going to be pleased with Geralt. It'll also effect where Alvin ends up during Chapter 4, and it will influence a few things in the epilogue, but nothing serious. It's more a personal-story choice than a gameplay one. Honest. Note: As of the time of this writing, the Witcher 2 Enhanced Edition has recently been released-and there is still no Shani in the sequel. If continuity is an issue for you, keep in mind that Triss is in the Witcher 2, and Shani is not. Just another reason to favor Triss over Shani-why bother with a girl who won't stick around? Or perhaps.. that's a reason to favor Shani. Fickle Geralt. Saint Lebioda's Hospital o======================================================================o 11) But I'm getting ahead of myself.. pick your gal and head over to Saint Lebioda's Hospital, where you'll find Dandelion, of all people. He explains his presence with a typical tale of debauchery, and explains that Alvin was just whisked away against his will. Fortunately, however, Dandelion outdid himself-he was able to stop leering at nurses long enough to see where they took Alvin. The only catch? We have to take Dandelion with us. He senses an imminent ass-whupping, courtesy of Geralt, and like any good bard, he wants to witness it. Good story material and all that. Kidnapper's Hideout o======================================================================o 12) Follow Dandelion out the hospital and he'll lead you into the nonhuman district, to a building across from the house next to the Blacksmith. One which we've previously been unable to enter, but have certainly seen Assassins exit from. Geralt succeeds in convincing Dandelion to stay out of the way, after which all there is to do is enter the building. Inside you'll find four Assassins that need to be introduced to Geralt's sword. After they're dead, Alvin (who has seen us fight at least three times by now) will talk to you. Dandelion follows him shortly, and when Geralt hears more enemies approaching will tell Dandelion to take the boy to safety. Direct Dandelion to take Alvin to either Triss or Shani. After he leaves, more Assassins will show up. They might be more diverse this time, but they're still terribly under-powered. Slaughter them, loot, then leave. ***REWARD*** (For saving Alvin from the kidnappers) EXP 1000 <----------------------------------------------------------------------> 13) Now head to the house of the lady you told Dandelion to take Alvin to. Talk to Shani/Triss, and she'll tell you to go tell Triss/Shani about your decision with Alvin. That's right, now that they've 'won', they want you to go tell the scorned gal about it. Geralt is understandably reluctant, but to progress the quest it's got to be done. Tell the scorned girl about your choice and endure their anger. Then head back to the Alvin-gifted girl and talk to them. They want you to give them a ring as a show of affection.. although they try to play it cool. This is, in fact, extraneous to the quest itself, which is over regardless of what you do next.. but since we've cut loose either Shani or Triss, we might as well make the most of what we've got left. ***REWARD*** (For delivering Alvin to Shani or Triss) EXP 4000 <----------------------------------------------------------------------> 14) As is clear from Geralt's words (not to mention from the journal entry about the quest 'The Source') Geralt has some reservations about the whole affair. Thankfully Dandelion shows up to check on the situation, and his keen bardic sense detects the woman troubles Geralt is having. Being a good friend, he decides that the only solution is to head to the New Narakort/Hairy Bear and get drunk (depending on whether you picked Triss or Shani, respectively) with Zoltan while trying to give Geralt relationship advice. Geralt is wisely unconvinced that either a man-whore of a bard or a scruffy Dwarven mercenary are good sources of wisdom on the subject, but off he goes. A lengthy sequence of talking will follow, where Geralt is asked about whether he wants a family, and general speculation about the unpredictibility of womenfolk. It ends with Dandelion trying to convince Geralt that a trip to the local whorehouse will clear everything up. It's mostly just good fun, so do what you will, and answer as you please, and when the guy-time is over, you'll be at your lady's house. Talk to her to get scolded if you wish-this seems more and more like a relationship every second!-and sleep off the ill-effects of your revelries. <----------------------------------------------------------------------> 15) It's time to solidify our relationship with our chosen lady, and either way the same thing is expected by you. Sure, they asked for a ring to show your commitment-but they both want you to build up a relationship with Alvin first. How does this work? Well, talk to Alvin and he'll make an inane statement, request, or complaint. Leave the house and return and talk to Alvin again to get him to say something new. Do this over and over again until Shani/Triss is impressed. Note that it doesn't seem to be as simple as witnessing everything Alvin has to say-for example, while playing the over-indulgant 'parent' Triss kept telling me I was spoiling the boy. The solution? When he repeated himself, I picked another option, and Triss was satisfied. So when he repeats himself, respond differently-it seems that your lady is looking for unique responses. You'll know you've appeased Triss/Shani when they change the way they respond. When satisfied, Triss will say "You're so good with Alvin." and Shani will say "I'm happy you and Alvin get along. He treats you like a father, you know?" Once they're saying this, give Triss a Silver Ruby Ring or give Shani a Silver Amber Ring, and you'll get their second Sex Card. Below is a crude list of the various things Alvin will say, for reference. Once you've obtained the Sex Card, you're done appeasing Shani/Triss. -Shani- "I want a puppy." "She doesn't let me eat sweets!" "Geralt, teach me to swordfight." "I don't want to attend Oxerfurt University. And Shani said.." "Shani and I played pick-up sticks today! I won!" -Triss- "I want a puppy." "She doesn't let me eat sweets!" "Geralt, teach me to swordfight." "Triss has made me look at stupid pictures!" "Triss said it wasn't a nice shed anyway..." New Narakort o======================================================================o 16) Now lets return to Leuvaarden, who certainly must be done deciphering those documents by now. Ask him what he learned, and he'll tell you that the documents disclosed the last Salamandra base in the Merchant Quarter. The bad news? It's beyond the supervised zone, and hence off-limits. Fortunately, however, we have a friend in the guards who will help us out. We need to go around the Trade Quarter and talk to various 'Guard Officers' (big guys in plate armor). Give the correct one the password 'The lily has yet to be engulfed by fire." to which he'll respond "Three lillies make one." The problem here is that we have no way to tell which officer is the correct one. So go bug random 'Guard Officers' until you get the correct one. At least it's amusing when Geralt approaches the wrong one. You'll be told to meet in the sewers at midnight. By now, we're used to this kind of thing. ***REWARD*** (For giving the password to the correct 'Guard Officer'.) EXP 500 Sewers o======================================================================o 17) Enter the Sewers via the entrance in the Trade Quarter and rest until midnight-if it's not already close. The meeting point is on the opposite end of the tunnel from the door leading to the Trade Quarter. When you approach the Guard Officer and his Guardsmen, they'll set up a ladder and warn you that the Salamanders are vigilant. Head up the ladder to reach the area beyond the Supervised Zone. Salamander Hideout o======================================================================o 18) Head north to reach the Salamandra Hideout.. it's really the only place you can go right now. Inside you'll see a group of Salamanders trying to use a scrying mirror to contact somebody. It seems that Salamandra is having difficulties, and are requesting funds from an outside source. They are disappointed, however, when the figure they've conjured turns them down, citing disgust with some of their endeavors- namely the Fisstech trade and their research into mutations. You'll be overheard shortly, and will have to fight a trio of potent Salamandra Officers and a Salamandra Mage-potions might come in handy if you're having trouble. <----------------------------------------------------------------------> 19) Once the Salamanders are dead head over to 'Hartmann's Mirror' and talk to the figure projected therein, Radovid the Stern, King of Redania. He'll confess to contemplating using Salamandra as a political tool in the past, but has changed his mind. Geralt isn't very polite, and Radovid isn't very helpful, but he will mention Adda. This updates 'All the King's Men'. Grab the 'Seeing Stone' nearby to update the quest 'Lock and Key'. Head into the cellar and slaughter some low-quality Salamanders, then loot, and leave the building. ***REWARD*** (For snatching the Seeing Stone) EXP 500 <----------------------------------------------------------------------> 20) Outside, Geralt will see a group of Salamanders worth slaying. He'll dispatch one who separates from the pack to take a piss, but he finds that the others have been mauled by a Werewolf. The Werewolf spares some peasant who just happens to show up at the wrong time, then Geralt and the Werewolf engage in a little cat-and-mouse.. or Witcher and Werewolf.. it's hard to determine who's the predator and who's the prey in this situation. After a rather lengthy cutscene, the Werewolf will talk to Geralt, revealing itself to be none other than Captain Vincent. This explains his disappearances at night-he's off playing vigilante supercop.. fantasy medieval style. Carmen and Vincent, huh? Anyways, you're left with two choices here-either you can spare Vincent, a monster who is using his curse to harm criminals, or you can take the hardline Witcher's stance-monsters are monsters and deserve to die. As far as this FAQ is concerned, my Geralt takes the same stance on Vincent as he did on the Vampires in the brothel earlier. My Order-aligned and Scoia'tael-aligned Geralts spare Vincent, but my neutral Geralt picks a fight. Either way, the quests 'Identity', 'Lock and Key', and 'Beauty and the Beast' are updated. If you kill Vincent, you'll fail the quest 'Beauty and the Beast', obviously, and you'll also deny yourself some help later on. On the plus side, however, you'll get Werewolf's Fur, with which you can create the potion 'Werewolf's Wrath'. If you drink said potion you'll learn the 'Predator' talent. What an evil game, forcing you to choose between earning a talent and failing a quest. ***REWARD*** (For sparing Vincent) EXP 2500 ***REWARD*** (For killing Vincent) EXP 1500 ***REWARD*** (For taking a stance on monsters, and thus solidifying your identity) EXP 1000 Old Forge o======================================================================o 21) Head into the Old Forge, where Geralt will become uneasy, and will suggest (to himself, apparently) that he check the cellar. Once down there he'll find the lair of Vincent the Werewolf. It's no exaggeration that Vincent considers himself a crime-fighting superhero. There are all manners of weapons, armor, and miscellany down here-but only a single barrel to loot. Ah well, head through the trap-door to the Sewers. Eager Thighs Brothel o======================================================================o 22) Now, before we bother with this Seeing Stone we should see to every little unfinished bit of business in Vizima, as turning it in sets us heading towards the end of this chapter. Thankfully, we have little left to do-if you've been following this guide, we just need to deal with Vincent's lycanthropy. Head over to the Eager Thighs Brothel and talk to Carmen. When Geralt reveals that he knows who the Werewolf is, she'll beg you not to kill him. You can learn Carmen's real name, if you wish (I'm not sure why this now comes up as a dialogue option.. but it's Hela, if you care) but more importantly you can tell her about the first potential cure. Geralt tells her to make a shirt made of Fool's Parsley, and if you have some on you, you can go ahead and give it to her now. Leave and return and ask her how it went. Not surprisingly, a stupid shirt wasn't enough. Time for plan B. ***REWARD*** (For attempting to cure Vincent with a shirt of Fool's Parsley) EXP 1500 <----------------------------------------------------------------------> 23) Travel to Kalkstein's House and use the teleporter downstairs to travel to the Swamp Tower, where you can talk to the alchemist. Ask him to make a potion to cure lycanthropy. He'd normally refuse, but since you're all awesome and stuff, he'll agree. Leave the tower and return and the potion will be done in record time.. minus one vital ingredient, the tear of a virgin. That Kalkstein assumed this 'maiden' we need the potion for is a virgin is rather amusing, given her actual occupation, but to be fair Geralt was vague when describing what he needed it for. Now, to find a virgin.. we know that none of Geralt's close friends (especially any female acquaintances) are virgins.. Still, there have to be some out there, and fortunately, there are. In the Temple Quarter you can get a Nurse from the Hospital to contribute, and Siegfried (if he's still on speaking terms with you after the bank heist.) In the Trade Quarter a Townswoman walking the streets will claim to be a virgin, as will a female Brickmaker. It might take a few tries, and some of these self-proclaimed virgins seem rather dubious, but once you have your tear, return to Carmen. Give her the potion, then leave the brothel-or enter another building-return, and talk to her again. Seems that this was a bust, too (nobody in this damn game is a virgin!). Time for the final, even laughable, attempt. ***REWARD*** (For attempting to cure Vincent with a potion) EXP 1500 <----------------------------------------------------------------------> 24) Talk to Carmen again and mention that love can turn beasts into men. Carmen will air some of her relationship problems with Vincent. Have Geralt tell Carmen to tell Vincent she loves him. Instead, she'll ask you to go talk to him. Given how Geralt handled things with Triss and Shani, he's probably the last person who should be doing this.. but what can you do? Head over to Vincent's typical haunt-near or within the Dungeon-and chat him up. Once you're done talking, return to Carmen, who will happily report that not only are things better between her and Vincent, but he seems to be cured of his affliction. Will wonders never cease? A Witcher with a kid, and a Werewolf cured by love. ***REWARD*** (For curing Vincent with true love) EXP 3000 Triss' House o======================================================================o 25) Now lets deal with this Seeing Stone and finish up Chapter 3. Head over to Triss' House and ask her about the stone. Apparently it's some kind of telecommunicator, which may have left a trace we can follow to Salamandra's headquarters. Triss will suggest that we talk to Leuvaarden about it. Talk to Triss again and she'll elaborate more about the stone, and tell you that she was able to trace a communication to a house in the Trade Quarter. Lets deal with that first, shall we? ***REWARD*** (For showing Triss the Seeing Stone) EXP 2500 Radovid's Hideout o======================================================================o 26) Head to the house marked on your map as the 'Magic Trace'. It's along the northern end of the Marketplace. Inside you'll find-of all people-Radovid the Stern. We already learned that Geralt isn't much more personable when faced with nobility, but Radovid has interesting things to say about Triss-another person warning us not to trust the sorceress, and 'Foltest's' edicts, which he confirms are frauds. Thaler is-if he wasn't before-completely justified, and Foltest never declared martial law. Lastly, he'll ask for your opinion of Adda-whom he claims to be interested in marrying, what with the political benefits that would come from their union (which he'll bother to enumerate.) If he only knew.. Anyways, once your little chat with Radovid is over with, it's time to pay Declan a visit at the New Narakort. ***REWARD*** (For talking with royalty) EXP 500 New Narakort o======================================================================o 27) Before we talk to Declan, I must again reiterate-make sure you're done with this chapter. Store excess loot. Make potions. All that fun stuff. Mandatory warning aside, head upstairs and talk to Declan, who will inform you they've found out more about Salamandra. He wants to storm the Salamandra headquarters, but this is no simple affair. Their power and influence are greater than Leuvaarden had thought, and it seems we'll need a force of our own with which to attack. The army and the guard won't do a thing-whomever is issuing the royal edicts and has sided with Salamandra is effectively keeping the organs of the state paralyzed as far as Salamandra is concerned. That means it's up to us to recruit either the Scoia'tael or the Order to help us. One of them owes us a favor, and the other.. well, isn't an option any more. So begins the terminal quest of Chapter 3, 'The Unforgiven'. <----------------------------------------------------------------------> 28) Head to the Temple Quarter and talk to either Siegfried or Yaevinn- whomever you sided with during 'Gold Rush' and ask for their help in destroying Salamandra. Siegfried can be found at his post, and Yaevinn is hiding out at Vivaldi's House, and whichever one you helped during 'Gold Rush' will return the favor, here. Now that this little errand is out of the way, return to Triss' House and tell her you've found some allies. She'll respond by suggesting that you carry on with the plan- but even she will warn you to finish up any business you have in Vizima. Last warning. ***REWARD*** (For enlisting aid against Salamandra) EXP 500 New Narakort o======================================================================o 29) Return to the New Narakort. What happens when you arrive is determined by what action you took regarding Vincent earlier. Long story short-a fight breaks out. If Vincent is still alive, he'll be here to assist you against a group of rather potent Salamanders-either as a Werewolf, or simply as himself. Whatever your disposition towards the guy, you can't say that he lacks for courage. If you killed Vincent earlier, his men will be out for blood, and will attack-assisted by a Salamandra Mage. I must admit, the fight against Vincent's Guards is fairly rough, even for a Geralt that had over 800 Vitality at the time (those Halberds hurt, and letting that Salamandra Mage sit back and blast you is not a good idea.) If you can get to the mage, take him out quickly with the Strong Style, otherwise use the Group Style on the Masked Warriors or the guards, whichever you face. It's a battle that can be very worthy of a potion. After it's done, watch a little illustrated narrative about the whole Vincent matter, then head upstairs. Salamandra Base o======================================================================o 30) Once upstairs you'll meet your fellow conspirators-Triss, Declan, and either Seigfried or Yaevinn. They'll bicker shortly over the details of the impending assault.. until Count de Wett shows up and decides the issue for them. The attack begins now, and Triss performs a risky teleportation to get us out of trouble. Two points to think about now. First, in Kaer Morhen, Savolla was almost impotent against a relatively weak Geralt after using a teleportation spell, so one has to wonder how much help Triss will be. Second, how did de Wett know where we were, and what we were doing? An anonymous tip seems unlikely, and the only toes we've stepped on so far have been Salamandra's.. Anyhow, Geralt will appear-alone-in a tunnel. He'll complain about Triss, but there's little to do but carry on. So much for mister "Witchers work alone." <----------------------------------------------------------------------> 31) Head to the east, where you'll find a group of Salamanders in a cavern, beyond some roots. Blast the roots with Aard, then proceed to slaughter the low-quality enemies. After slaughtering and looting the hapless Salamanders, loot the room and continue up a tunnel to the north. You'll eventually stumble across Yaevinn or Siegfried, who tells us that Triss stayed behind to deal with de Wett, and that we need to activate a portal to let our allies in. Fortunately, we have a way to do this, but unfortunately, this means fighting a mage. By now, it's something Geralt should be used to-consider it practice for if you ever come across Azar again. Oh, and apparently Triss was able to filch some of the information we uncovered in the Swamp Tower off of us. Peachy. <----------------------------------------------------------------------> 32) Turn west to look into a large cavern. You can see plenty of Salamanders ahead, and the group near the curtain of lightning in the distance consists of some low-quality Salamanders, two mages, and some Commanders. It's quite possible to take them on and win, and beyond them lies the real prizes-the Professor and Azar Javed. Unfortunately, this entire area is just here to show us that Salamandra does indeed have an army, and that one Witcher cannot defeat them all. It's not as cheap as the insta-kill that Azar did if we called him out while impersonating Raymond last chapter, it's more like the Crisis Core cheapness-throw infinite hordes of enemies at you until you die or get bored enough to let them kill you. Note also that there's 'Alvaro's Portal' a safe distance between you and the Salamanders. This is the portal we're supposed to activate to summon our allies. If you look to the north, along the north-eastern edge of the chamber you'll find a lone Salamandra Mage who guards the Stone of Power we need. Kill him, and grab the Stone of Power. You can also read the book 'Prohibita, list of forbidden artefacts, Ars Magica' on the stand nearby, if you want to know more about Alvaro's Portal and the Stone of Power. Finally, loot the nearby crate for its various goodies, including a Sun Rune. ***REWARD*** (For activating Alvaro's Portal with the Stone of Power) EXP 2500 <----------------------------------------------------------------------> 33) Head over to Alvaro's Portal with the Stone of Power in your inventory, and activate it. Once done, some allies will show up, and you can assault the Salamanders guarding Azar and the Professor. When the magical barrier around the two is gone, head up to them and Azar will start talking, rambling on about some grand plan. Literally, this is what he calls it. He complains about Foltest, Adda, Nilfgaard, and the Lodge of Sorceresses, and of course claims that Salamandra isn't evil. Endure his disappointingly cliche speech of grandoise delusion and conversation will thankfully yield to conflict. Azar claims to have learned better than to underestimate us, and prepares to crush Geralt with some spell or another-only to find that Geralt is (much to Geralt's own surprise) utterly immune to it. Alzur's Shield-some magic we found in the Swamp Tower that was taken from us by Triss-preserved Geralt. Azar wisely remembers what happened last time he decided to melee with Geralt, and flees, leaving the Professor behind. When we recover from Azar's foiled spell assault, our ally will check on us. It seems that whatever happened, we are on the right side of a magical barrier that now prevents our allies from reaching us. Just as well, we have a date long overdue with the Professor, and these affairs are best resolved alone. <----------------------------------------------------------------------> 34) Go down a tunnel along the north western side of the room and follow it until you enter a room with the Professor. If you're at all uncertain about fighting him, drink some potions and continue forward. As you enter the chamber, some rocks will fall, conveniently blocking our way back, and some Salamanders will attack-the Professor's last line of defense. Note how Alzur's Shield continues to work its magic by zapping our attackers. Nice. <----------------------------------------------------------------------> 35) Approach the Professor and he'll have some words for you-last words, as it were. He persists in calling you an abberation and a freak, and complains that you're trying to prevent the creation of new Witchers- obviously referring to some of Salamandra's plans with the stolen mutagens. If you indulge him, he'll reveal the supposed flaw of Witchers-they have emotions. According to the Professor, we should be mindless, emotionless, monster-slayers. The Professor's slip about the creation of new Witchers, and his ideaology of what a Witcher should be raises a worrisome question-what would happen if Salamandra were able to create their own Witchers? Mindless super-soldiers, as it were. Enough conjecture, however. After his speech the Professor attacks. If you were worried about him.. well, you were wrong to be. He'll die fairly quickly, obviously not having improved much since the swamp. He does summon some Kikimore Warriors to defend him, but just ingore them and go after the Professor. When you've put him down, a cutscene will ensue. ***REWARD*** (For defeating the Professor) EXP 1500 Note: According to the official manual he'll be capable of using some spells if you botched the confrontation with Azar at the end of Chapter 2. I didn't, you didn't, and it simply requires me to fail or inadequately complete too many quests in Chapter 2 to bother with. Remember how I said I wasn't putting in alternative solutions if they were wrong ones? This falls under that category. <----------------------------------------------------------------------> 36) The Professor will beg for mercy, and when Geralt casually dispatches a wounded Salamander, he realizes his number is up next. He'll attempt to shoot Geralt with a hand-crossbow, only to witness that true Witchers CAN parry bolts in flight. In desperation, he'll shoot some nearby equipment and cause an explosion. When the dust settles, a superhuman regenerating mutant recovers faster than a douche with stupid glasses. Geralt heads over to dispatch the Professor, but a Kikimore Queen springs out of the ground and beats Geralt to the punch. That's right, an ant sniped our Professor! <----------------------------------------------------------------------> 37) Save your game before continuing on. You noticed those giant eggs, right? Queenie will get mad when we try to make a break for it, and she doesn't fight fair. Here's how things work-you're going to make a mad dash to the east, and the Kikimore Queen is going to chase you. If she catches you, you are really going to wish she hadn't. She might not one-hit-kill you, but she can easily do over 800 points of damage a hit, which means she might as well kill you. Interestingly enough, Quen might protect you from a hit, but since it goes away if you use a sign or attack, it's not really useful here. Get the Aard sign ready, and head across the large chamber to the east. When you're near the small tunnel, a cutscene will show the Kikimore Queen emerging to defend the nest, and Geralt will comment on the supports holding up the tunnel walls and ceiling. The idea is to get past the supports, blast them with Aard, and hence buy yourself some time to make it to the next pillars. Don't get all worked up, take this methodically, move past each set of supports then blast them. Ignore the other Kikimores in the way-they'll just get you killed if you bother swinging at them (and you could run out of Stamina if you bother to use Igni on them too much). Instead, just double tap the movement button in their direction (with your sword out) to jump over-or-around them. Destroy three sets of supports on your way to a cavern full of support beams. This is where this encounter really gets assy. You need to knock out some of the supports and bring the roof down to crush the Kikimore Queen. As soon as you get into this room go around and blast.. say.. three support beams. Then you need to run to the tunnel to the west. You know the ceiling is coming down if you see it covered in a coat of white dust. The only problem is, there's no real indication if you've hit a support or not, and if you have, if you've hit enough. Added onto that, if you destroy them too fast and don't get into the tunnel quick enough, you'll be crushed by the collapse, too. On the other hand, if you're too conservative or cautious, you could retreat to the corridor too early or without collapsing enough supports, and the Queen will follow and kill you. <----------------------------------------------------------------------> 38) With that ordeal over with, there's only one thing left to do-search the Kikimore Queen. Apparently we're supposed to believe that it might have gobbled some important things off the Professor? Anyways, search it to find 'The Professor's Letter, Ready to Send', an interesting note that not only has the Professor berating Azar, but mentions Alvin- obviously an important part of Salamandra's plans, and the agent sent after him-Berengar. You'll also find a Scroll of Kikimore's Ire, the Kikimore Queen's Nerve (to be used in creating said Kikimore's Ire potion), The Book of the Wolverine, and the Professor's Report, which discusses Salamandra's alliance with Adda (and their subsequent displeasure at her incompotence) and their use of the stolen mutagens to control the Kikimores (if you were wondering why Kikimores and Salamanders seemed to be getting along so well.. except for the Queen, apparently.) There's no longer any need to wonder why de Wett showed up at the New Narakort, and the rival faction in court that has been issuing phoney edicts and working with Salamandra is-as you probably expected-Adda. Although Adda's coup was predictable, it doesn't make it any less inconvenient for us. Nothing left to do now but head up to the surface and do what we must. Note: Next chapter, mix up a 'Kikimore's Ire' potion with the following ingredients: Vitriol/Quebrith/Hydragenum/Vermillion and the Kikimore Queen's Nerve. Consuming it will get you the 'Mutation' ability. <----------------------------------------------------------------------> 39) Once you surface you'll be greeted by a squad of guards led by none other than Adda. Sure, Geralt can parry bolts in flight, but unless he can parry several at once, this might be a problem. Adda questions Geralt about what he knows, and obviously it seems she prefers that he would know less than he did. Geralt, however, is in no mood to play meek, and spills the beans. Adda sentences him to death, but agrees to fulfill Geralt's last request-a kiss from Adda. Triss, watching Geralt remotely decides to deprive him of this pleasure and whisks him away. ***REWARD*** (For killing the Kikimore Queen and thwarting Salamandra and Adda) EXP 5000 o======================================================================o | Chapter 4 | o======================================================================o | | | Murky Waters | | | o======================================================================o Another chapter, another post-chapter recap, without which I'm sure all my little fishies would be lost. (If you all knew Roman history, you'd realize how utterly inappropriate that is..) In any event, it's a new chapter, but the formula should be familiar. The events of the last chapter ended violently, and Geralt found himself rather abruptly transported to a new area. We've burnt a bridge as far as the Order- Scoia'tael conflict goes and we've found out that Salamandra is in cahoots with Adda.. Or rather, in all likelyhood Adda is being used by Salamandra to further their political aspirations in Temeria. Either way, we've got a young, impetuous, and frankly bestial princess who wants us dead. So much for that famous Witcher's neutrality. If anything, this scenario has to be the last thing Geralt wanted. If that's not enough, however, we've also found out that Alvin-the source-child from Chapter 1-is pratically overflowing with Elder Blood. Salamandra hasn't failed to notice this, and has tried to abduct him on two occassions-although fortunately thus far they've only managed to set a handful of guards against us to contend our possession of Alvin. Unfortunately, the two main women in Geralt's life have decided to use Alvin as the trophy in their Geralt tug-of-war. Another bridge was burned last chapter, as we had to send Alvin (not only a dangerous Source we need to protect, but a token of our favor) to either Triss or Shani. The loser is none too happy, and the winner views us as some distorted family unit. Considering that our ability to act in Vizima has been frustrated, we have no other recourse but to wait out the storm, as it were-hurricane Adda. When Foltest returns we should have the ability to counter Adda, as surely the king will be keen to put down his daughter's coup. Until then, we'll do what our journal advises-we take a break, lie low, and wait for things to calm down in Vizima. Of course, how much do you want to bet that things will get messy in this quiet back-water? Lakeside o======================================================================o Sequence of Events: {WLK014} 1) Yearning 2) The Vodyanoi Priest 3) Gullible Geralt and Green Girls 4) Circles, Trunks, and Boats 5) Mhm 6) Zephyr's Lakeside Gang 7) The Elven Cave 8) Enroute to the Lakeside Crypt 9) Two Witchers, ten Vampiresses 10) Chatting with Berengar 11) Murky Waters 12) Alina's House 13) Adam's House 14) Blacksmith's House 15) Baker's House 16) Celina's House/Village Chief's House 17) The Blacksmith's Son 18) Peasant Encounters 19) Looting Around, and a Prized Cow 20) Celina's Proposal 21) Murky Waters Notice Board 22) Dealing with Dandelion 23) Dear Triss/Shani.. 24) Tales Two Innkeepers Tell 25) The Rock 26) Julian 27) Absent Alvin 28) Elven Eats 29) Zephyr's Island Gang 30) Lady of the Lake 31) Basilisks and Wyverns 32) No Friend of Fate 33) Alvin and the Gambling Ghost 34) Alvin and the Stray Dog 35) Futility, Family, Fate 36) Zephyr's Riverside Gang 37) Alvin: On Witchers 38) Absent Alina 39) Damned Griggs! 40) Healer's Hut 1) The chapter starts by showing you some yokels gawking at a submerged city. Geralt will unceremoniously fall from the sky thanks to another bit of expert teleportation from Triss. When he rises, he'll immediately be bothered by a nosy blonde girl who knows everything. You can ask her about your current location-the village of Murky Waters.. the place mentioned in the Professor's writings (good job, Triss!). She'll also talk about a love.. square.. between Alina, Celina, Adam, and Julian. It'll come up again.. and again.. trust me. You can also ask about the city, and she'll continue on about the fish people, some 'Lady', and silly adults and their constant 'yearning'. Once you're done talking to her, the 'Resolute Girl' will walk away, and Geralt will be left with more than a little unfinished political business we can't do anything about in Vizima, and a whole new area to explore. <----------------------------------------------------------------------> 2) First things first, head across a bridge to the north-west to find a rather large statue carved into a cliff. Nearby is an altar and a Vodyanoi Priest. Previous experience would encourage us not to expect too much, and sure enough, as soon as we talk to the critter, it garbles at us in its incomprehensible language. Surprisingly, however, it switches to our langauge. Before it gets too chatty, however, it wants us to pay tribute to its pretty statue. Do so (everybody knows Geralt has no problem bending a knee to a pretty lady) and it'll have more dialogue options. Ask for work and it will-as most people seem to- have a task for us. Apparently the Vodyanoi aren't getting along well with the nearby humans, and a Witcher was hired to resolve the issue.. in a decidedly unfriendly way. Fortunately, this Witcher is a procrastinator, and is instead busily slaying critters in a nearby crypt. To find out more about the matter, it seems like we'll need to hunt this Witcher down. This is but one of many ways to start the quest 'Ripples', one of the main quests for this chapter. Note: The Vodyanoi Priest will be chased off by Dagon worshippers-other Vodyanoi-as you advance quests during this chapter. The game makes it seem like this is a random event, but as far as I can tell, it's not. You'll need to advance the quest 'Alvin' to be able to advance 'Ripples', and the Vodyanoi Priest will not show up again until you're actually able to advance 'Ripples'. He'll be back when we need him, and that's all we need to care about. <----------------------------------------------------------------------> 3) Head back across the bridge and explore to the south to find a Naiad hanging out between the island and the mainland shore. Looks a lot like our friend Morenn from the Swamp Forest, doesn't it? Talk to her and she'll tell you that she lost a precious necklace while swimming-stolen, apparently, by a Drowner named Zephyr. To lure Zephyr out, you'll need to provoke him by killing enough of his Drowner friends. She can't offer us much of a reward, but you know what? Naked green ladies don't have to. They are reward enough in themselves. You think I'm strange? Sure, I'll accept that, but when aliens invade earth, I'll be the one scoring hot green alien chicks, and you'll be the ones lifting heavy things. Anyways, this starts the quest 'Old Habits Die Hard', and we'll need to terminate three groups of Drowners-one group near the river, one near the village, and one on an island. <----------------------------------------------------------------------> 4) Continue south to reach the mainland. If you head east from here, along the shore, you'll find a fireplace near a 'Circle of Waning Magic'. Keep heading east, past the circle, and you'll eventually find a trunk containing some goodies. To the west you'll find the boat you need to cross to 'Black Tern Island'. For some reason, Geralt has a twinge of morality, and decides he should ask the boats' owner before sailing off with it. Fisher King's Hut o======================================================================o 5) Head across a bridge and search the western side of the hut to find the door. Handy things, those doors. Enter the house and talk to the Fisher King (it should still be night, if so, he'll be in his bed, if not, he'll be outside, near his boat.) He's not very talkative.. but he will communicate well enough to allow Geralt to borrow his boat whenever we wish. Also, if you haven't started the quest 'Ripples', he will allude to the fact that the Vodyanoi and the peasants of Murky Waters aren't getting along.. which merely invites you to talk to one side or the other. Loot his hut for some goodies and leave. <----------------------------------------------------------------------> 6) Continue to the west, along the shore, to find the area marked on your local map as 'Lakeside - naiad's bathing spot'. Here you'll find the first group of Drowners you need to trounce to provoke Zephyr. Merrily do so. Killing Drowners should need no explanation at this point in the game. Once they're dead the quest will update. Head south up a hill to find a cave guarded by a lone Elf-provided he wasn't stupid enough to get killed by Drowners. He has nothing of interest to say to us, but a dark cave is always worth exploring. Elven Cave o======================================================================o 7) What better to inhabit an Elven Cave than Elves? Nothing, of course, that's what makes it an Elven cave! Unfortunately the Elves within are not in good shape. Talk to Toruviel, the same Elf who gave Dandelion his lute-and who was probably somebody pre-amnesia Geralt would have called a friend. Ask about your past and she'll explain that you had previously made her doubt her hatred of humanity-a fact that might be amusing now, considering how Geralt often refuses to accept that he still counts as a human (a consideration that many humans themselves seem all too willing to grant.) Ask how you can help this sorry, suffering bunch of Elves and she'll give you twenty Orens, and request that you visit the nearby village to buy bread-an endeavor that the Elves themselves failed at. This starts the quest 'Daily Bread'. You can also find the elf Chireadan here, another sad-sack who failed at assimilation with humanity. He did, however, pick up quite a skill at dice poker in his tavern-owning days, and is a Sharper. No Elf is too poor and hungry to lose Orens at a game of dice, apparently. Lastly, there's an 'Elven Craftsman' here, who is not important just yet. ***REWARD*** (For defeating two Sharpers) EXP 400 <----------------------------------------------------------------------> 8) Leave the cave and backtrack to the east, past the Fisher King's Hut, and follow a road to the south. I use the term 'road' here fairly loosely, at spots, but if you check your local map, you'll see what I mean. Along the way you'll find some Wyverns feasting on a corpse (if you follow the peasants who were watching the underwater city when you arrived here, they'd have casually walked by these two man-eaters. Brave folk.) Kill them and loot the corpse. Keep following the road until it forks-one path going east, the other continuing south. Take the eastern path to reach the Crypt. The entrance to the Crypt will be guarded by some Fleders, if it's still night. Loot a corpse north of the road leading to the Crypt, then enter the Crypt. Crypt at Lakeside o======================================================================o 9) Immediately upon entering the crypt, Geralt will point out the man standing ahead as Berengar. Funny how he can so readily identify somebody he has never met.. then again, what other Witcher could it be? Walk forward to talk to him-Berengar can be summed up in two words- inferiority complex. We'll mix chatting with our long-lost Berengar with fighting off various mid-to-high level undead-Bruxae, Alps, and Wraiths. After the first bit of chatter, fight off three Alps and a Bruxa, then follow Berengar deeper into the crypt-he clearly doesn't care to wait to entertain your questions. Catch up to him again, he'll chat-and be a bit more aggressive this time-before more undead show up. This time you'll be entertaining a trio of Alps. Pursue Berengar a third and final time. He'll allude to Salamandra before a Wraith and three Alps interrupt you. Dispatch them and he'll agree to chat-back outside. Before you go, loot a trunk to the east, two sarcophagi and a mutilated corpse in the last room you and Berengar were in, and a crate in a room south of the stairs that exit the crypt. One of these sarcophagi contained a 'Piece of Armor'. It's a quest item, it's important, and it will be mentioned shortly in the game. Note that completing this Step began and significantly updated the quest 'The Paths of Destiny' and 'Berengar's Secret'. ***REWARD*** (For helping Berengar fight off the first wave of undead) EXP 500 (For helping Berengar fight off the second wave of undead) EXP 1000 (For helping Berengar fight off the third wave of undead) EXP 2000 <----------------------------------------------------------------------> 10) Leave the crypt and follow Berengar to his campsite, which is along the road leading to Murky Waters. Combining his quips now and before, it's evident that Berengar is less than satisfied with his life of becoming a Witcher. Perhaps it's being a perpetual outcast, or perhaps it's the sterility.. either way, Berengar obviously would have prefered to remain mundane, and capable of reproducing-nothing like having the possibility of living vicariously through the next generation if you yourself are a fuck up. And that's exactly what Berengar is. If we take Vesemir's account seriously, Berengar ran away from Kaer Morhen repeatedly until finally completing his training. Becoming a Witcher isn't a simple process, so the thought that anybody could 'force' him to become one seems a little absurd. The diet, the trial, the mutation.. these aren't things that can be achieved with thumbscrews, they have a low enough rate of success on willing participants. Then again, who knows? Maybe Witchers are less than honest about their methods. Our history with Berengar, however, has been one of a Witcher-apologist. How many times have we had our own progress impeded by Beregar's clumsy diplomacy and lack of follow-through? His dealings with the people in the outskirts of Vizima tainted their opinion of Witchers, and it was Geralt who ultimately had to take out the Beast-a contract that Berengar skipped out on. Then he stumbled his way through Vizima, his complicity with Salamandra caused us to be burdened with suspicions, particularly from Ramsmeat. Ask about the conflict he's currently ignoring, and he'll simply hand off the quest to resolve the differences between the humans of Murky Waters and the Vodyanoi. This will update 'Ripples'. Ask him about the armor he was looking for, and he'll hand this quest over to you, too. This starts the quest 'Armor', where we'll be looking for some light, durable armor that offered increased protection, while still being light enough to allow a Witcher to fight. We'll need to talk to the blacksmith in Murky Waters and the Elven Craftsman in the Elven Cave to advance this quest. Finally, ask about your faulty technique and Berengar will reveal you leave yourself open in combat-the lingering symptom of formerly having a crushed leg. After this, Berengar will no longer be talkative-your journal eludes to the fact that we'll need to give him time (read: do other things) until he feels like talking.. one question should be playing around in your head; how, exactly, did Berengar get away from Salamandra? A group that has gained political favor with Adda, made a serious attempt at taking control of the Viziman underworld, and with apparent ease robbed the Witchers of Kaer Morhen somehow can't apprehend an under-achiever like Berengar? Whatever, we've waited long enough, it's time to head into Murky Waters. Follow the road south to cross from the Lakeside to Murky Waters. Village o======================================================================o 11) As soon as you cross from Lakeside to the outskirts of Murky Waters you'll run into Dandelion. He'll babble about how much he loves this area, the people (especially impressionable country women-folk), the upcoming marriage between Alina and Julian, and he'll inform us that Alvin-our Alvin-is here.. or rather, he's at Alina's House. Why did we think leaving him with Triss would make him safer? Oh right, the whole sorceress thing.. next time we should try to find a compotent sorceress. This starts the quest 'Alvin'. Hey, not every quest can have a catchy name. We might as well head to the village and check up on the boy- plus this will streamline a few more events. Gotta love being efficient. Immediately to the east you'll find another, smaller road heading to the village of Murky Waters itself. Head there, and check your local map, which will have changed to focus on the village, rather than the entire outskirts. Alina's house is the south-eastern most house. Alina's House o======================================================================o 12) Enter Alina's House and you'll find yourself talking to the freckled bride-to-be. Oooh.. a unique face, she must be important. She'll ask about Witchers, chat about her marriage, and talk about Alvin. The latter is evidently a source of some friction between the not-yet- married couple, as Alina wants to adopt Alvin, but Julian, typically, wants to start his own family. Don't let the suffering of existing children get in the way of your desires to bring more children into the world. How is this even a topic? I thought Triss was using Alvin as a trophy to show off that she's in a 'relationship' with Geralt? He's our unwanted adoptee, dammit! Finally she'll ask you to check up on her fiance and her sister, Celina. This starts the quest 'The Heat of the Day'. Chat with Alvin, who will be sleeping nearby if it's still night- time, and he'll say some.. rather disturbing things. Seems we need to talk to folk around here, lest their racism rub off on Alvin even more. Talk to Alina and ask her about Alvin's behavior to learn that he was also talking about some morbid story-ghosts bound by unrequited love. The boy isn't just creepy, he's cliche. Talk to Alvin some more and he'll be more talkative. He'll tell you about how he got here, and you can also tell him to stop playing "Kill the elf", if your Geralt believes in that sort of thing. Loot and leave. Adam's House o======================================================================o 13) Outside you'll run into Adam, Alina's beloved. Apparently a fiance isn't enough, she needs a lover, too. You can ask him about the progress of his rather awful poem (although almost every poem sounds awful to me) and about local elves to learn that despite being wounded and starving, the Elves apparently have too much pride to accept aid and food.. you know, the things that would stop them from being 'wounded and starving'. You can also ask about the impending marriage of his lover to another, which he dismisses as a trivial obstruction, and one not likely to stop their wanton fornication. Since he'll run off after talking about the Elves or the wedding, I feel this is an invitation to explore his house, finish the other diagloue option off, and loot the place. Blacksmith's House o======================================================================o 14) And.. while we're in town, we might as well just visit everybody. Enter the Blacksmith's House to find him and his wife-in seperate beds, I might add. Talk to the Blacksmith's wife first. She's a nice lady, who will give you Pork if you ask about her cooking. She also has a bit of a problem. Her husband has recently come into the possession of a Succubus, of all things, and she understandably is tired of his philandering. She'll ask you to bring her nine handfuls of 'shimmering dust' collected from Noonwraiths out in the fields, in return, we'll get a book. She had me sold with the Pork. Talk to her husband, and he'll have a counter-offer for you. Bring him nine handfuls of 'shadow dust' obtained from local Devourers so he can quiet the Succubus down and rouse her again when his wife's annoyance has passed (and presumably, when Geralt himself has left the area, preventing her from hiring any more Witchers.) It doesn't really matter what you choose- the book you'll get 'Plants of Barren Lands' you should have already purchased, while the Blacksmith's offer of Red Meteorite, which we've long neglected, and 500 Orens, which we can get by boxing, is no more compelling. Admittably, keeping a Succubus around as a screw-toy is probably not the safest move, and the neutral Geralt is all for helping the Blacksmith's wife.. the other two, however.. eh.. Witcher's who slept with vampiresses really can't throw stones. Talk to the Blacksmith at length to learn that he has a variety of skills, including the hobby of attempting to build a flying machine. Try inventing the ICE first, buddy. Most importantly, ask him about the legend of Raven, and he'll babble about the properties of the armor, before he gets around to suggesting a useful course of action. Since most of the armor needs to be rebuilt, we'll need to find pieces of similar armor that can be used to recreate Raven's armor-he suggests looting the crypts of knights. Good news! We already did that. Because we're super awesome. Baker's House o======================================================================o 15) Now head to the Baker's House, which can be found north of Alina's House. Talk to the Baker and ask about his 'secret ingredients' and he'll tell you he needs some 'White Honey' to make his secret recipe. If you give him a White Honey potion (Vitriol, Rebis, Aether), he'll give you.. a Sugar Doll, in return. Wonderful. He'll then waste your time whining about giving up the Sugar Doll. What a moron. Ask about the bread and he'll tell you that five loaves cost twenty-five Orens. Buy the five loaves of bread to make Toruviel happy (and you'll get to be happy in return!).. or note that the Baker keeps four loaves of bread in the nearby Wardrobe. Also, you can just grab any bread you might have stored in your stash.. it doesn't matter where the bread comes from, a rare lack of pickiness from the Elves this time. Celina's House/Village Chief's House o======================================================================o 16) We might as well mention these houses.. is it cheap to group them up? Yes and no. Both have a bit of loot in them, but nothing to get excited over. We're really looking for Tobias Hoffman, the village chief. At night, he'll often be sleeping at Celina's House, during the day, he tends to be in the Village Chief's House. He'll tell you about some monster hunts in the area (apparently we're looking for a fish-man and a mother-in-law) which we won't complete for a while, but his most important function right now is as a professional dice poker player.. should you need to get another professional win under your belt. If you are already a professional before you talk to him, he won't offer to play you. As for Celina, the only reason to seek her out is if you want to give her a ring later.. see Step #20. <----------------------------------------------------------------------> 17) During the day you can find the Blacksmith outside, with his son. The Blacksmith's son will sell you weapons, runes, and other goodies. Gwalhir is a pretty good steel sword, that's a clear upgrade over Harvall-although it'll set you back 3000 Orens. We're nearing the end of the game, and should be expecting to find some of the best weapons available.. still, if you're a loot horder, you can pick up Gwalhir and the Mahakaman Rune Dagger, as well as three Sun Runes, three pieces of Blue Meteorite, an Earth Stone, and a piece of Red Meteorite. <----------------------------------------------------------------------> 18) And of course, random peasants will sometimes be rather talkative: An 'Old Peasant' will talk about the Vodyanoi. Another 'Old Peasant' will complain about Nightwraiths. An 'Old Peasant Woman' will offer to chat about Vampires if you give her some food. Do so, and she'll babble a bit. An 'Old Peasant Woman' will complain about the drought and mention some plants she grows. Giver her 'something sweet' (Honeycomb works) and she'll tell you about Verbana. You can also bribe her to tell you.. but it costs quite a bit of Orens. An 'Old Peasant Woman' with a head-dress will (apparently at Dandelion's behest) tell you about some plants-Ginatia, Berbercane, and Honeysuckle. An 'Old Peasant Woman' with a head-dress will ask if you know where she can get a Shawl for her soon-to-be-married daughter. If you give her one, she'll give you the recipe for White Honey she recently stole from the Baker. Heh. A 'Peasant Woman' will talk about seeing a Rusalka by the lake, and telling Berengar about it-only to have him reveal it to be a Bruxa. She'll then tell you some myths about Bruxas. Geralt is sarcastic, as usual. A 'Peasant Woman' will ask if you have any perfume, and will pay you 100 Orens for some. A 'Peasant Woman' will babble about a poisoned relative in Vizima. A 'Peasant Woman' will outright proposition you when you talk to her. Give her a Sugar Doll and she'll give you her Sex Card. A 'Boy' will question Geralt about some of Alvin's claims. Finally, another 'Peasant' will complain about Noonwraiths. The Noonwraith-whiner will give you a Grindstone if you go out and kill some Noonwraiths in the fields and return to talk to him. Note: Try to do the most important of these early on, as some encounters seem to stop occuring after you progress the main quests of this chapter far enough ('Alvin', 'Ripples', and 'The Heat of the Day'). In particular, the 'Old Peasant Women' with head-dresses stop occuring at all, and the Sex Card encounter may not trigger later in the chapter. You have been warned. <----------------------------------------------------------------------> 19) It's finally time to head over to the Inn, and deal with.. various people. Before you go, however, note that there's plenty of containers to loot, and random houses where you can find the odd bit of food, alochol, and books. You can also loot Celina's House and the Village Chief's House, although if you find Tobias, in either of the two houses, don't bother talking to him. You can also have an.. enlightening conversation with.. the Cow Guard.. about the.. Cow.. Ah, cows.. hamburgers that have not yet found their true purpose in life.. <----------------------------------------------------------------------> 20) Return to the road leading to the Lakeside and follow it south. When it forks to the south-west, take the fork to reach the local Inn. I know, your inventory is probably overflowing with crap by now, but we got here eventually, right? Outside you'll see Julian and Celina arguing. When Julian walks off, approach Celina and she'll initiate dialogue in order to bitch about her sister getting everything-typical sibling stuff. Ask about the wedding and it'll be pretty obvious that she doesn't think her sister deserves Julian, and in a bout of bother, she'll offer herself to you if you merely provide her a ring capable of one-upping her sister's. Fortunately, she's not being picky-any ring will do, regardless of its value. Hand over the ring and she'll give you her Sex Card. This clear disfunctionality makes Geralt question the people Alvin is staying with-a bunch of jealous racists might not provide a suitable upbringing for what could potentially become a powerful mage. Geralt wisely resolves to ask Dandelion about these people. <----------------------------------------------------------------------> 21) Before you head into the inn, examine the Notice Board outside to start the quests 'The Alp Contract', 'The Basilisk Contract', 'The Devourer Contract', 'The Giant Centipede Contract', and finally, 'The Royal Wyvern Contract'. We should have found plenty of Alp Fangs when we were clearing the Lakeside Crypt with Berengar, and the Basilisk and Wyvern Egg contracts can both be finished when we head over to Black Tern Island. Devourers (Stong Silver Style) and Giant Centipedes (Strong Silver Style) wander the outskirts and fields, and the former can be killed off while you're helping the Blacksmith continue with his affair, if you chose that path. I'll list the rewards here, and let you turn them in at your leisure.. although I'll be certain to note when you come across such beasts.. in case you have short-term memory problems. ***REWARD*** (For turning in five Alp Fangs to Tobias Hoffman) EXP 5000 Orens 250 ***REWARD*** (For turning in three Basilisk Hides to Julian) EXP 5000 Orens 250 ***REWARD*** (For turning in four Citinous Carapaces to the Elven Craftsman) EXP 5000 Orens 250 ***REWARD*** (For turning in ten Devourer Teeth to Abigail/the Healer) EXP 5000 Orens 150 ***REWARD*** (For turning in three Wyvern Eggs to Innkeper) EXP 5000 Orens 250 Country Inn o======================================================================o 22) That's right, it's another Country Inn. Lets hope the Innkeepers here fare better than the last one, eh? With our current quest-progress, Dandelion will bother us when we enter and give us a letter from our lover (either Triss or Shani) and a Dimeritium Amulet we're supposed to give Alvin. Sure. While we're dealing with Dandelion, chat him up. He'll ask you about the turmoil in Vizima, and my Witcher responds in kind-the Scoia'tael aligned Geralt has no trouble killing humans, the Order- aligned Geralt has no trouble killing bad humans, and the neutral Geralt insists he only kills humans in self-defense. No matter how you answer, it updates the quest 'Identity'. Also, if you've defeated four Professional poker players, you can ask the seemingly innocent quest "How do you like the country?" This prompts him to play poker with you- and this time, if you beat him, you'll get progress towards becoming a Sharper. This should be your third Sharper-if it's not, never fear, there is one more Sharper in this chapter to play (see the note below). If Dandelion is your third Sharper, congrats, you're now one of the best poker players in Temeria. ***REWARD*** (For defeating three Sharpers) EXP 400 ***REWARD*** (For becoming a Sharper) EXP 1500 Note: In the ruins along the southern end of the village area you'll find the 'Gambling Ghost', a Sharper poker player. He'll appear if you investigate the 'skeleton' in the middle of the ruins at night (he won't appear during the day). We'll be heading there during the quest 'Alvin'.. at least if you sided with Triss last chapter. If you need another Sharper win, however, feel free to head there any time. Just keep in mind that if you kill the Gambling Ghost, you will not be able to play poker with it anymore.. obviously. See Step #33 for more information. <----------------------------------------------------------------------> 23) As an aside, if you leave the Country Inn and return, you'll be able to talk to Dandelion again and get his help in composing a letter to Triss/Shani. Say whatever you feel is appropriate, then ask Dandelion how to send you letter. He'll suggest you speak to the Fisher King. Do so, and he'll.. well.. I suppose he agrees to deliver it. Geralt sure seems to think so, but he apparently is better at translating "mmmm" than I am. <----------------------------------------------------------------------> 24) Talk to the female Innkeeper and she'll tell you about the sunken city, Tobias Hoffman, the vodyanoi, and the village's prize-winning cow. It doesn't get much stranger than rating animals, folks. Except tractor shows, but I'm pretty sure those two are related anyways. Talk to the male Innkeeper and he'll tell you a story about a princess-sorceress- witcheress.. and he'll also babble uselessly about the wedding, the mayor, and he'll make a jest about how everybody seems to have a quest- and a potent reward-for wandering, overly inquistive heroes. At least the game is self-aware, eh? You can store stuff by talking to the male Innkeeper, but note that he wants seven Orens for a place to rest.. the lady Innkeeper only requires five. It's that old Geralt-charm again. Note: To get the male Innkeeper to allow you access to your storage, you have the select the dialogue option "One thing." It's.. odd, but whatever. I'm sure you'd have found it out clicking his dialgoue options randomly. <----------------------------------------------------------------------> 25) Don't be sated with idle chatter, however, there's boxing to do! And we can finally fight Professional Fist Fighters-nobody is going to spit on 100 Orens per match, are they? Alas, they're still not able to beat down a mutant with superior reflexes, strength, and regeneration, but at least we're becoming famous in the boxing world. You can duke it out with one Profession Fist Fighter, two Tough Fist Fighters, and if it's still worth your while, one Fist Fighter-that's 220 Orens. The quest fighter here is The Rock, and if price is any indicator, he requires a wager of 500 Orens to box. Smack him around and he'll tell you that one more fight awaits-we need to head into the Swamp Cemetery to find some 'nameless one'.. the guy from Planescape? We're in trouble now, he can't die either! It'll be an amnesiac retard-fight! I'll let you all make that sentence politically correct in your minds, I can't be bothered. Anyways as usual the gold seems to be the worst of the three rewards-especially when we can make 220 Orens per day boxing. Between the Meteorite and the Rune, however, it's a tough choice.. not because they're so awesome, we've been using Harvall and ignoring meteorite swords for over half the game by now, and since we're approaching the end, you can be we're going to find even stronger swords.. it's a tough choice just because it's hard to care about either, at this point. ***REWARD*** (For defeating The Rock) EXP 5000 Orens 500 ---or--- Item Yellow Meteorite ---or--- Item Moon Rune <----------------------------------------------------------------------> 26) While we're around, we might as well talk to Julian, who seems to sleep an awful lot near the boxers. He'll talk briefly about his upcoming wedding to Alina-the mayor's daughter-and not-so-briefly about his grandfather's business relationship with a Witcher. As of now, however, we cannot complete 'The Basilisk Contract' nor can we update 'Ripples' as his wedding has him too busy to bother with such trivial affairs. We can, however buy a variety of gifts and books from him, and he is a professional dice poker player. He's got a few interesting books-namely 'Disenchanting a Striga' which will update our journal entries on Geralt and Adda, and 'The Double Cross of Alzur', which will give us a beastiary entry on Skullheads-enemies that will become more important next chapter. Of course, you'll be able to get both books for free in the next chapter, so don't feel compelled to buy them early. Also ask him about Alvin, and he'll insist that Alvin needs caretakers who are more knowledgable about magic.. sensible, this guy. We're now done with the Country Inn. <----------------------------------------------------------------------> 27) Now return to Alina's House and talk to the silly girl. Tell her that she has nothing to be worried about as far as Julian-Celina go and Alina will try to play it cool. Ask about Alvin and she'll tell you where to look for him, which varies depending on whether Triss or Shani was your favored lover in the previous chapter. If it was Triss, she'll tell you to seek Alvin out in some ruins near the village. If it was Shani he'll be near the riverbank. Why? If you left him with Shani, he'll have developed a taste for rivers-which he picked up due to his proximity to the Dike. If you left him with Triss he'll enjoy ruins becaUse.. he arbitarily decided he likes ruins and wants to be an explorer? Ah, kids. <----------------------------------------------------------------------> 28) Now the logical thing to do would be to go hunt for Alvin, but this guide isn't about being logical-it's about completionism. Since advancing the quest 'Alvin' causes other quests to advance, lets clear out some side-quests while everything is calm. Calmish. First, lets go help those poor, impoverished Elves. Return to the Elven Cave and give Toruviel her bread. If you're cheap and only give her four loaves for her money you'll lose out 1000 experience.. and the difference in one loaf of bread really makes a difference on her disposition towards humanity. Next talk to the Elven Craftsman, who will tell you more about Raven's armor-more specifically, its enchantments. The armor won't just need reforging, apparently it'll also need re-enchanting.. although the thought of singing armor.. just sounds annoying. Anyways, you're told to go find another tomb. Apparently we'll need to scavenge everything if we're to recreate this armor. Finally, talk to the 'Elven Woman' walking around and give her some food. She'll abuse you for your charity, even as Geralt attempts to be reasonable. When all is said and done, you'll end up with her Sex Card.. I suppose it's her way of saying 'thanks' without having to actually say it. You can also feed other Elves in the cave to learn about Mandrake Roots and Han Fibre- just keep in mind that they want meat (and fish apparently doesn't count). If you don't want to spend any money, Wyvern Meat will do the trick nicely. ***REWARD*** (For giving Toruviel four loaves of bread) EXP 7000 ---or--- ***REWARD*** (For giving Toruviel five loaves of bread) EXP 8000 Black Tern Island o======================================================================o 29) It's finally time to head to Black Tern Island. Go near the Fisher King's Hut and find his boat, which you can now take, if you asked for permission. From the small island you arrive at, head across some shallows to the north and dispatch a group of Drowners-Zephyr's island- bound buddies. <----------------------------------------------------------------------> 30) Continue north until you find the Lady of the Lake. Yeah, I know it's terribly cliche to all of us of English-descent, but hey, in Poland it might be novel. Talk to her and, surprise, she knows who you are. Apparently a mermaid has been talking to other aquatic ladies about us.. Ask about restoring your memory, and she'll ask if you believe in destiny.. answer in whatever way best suits your Geralt and it'll update the quest 'Identity' again. If you ask about her extinct knights, she'll tell you about the legend of the Holy Grail, and refer you to a hermit, who can tell you more. Tell her she looks pensive and she'll ask you to speak to Berengar-allowing us to progress the quest 'The Paths of Destiny'. Finally, ask if you can do anything for her, and she'll tell you to reconcile the humans of Murky Waters and the Vodyanoi, which updates the quest 'Ripples'. You can now advance this quest along the neutral path of reconciliation, but Julian will still insist that he's too busy with wedding preparations to persue the matter. <----------------------------------------------------------------------> 31) While we're here, head south-west from the Lady of the Lake to find a pack of Basilisks guarding a 'Circle of the Last Drop' and two trunks. The one to the north contains a Moon Rune and 64 Orens, while the one to the south contains some Candy, two units of Stammelford's Dust, some Nilfgaardian Lemon, and 16 Orens. Best of all, search the Basilisks to get their hide, which will make Julian a happy man, and us richer.. and hence happier. Explore the eastern side of the island to find Wyverns and Royal Wyverns, the latter of which will drop us the Wyvern Eggs the Innkeeper wants. We've done all I care to do here now, time to return back to the mainland. <----------------------------------------------------------------------> 32) Head south along the road towards Murky Waters, but stop along the way to talk to Berengar, like the nice, wet, naked lady told us to. Tell him about the Lady of the Lake, and Berengar will respond by allowing us to take the whole destiny thing and play hero. Are you surprised? You shouldn't be. He'll also reveal that he was full of shit earlier- he sold Witcher secrets to Salamandra willingly. Return to the Lady of the Lake and tell her about Berengar's response, and she'll state the obvious-that her vision pertained to you, and she'll promise to aid you, in time. Now is a great time to complete whatever contracts you may have unfulfilled and turn them in. When you're done, we'll have little else to do but to go find Alvin, where ever he may be. If you sided with Triss in the last chapter, see Step #33, if you sided with Shani, see step #34. Note: Regardless of which path you must take, the southern-end of the outskirts is a great place to find Devourers and Giant Centipedes.. although the former will only appear at night. ***REWARD*** (For helping clarify the Lady of the Lake's vision) EXP 1000 <----------------------------------------------------------------------> 33) If you gave the boy to Triss last chapter, you'll find him near some ruins along the southern edge of the map, in between the 'Collapsed Bridge' and the 'Passage to Fields'. In this case, he'll be accompanied by a 'Gambling Ghost', a lonely spirit Alvin conjured. This same spirit professes to be harmless-he only wants somebody to play dice with. On that note, he offers to play dice over Alvin-winner takes the boy. You should definately play him if you need to get another Sharper player under you belt, because-as unlikely as it is-the Gambling Ghost is our third Sharper in this chapter. If you win, the Gambling Ghost goes away. What an honorable ghost! If you lose, Geralt obviously can't afford to capitulate-a fight ensues. If you kill the Gambling Ghost, he'll drop 200 Orens and a Diamond.. he'll also stop respawning, and hence, playing poker. There's also a pretty juicy basket outside the ruins with a variety of goodies inside. <----------------------------------------------------------------------> 34) From Alina's House head south out a gate, and proceed along the riverbank. If you sided with Shani last chapter, you'll find Alvin and.. his dog.. precariously close to where the third group of Zephyr's Drowners are. All is fine, however, because as you approach a Devourer will show up and attack Alvin.. but the Drowners will safely excuse themselves. Slay the Devourer and Alvin will talk to you. <----------------------------------------------------------------------> 35) No matter who you sided with last chapter, Geralt will berate himself for trying to be what he's not. A Witcher can't be a father, and to even try isn't fair to Shani/Triss and Alvin. Alvin will freak out and start mumbling in his Elven prophecy voice. He'll eventually calm down, however, and Geralt hands off the Dimeritium Necklace, for what good it will do. When Geralt was trying to foist Alvin off onto Alina and Julian, Alvin mentioned a dream he had-one that did note bode well for Alina. Geralt advises himself in his journal that he should warn Julian-and so I advise you to do the same. But first.. <----------------------------------------------------------------------> 36) Since we're up here and all, we might as well head to the river and deal with the third pack of Zephyr's Drowners. If you sided with Shani last chapter, the Drowners will have vanished, so as to not complicate your cutscenes with Alvin. Head back to Alina's House (any area transition will do) and return to the riverbank to get them to respawn. Kill the last group of Drowners (one Igni should do the trick) and Zephyr will show himself. He's pretty tough-for a Drowner-and that just means he'll take a few hits before dying. Kill him and loot him. He'll drop random Drowner bits, a Silk Scarf, a Silver Ring, and a Turquiose Necklace. Note: Your journal often refer to Zephyr as a Drowned Dead, but when you loot him, he'll drop Drowner Brain Tissue-not a Drowned Dead Tongue. ***REWARD*** (For killing Zephyr) EXp 2000 <----------------------------------------------------------------------> 37) Now for some notes on Alvin. Since we've progressed the quest 'Alvin' to this point, the annoying little brat will start bothering us when we venture into the Lakeside and the Fields. At this phase, he'll ask about becoming a Witcher. In response, Geralt has the following options: "We never get sick, but that costs us. And then there's pain... Would you like to hurt badly?" "It's not true that witchers are never afraid. Besides, none remain who can complete the mutation..." "Wouldn't you rather be a knight?" The only reason this is noteworthy is because it updates the quest 'Alvin' and affects his viewpoints later on. My Scoia'tael Geralt picks option #1, my neutral Geralt picks option #2, and my Order Geralt picks option #3. He'll also bug you on subesequent visits-complaining about his dreams of Alina, and then by just being a clingy pest. You can also bug Berengar, who will talk a bit more. He confirms what we already know-that Salamandra wants Alvin, and that Berengar was sent here to get him. He states that he has no intention of taking Alvin, that he just wants enough Orens to get out of here. ***REWARD*** (For telling Alvin about Witchers) EXP 1000 <----------------------------------------------------------------------> 38) Finally, go talk to Julian, who will be standing outside of the Inn, for a change. He'll tell you that Alina went for a walk in the fields, and has been missing since. He'll ask you to help him-and as a nice guy, agree. Now that his fiance is missing, you can pursue the quest 'Ripples' fully. As explained earlier, you have three choices-you can side with the Vodyanoi, you can side with the humans of Murky Waters, or you can work for the Lady of the Lake and reconcile both sides. Since the completion of this quest is one of the main quests that will trigger the end of this chapter, we'll put it off in favor of completing 'The Heat of the Day' first. It'll give us an excuse to search the fields and complete whatever side quests still need doing. <----------------------------------------------------------------------> 39) Speaking of side-quests.. Pretty much everything we've done up until now could be accomplished at night-time, without having to set a single step into the fields.. Both are changing. Rest until morning (10:00 should do it) and head over to the Collapsed Bridge south of Murky Waters. You should find Pat and Mason Harn. The former has dreams of archery contests in Vizima, while the latter.. well, he has need of a Witcher, of course. It's his life's work to reconstruct this bridge-a calling from the river spirits. There's only one small problem-a band of Griggs are sabotaging his work. Strike a deal-he'll offer 400 Orens, two books, or the archery services of his son. Eh.. sure. If you're feeling frisky, head west along the southern boundary of the area to find a lootable corpse near a pond. It will yield a variety of treasures.. including an Earth Rune. Healer's Hut o======================================================================o 40) Now that we finally have an excuse, lets check out the Healer's Hut. Inside is an old lady who wants the Devourer Teeth.. and she also sells books, ingredients, alcohol, greases, and powders. If you didn't get her killed in Chapter 1, instead of an old anonymous witch, you'll find Abigail. She'll play mischeivous, but she's really trying to turn over a new leaf. Instead of selling poisons to her neighbors, she instead peddles in more benign, cow-friendly crafts. See? What you do does have consequences. Anyways, tell her about the Mason's problem and.. well, she'll pretty much tell you everything you need to know. A rival tribe of Griggs living in the field stole a treasure from the Griggs living near the village-a Cat Harness, of all things. We need to enter the in the fields and recover it.. which should placate Harn's Griggs. And with that, we've pretty much run out of things to do here. Time to venture merrily to the fields. o======================================================================o | | | Sororicide, Deicide, Genocide | | | o======================================================================o Alright, for this section of the walk through we're going to explore the fields, finish 'The Heat of the Day', then finish any and all side- quests in Chapter 4 before finally finishing 'Ripples'. After that.. we'll let ourselves get swept back up into politics, and back to Vizima. Fields o======================================================================o Sequence of Events: {WLK015} 1) Enemies in the Fields 2) Harvall #2 3) Noonwraith, Nightwraith 4) Wedding's Over 5) Outside Help 6) Overview of the Fields 7) The First Shard 8) Teyu, and the Second Shard 9) Hermit's Hut, and the Third Shard 10) The Hunter, Hunted 11) The Lakeside Road, and the Fourth Shard 12) Ureus 13) Stealing the Cat Harness 14) The Fifth Shard 15) Alvin: On His Powers 16) Fixing the Mirror 17) Mirror, Mirror.. 18) More Outside Help 19) Appeasing the Griggs 20) Suicidal Salvation 21) Post-Mortem Poetry 22) Saving Celina, and Julian's Reward 23) Naiad's Necklace 24) Before We Go.. 25) Ripples 26) Julian's Path 27) The Vodyanoi Priest's Path 28) The Lady of the Lake's Path 29) Skinny Dipping 30) Destroying Dagon 31) Rippling Reward 32) Aerondight 33) Berengar's Confession 34) White Rayla 35) Asking for Aid 36) Alvin: On Elves 37) Treating with Toruviel 38) Decision 39) Consequence 40) Back to Vizima 1) No sense putting it off any longer, it's time to travel to the fields. There's an exit south of the Country Inn. We know a few things about what we're looking for-Alina wandered into the fields to pick raspberries, and Alvin's visions have her wandering around in sunlight. Of course, we could find a missing girl at any time of day.. but something tells you it won't be that simple, right? (That something is either your intution, or me, whichever you prefer.) During the day you can find Wyverns and Noonwraiths (Fast Silver Style) here, which will allow us to gather all the Shimmering Dust we need for the Blacksmith's Wife. At night you'll find Devourers and.. more Wyverns. Point is, you'll be able to complete 'Temptation' either way you wish, and 'The Devourer Contract' by exploring the fields.. so their rewards will be recorded below and left for you to turn in at your leisure. ***REWARD*** (For giving nine units of Shadow Dust to the Blacksmith) EXP 8000 Gold 500 ---or--- Item Red Meteorite ---or--- ***REWARD*** (For giving nine units of Shimmering Dust to the Blacksmith's Wife) EXP 8000 Item Plants of Barren Lands <----------------------------------------------------------------------> 2) Before we do anything momentous, first we need to collect something. After entering the fields, do not leave until you have completed this Step. Travel south along the eastern edge of the map until you come across some trees (north of the 'Small Farm on the local map). You'll find some Wyverns roaming about, and in their midst, an over-grown and long-abandoned camp. Nearby are two 'mangled corpses', and on the ground you'll find another 'Harvall' sword. If you enter the fields, then leave before grabbing this sword, it'll disappear.. like all weapons in this game are prone to doing. Now, lets get down to business.. <----------------------------------------------------------------------> 3) Head to the middle of the area to find the 'Raspberry Patch'. When you approach (if it's day-time) you should trigger a cutscene where a familiar-looking Noonwraith approaches Geralt. Alina-the-Noonwraith will babble about raspberries, her wedding, and other nonsense. When Geralt tries to tell her that she's dead, she'll attack. Put down Alina, and when you go to leave, you'll witness Adam chasing down and murdering Celina, whom he blames for murdering Alina. Celina will rise as a Nightwraith (these girls seem to have an uncanny disposition for becoming wraiths, it seems) and talk to you. She'll have the audacity to whine about her fate-cursed by her own foul murder. <----------------------------------------------------------------------> 4) That's all fine and dandy. Head back to Murky Waters to continue this quest. When you return to the village outskirts you'll run into Adam, who pretty much sums everything up. Alina was killed by Celina (accidently), and Adam killed Celina. Return to the Country Inn and talk to Julian, who takes the news rather stoicly. He'll offer to pay you to deal with the threat Alina now represents, and when Geralt mentions Celina's death, Julian will question that, too. You can either tell him the truth (that Adam killed Celina) or play dumb. If you tattle on Adam, he'll be arrested and placed under house arrest. If you play dumb, he obviously won't be arrested.. instead, he'll hang out at a fireplace north of the Raspberry Patch in the fields. <----------------------------------------------------------------------> 5) Now, we're actually a bit out of Geralt's area of expertise here- that amnesia thing can be a real chore sometimes. We'll need to talk to various people who might know how to deal with the situation. The following folks have the information we seek-Berengar, Dandelion, the Healer/Abigail, the Hermit (a character in the fields we have yet to meet) and the Lady of the Lake. Berengar is aggravating to deal with as always, but he arguably gives some of the best advice-we need to find a magic mirror that Alina had obtained in life-Nehalennia's Mirror-a proverbial prophetic mirror. The characters in the game think themselves overly clever by putting these mirrors into two categories-the courteous, and the smashed.. I, however, just think of the magic mirror in Shrek being threatened.. anyways, Alina's mirror was apparently not one of the nice ones, and ended up smashed. Showing her ghost the mirror-an item she was familiar with in life-is a step on the road to getting rid of her, as we need to get her to realize that she is, in fact, Alina. Then we need to get her to understand that she's dead.. which involves either reaching her through the arts, or by having another deader tell her that she's dead.. but I'm getting ahead. What this immediately means is that we're going to have to search the fields for the pieces of the mirror.. which might sound tedious, but from a FAQ-writer's perspective, it gives us all a perfect excuse to explore the fields in detail.. and since you'll be collecting crap along the way, nobody can call the exploration arbitrary. <----------------------------------------------------------------------> 6) So, head back to the fields (and make sure it's during the day!), which we're finally going to explore in detail. I'll assume you're entering from the village, not the Lakeside. We'll explore in the most logical fashion.. or rather, by heading around the edge of the map clock-wise. But first, a brief description of the major points of interest. In the middle of the map is the Crypt, where we have a 'mother-in-law' to hunt and a stolen.. Cat-Harness to recover. To the north of the Crypt is the 'Ruined Mill'. South-east is a 'Small Farm', more south and less east is a 'Druid's Circle', and near the southern border of the map is the 'Hermit's Hut. <----------------------------------------------------------------------> 7) Remember the overgrown campsite with the mangled corpses and the Harvall Sword from Step #2? Go back there. From here we'll start our circuit. Keep heading south to find the 'Small Farm'.. and 'small' here is probably too generous. You should encounter the 'Midday Bride' again. Kill her and loot her for a 'Shard of Alina's Mirror'. You'll also find a fireplace and a lootable corpse near the 'farm'. <----------------------------------------------------------------------> 8) Continue south until your way is blocked, then turn west and and follow a small body of water to the west. Along the way you should run across a Vodyanoi named Teyu, and some fellow Dagon Worshippers. By now, these critters are pathetically weak. Smite them and take Teyu's head. I'll put the quest reward here and leave it to you to turn it in.. just be sure to do so before you enter the Crypt. From here, head south to find a 'Druid Lantern', near which you'll find the 'Midday Bride' again. you know the routine, kill it and loot it for another 'Shard of Alina's Mirror'. ***REWARD*** (For bringing the Teyu's Head to Tobias Hoffman) EXP 7000 Orens 800 Hermit's Hut o======================================================================o 9) Head west, past a 'Circle of the Walking Fire' until you reach the Hermit's Hut. Along the fence to the west you'll find the 'Midday Bride' again, and when you've killed her, a third 'Shard of Alina's Mirror'. You can also find some Barrows near the hut, which contain Mandrake Roots. But really, why visit the Hermit's Hut if we're not going to talk to the Hermit? He'll be outside during the day, or inside at night.. how sensible! He sells a huge variety of bomb/oil/potion recipes, and books.. most of which we should have (in the latter case) or you shouldn't need (in the former case.) The only interesting thing here for you might be the 'Dagon Sap' scroll.. but we'll be getting it for free soon enough. He's also a professional-level dice poker player, if you need another win under your belt. He's also got a lot to say- pick "Can I ask you something?" to see a full variety of topics. Ask about the kurgans to learn more about the Lady of the Lake's past champions-from great knights to humble innkeepers, ask about the Lady of the Lake herself, the legend(s) of the Holy Grail, and the Lady's skepticism over the search for said Holy Grail. Finally, he's got a job for you. He wants you to drive off the Wild Hunt, the king of which is trying to lure away the souls of his buried knights. In exchange for this boon, he'll offer you a book on vampires (Vampires: Facts and Myths), the ownership of a hut, or a 'Wreath of Immortelles'. If you ask him about the wreath, he'll just vaguely reply "You might find it useful..." What a jerk. No wonder he's a hermit. Note: The Hermit sells a scroll named 'Formula for Petri's Philter', which teaches you how to concoct the 'Petri's Philter' potion. Remember finding the scroll 'Petri's Philter Formula' earlier? They both do the same thing, although the 'Formula for Petri's Philter' one will not be listed as read even if you already read 'Petri's Philter Formula'. If you already know the potion recipe (or just don't care, because you have my super-awesome guide), there's no reason to buy this alternate version. A mistake made by the developers? Clearly. Keep it in mind in case somebody stops you on the street and asks you a trivia question about the Witcher. It could happen, and then who would look smart? You would. <----------------------------------------------------------------------> 10) You know what? I feel frisky. Lets go do this quest now, since it's current and close. Rest at the nearby fireplace until night-time and head back to the 'Druid's Circle', where you'll find a trio of Wraiths. They woke up on the wrong side of the afterlife, and don't want to be friends. Kill them, and three more Wraiths will show up-accompanied by the King of the Wild Hunt. He's a pain in the ass, as he'll parry every attack you direct at him (and given Geralt's tendency to strike at exactly the target you don't want him to attack, he'll be even more bothersome than he should be.) He'll deal a good bit of damage, and is utterly untouchable. You can banish him by activating the 'Druid Lantern' near the totem and burning up a Mandrake Root, but if you're tough enough, you can just fight around him. After the three Wraiths with the King of the Wild Hunt are dead, three more appear. Defeat these final three, and the King of the Wild Hunt will vanish.. if he wasn't already banished. I should also note that there's a 'Shrine of the Walking Fire' nearby, if you're partial to signs. It'll give you a nice boost to your Igni sign, and make blasting the Wraiths back into the afterlife something of a trivial affair. Return to the Hermit's Hut, rest until morning, then talk to the Hermit. You can choose three rewards-first, the book 'Vampires: Facts and Myths', which we should already heave. Second, the ownership of a hut. The hut contains a few lootable, where you can find a Rattle (an item that repels Giant Centipedes) and the book 'The Rivian Pogram' which we should already have found at Triss's House last chapter. It also contains a fireplace, which I was never able to actually rest at, and despite what the Hermit says, it contains no storage. Screw the hut, Geralt isn't the type of guy to settle down anyways. The third option is vague, but trust me, it's the best of the choices.. if for no other reason than because the other two choices suck. Regardless of what reward you choose, he'll give you a 'Pouch of Salt', which repels Wraiths. ***REWARD*** (For driving off nine Wraiths) EXP 1500 ***REWARD*** (For expelling the Wild Hunt) EXP 5000 Item Pouch of Salt (always) Item Vampires: Facts and Myths ---or--- Item Wreath of Immortelles ---or--- Home ownership <----------------------------------------------------------------------> 11) Now continue west along the southern boundary of the area, then north along the western boundary. Loot a corpse along the way (just south of the western 'ridge' on the local map) and eventually you'll hit the road leading to the Lakeside area. Note that the 'road' only exists on the local map.. but the path I'm talking about should be pretty clear, considering it's a narrow route of passable land leading east-west to the Lakeside area. Kill another 'Midday Bride' and loot the fourth 'Shard of Alina's Mirror'. Our next target is the Crypt, which is east and slightly south of here.. or south and slightly east from the Raspberry Patch.. however you want to find it. Be sure to return to Tobias Hoffman with Teyu's Head, if you haven't already. Wouldn't want to leave behind any trophies, now would we? Crypt in the Fields o======================================================================o 12) Another day, another crypt.. drink a Cat potion and explore. As soon as you enter you'll need to dispatch a Cemetaur.. no big deal at this point in the game. Use the Aard sign to blast down a shabby wall to the east, then dispatch a group of Alps. A crypt full of undead, who could have guessed? Continue into the room to the south, and up a rubble-ramp along the southern side of the room to reach a corridor along the southern edge of the map. The key word here is 'south', if you didn't guess. Along the way you'll find all kinds of Ghoul-type monsters, Ghouls, Alghouls, Graviers, and Cemetaurs. There's another destroyable wall to the south (there's that word again!) beyond which lies Ureus. At this point in the game, it took only a single Aard to set the hapless Cemetaur up for a coup'de'grace. I love Aard, and it loves me. Loot a nearby trunk and backtrack to the first wall we knocked down.. again, I'll leave it up to you to turn this trophy in. Note: The guide that comes with the game claims you can further the quest 'Armor' by finding 'Notes of an elven minstrel' in a sarcophagi in these crypts. This is not true, as there simply are no sarcophagi to loot. However, in the room containing the 'Circle of Barren Lands' you can sometimes glimpse the red name-tag of a Bruxa beyond one of the walls. Perhaps part of this dungeon was cut at some point? ***REWARD*** (For bringing the Cemetaur Head to Tobias Hoffman) EXP 7000 Orens 800 <----------------------------------------------------------------------> 13) Head north until you reach a four-way branch in the tunnels. If you head south you'll find an empty room. If you head north you'll.. find another four-way. The room to the west holds a lootable corpse, and in the room to the north you can find a 'Circle of the Barren Lands'. Back at the first four-way, if you head east you'll reach a room containing a trunk, and the Grigg's Santon. Loot the latter to obtain the mighty Cat Harness. ***REWARD*** (For obtaining the Cat Harness) EXP 2000 <----------------------------------------------------------------------> 14) Now it's time to recover the last piece of Alina's Mirror. Head over to the 'Ruined Mill' and, by taking advantage of a combination of stairs and wooden ramps, reach the roof. Here you'll find the 'Midday Bride' again, who holds the fifth and final 'Shard of Alina's Mirror'. There's also a lootable corpse to the east of the mill.. once the next little annoyance is dealt with. ***REWARD*** (For obtaining all the parts of Alina's Mirror) EXP 2000 <----------------------------------------------------------------------> 15) Of course, nothing is ever easy. After you grab the fifth shard, Alvin will show up, and complain to Geralt about how people mistreat him. It's again up to Geralt to shape Alvin's outlook by responding: "Destiny isn't everything. We are masters of our own fate." "Your visions are a gift, not a curse. It's up to you to use them for good." "Keep your gift a secret. The lives of the gifted are rarely easy." Again, I vary my responses to suit the various Geralts I'm playing. The Scoia-tael-aligned Geralt advises the third option, while the Order- aligned Geralt picks the second option. My neutral Geralt picks the first. ***REWARD*** (For giving Alvin advice about his gift) EXP 1000 <----------------------------------------------------------------------> 16) It's time to get this mirror fixed, and there are two people who can do the job. First, there's the Elven Craftsman in the Lakeside area, and then there's the Blacksmith, in Murky Waters. Both will do the job for 100 Orens. The official guide invites you to take the forging time as an opportunity to complete some side-quests.. this is so much bunk. Just go into any new area and return, and your mirror will be ready. The perk about traveling to the Lakeside area and letting the Elven Craftsman do it is.. we can travel to the Lakeside area from the fields, and hence we'll have a shakey excuse to explore the thus-far neglected western edge of the Lakeside area. From the fields to the Elven Cave you'll find a corpse to loot, and a basket near the lake.. whichever you choose. <----------------------------------------------------------------------> 17) Get the mirror fixed, and with 'Alina's Broken Mirror' in your inventory, head back to the fields. Find the 'Midday Bride' at the Raspberry Patch and talk to it. Alina's personality will indeed come out, but (as Berengar predicted) will not realize that she's dead. Alvin will come up and state the obvious, then pester Geralt. Geralt will again resolve to consult others who may be more in-the-know than himself. ***REWARD*** (For exposing the Midday Bride to Alina's Mirror) EXP 2000 <----------------------------------------------------------------------> 18) Your choices are more limited this time-either visit the Lady of the Lake or the Healer/Abigail. I suggest the latter, due to simple proximity.. and because we're about to deal with the former shortly anyways. No need to rush that Sex Card, kids. Also, if we talk to the Healer/Abigail we can advance 'Small Problems' by telling her we have the Cat Harness. We'll be told to put the Cat Harness in the Santon near the bridge, wait a day, then see if the Griggs accepted the gift. If so, they'll have left us a gift in exchange, which we need to give to Harn, so the Griggs will recognize him has a friend and leave him alone. As for the quest 'The Heat of the Day' our actions back in Chapter 1 are going to come back to haunt us. If we let Abigail die, we'll be told we can't put Alina's spirit at rest 'innocent blood' on our hands, and all that. We'll be left with one option-another dead person will have to tell Alina that she's dead. Otherwise, if we're not playing with a guilty Geralt, we can get Dandelion to assist us-apparently spirits are vulnerable to good, old-fashioned, poetry. If you let Abigail die in Chapter 1, see Step #20. If not, see Step #21. <----------------------------------------------------------------------> 19) But before you bother with Alina and that nonsense, lets finish off 'Small Problems'. Head over to the 'Collapsed Bridge', then search for the Santon to the north-east. Hand over the Cat Harness and-despite what the Healer/Abigail said-you'll immediately get a return gift-a Four-Leaf Clover. Take it to Mason Harn for your reward.. You can pick a book (Spectres, Wraiths, and the Damned), the services of the Mason's son, Pat, or 400 Orens. All these rewards suck so hard, I have no opinion of what you should pick. ***REWARD*** (For giving the Cat Harness to the Griggs of Murky Waters) EXP 2000 ***REWARD*** (For giving Mason Harn the Four-Leaf Clover) EXP 4000 Orens 400 ---or--- Item Spectres, Wraiths, and the Damned ---or--- Pat's Services as an Archer <----------------------------------------------------------------------> 20) You let Abigail die, you're a bad person, you have blood on your hands. Anyways, that doesn't mean you can't complete this quest, and it doesn't mean you didn't get her Sex Card.. so it's not all that bad. If you told Julian that Adam killed Celina, you'll need to head over to the Country Inn and talk to Julian, who will hand over the key to Adam's House readily enough. Head over to Adam's House and ask him if he'd like to help Alina. The answer is obvious, and Adam will run off eagerly to help her.. and you should follow to prevent Adam from doing anything stupid (the game's words, not mine.. well, now they're technically mine, too..) If you didn't squeal on Adam.. well, he'll already be in the fields, so either way, at this phase, head to the fields and find Adam at the fireplace north of the Raspberry Patch. He'll call himself a failure, and Geralt will for some reason try to stop Adam from doing the obvious. Alina shows up and Adam convinces her that she's dead, and when Alina demands vengeance, Adam tells her 'mission accomplished'.. except unlike some American presidents, he does so after actually getting the job done. The two ghosts think they are terribly romantic, Geralt complains about said romance, then you'll get a cutscene where Geralt doubts his witcher neutrality. Considering how things ended up, perhaps we should have saved Abigail? Of course, how would we know that our refusal to save Abigail would result in suicide, and subsequently, ghost romance? Be sure to loot Adam's body for a rather generous number of Orens-unless you're too proud to pocket his 850 Orens. Skip to Step #22 for your reward. <----------------------------------------------------------------------> 21) Head over to the Country Inn and talk to Dandelion. Dandelion, always faithful, will readily agree to compose something.. as odd of an event as it is. Geralt warns Dandelion not to be funny, and not to provoke the Noonwraith, then tells Dandelion to meet him in the fields at sunset. Head over to the fields and find a spot to rest-the game is actually fairly strict on the timing here. The fireplace north of the Raspberry Patch (where Adam sulks) is fine for this purpose. Rest until dusk, then head over to the Raspberry Patch and wait for Dandelion, who will show up shortly. Talk to him when he arrives, and Dandelion will sheepishly ask for more time. Geralt tells him to improvise, and Alina will interrupt and settle the matter. Dandelion, ever treacherous Dandelion, decides that by 'improvise' Geralt meant he should devise a two-voice poem, and force Geralt to do some of the work. Dandelion will start to be all bard-like, and you'll have to fill in the blanks when prompted. Failure just means Dandelion will apologize on Geralt's behalf and insult him. The two correct answers are 'The deceased' and 'A ghost'. Once complete, Alina will complain that she cannot rest until she is avenged. This prompts Celina to show up, with impeccible timing. She shows off that she is, in fact, quite dead, and Alina is already avenged. The sisters then make up, Geralt reflects on the role of witchers, and this time he defines it broadly-Witcher's don't just kill monsters, they solve human problems-a true recipe for political meddling if I ever heard one, and a huge reason our neutral Geralt didn't take this path. By the way, the image of Dandelion performing between the two wraith-sisters is one of my favorite images from this game. Rejoice that you know more about my tastes, and see the next Step for your reward. <----------------------------------------------------------------------> 22) Return to the Country Inn and tell Julian about what happened. He'll give you a reward which is-frankly-pathetic for the amount of work you've done. Ah well. There's one more thing to do with this business, even if it is off the books. Return to the fields after talking to Julian and completing 'The Head of the Day' and search for Celina, the Nightwraith. She could be wandering around just about anywhere, so search well. When you find her, talk to her and offer to help. She'll notice that you have the 'Wreath of Imortelles, and you can give it to her to put her at peace. At the very least, it'll get the item out of our inventory. Now that the quest 'The Heat of the Day' is complete, we really just need to complete 'Ripples', which we'll get to shortly. ***REWARD*** (For helping Alina find peace via Adam's suicide) EXP 4000 Orens 400 ***REWARD*** (For helping Alina find peace via Dandelion's song) EXP 6000 Orens 400 <----------------------------------------------------------------------> 23) First, lets give that Naiad her stupid necklace back. She can be found in the Lakeside area, and will have migrated east of where you first met her-near the 'Circle of Waning Magic'. When you give her the necklace, she'll offer you one of three rewards-a book on the Vodyanoi (A Description of the Vodyanoi or the Fishpeople), an Earth Rune, or free healing whenever you need it.. Of course, we should already have the book, and the free healing is.. well, it's easier to just rest at any fireplace, than it is to bother running all the way back here to heal.. or you could just wait, you doubtlessly have decent vitality regeneration by now.. That really just leaves the Earth Rune, which isn't much of a prize either. Ah well. On the plus side, she'll give you a Red Ribbon, regardless. ***REWARD*** (For returning the Turquiose Necklace to the Naiad) EXP 6000 Item Red Ribbon (always) Item A Descrition of Vodyanoi or the Fishpeople ---or--- Item Earth Rune ---or--- Healing <----------------------------------------------------------------------> 24) Before we head off to complete 'Ripples', there's one more thing we should make a note of. Chapter 5 is, well, it's supposed to be the terminal chapter of the game, and some of our normal hobbies-dice poker playing, fist fighting, and enjoying the infinite storage capacity of our multi-dimensional stash will be somewhat limited. Before heading off to Chapter 5 (which is what completing 'Ripples' will lead you to do) have a few things ready. First, of course, be sure to have completed everything that can be done in Chapter 4, you won't be coming back. Second, have at least one Devourer Tooth in your inventory, as we can give it to Zahin Schmartz (the dentist) as part of 'Wont Hurt a Bit'. There are no Devourers in Chapter 5, and very limited stash access, so you'll just need to keep it on-hand. Finally, have about 2000 Orens- this shouldn't be a problem, as Chapter 4 isn't very expensive, and the two trophy quests give 800 Orens each. We'll need the money to play the greatest dice poker player in the land. No, he's not quite that expensive to play, but if he's got a good hand, he can raise the bet by up to 600 Orens per round.. and you don't want to have to forfeit just because you can't match his ante! <----------------------------------------------------------------------> 25) It's finally time to finish off 'Ripples', and there are three ways to complete the quest. I'll include all three, despite the fact that the rewards are in no way equal. I suggest siding with the Lady of the Lake, as she gives what is by far a better reward than what Julian or the Vodyanoi Priest will give. Either way, you're going to end up on Black Tern Island again, and while you're there, be sure to talk to the Lady of the Lake before you fight Dagon and complete 'Ripples' if you want to gain her Sex Card (Step #29). During 'Ripples', if you want to side with Julian see Step #26, if you want to side with the Vodyanoi Priest see Step #27, and if you want to side with the Lady of the Lake see Step #28. The fight with Dagon is covered in Step #28, and the rewards can be found in Step #31. <----------------------------------------------------------------------> 26) Ask Julian about taking up the contract from Berengar, and he'll tell you about some humans looters who were massacred by Vodyanoi. Apparently some of the fish-men worship Dagon, a blood-thirsty god. Our mission? Head to Black Tern Island and kill the Vodyanoi cultists who guard the Altar of Dagon-which is on the north-eastern corner of the island. Enter the shrine and kill the Vodyanoi there to provoke Dagon. <----------------------------------------------------------------------> 27) If you want to side with the Vodyanoi, go to the Lakeside and head to the shrine where you found him way back in Step #1. As you approach the 'Resolute Girl' will bother you and tell you that the 'funny fishman' has returned. Talk to the Vodyanoi Priest, and he'll have a solution-abduct the prize-winning cow (which Dagon covets) and kill it on his altar to lure him there.. then kill Dagon. You can't expect a Vodyanoi to tell you to sacrifice other Vodyanoi, can you? Although Julian (and undoubtably, most of the peasants in Murky Waters) surely think that the life of a cow is more valuable than the lives of sentient fish-folk. To lure the stupid mammal, you'll need Dried Fruit and Nuts. If you've been good and followed my advice, you should have stored plenty of it by now.. if not, the Baker sells some for twenty-five Orens each. Head over to the village of Murky Waters and 'talk' to the cow. Give it a gift of Dried Fruits and Nuts and listen as Geralt tries his best soothing call.. Now head back to the Lakeside area and board the Fisher King's boat-don't worry about the stupid cow actually following you out of the village, it'll show up when you arrive at the Lakeside. Head to Black Tern Island and head to the Altar of Dagon- which is on the north-eastern corner of the island. Enter the shrine and kill the cow to provoke Dagon. <----------------------------------------------------------------------> 28) Now, if you want to side with the Lady of the Lake and reconcile both sides, talk to both Julian and the Vodyanoi Priest. Both sides need to give a gift to the Lady of the Lake, and what you have is really a guessing game-which is painless, since you have somebody telling you exactly what to get. Have the Vodyanoi Priest give up his (its?) golden bracelet, and convince Julian to fork over his alabaster figure. Now return to Black Tern Island and talk to the Lady of the Lake, who will confirm that these are, indeed, the gifts she wanted. In exchange she'll give you 'The Lady of the Lake's Ruby', her enchanted blood, with which we'll challenge Dagon to a duel. Head to the Altar of Dagon-which is on the north-eastern corner of the island. Enter the shrine and place 'The Lady of the Lake's Ruby' on one of the 'Altars of Dagon' to provoke Dagon. ***REwARD*** (For giving the Lady of the Lake the correct gifts) EXP 2000 <----------------------------------------------------------------------> 29) Because it's convenient to mention it here, and because everybody will have to go past the Lady of the Lake to complete 'Ripples', we'll talk about getting the Lady of the Lake's Sex Card here. By talking to the Hermit earlier, we learned that the Lady of the Lake is not fond of the whole Holy Grail thing-she's a lonely deity that has had too many of her brave knights run off and get themselves killed over baubles. Talk to the Lady of the Lake and pick the dialogue option "M'Lady! I have had a revelation and wish to embark on a mission." She'll respond "Geralt, I'm warning you...". Pick the option "A jest", and the two will begin flirting. When Geralt drops the flowery crap and tells her she has a nice ass, he'll get her Sex Card. You can talk to her again afterwards and ask about her favoring the Fisher King. She'll allude to his prowess, insults Geralt's and Geralt will backtrack. On that note, it's time to go pay Dagon a visit. <----------------------------------------------------------------------> 30) You'll get a cutscene showing Dagon's approach. The fight with Dagon is laughably easy-don't bother with Dagon at all, instead, target whatever Vodyanoi come with him. He does paltry damage, and suffers every time you kill some of his servants. Be sure to loot Dagon for 'Dagon Secretions' and a Sun Rune. ***REWARD*** (For slaying Dagon) EXP 2000 <----------------------------------------------------------------------> 31) Now to cash-in on our hard work. Return to Julian and he'll reward you with a Huge Diamond. It sells for 300 Orens.. and really is a pathetic reward when you see what else you might have obtained. Return to the Vodyanoi Priest and he'll reward you with a Cermonial Sword of Deithwen.. It's a weapon that was out-dated before it ever was obtainable. By now, we've found some (and probably have already sold some!) Still, like the diamond Julian would give, it's worth 300 Orens. Return to the Lady of the Lake and she'll reward you by helping you regain some of your former abilities-in this case, it means giving you a free Silver Talent to spend. Two thousand more experience and a free Silver Talent? Yes please. ***REWARD*** (For killing Dagon for Julian) EXP 5000 Items Huge Diamond ---or--- ***REWARD*** (For killing Dagon for the Vodyanoi Priest) EXP 5000 Items Ceremonial Sword of Deithwen ---or--- ***REWARD*** (For killing Dagon for the Lady of the Lake) EXP 5000 Misc +1 Silver Talent Note: If you sided with the Lady of the Lake and want to hear the Fisher King talk, speak to him after killing Dagon, but before talking to the Lady of the Lake. Geralt will insult him and the Fisher King will respond. <----------------------------------------------------------------------> 32) Finally, the Lady of the Lake makes good on her earlier promise to give you aid.. and in a big way! If you've completed 'The Heat of the Day', 'Ripples', and talked to Berengar for the Lady of the Lake during 'The Paths of Destiny' she'll reward you with knighthood, and the silver sword 'Aerondight'. It gives a +60% bonus to damage, +10% bonus to attack, and a +50% critical chance to inflict Pain, Blinding, Incineration, and Precise Hit. Needless to say, it's very, very nice sword, and certainly and upgrading over anything you may have been using. This updates the quests 'Alvin', and 'The Paths of Destiny'. Note: If you want to keep your old Silver Sword, you'll need to store it in your stash-ideally before you talk to whomever you want to complete 'Ripples' for, but after defeating Dagon. ***REWARD*** (For being knighted by the Lady of the Lake) EXP 3000 Item Aerondight <----------------------------------------------------------------------> 33) Head back to your boat. Along the way you'll be accosted by Berengar-how he got here without a boat is worth pondering. He'll admit to everything he did with Salamandra, most of which is reiteration by now, and invites Geralt to judge him. Despite his hostility, he betrays himself by confessing his crimes and subjecting himself to Geralt's scrutiny. If you call Berengar a traitor, Berengar will attack. Put him down with the fast steel style and loot his corpse for the scroll 'Dagon Sap', Berengar's Letter, the Book of the Full Moon, some Quicksilver Solution, and 866 Orens. So ends 'Paths of Destiny', and the quest 'Berengar's Secret' updates. On the other hand, if you try to sympathize with him, he'll hand over Berengar's Letter, the scroll 'Dagon Sap', and the Book of the Full Moon'. You'll also get a quest reward, and, as we should expect by now, characters we keep alive have a habit of showing up later. In the end, both my Scoia'tael and neutral Geralts spare Berengar-the former because he's a fellow freak, and the latter because.. well, witcher's aren't supposed to fight, and he generally refuses to murder things that aren't monsters. For the sake of variety, however, the Order-aligned Geralt kills Berengar here. He's far more concerned with morality and guilt than the neutral Geralt, and he has no reason to value Berengar's 'otherness'. Note: If you have the ingredients, now might not be a bad time to concoct the 'Dagon Sap' potion (Rebis/Aether/Hydragenum/Vermillion and Dagon Secretions.) Consuming it will get you the 'True Grit' talent. ***REWARD*** (For sparing Berengar) EXP 2000 <----------------------------------------------------------------------> 34) Take the boat back to the mainland and you'll be accosted by a creature called 'White Rayla'. She's a rather over-zealous bitch that has been sent here to deal with Toruviel and her Elven unit. Even with my Order-aligned Geralt, I can't help but find this person unpleasant. She'll helpfully inform you that the Scoia'tael have turned Vizima into a warzone (Yaevinn's been busy since we left!) and that Toruviel's band of Elves have taken hostages in the village of Murky Waters. Don't be content to simply label White Rayla a racist, however, as she informs Geralt that the peasants here are guilty of treason for feeding the Elves. To be fair, Rayla is a mercenary-not a monk-and by her admission she kills non-humans for revenge.. but the fact that the Order sullies itself by dealing with such people just makes it look worse. To prevent an all-out massacre of both humans and non-humans, Geralt offers to go speak to Toruviel. This starts the quest 'Free Elves'. <----------------------------------------------------------------------> 35) Head to the village area. Near the area transition from the Lakeside area to Murky Waters, you'll be accosted by an Order Footman if you sided with the Order during 'Gold Rush' last chapter. He'll invite you to continue helping the Order, and try and convince you to view the situation with typically dangerous moral relativity-just pretend the Elves here are like any other monsters threatening humans. For the Order-aligned Geralt, he's preaching to the choir. Once you cross into Murky Waters, you'll again be pestered by Dandelion, who will inform you that Alvin is one of the hostages. Nothing is ever simple, is it? Head into Murky Waters and find the Scoia'tael near Celina's House. If you sided with the Scoia'tael during the quest 'Gold Rush' last chapter, you'll be approached by a 'Scoia'tael leader', who will implore Geralt to get involved in the fight. He's not quite as bad as White Rayla, but his insistence that Toruviel has 'no right' to avoid deeper immersion in this conflict is grating enough, in its own right.. also the Scoia'tael will be much better equipped. Vivaldi's gold clearly went towards warfare, rather than welfare. <----------------------------------------------------------------------> 36) Keep heading through the throng of Scoia'tael and their hostages until Alvin pesters you. Apparently he can 'hear' what the Elves are thinking, and he doesn't like it one bit. He'll ask Geralt another question, this time about Elves, and Geralt can respond in one of three ways: "They're fighting for their freedom, for an ideal. Humans have them up against the wall and they see no other way..." "The Elves refuse to concede that the world has changed. They cannot win but they still fight. It's their sad, desperate attempt at halting evolution." "They've lost their lofty, beautiful veneer. One can clearly see the deep hatred they hold for humans." It's a pretty easy choice, and by now my Geralts are touting their party lines. The Scoia'tael-aligned Geralt picks option #1, the Order- aligned Geralt picks option #3, and the neutral Geralt picks option #2. ***REWARD*** (For explaining the actions of the Scoia'tael to Alvin) EXP 1000 <----------------------------------------------------------------------> 37) Talk to Toruviel, who will be wandering about. She'll reveal that she resorted to holding the children hostage because adults didn't prevent Rayla's aggression-just typical stake-raising during warfare, at it's best. Depending on how you acted earlier in the game, you'll get various options-first, she'll flat-out refuse to let Alvin go, so we can just ignore that. If you've been Order-friendly, you can try to convince her to surrender in return for a 'fair' trial. If you've been Scoia-tael friendly, you can try to convince her to let the hostages go. In the former case, she'll respond unfavorably-and smartly so. In the latter case, she'll agree to let the prisoners go and reveal that she just wishes to escape.. which seems like the best option for all sides. Either way, we need to talk to Dandelion to determine how to act. Note: The official guide says that if you sided with the Scoia'tael in Chapter 2 (I assume that would mean during the quest 'Force Recon') Toruviel will agree to let the hostages go. I'm willing to chalk this up to a simple typo. What happened during 'Gold Rush' determines how Toruviel responds-not 'Force Recon'. <----------------------------------------------------------------------> 38) You'll find Dandelion skulking near the northern side of Celina's House. Tell him that everything is going to hell, and you'll eventually get two choices-and Dandelion will even be kind enough to inform you that this is a pivotal moment. You can side with whomever you sided with during 'Gold Rush', or take Alvin and run off.. and become the enemy of both sides (this is what passes for neutrality at this point.) My decisions are pretty straight-forward, whomever I sided with during 'Gold Rush', I side with again.. except for my neutral Geralt, who decides to just take Alvin and let the two factions bloody each other up. ***REWARD*** (For making a major political decision) EXP 3000 <----------------------------------------------------------------------> 39) Whatever choice you make, Geralt wisely talks to Toruviel and asks her to let Alvin go.. and for some reason, it works this time. Intending to clear Alvin from the board before the upcoming fight, Geralt goes to lead Alvin away.. when the Order bungles everything by attacking. Humans in chainmail are pretty sneaky, it seems, but a fight inevitably breaks out, and Alvin-under duress-teleports away. So much for that amulet. When the cutscene ends, Geralt will be left to deal with whatever his politics have left him-if you're playing neutral, feel free to run from the whole scene entirely. Kill whomever you wish, then loot as you please. It's interesting to note that no matter who you 'decide' to side with, everything plays out the same way-even if you don't lift a single finger to help one side or the other, every member of the organization somehow knows-intuitively-what you said to Dandelion in private. <----------------------------------------------------------------------> 40) Return to the Lakeside area and head to where the Fisher King's boat is. You can find White Rayla along the way, on the beach north of the Fisher King's Hut. She'll reveal that the adjutant striped her of her command (by presenting a letter from Siegfried, no less) which led to the mess. I guess we can't really fault her for this one.. Anyways, talk to Dandelion-if you've read Berengar's Letter you can talk to Dandelion about it-but ultimately, you'll end up heading off to Vizima. Time for the final chapter to begin. ***REWARD*** (For returning to Vizima) EXP 12000 o======================================================================o | Chapter 5 | o======================================================================o | | | Vizima in Flames | | | o======================================================================o Our (almost) final post-chapter recap. Don't worry, you're almost done! Lets run down our laundry list: Alvin is gone, having vanished when the battle of Murky Waters broke out. Salamandra has be located in the city of Vizima, and now that we know where to strike, we can finally attempt to settle the score with Azar Javed. The city itself, however, is up in flames due to the conflict between the Scoia'tael and the Order.. we are certainly not through dealing with the politics of the two factions. Even if we decided to remain neutral, we'll at least have both sides hostile towards us as we go about our business, and of course, if we sided with the Scoia'tael or the Order, you can bet we'll have to deal with our friends beseeching us for aid. Last but certainly not least, Adda still wants us dead. How she (and Salamandra, for that matter) are responding to the fighting has yet to be seen, and of course, whether such devastation will prove enough to lure Foltest back to the city is also of interest. There's still alot of work to be done, to be sure, but at least we have something to look forward to, we haven't been guaranteed thus far-some resolution. This chapter is unlike any other-it's fairly short, especially compared to Chapters 2 and 3, anyways. Also, given the weight of our quests and the variability of the reactions of the NPCs it's just easier to split this chapter up by whichever Geralt we happen to be playing.. even if it means repeating myself a bit. Keep an eye on the 'Sequence of Events' to see what steps pertain to which Geralts. Steps that refer to the Scoia'tael-aligned Geralt will have the heading >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<< above them. Steps that refer to the Order-aligned Geral will have the heading >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<< above them. Steps that refer to the Neutral Geralt will have the heading >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<< above them. It's not my favorite solution to the complexity of this chapter, but it is the simplest-the branching Steps will begin when we leave the Castle, and end when we leave Old Vizima.. or functionally, to cover the quests 'Hope Burns Bright', 'The Flame that Cleanses', and 'Under a Fiery Sky'. Steps without a heading should be assumed to apply to all the possible Geralts. Dike o======================================================================o Sequence of Events: {WLK016} 1) Last Chance to Stash 2) Dandelion Detained 3) Radovid and Carmen 4) Zoltan's Update 5) To Old Vizima 6) A King's Command 7) Talking to Triss 8) Velerad and Count de Wett 9) Costly Cousins 10) Dice Poker Legend 11) Notes on Old Vizima >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<< 12) Escorting the Nurses 13) The Hospital 14) Mutant on the Tower 15) Kalkstein's Checklist 16) Defending the Hospital 17) Escaping Old Vizima >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<< 18) Escorting White Rayla 19) The Hospital 20) The Old Forge 21) Mutant on the Tower 22) Defending the Hospital 23) Rescuing White Rayla 24) A Moment of Rest 25) Assaulting the Barricades >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<< 26) Escorting Zoltan 27) Finding the Refugees 28) The Hospital 29) The Old Forge 30) Mutant on the Tower 31) Defending the Hospital 32) Rescuing Toruviel 33) Tiger-Style! 34) Assaulting the Barricades 1) When you arrive, Dandelion will chat with you, generally being unnerved by the violence. He also serves an important function, for once. You can access your stash via him, and since he's not going to be with us for very long, we should take advantage of him now. Drop off *EVERYTHING* which is not important-the only things you should have in your satchel are potions and strong alcohol-in your alchemy sack, get rid of all the ingredients that are not common and useful.. Potions will be very, very useful in this chapter, in a way they haven't really been on the normal difficulty thus far. Below is a list of pointers- given to you by somebody who knows what lies ahead.. and isn't that the point of following a FAQ? Bring ten bottles of strong alcohol with you.. less if you already have potions of Cat, Blizzard, Wolverine, Wolf and White Raffard's Decoction. You will, of course, need to make some White Gull to serve as the base for your stronger potions, but this shouldn't be too much of an issue. If you have any Silk Scarves, Red Shawls, Rubies, or Fool's Parsley, bring them with you, too, as they can all be traded for potions later. You have no further use for them, so you might as well bring them along to trade for potions, which you will have a use for. <----------------------------------------------------------------------> 2) Head up to the shore, and along the way you'll be bothered by good old Vincent.. or a 'Guard Captain', if you.. ah.. allowed him to perish in Chapter 3. If it's Vincent, he'll state that Dandelion is needed by King Radovid, if it's the Guard Captain, Dandelion will be arrested for being a foreign spy-either way, Dandelion will not be coming with you to Old Vizima. You haven't lost his services yet, however. <----------------------------------------------------------------------> 3) Ignore the nearby planks leading to the shore and instead follow the docks to the north and cross to the shore there. Here you'll find Radovid and Carmen.. Radovid will ask about your goals, and Carmen will either be amiable, or angry, depending on whether you've killed Vincent or not. It's altogether trivial. <----------------------------------------------------------------------> 4) Now head to the southern shore, where your old pal Zoltan Chivay will talk to you and explain what's going on. Apparently the Order instigated the riot by killing nonhuman women and children-and with such provocation Yaevinn had little trouble getting most of the nonhuman population to join him. More importantly, Shani has started up a clinic in Old Vizima. This starts one of three quests, depending on your politics. If you sided with the Scoia'tael, the quest 'Hope Burns Bright' begins. If you sided with the Order 'The Flame that Cleanses' begins. Finally, neutral characters will have the quest 'Under a Fiery Sky' begin. If you've sided with the Scoia'tael, Zoltan will offer to come with you, if you've sided with the Order, he'll be rather abusive.. allergic to bastards.. priceless.. <----------------------------------------------------------------------> 5) Head up to the bridge connecting Old Vizima to the Temple Quarter. Depending on who you sided with, you'll have to deal with hostile Scoia'tael rebels, Order zealots, or both. Don't bother trying to kill them all-they keep coming, and they don't really drop anything worthwhile-not that you could make use of it if they did, anyways. Head to the gate to Old Vizima and leave the Dike behind-forever. Once you leave, you're done stashing things for the rest of Chapter 5. Castle o======================================================================o 6) Watch a cutscene showing King Foltest taking an ill-advised tour of the battlefield that is his city. He'll be saved by the Grand Master of the Order of the Flaming Rose-apparently an armored knight, but also a mage of some power. Foltest refuses to put his military power in the hands of the racist Order, and when Geralt shows up, Foltest will command that he be brought with him. You'll be whisked away to the Castle, where he'll tell you that he wants you to lift the curse that has once again caused Adda to become a Striga. They'll also talk a bit of politics, based upon Geralt's decisions thus far. When the conversation is over, you'll be left to chat with Triss, Velerad, and Count de Wett about removing Adda's curse. This starts the quest 'Her Highness the Striga'. <----------------------------------------------------------------------> 7) Talk to Triss first.. she'll be less than happy if you didn't give Alvin over to her in Chapter 3, and ironically states that Alvin would never have vanished had you given him to her (of course, that's not true.) If you gave Alvin to Triss in Chapter 3, however, she'll be a bit more friendly. You can declare your hokey love for her, or tell her things can't work out. Finally, if you've been neutral thus far, you can ask about Raven's Armor you're trying to recreate. Whatever the case, ask about the Striga problem and she'll suggest that somebody recast the curse.. or otherwise managed to counter your original work. Being neutral and getting a lead on Raven's armor will update the quest 'Armor'. <----------------------------------------------------------------------> 8) Next talk to Velerad and de Wett. Neither are terribly interesting, (and thankfully not as variable as Triss was in her responses.) Velerad will try and strong-arm you, and suggest that the Striga was seen in Old Vizima. De Wett will be less combative now, and will suggest that if you killed Adda (rather than lifting her curse) interested parties would be rather generous.. and he doesn't seem fond of Foltest, either. When the cat's away, the mice will play.. Once you're done talking to the three of them, a Chamberlain will show up and tell you to meet the king in his chambers.. <----------------------------------------------------------------------> 9) But first, talk to a lady named Antoinette. She'll babble a bit before she gets to business-her cousins have fled, for reasons she's vague about, and she wants you to deliver some aid to them (in this case, she means money). She'll give you 900 Orens to distribute, and suggest you find them in caves within the Swamp Cemetery. This starts the quest 'Mud and Velvet'. Don't be tempted to say that you don't meddle in politics, either. You can get a badass sword from this quest, so it wouldn't be wise to decline. <----------------------------------------------------------------------> 10) Head through a doorway to the north-east and go down a swanky hallway to reach some stairs leading to Foltest's Chambers. Talk to the king and the two of you will babble on about Adda and Salamandra before Foltest decides to get more personal by talking about your relationship with Triss/Shani. Your response will update 'Identity'. Lastly, before Foltest lets you go he'll sheepishly ask if you'll play dice poker with him. Despite his claims of not getting to play very often due to the squeamishness of his opponents, he's the best player in the land.. but you only get one chance to play him. Defeat him, and you'll be the best poker player around.. and you'll finally finish off 'A Game of Dice'. The bets are a minimum of 50 Orens, and can go as high as 400, and if he's got a good hand (or if you do, for that matter) you can ante up to 600 Orens each round.. Needless to say, this can get pricey, and you were earlier advised to have at least 2000 Orens to fund this game. ***REWARD*** (For realizing how you truly feel about Triss/Shani) EXP 3000 ***REWARD*** (For becoming a Dice Poker legend) EXP 3000 <----------------------------------------------------------------------> 11) When you're done with Foltest, talk to the Chamberlain and head off to Vizima. This is where our paths split for the rest of this Sequence. If you're playing a neutral Geralt, see Steps #12-17. If your Geralt is aligned with the Order, see Steps #18-25. Finally, Scoia'tael-aligned Geralts should skip to Steps #26-34. As for our methodology-we'll be skipping everything that's not essential to making it through Old Vizima, in an effort to reunite the guide under a common goal more quickly. After leaving for the first time, it'll become easier to explore, and with access to the Swamp Cemetery, we'll be able to complete all the quests in Old Vizima. Also, don't bother with looting until the next Sequence-if indeed you must bother with it at all. We shouldn't need most of what we find (although extra strong alcohol might come in handy, for potion-making), we can't store anything we find, and most of it's not worth selling in any event. If you must loot, do so when you return after entering the Swamp Cemetery-it'll be quieter, and easier. >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<< Old Vizima o======================================================================o 12) Head down the stairs from where you find yourself after the cutscene and you'll run into two 'Nurses from Old Vizima'. They'll tell you about Shani and Geralt will helpfully offer to escort them to her Hospital. War wages all around us, the Order and the Scoia'tael have adopted that wonderful life-quenching rule that 'if you're not with us, you're against us', and it show-everybody wants a piece of neutral Geralt. In the case of these naughty nurses here, it's not so bad, but with emotional rebel nonhumans and zealous Order knights, it can be a bit of a bother. Don't bother fighting unless you need to clear off hostiles to enter a building or otherwise get around them-they'll respawn endlessly, and you'll need precious little of what they drop. Travel south until you reach the Hospital in the middle of the area. Hospital o======================================================================o 13) When you arrive at the Hospital, the two nurses will thank you and you'll find yourself inside the Hospital. They talk further and elude to thanking you more properly-once Shani is gone. Shani then comes up, and reacts to Geralt variably, depending on whether she's his sweetheart or not. Finally, a guard shows up and tells Geralt that the Striga has been seen near the tallest tower in Old Vizima. This updates the quests 'Her Highness the Striga', and 'The Flame that Cleanses'. <----------------------------------------------------------------------> 14) It's time to find our Striga. Head south until you find Kalkstein's Laboratory, then turn north to find an alley populated by some Temerian soldiers. Trigger a cutscene near the base of the tower and fight off the Mutant that drops down using the Fast Steel Style. Kalkstein will show up after the battle and will show too much interest in the thing.. as is usual for Kalkstein. He'll call it a mutant, and make the obvious- and unsettling-comparison to Geralt. It seems Salamandra is getting better with its mutations, and they're getting awfully close to creating Witchers. He'll also share a rumor that points out an old church in the Swamp Cemetery as our Striga's likely lair, and he'll give us the book 'Striga's Urge', in case we dispatch the Striga. This updates the quests 'Her Highness the Striga', 'Under a Fiery Sky', and 'Sweet Revenge'. Kalkstein's Laboratory o======================================================================o 15) Follow Kalkstein back to his house and talk to him there-or talk to him along the way, whichever. Ask about the armor, and he'll tell you what you need to reforge it-in this case, being neutral and all, you'll start the quest 'A Magic Formula' and update 'Armor. <----------------------------------------------------------------------> 16) Return to the Hospital, where Shani will bother Geralt. They'll be interrupted by a squad of Scoia'tael rebels who burst in, and as usual, they ignore our obvious badassness and try and kill everybody. Put them down, then talk to Shani again, who will complain about the immorality of the Scoia'tael. Now that we've repulsed one band of Scoia'tael fanatics, everything is going to be awesome, forever.. at least, it would be if you weren't neutral. Now the Order will break in, and ignoring the dead Scoia'tael around will for some reason assume they can do better. Put them down, too, and Shani will be understandably exasperated-she's trying to save the lives of both sides, and both sides want nothing more than to kill her-paradoxically to prevent her from saving lives. Neutrality is a bitch. Loot the dead if you wish, then follow Shani out back, it's time to escort her to the Swamp Cemetery, where hopefully there will be less politics.. or at least, politics we won't mind getting involved in. ***REWARD*** (For saving the hospital from the Order) EXP 3000 ***REWARD*** (For saving the hospital from the Scoia'tael) EXP 3000 <----------------------------------------------------------------------> 17) Shani will complain as soon as you head outside that the alley we need to sneak through is crawling with Necrophages-Ghouls, Alghouls, Graviers, and Cemetaurs, that sort of thing. Kill the first group, which consists of Ghouls and Alghouls, then Shani will comment on their numbers, and Geralt will offer a perfectly reasonable explanation. Continue north-west, blast some debris blocking the way, and exterminate a second group of Necrophages-a more diverse group this time, as it includes Graviers. After they're dead, Shani will suggest finding another way. Geralt, our neutral, consummate Witcher, declares he'd rather face undead than get involved in someone else's fight. And his response has some merit-this is what a Witcher was meant to do, not charge barricades or get involved with somebody's childish politics. Blast some more debris and fight yet another group of Necrophages-this one consisting soley of Graviers and Cemetaurs. Shani will complain some more, Geralt responds. Another bunch of crap blocks your way to the south-blast it and deal with a fourth-and final-group of undead, consisting of Ghouls, Alghouls, and Garkains. When the undead are- redead, you'll escape Old Vizima, and get to see a cutscene of White Rayla getting assassinated. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 8000 >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<< Old Vizima o======================================================================o 18) Head down the stairs from where you find yourself after the cutscene and you'll run into White Rayla. She'll gloat about getting Toruviel killed before she challenges you to a friendly game of 'kill the nonhumans' while you two head towards the Hospital-where Siegfried awaits. Since you're allied with the Order, the Order soldiers will not be hostile, but there's precious little reason to bother killing Scoia'tael, as both sides are endlessly reinforced. Travel south until you reach the Hospital in the middle of the area. Hospital o======================================================================o 19) When you arrive at the Hospital, White Rayla will tell Geralt about how to find out more about Raven's Armor, after declaring the Elf- killing endeavors a tie. A wounded Siegfriend in some swanky armor will whine, and Geralt will berate him for not staying away from berserking dwarves. Then Shani comes and either bitches at you, or is friendly, depending on whether you gave her Alvin in Chapter 3. Finally, a guard shows up and tells Geralt that the Striga has been seen near the tallest tower in Old Vizima. This updates the quests 'Armor', 'Her Highness the Striga', and 'The Flame that Cleanses'. Old Forge o======================================================================o 20) Exit the Hospital and head to the Old Forge, which is south of the Hospital. Inside you'll find your good old friend, the Order armorer from Chapters 2 and 3. Talk to him and ask him about Raven's armor, and he'll run down a checklist of things you'll need. This starts the quest 'Saint Gregory's Litany' and updates 'Armor'. You can also rest here, and shop, for what that's worth. ***REWARD*** (For learning more about Raven's Armor) EXP 1000 <----------------------------------------------------------------------> 21) Now it's time to find our Striga. Head south until you find Kalkstein's Laboratory, then turn north to find an alley populated by some Temerian soldiers. Trigger a cutscene near the base of the tower and fight off the Mutant that drops down using the Fast Steel Style. Kalkstein will show up after the battle and will show too much interest in the thing.. as is usual for Kalkstein. He'll call it a mutant, and make the obvious-and unsettling-comparison to Geralt. It seems Salamandra is getting better with its mutations, and they're getting awfully close to creating Witchers. He'll also share a rumor that points out an old church in the Swamp Cemetery as our Striga's likely lair, and he'll give us the book 'Striga's Urge', in case we dispatch the Striga. This updates the quests 'Her Highness the Striga', 'The Flame that Cleanses', and 'Sweet Revenge'. ***REWARD*** (For destroying the Mutant) EXP 3000 <----------------------------------------------------------------------> 22) Return to the Hospital, where Shani will bother Geralt. They'll be interrupted by a squad of Scoia'tael rebels who burst in, and as usual, they ignore our obvious badassness and try and kill everybody. Put them down, then talk to Shani again, who will complain about the immorality of the Scoia'tael. Now that we've repulsed one band of Scoia'tael fanatics, everything is going to be awesome, forever. If you gave Alvin to Shani in Chapter 3, it'll be time to talk about your relationship. Say whatever you want, like Triss earlier, you can either declare your love for her, or tell her it's a dream. ***REWARD*** (For saving the hospital from the Scoia'tael) EXP 3000 Order's Command Post o======================================================================o 23) Head outside and you'll find White Rayla, who has caught the attention of some Elves.. and given the disposition of both sides, it's not friendly attention. Fight off the Elves and White Rayla will invite you to the Order's Command Post, to the west. Inside, you'll be pestered by an Order commander, who wants you to help the Order take the barricades from the Scoia'tael, lest the nonhumans take control over Old Vizima. Sure, in time. Pick dialogue option #1 to opt to talk to White Rayla, first. When you get a chance to respond to her, pick any option, then when you get the choice to pick "I know other ways to tame you..." or "You're mad." pick the first option to get White Rayla's Sex Card. ***REWARD*** (For saving White Rayla and meeting up at the Order Command Post) EXP 4000 <----------------------------------------------------------------------> 24) You'll be given the chance to rest now, which honestly is pretty unnecessary on the normal difficulty. Rest, prepare potions, level up, or don't, then head outside. Siegfried will approach and tell you that Rayla is trapped at the barricades, and suggest that you flank them. What, you didn't think you'd get out of driving the Scoia'tael from Old Vizima, did you? <----------------------------------------------------------------------> 25) Take the road leading south-west from the Hospital to reach the barricade-opposite the Dike. Dispatch the Scoia'tael rebels you find and jead south until you reach the blocked door leading to the Solitary Tower, then turn west and blast some debris with the Aard sign to clear the way. Take the new path you've opened and travel between the burning ruins, kill another band of Scoia'tael, Siegfried will encourage you to keep doing what you're already doing, then you'll meet up with White Rayla. When you reach some more debris blocking your way, blast it with Aard and slaughter a final group of Scoia'tael. When they're all dead, watch White Rayla get shot down before you and Siegfried move on to the Swamp Forest. This completes the quest 'The Flame that Cleanses'. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 8000 >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<< Old Vizima o======================================================================o 26) Head down the stairs from where you find yourself after the cutscene and you'll run into Zoltan Chivay. Time to make good on your promise at the Dike to help out refugees.. and since we have no real leads on where, exactly, our Strigacess is, we might as well help Zoltan. The Scoia'tael will be fighting the Order here, but since you're buddy-buddy with the nonhumans, the Scoia'tael won't be hostile-and will do a fair job of keeping the hostile Order troops occupied. Just as well, their loot still sucks, and both sides are endless, so ignore them. <----------------------------------------------------------------------> 27) Travel south until you reach the Hospital in the middle of the area, then go east a short ways and head north up an alley with the 'Scoia'tael Hideout' at the southern end. At the northern end of the alley, Zoltan will complain when the refugees are nowhere to be found. Dwarven cursing reveals them, however, and you'll be joined by some Old Dwarves and Young Elves. Return to the Old Well to the south, then go east into the next alley to find the second refugee group. Zoltan roars to attract the refugees, and Geralt rightly mocks him. Now head to the Hospital. Hospital o======================================================================o 28) When you arrive at the Hospital, Zoltan will tell Geralt about how to find out more about Raven's Armor. Then Shani comes and, if you're like my Geralt here, bitches at him. Finally, a guard shows up and tells Geralt that the Striga has been seen near the tallest tower in Old Vizima. This updates the quests 'Armor', 'Her Highness the Striga', and 'Hope Burns Bright'. Ignore the urge to talk to the nurses and the urge to loot for now, we'll get to it in time. Old Forge o======================================================================o 29) Exit the Hospital. If you head north you'll find the Scoia'tael quartermaster, who will be selling you weapons, runes, and other junk you don't need anymore. Where you You really want to go is to the Old Forge, which is south of the Hospital. Inside you'll find your good old friend, the dwarven blacksmith from Chapters 2 and 3. Talk to him and ask him about Raven's armor, and he'll run down a checklist of things you'll need. This starts the quest 'A Gnomish Device' and updates 'Armor'. You can also rest here, and shop, for what that's worth. ***REWARD*** (For learning more about Raven's Armor) EXP 1000 <----------------------------------------------------------------------> 30) Now it's time to find our Striga. Head south until you find Kalkstein's Laboratory, then turn north to find an alley populated by some Temerian soldiers. Trigger a cutscene near the base of the tower and fight off the Mutant that drops down using the Fast Steel Style. Kalkstein will show up after the battle and will show too much interest in the thing.. as is usual for Kalkstein. He'll call it a mutant, and make the obvious-and unsettling-comparison to Geralt. It seems Salamandra is getting better with its mutations, and they're getting awfully close to creating Witchers. He'll also share a rumor that points out an old church in the Swamp Cemetery as our Striga's likely lair, and he'll give us the book 'Striga's Urge', in case we dispatch the Striga. This updates the quests 'Her Highness the Striga', 'Hope Burns Bright', and 'Sweet Revenge'. ***REWARD*** (For destroying the Mutant) EXP 3000 <----------------------------------------------------------------------> 31) Return to the Hospital, where Shani will bother Geralt. They'll be interrupted by a squad of Order soldiers who burst in, and as usual, they ignore our obvious badassness and try and kill everybody. Put them down, then talk to Shani again, who will complain about the immorality of the Order. Now that we've repulsed one band of Order fanatics, everything is going to be awesome, forever. If you gave Alvin to Shani in Chapter 3, it'll be time to talk about your relationship. Say whatever you want, like Triss earlier, you can either declare your love for her, or tell her it's a dream. ***REWARD*** (For saving the hospital from the Order) EXP 3000 Scoai'tael Hideout o======================================================================o 32) Leave the hospital and you'll run into Toruviel, who is being accosted by a half-dozen Order goons. Put them down and she'll invite you to come talk to her in private. Follow her to the Scoia'tael Hideout, where you'll be bothered by an Elf asking you to help take the barricades from White Rayla-doing so will ensure the Scoia'tael's victory in Old Vizima. Pick option #1 to talk to Toruviel, and when she states she couldn't leave her brethren here to die, pick any option. It'll end in a sexual proposition, and if you pick option #1, you'll get Toruviel's Sex Card. Picking option #1 "I see..." when talking to Toruviel is pretty funny.. no time's a bad time for some lovin' if you are Geralt. ***REWARD*** (For saving Toruviel and meeting up at the Scoia'tael Hideout) EXP 5000 <----------------------------------------------------------------------> 33) You'll be given the chance to rest now, which honestly is pretty unnecessary on the normal difficulty. Rest, prepare potions, level up, or don't, then head outside. Zoltan will chat with you, and reveal the galvanizing effect your help at Murky Waters has had on Toruviel, and in return, what effect she's had on Yaevinn. Watch a cutscene where Geralt defends his stance, then, with a roar, it's time to charge the barricades, tiger-style. <----------------------------------------------------------------------> 34) Take the road leading south-west from the Hospital to reach the barricade-opposite the Dike. Dispatch the Order troops you find, and Zoltan will reveal that Toruviel is on 'the left flank'. Head to the north next to the Order's Command Post, then west between a pair of burning houses. Blast some rubble with the Aard sign, then dispatch another group of Order goons. Afterwards Toruviel will reunite with you and tell you the plan-we do the wet work, while Yaevinn carries out some plan or another. Continue between some more burning buildings to the south-east, blast some debris to the north, then attack a horde of Order soldiers. Remember, this is strategy we're employing.. a strategy so ingenius, a moron could have come up with it! Chop the Order enemies into bite-sized bits of Orderling, then continue until you trigger a cutscene where White Rayla will be shot down. At least we didn't have to get our hands dirty, eh? You'll shortly find yourself in the Swamp Cemetery, and the quest 'Hope Burns Bright' will end. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 9000 o======================================================================o | | | Questing the Swamp Cemetery | | | o======================================================================o Sequence of Events: {WLK017} 1) Meeting the Grand Master 2) Aftermath in the Old Quarter 3) Nurses in Need 4) Things to See, People to Do 5) The Final Notice Board 6) Notes on the Swamp Cemetery 7) Lesser Folk in the Druid's Cave 8) The Cousins Three 9) First Refugee Cave 10) To Raven's Crypt 11) Repeatative Dungeons 12) Southern Looting 13) Remains of Raven's Armor 14) Second Refugee Cave 15) World Champion 16) Obtaining the Magic Formula 17) The Old Mine 18) Obtaining the Gnomish Device 19) Vesper 20) Lilly and the Two Swords Rewards 21) To the Striga's Crypt 22) Obtaining the Notes of an Elven Minstrel 23) Obtaining St. Gregory's Litany 24) Slaying Adda 25) Saving Adda 26) Resolution and Evidence 27) A Royal Reward 28) Completing Quests 29) Collection Complete 30) Raven's Armor, Rebuilt Swamp Cemetery o======================================================================o 1) Celebrations must be short, as although you've broken out of Old Vizima, a horde of monsters lie ahead. A Swamp Cemetery.. what the hell were these Temerians thinking? Could there be a greater recipe for monster-breeding than that? Kill the Bloedzuigers (Igni works wonders, folks) and charge an Archespore. By the time you kill one, the Grand Master of the Order will show up and dispatch the remaining foes for you. The Grand Master will then chat with Geralt, and will prove as vague as you might expect any important NPC to be by now. Just note that he seems to know you-and your stances-quite well, and that he refers to some grand plan the Order has. After the conversation, your traveling partner (Shani, Siegfried, or Zoltan) will leave, and you'll be free to roam about as you please. With a whole new area and finally some room to boldy explore new ground.. lets return to Old Vizima, which can now be properly explored. ***REWARD*** (For chatting with the Grand Master) EXP 3000 <----------------------------------------------------------------------> 2) The fighting will be over, one way or another. If you sided with anybody, that faction will be in charge of Old Vizima.. and plenty of wounded members of that faction will be lying around. If you remained neutral, you'll find both wounded Order knights and Scoia'tael rebels lying around, and Temerian Soldiers will be the sole standing fighting force. Feel free to loot houses at your whim, although few have anything truly useful in them. Go shopping by talking to Kalkstein, whomever is in charge of the Old Forge, or one of the quartermasters (if you're aligned with any faction), or with a fence that has set up shop north- west of the hospital (if you stayed neutral). <----------------------------------------------------------------------> 3) Even Chapter 5 isn't immune to having a host of random NPCs asking for handouts. I won't bother to list them, as they don't really give you anything worthwhile. If you talk to them, and give them what they want, they'll tell you about various monsters-Cemetaurs, Ifrits, and Garkains. They'll ask for various things-Nurses and Paramedics will ask for ingredients (Winestones, Honeysuckle, and Naezan Salts) or completed potions-Swallow and White Raffard's Decoction. Peasants will be more practical, asking for money and food. <----------------------------------------------------------------------> 4) Before we return to the Swamp Cemetery, I'll just make a note of a few people/places of interest. First, we have the Executioner's Tower, north of the exit to the Swamp Cemetery. Inside you'll find everybody's favorite dentist, Zahin Schmartz. Near the path leading to the Swamp Cemetery, you'll find Captain Jean-Pierre, to whom we'll turn the quest 'Mud and Velvet' into when we finish it.. or finish parts of it, as the case may be. If you have managed to remain neutral all this time, you have one final stop. Head into the Hospital, go upstairs, and talk to the 'Nurses from Old Vizima' you escorted earlier. Now that Shani is gone, they'll give you their Sex Card. <----------------------------------------------------------------------> Finally, in front of the Hospital you'll find our final Notice Board, from which we'll get the following quests; 'The Bloedzuiger Contract', 'The Bruxa Contract', 'The Cemetaur Contract', 'The Garkain Contract', and 'The Wraith Contract'. Like last chapter, I'll record the rewards here, tell you when we find the monsters we're hunting. Bloezuigers can be found in the Swamp Cemetery. Bruxa populate the island in the Swamp Cemetery upon which the Striga's Crypt is located (at night, surrounding Lilly, a unique Bruxa.) Cemetaurs can be found in Old Vizima, near Kalkstein's Laboratory, and during your escape from Old Vizima if you were neutral as part of the quest 'Under a Fiery Sky'. You can find more of them in some of the Ancient Crypts you can reach via the Wayfarer Stones in the Swamp Cemetery. Garkains, like Bruxa, can also be found at night on the island holding the Striga's Crypt, near Vesper, a unique Garkain. Finally, Wraiths can be found in Raven's Crypt, and a group can also be found on the island holding the Striga's Crypt. Now well-armed with plenty of tasks, return to the Swamp Cemetery at peace that you've done everything you need to do in Old Vizima for now. ***REWARD*** (For turning in ten units of Bloedzuiger Blood to the Eldest Druid) EXP 7000 Orens 200 ***REWARD*** (For turning in six units of Bruxa Blood to Captain Jean-Pierre) EXP 7000 Orens 300 ***REWARD*** (For turning in five Cemetaur Jaws to the Desperate Father) EXP 7000 Orens 250 ***REWARD*** (For turning in two portions of Garkain Saliva to Kalkstein) EXP 7000 Orens 250 ***REWARD*** (For turning in four portions of Death Dust to Kalkstein) EXP 7000 Orens 300 <----------------------------------------------------------------------> 5) Anyways, head back to the Swamp Cemetery.. there are quests to get (and complete) here, and other quests that must be completed here, yet turned in to characters back in Old Vizima-you know, the typical fetch- quest crap. The enemies here are pretty classic swamp critters- Bloedzuigers, Drowners, and Drowned Dead, which is fine, because they'll give us plenty of ingredients to make potions with, should you somehow be deficient. The enemies here aren't really dangerous anymore, but they make up for it by being numerous, and it's unlikely that you'll get to go anywhere without having to put down a half-dozen Drowners. We'll explore every area here, for the sake of completionism, and because between the three Geralts, you'll need to go everywhere.. and I don't feel like splitting up the guide again. For example, if you haven't sided with the Scoia'tael, you don't have any real reason to enter the Old Mine. Regardless, we'll hit the Striga's Crypt last.. you know, saving the most important endeavors for last? Druid's Cave o======================================================================o 6) The first logical step would be to head to the Druid's Cave.. if you were neutral, you've already had to lead Shani there.. and this last little step will pretty much mend the earlier split in the guide. Here you'll find your buddy from Old Vizima (Shani or Zoltan, anyways, Siegfried is off being a tool), but more importantly, you'll find several Druids. If it's not night-time, the Elder Druids will sell you junk, and trade with you-if you give them various things, they'll reward you, as follows: Women's Apparel, Shawl = Blizzard Potion x3 Women's Apparel, Silk Scarf = Cat Potion x3 Women's Apparel, Red Shawl = Thunderbolt Potion x3 Precious Stones, Amber = Willow Potion x3 Precious Stones, Diamond = De Vries' Extract x3 Precious Stones, Ruby = White Raffard's Decoction x3 Precious Stones, Sapphire = Full Moon Potion x3 Fool's Parsley = Swallow Potion x1 White Roses = White Honey x3 Needless to say, this is a pretty handy way to stock up on potions if you have too much crap lying around in your inventory, and want to put it to good use. The Fool's Parsley for Swallow is an especially good deal-even though we've probably outgrown Swallow Potions as a serious defensive method, they're still handy, and at the price of one ingredient, it's hard to resist getting a few. The Blizzard Potions and White Raffard's Decoctions are the best of the bunch, and Cat will come in handy, as well. Keep in mind that they will only trade with you once each visit, before they just start floating-text rambling. Leave and return, and they'll trade some more. Rinse, wash, repeat until you have traded as much as you care to. <----------------------------------------------------------------------> 7) The Eldest Druid (he's pulling rank on those Elder Druids, young punks!) will take your Bloedzuiger Blood, if you have enough. The Royal Huntsman also hides out here, but since both our trophy monsters reside on the island where we'll find our Striga's lair, we'll be avoiding them for now. If you gave Alvin to Shani in Chapter 3, AND remained neutral, it'll be time to talk to Shani about your relationship. Say whatever you want, like Triss earlier, you can either declare your love for her, or tell her it's a dream. Finally, there's Cousin Corbin, one of the three cousins of Antoinette we need to turn the money over to.. and now this quest bears a bit of explanation. <----------------------------------------------------------------------> 8) The cousins three are hiding in three areas in the Swamp Cemetery- one is in the Druid's Cave, and two others are in the two Refugees' Caves. When you talk to them, you can give each of them 300 Orens, get some experience, and everybody is happy. If, however, you want a somewhat more potent reward for this quest, you can return to Old Vizima and talk to Captain Jean-Pierre after giving the gold to at least one of the three cousins. You can, of course, give the money to all three and lie about it to the good captain, but it's 300 Orens versus 1000 experience.. granted Orens aren't too useful anymore, but 1000 experience is paltry, as well. Anyways, tell him that you gave the money to less than three of the cousins, and he'll give you a variable reward depending on how many you gave the money to. The most important thing to note, however, is the fact that he'll demand the remaining money back. If you give him the money back, you get a lesser reward.. and it's just generally not worth doing. If you refuse, however, he will gleefully attack you.. and lets be honest here, he's a mean motherfucker, one of the only humanoid melee combatants that stand a chance against Geralt in a fair fight. Seriously, he hits very hard, and you should prepare if you plan to take him on-peppering him with Igni before engaging is not a bad idea. Heh.. or with a high-level Aard sign and a little luck, you can stun him and go for the coup'de'grace. When he dies, you'll discover why. He'll drop a Mahakaman Rune Sihill-the strongest steel sword in the game. Don't get too excited, though, as there are two other ways to get one.. but it's still a nice reward. Just keep in mind that you need get your reward for 'The Bruxa Contract' from him, first. I'm mentioning the quest now so you can plan on how you want to complete 'Mud and Velvet' early, but in practice, we won't complete this quest until we return to Old Vizima to complete 'Armor'. ***REWARD*** (For giving Corbin his gold) EXP 1000 Orens -300 ***REWARD*** (For giving one of the three cousins Antionette's gold) EXP 4000 Item Samum Bomb x1 ***REWARD*** (For giving two of the three cousins Antionette's gold) EXP 5000 Item Devil's Puffball x2 ***REWARD*** (For giving the three cousins Antionette's gold) EXP 6000 Item Dragon's Dream Bomb x3 Refugees' Cave o======================================================================o 9) From the Druid's Cave, head east to find our first Refugees' Cave. I'll assume by now you can follow the map well enough without requiring me to actually hold your hand through this area.. which is good if you can, because I'm not going to do it for you. The only person of interest in this cave is Cousin Buse. Give him his gold (or not) and leave. That wasn't too hard, was it? ***REWARD*** (For giving Buse his gold) EXP 1000 Orens -300 Raven's Crypt o======================================================================o 10) From the Refugees' Cave, head south-west to find the island where the Striga's Crypt resides. Don't worry, we're not exploring it yet, but you can find a trunk full of goodies to loot, and I'd be remiss in not pointing it out. Remiss, I tell you! From the trunk head east, and hug the northern boundary of the area until you find Raven's Crypt. If you are near an aquaduct, you're too far south, if you see the area transition to the Old Manor, you're too far to the east. When you find the crypt, be forewarned, you'll probably want to make some Cat so you can, you know, see in the darkness? This crypt is filled with it. <----------------------------------------------------------------------> 11) Once inside the crypt, blast some rubble to the east to reveal a trapped Treasure Seeker. He'll at least confirm that this is Raven's Crypt. Wee. Blast some more rubble to the north and south to clear the paths. If you head to the south, you'll find a room full of Wraiths (handy, if you need some Death Dust for 'The Wraith Contract'). Up the stairs to the east you'll find a chest hidden in a niche, there's another chest sitting out in the open, and a third along the western wall. Explore the southern end of the room to find a ramp leading to a tunnel.. is this reminding you of the crypt in the fields from last chapter, where we fought Ureus? Ah well, at least it's not as repeatitive as Mass Effect and Dragon Age 2.. Anyways, in this tunnel you'll find a small horde of Fleders. Kill them and loot an old chest in the hallway, and search a room to the south-east where you'll find two old chests and a sarcophagus. In this sarcophagus you'll find a Meteorite Sword, and a Piece of Armor.. should you have failed to pick it up last chapter. <----------------------------------------------------------------------> 12) Return to the fireplace near the entrance and head north. Continue until you reach a four-way path. This intersection will be populated by Fleders and Wraiths. Crush them and loot a crate. Now, where to go, what do to? If you head south you'll find a room occupied by a handful of Wraiths, with a pair of lootable crypts. Continue south and you'll find a Circle of the Inner Fire.. and a lootable corpse and coffer in the room. <----------------------------------------------------------------------> 13) Backtrack to the four-way and head east to find a room containing a Circle of Rolling Rocks. Put down another squad of Wraiths for fun. Eh, that's not quite a paragraph, so backtrack again and head north. Blast some more ruins with Aard and continue to find Raven's Tomb. Kill the Basilisk guarding the tomb, and whatever Fleders and Wraiths decided to play, then loot the tomb. It contains a Book of the Full Moon, and the 'Remains of Raven's Armor'. Note that if you look into the sarcophagus, you'll see Raven's remains-the twin swords on the skeleton are a dead give-away. ***REWARD*** (For recovering the remains of Raven's armor) EXP 1000 Refugees' Cave o======================================================================o 14) From Raven's Crypt head south past a ruined aquaduct, then follow the island upon which the Striga's Crypt lies to the west to find the second-and southern-Refugees' Cave. Inside, head south to find Cousin Ramerot, our third and final cousin. ***REWARD*** (For giving Ramerot his gold) EXP 1000 Orens -300 <----------------------------------------------------------------------> 15) Head to the north to find Zdenek.. our unnamed champion boxer, who is perhaps not quite as unnamed as he was made out to be. The Nameless One can rest easily. Talk to him and he'll make matters easy on us by refusing to do anything other than fight. He's really not any tougher than anybody else we've boxed, and when he goes down, Geralt will complain about his bogus 'undefeated' status. Zdenek will clarify-he's never been beaten twice, and claims the ability to challenge anybody to a rematch. Rest up for about a day and talk to Zdenek again, who should be rested enough by then to fight. Beat him down again, and this time he'll lose a tooth for his trouble, and concede that Geralt is, in fact, the greatest fist fighter in the land. ***REWARD*** (For becoming the world's best fist fighter) EXP 11000 Item Famous Fist Fighter's Tooth Ancient Crypt o======================================================================o 16) Now, unless you're neutral, and want to advance 'Armor' and 'A Magic Formula' there's no reason to do this next part.. but it's still extra loot and experience, and I'm not splitting the guide again, so either follow along, brave souls, or skip to Step #17. In the north-eastern corner of the cavern you'll find a Wayfarer's Stone. Cast the following sequence of signs on the stone-Aard, Igni, Aard-and you'll be teleported in the Ancient Crypt. Groovy. Kill some Alghouls when you arrive, then head south into a tunnel, then turn west until you reach a four-way. To the north you'll find a band of Basilisks guarding a trunk full of ingredients. To the west you'll find a room that's barren, save for some Cemetaurs. To the south you'll find a room guarded by a pair of Fleders. Once they're dead, loot the Agnes of Glanville's Trunk to obtain a Moon Rune, some ingredients, and a Magic Formula. Return to the Wayfarer's Stone and cast the inverse of the sign sequence you cast last time to teleport back. ***REWARD*** (For obtaining a Magic Formula) EXP 9000 Old Mine o======================================================================o 17) Get the joke? Good. If not, what's racecar spelled backwards? Anyways, leave the Refugees' Cave and travel to the west to find the Old Mine. We don't need to go here unless we sided with the Scoia'tael and want to advance 'Armor' and complete 'A Gnomish Device'. If you hate playing games any more than you absolutely have to, skip to Step #18. Immediately inside you'll find Kikimores and a lootable corpse near a fireplace. Head north into a large chamber and dispatch some more Kikimores and a few Fleders. Loot a chest to the west, then find another Wayfarer's Stone to the south. Ancient Crypt o======================================================================o 18) Cast the following sequence of signs on the Wayfarer's Stone- Igni-Igni-Aard-to teleport again. In this Ancient Crypt you'll find Alps, Bruxa, Cemetaurs, and Wraiths. Head down a tunnel to the west and kill all the undead that oppose you. The last room contains a Dwarven Trunk within which you'll find three jugs of Dwarven Spirit, and a 'Bifunctional Fiber and Alloy Recirculator'.. or the Gnomish device we're looking for. ***REWARD*** (For obtaining the Gnomish device) EXP 9000 <----------------------------------------------------------------------> 19) It's now time to head to the island in the center of the map, upon which the Striga's Crypt is built. Rest until night inside one of the many nearby caves. We're doing this for several reasons. First, the two unique monsters we can hunt for their lovely, lovely, profitable heads only come out at night. Lazy vampires! The reason we rested before we reached the island, rather than at the much more reasonable-seeming fireplace on the island itself is, in fact, because of these beasts. They're fairly close to each other, and we much endeavor to only kill one of them at a time. Go to the northern shore of the island (just west of where we found our trunk in Step #10), and head past a gate, up a hill to the south. You'll find a pack of Garkains near a rather prominent, if gnarly, tree. Vesper is lurking around here, although he might take his sweet time to show up. Kill him, take his head, and turn it in to the Royal Huntsman for a pretty hefty reward. ***REWARD*** (For bringing the Garkain Head to the Royal Huntsman) EXP 10000 Orens 1000 <----------------------------------------------------------------------> 20) Return to the island again, and continue past where you slew Vesper to find Lilly, a unique Bruxa who hangs out with about a half-dozen other Bruxa near the Circle of Mute Thunder. Kill her, and drag her head to the Royal Huntsman, too. You get experience, and a reward. Hooray. Talk to the Royal Huntsman again, however, and he'll reward you for killing ten tropy monsters. He'd like to give you more gold, but, damn his luck, he's short on funds. Instead, he'll offer to give you one of two swords, either the silver sword 'Moonblade', which has no status effects, but deals a whopping +100% damage. Whether it's better than Aerondight is really up for debate, but you can only carry one, so choose what you'd prefer most-brute damage, or status effects. The steel sword, on the other hand, is easily the best steel sword in the game. the Mahakaman Rune Sihill deals +100% damage, and penetrates an opponents armor. I'll take that over Gwalhir any day. If you're conflicted over which of the two swords to choose, however, that's easy. You can get up to three Mahakaman Rune Sihill swords (this being one of them), but this is your only opportunity to get Moonblade. ***REWARD*** (For bringing the Bruxa Head to the Royal Huntsman) EXP 10000 Orens 1000 <----------------------------------------------------------------------> 21) Now it's time to head to the Striga's Crypt. Head past the Circle of Mute Thunder, down into some swampland between the islands, and over to a fireplace occupied by a Desperate Father. He'll ask if you've seen his son (which of course, we have not) and then relate to you a tale of the Striga, which he has personally seen in action. Spooky. You can also turn in 'The Cemetaur Contract' if you're done with it. When the old man is done talking, speak to Velerad, nearby. He's apparently here to 'check up on us'. Foltest's trust only goes so far, it seems, and we'll be reminded we're not just here to take care of the Striga-we're looking to see who Foltest can blame for the relapse. Fun. Don't worry about preparations, this shouldn't pose much of a problem at all. If anything, make sure you have a Cat potion ready-it gets dark down in these Crypts. Striga Crypt o======================================================================o 22) When you enter the crypt, turn around and Velerad will inform you that he's been ordered to lock you in until you've succeeded, or failed. How lovely. From the entry chamber, head east to a four-way split in the tunnels, then continue east. Head into the first room to the north and loot a sarcophagus to claim the 'Notes of an Elven Minstrel'. For most of us, this means we're ready to turn in 'Armor'.. just as soon as we are done with this damn Striga. Don't worry Order-followers, you'll be ready to complete this quest, too, before we leave. Continue to the east, then go into a room to the south to discover a fireplace, a corpse that can be looted for some Yellow Meteorite, and our final Wayfarer's Stone. See Order guys? ***REWARD*** (For obtaining the 'Notes of an Elven Minstrel') EXP 1000 ***REWARD*** (For obtaining all the ingredients needed to repair Raven's armor) EXP 1000 Ancient Crypt o======================================================================o 23) Again, unless you're Order-aligned, and wish to advance 'Armor' and complete 'St. Gregory's Litany', you have no real reason to enter this Wayfarer's Stone. Cast the following sequence of signs on the stone- Aard, Aard, Igni-to teleport to another Ancient Crypt. Not too many foes in here, just head east down a tunnel, into a room, then go up a ramp to the north to find a room containing a Basilisk, and 'St. Gregory's Tomb'. Loot the latter for a Vodon Rune Stone, and 'St. Gregory's Litany.' ***REWARD*** (For obtaining the Saint Gregory's Litany) EXP 9000 <----------------------------------------------------------------------> 24) Okay, enough messing around. Return to the Wayfarer's Stone and teleport back, then backtrack to the four-way and head south. Rest at the nearby fireplace if it's not night (it should be). And head into the room further south. Our dear Adda won't take long to appear. There are two ways to deal with the Striga, although I'd almost rather not mention the brute-force approach.. and really, only my neutral Witcher even considers it, and even then, only for consistency. After all, he killed a Werewolf, why not a Striga? If you fight the Striga, use the Strong Silver Style (or Fast Silver, if it's dodging too much). The Striga will do a fair bit of damage, and can cause Blinding, Knockdown, and Pain, which will further complicate things. Use the Aard to knock the Striga down to get some free hits, or Igni to deal some damage, and it'll die soon enough. <----------------------------------------------------------------------> 25) If, on the other hand, you like being a somewhat more successful Witcher like the old Geralt clearly was, you'll do what he did.. eh.. except less flashy crap. To dispel the curse, you'll have to survive a night with Adda-and doing this in any sort of an aggressive way is clearly not going to work. Thankfully, a simple solution exists. The sarcophagus in the room is a sufficient barrier to protect you from Adda-all you need to do is waste time, run around the sarcophagus, and stay away from Adda. It's absurdly easy and simple, as the Striga just can't catch Geralt if you are actually paying attention to the game while you play. There are five candles on the sarcophagus, which will be lit up at the beginning of the encounter, and they exist only to serve as handy-dandy reminders of how much time is remaining. Survive until all the candles go out, and victory is yours. This process takes about five minutes, real time (including the cutscenes showing the candles going out). Yes. I timed it. <----------------------------------------------------------------------> 26) If you survived the Striga, Adda will reappear-tuckered out from a night of trying to chew on Geralt. Sexual innuendo implied. Talk to her and she'll be much nicer now than she was last time we met. When Geralt asks about Salamandra, she'll try and play the dumb, and blame the Professor and his wicked, wicked, promises, warping her fragile little mind. She will point out a nearby sarcophagus, however, and react somewhat poorly when she thinks about the people she's killed. Maybe everything will work out after all? Even if you killed her, grab the evidence from the sarcophagus-Ostrit's Journal. You can also loot a nearby trunk for more loot. Note: If you killed the Striga, you might as well concoct the 'Striga's Urge' potion (Vitriol/Aether/Hydragenum and a Striga Heart.) Drinking it will get you an additional Bronze and Silver Talent. <----------------------------------------------------------------------> 27) Head outside and talk to Velerad, who will reward you as is appropriate for your actions. If you saved Adda, you'll be given the sword D'yaebl. Whether it's better than Harvall from Chapter 2 or not is up to you, I call it a wash, and it's far inferior to some of the swords we've been able to get by now. If you killed the Striga, Velerad will be mildly disappointed, and suggest that you should have just killed it years ago. Either way, it he'll pass on a message from Foltest. If we want to cure the disease, we need to go to the Old Manor. The disease, is, of course, code for Salamandra. ***REWARD*** (For saving Adda) EXP 3000 Item D'yaebl ***REWARD*** (For killing Adda) EXP 2000 <----------------------------------------------------------------------> 28) We've neutralized the Striga, obtained what is possibly the best silver sword in the game or obtained what is definitely the best steel sword. Our chosen faction has taken control of Old Vizima.. or the Temerian army has, if we chose neither side. It's been pretty busy. Still, we have a few things left to do. Return to Old Vizima and turn in whatever contracts you still have left, and handle 'Mud and Velvet' however you think is best. If you didn't get the Mahakaman Rune Sihill from the Royal Huntsman, or Captain Jean-Pierre, you've still got one more chance to get it. Executioner's Tower o======================================================================o 29) North of the breach in the wall leading to the Swamp Cemetery, you'll find the Executioner's Tower. If you were neutral, you ran right past it during your initial escape from Old Vizima. If not, blast some rubble, make your way to the northern wall, and run up some planks to reach the tower. Downstairs you'll find Zahin Schmartz, everybody's favorite dentist. You can turn in your last two teeth-Devourer Teeth, and the Famous Fist Fighter's Tooth that Zdenek donated. If you've donated all the teeth-all the ones you'll find in Chapter 3 (Alp Fangs, Beast Fangs, a Barghest Skull, Fleder Fangs, a Cemetaur Jaw) and the missing two teeth from this chapter (Devourer Teeth and a Famous Fist Fighter's Tooth) you'll complete his connection. He'll reward you with additional experience, and a Mahakaman Rune Sihill. You've had three chances to get one-there's no excuse for being stuck with a lesser sword, now. ***REWARD*** (For giving the dentist Devourer Fangs) EXP 1000 Orens 125 ***REWARD*** (For giving the dentist the Famous Fist Fighter's Tooth) EXP 1000 Orens 250 ***REWARD*** (For completing the dentist's collection) EXP 2000 Item Mahakaman Rune Sihill <----------------------------------------------------------------------> 30) Finally, head to the Old Forge (if you are allied with the Order or the Scoia'tael) or head to Kalkstein's Laboratory (if you are neutral). Talk to the appropriate craftsperson and have them recreate Raven's Armor. They'll ask you to give them a day-but we know what that means. Leave and return, and your armor will be ready. Collect your swanky new armor to complete this quest. It's almost sad, getting rid of the armor we've worn for most of the game.. but there's no denying that this armor is far, far superior to anything we could have been wearing previously. It has two small weapon slots, three potions slots, and potent enchantments varying on who crafted it for us, as follows: o===============================o | Raven's Armor | o===============================o | Damage Received -20% | | Vitality +75 | | Endurance +15 | | Endurance Regeneration +5% | | All Resistance +25% | o===============================o o===============================o | Raven's Armor of the Elves | o===============================o | Damage Received -20% | | Sign Intensity +10% | | Endurance +25 | | Endurance Regeneration +10% | o===============================o o===============================o | Raven's Armor of the Order | o===============================o | Damage Received -30% | | Damage +10% | | Vitality +150 | | Vitality Regeneration +10% | o===============================o Anyways, we're now done in Old Vizima and in the Swamp Cemetery. We're also done doing any trivial quests for the rest of the game. It's all straight-forward, linear story from here on out. Go through the Swamp Cemetery to reach the exit to the Old Manor along the eastern edge of the map. ***REWARD*** (For having Raven's Armor recreated) EXP 9000 ***REWARD*** (For obtaining Raven's Armor) EXP 5000 o======================================================================o | | | Old Manor | | | o======================================================================o Sequence of Events: {WLK018} 1) Killing the Count 2) Final Preparation 3) Mutant Rayla 4) Slaughtering Salamanders 5) Mutants Outside the Old Manor 6) Last Minute Looting 7) An Allied Affair 8) Into the Catacombs 9) Exploring the Catacombs 10) Killing the Koshchay 11) To Azar's Laboratory 12) Showdown with Azar Javed 13) Mastermind, Unvieled Old Manor, Exterior o======================================================================o 1) Immediately ahead you'll find Count de Wett and some of his aides. He'll chat with you as you approach, first asking if you killed the Striga. When he stumbles, he'll spill the beans-he has been working with Salamandra the whole time, and it was he who caused Adda to become a Striga again.. it seems fairly safe to say that it was probably De Wett that influenced Adda to join with Salamandra earlier. When Geralt refuses to side with him, the Count and his minions will attack. With your spiffy new swords and armor, it should be a simple matter to dispatch the sad little Count and his knights. Loot his body to obtain the book 'Experiment Notes' which will detail the creatures we're about to face.. be sure to read it now. ***REWARD*** (For learning who caused Adda to become a Striga again) EXP 3000 <----------------------------------------------------------------------> 2) There are all kinds of critters here-the typical Drowners, Drowned Dead, and Bloedzuigers, as well as some Vodyanoi. If you need to harvest any more ingredients for potion-making, do so now. Head east, then north to find a distinctive tree on your local map (not your minimap). East of this tree is a campfire, near which is a corpse that can be looted for all kinds of goodies. This is nothing short of a gift from the developers-they might as well have been saying "here's some crap, in case you're under-prepared!" Loot our wealthy corpse for Zerrikanian Mix, some Alchemists' Powder, two untis of Diamond Dust, Soldier's Hooch, Dried Fruit, Bottled Water, an Earth Stone, some Flint, two bottles of Temerian Rye, a Torch, and 50 Orens. If you haven't already, take advantage of the nearby fireplace to prepate up 10 Blizzard potions, 10 White Raffard's Decoctions, and at least one Wolverine potion. You might be tempted to create some White Honey potions, but you'll have plenty of chances to rest before every major fight-simply put, if you need to take so many healing potions that you're in danger of ramping your toxicity too high, you're just not fighting well enough. For the meantime, drinking a humble Swallow Potion should be enough to easily get you through all the fights leading up to the bigger, more potion-intensive fights. <----------------------------------------------------------------------> 3) Once you're all rested and ready to go, head south, then east, up a ramp. Kill any 'Masked Warriors' you might find in your path, and eventually you'll come across Azar Javed and Mutant Rayla. Javed will taunt Geralt shortly, before sending Mutant Rayla to attack us. She's nowhere near as dangerous as Captain Jean-Pierre was, although she is fairly fast and can inflict pain and blinding. Take her out with the Fast Steel Style. When she dies, loot her for two vials of White Raffard's Decoction, some Alchemists' Powder, random food, and 42 Orens. <----------------------------------------------------------------------> 4) Continue north and smite another Masked Warrior, and an Armored Hound (Strong Silver Style). Continue uphill, smiting Salamanders until you reach a gate, where opposition will stiffen. Masked Warriors, Armored Hounds, and Salamandra Mages await. Take out the latter quickly (a few blasts of Igni should do it) then destroy the former in melee. <----------------------------------------------------------------------> 5) Once this opposition is defeated your chosen allies will show up in the courtyard of the Old Manor, and will be attacked by a host of mutants. My Scoia'tael-aligned Geralt is joined by Yaevinn and some Scoia'tael, my Order-aligned Geralt will welcome the company of Seigfried and some Order knights, and my neutral Geralt will find Triss leading Temerian soldiers. Your enemies are Mutants (like the one we fought in Old Vizima), Mutant Assassins (somewhat stronger mutants), and Greater Mutants.. the 'greater' in this case is dubious. Use the Strong Steel Style on the former, and the Fast Steel Style on the latter. When they're all dead, you'll chat with your ally. Ask about the "situation in Vizima" first to get an update. <----------------------------------------------------------------------> 6) Before talking to your ally again, go loot some barrels along the eastern side of the front of the manor, and a trunk along the western side. The latter, in particular, contains another Moon Rune and piece of Yellow Meteorite. By now, if Meteorite Swords or Rune Swords still interest you, you went seriously astray at some point during the guide. If you're really a loot-monger, you can go down a natural ramp to the east to reach the waterfront. Near a boat along the southern shore you can score two more barrels.. it's also worth noting the Place of Power nearby, if you're overly fond of signs. <----------------------------------------------------------------------> 7) Talk to your companion again and talk about gaining access to the Salamandra Hideout in the Old Manor. Your means of entry varies depending on who you sided with earlier.. Either way, follow your companion wherever they lead you, fend off a mutant assault, then proceed alone into the depths. ***REWARD*** (For breaching the Salamandra Hideout in the Old Manor) EXP 3000 Catacombs o======================================================================o 8) You'll appear in different locations depending upon your politics.. you know, that happens when you take different routes. If you sided with Yaevinn you'll find yourself at a dead-end in the north-eastern corner of the level. If you sided with the Order, you'll enter in the south. Finally, if you remained neutral you'll start out in crypt to the north-west. Neutral Geralt will initially have to fend off some undead, including Bruxa, Cemetaurs, Garkains, and Wraiths, but the other two are more or less safe. <----------------------------------------------------------------------> 9) Now, chalk it up however you'd like-I'm being lazy, I don't want to split the guide, I have long-FAQ-fatigue (undiagnosed, of course), but I'm not going to hold your hand through this dungeon-don't worry, you'll be fine. There's precious little worth looting, and the enemies are all things you've seen before-Armored Hounds, Greater Mutants, Mutants, and Mutant Assassins. Ultimately, you want to end up in a room in the south-western corner of the map. You'll know when you're there, because you'll have to pass through a cage door. To get here, Order-aligned Geralt just needs to head north a bit, and ignore the tunnels leading east, which are blocked for him (but not for Socia'tael and neutral Geralts). Neutral Geralt heads east through the crypt, then through a door to the south (the northern door is locked for him, and the Scoia'tael-aligned Geralt). Turn west, then go down a tunnel to the south to reach the caged doors. Scoia'tael-aligned Geralt just heads across a natural bridge to the east, then turns south until he reaches his door-destination. <----------------------------------------------------------------------> 10) Drink up a Blizzard potion and a Wolverine potion before you go through the cage door. Once through, Azar Javed will appear, taunt Geralt, and summon a Koshchay-a badass crab-like creature that will probably maul you in a fair fight. With our potions, however, we should be able to reliably hit it with the Strong Silver Style (if it's not working, Fast Silver Style will have to suffice.) Keep an eye on your health-however. With Wolverine and Blizzard, we can go toe-to-toe with it and probably win, but it will still deal horrendous damage, and can inflict bleeding and pain. If it's too much pressure on you, hit it with an Aard sign to knock it down and give you time to knock back a White Raffard's Decoction. If for some reason you're still not doing well, note the pillars in the middle of the room-you can run around them and play keep away from the Koshchay. Igni can also do a bit of damage, but the real winner here is the Strong Silver Style. When it falls, loot its corpse for a Koshchey Heart. <----------------------------------------------------------------------> 11) Now, depending on how well you came out of the Koshchay fight, you should either rest (if your potion effects are about to expire, your toxicity is high, or your health is low). Or, if you're still fairly well off, head off to confront Azard Javed. Fireplaces can be found near where Scoia'tael-aligned and Order-aligned Geralt arrived-in the north- western and south-western corners of the map, respectively. If you sided with the Order, you still have most of the Catacombs to explore, as the Laboratory you are trying to reach is in the south-eastern corner of the map. The simple route east along the southern edge of the map is blocked (but not for Scoia'tael-aligned and neutral Geralt). Order-aligned Geralt must head through another cage door, travel north, then turn east. Go through a door leading into the Crypt, then through another door to the north, and continue until you reach a cage door. Neutral and Scoia-tael-aligned Geralt simple go through a cage door to the south, then down a tunnel to the east to find another cage door. Note: If you rest here, you might as well create the Koschay's Core Potion (Aether/Hydragenum/Hydragenum and the Koshchay's Heart.) Drinking it will get you an additional Gold Talent. <----------------------------------------------------------------------> 12) Go through the cage door and you'll be confronted by Azar Javed again. He'll threaten you, then summon a pair of Greater Brothers-big ass armored mutants that die easily enough with the application of the Strong Steel Style. Kill them, and he'll teleport you into his lab for the final showdown. He'll say some rather mean things about your lover, but Geralt will refuse to buy into his bluff. Azar Javed isn't much of a mage-he'll fight with two over-sized flaming maces, with which he'll commonly cause knockdown and blinding. He doesn't do nearly as much damage as the Koschay, however, and if you have a Blizzard Potion active, there's just not much he can do to you. If you killed Berengar last chapter and took his amulet, it'll release its magic during this fight-a little device Berengar got for himself to ensure his safety from Salamandra, it seems. If you spared Berengar, he'll show up to help you fight Azar Javed. As said earlier, he'll inflict Blinding and Knockdown, but a potioned-up Geralt aggressively apply the Strong Steel Style probably won't be too threatened by Azar Javed. When he falls, loot his body for the books 'Koshchay's Core', and 'Greater Brothers'. Also loot Berengar, if he showed up and subsequently died in combat with Javed. He'll leave behind a Cat Potion, a White Raffard's Decoction, and 22 Orens. ***REWARD*** (For killing Azar Javed) EXP 3000 <----------------------------------------------------------------------> 13) Azar Javed is dead, there's nothing left to do but search the lab. Examine the mirror and the Grand Master himself will appear in the mirror, asking for more mutant reinforcements. Geralt will approach the mirror menacingly, and promise to pay a visit to the Grand Master-very soon. Geralt will then shatter the mirror with the Aard sign. You'll appear outside, where you'll get to chat with your ally. Siegfried will not like hearing that the Order of the Flaming Rose and Salamandra might as well be the same thing-one a legitimate (if racist) front and the other a criminal organization-two arms of the same monster. Either way, your allies suggest you find a boat to take you back to Vizima, so you can warn King Foltest. This boat can be found north-east of the Old Manor, by the waterfront.. just follow your companion and you'll get there. Talk to your ally on the dock and and ask about the boat to go over to the other side. ***REWARD*** (For discovering the mastermind of Salamandra) EXP 6000 o======================================================================o | Epilogue | o======================================================================o | | | A Seed That Will Not Sprout, But Burst Into Flames | | | o======================================================================o Don't be confused by the title, this might as well be Chapter 6. Sure, most of the questing, meaningful NPC interaction, and loot-gathering is done, and we're certainly not going to be making Geralt any stronger. You might level up a bit, but if you're like me, these levels are all above 50, and have no talents to go with them. You're not getting any stronger swords, or any of that. This is pure story resolution. But don't let that fool you into complacency, some rough battles lie ahead, and while much of this chapter has a 'resolution gallery' feel to it, we're also genuinely dealing with the Grand Master. If our goals were to unravel Salamandra, recover the Witcher's secrets stolen from Kaer Morhen, and learn the whys of the conspiracy, this is where we'll do it. Watch a cutscene showing the Grand Master dealing with the outcome of the battle. Count de Wett is dead, and Geralt has foiled his scheme to bring shame upon Foltest via Adda and her affliction-one way or another. The Grand Master recognizes Geralt as the one major obstacle that needs to be removed-and will send some mutants to take care of the problem. Temple Quarter o======================================================================o Sequence of Events: {WLK019} 1) The King's Favor 2) Reporting to Foltest 3) Last Stash 4) The Order Encounter 5) Resolution Gallery 6) Back to the Temple Quarter 7) The Scoia'tael Encounter 8) Back to the Sewers.. 9) Preparation 10) Fighting the Zeugl 11) To the Cloister 1) When you arrive by boat Dandelion will chat with you, gushing with bardly silliness about the momentous time in which we live. Your ally will also interject. Siegfried will insist that good knights of the Order still exist, and we should talk to King Foltest to do some damage control before the whole Order is ruined. Yaevinn espies this as a wonderful time to make an alliance with the king, after all, his Scoia'tael control Old Vizima.. and besides, he'll need to be on friendly terms with the king if he's to make it out of the Temple Quarter safely. Triss for her part, just hurries Dandelion along. The quest 'The Ashes of Vizima' begins. <----------------------------------------------------------------------> 2) Talk to King Foltest, who is in the midst of discussing future politics with Radovid. Good news! You get to deal with more politics, and tell Foltest the fate of his daughter! Or maybe that's not such good news, depending. If you sided with the Order, Geralt will stand up for him and his fellow knights who aren't corrupt bastards. Foltest will tone down the scope of his Order purge and name Siegfried as the new Grand Master of the soon-to-be-reformed Order of the Flaming Rose. If you sided with the Scoia'tael, Geralt will lay all the blame at the feet of the Order, and Foltest and Yaevinn will come to a pathetic truce-partial amnesty and a temporary blind eye while Yaevinn escapes? Well, it doesn't look like the nonhuman issue is really going to improve much. If you remained neutral, Triss will wrangle for a position in Foltest's court-The Lodge of Sorceresses was once banished from Temeria, but Triss-riding on Geralt's success effectively reconciled the two sides. Finally, if you slew Adda, Foltest will not be happy.. more resigned. Radovid, on the other hand, will be quite angry. If you saved Adda, however, the two northern kingdoms will unite, and everybody will live happily ever after.. unless, of course, you play the Witcher 2. But I digress, the Grand Master is a wanted man, by all sides still standing. Geralt will protest about not being an assassin.. before realizing that he intends to kill him anyways, and accepts to do so for 8000 Orens. What's better than revenge? Getting rich while getting revenge. This completes the quest 'Her Highness the Striga', and updates 'The Ashes of Vizima' and 'Witchers' Secrets'. ***REWARD*** (For telling Foltest you killed Adda) EXp 8000 ***REWARD*** (For telling Foltest you saved Adda) EXP 11000 <----------------------------------------------------------------------> 3) Head west to find Dandelion, who will babble poetry. This is your last chance to visit your stash in the entire game.. as long as you have your potions, swords, and armor, however, you're fine. You really don't need anything else. If you think you might need more potions, by all means, grab more alcohol or ingredients, but if you made the potions I suggested in Chapter 5, you should still have plenty. Note that your companion from the Old Manor will accompany you through much of the Epilogue-Triss, if you are neutral, Siegfried, if you are Order- aligned, and Yaevinn, if you are Scoia-tael-aligned. <----------------------------------------------------------------------> 4) Past Dandelion, head north along the road behind St. Lebioda's Hospital. When you reach the east-west road leading to the market, you will run into some knights of the Order and some mutants. This encounter varies, depending upon your politics. If you sided with the Order, Siegfried will express some doubts about fighting his brothers, but these doubts prove shallow. After the fight, Siegfried will condemn the Grand Master, resolved in his desire to put him down. If you were neutral, or sided with the Scoia'tael, Siegfried will be leading this group of knights and mutants. If you sided with the Scoia'tael, a fight is inevitable. If you were neutral, you can talk Siegfried out of a fight, or not. Pick a fight by picking option #1, and avoid one by picking option #2. House o======================================================================o 5) After dealing with that encounter, head west to find a refugee, who will invite you into a nearby house. Head inside and you'll find plenty of old friends and enemies, all gathered here, against all probability. It's just the game's way of showing you a bit of resolution for some third-rate NPCs. You'll find the Resolute Girl from Murky Waters, a Novice Nun, who will tell you about Carmen and Vincent (or Carmen herself, if you killed Vincent. Turns out Carmen was the disowned daughter of the Reverend, from the Outskirts in Chapter 1. The Hermit from the fields outside of Murky Waters is also here, and he'll tell you about the Wild Hunt. Vaska will be here, spouting her swamp nonesense, as will Golan Vivaldi, who will respond variously depending on how 'Gold Rush' went. Last and least, the Reverend himself will be here, if you didn't kill in him Chapter 1. Finally, talk to the refugee who invited you in, and he'll tell you about a way to reach other houses through the basement. Wee. Loot a barrel for some alcohol, then head downstairs. House o====================================s==================================o 6) In the cellar, you'll find Vetala, if you let him live. Loot a crate which contains some alcohol, Alchemist's Powder, the book 'Zeugl Vigor', and a Key, among other goodies. It also contains the book 'Ithlinne's Prophecy', which littered much of the rest of the game. Why mention it? Because of the upcoming story events. You'll notice these final two walkthrough sections are named after lines of the prophecy. It's me, synergizing with the game, and adding atmosphere. You know you like it. When you're done looting, go through the door into another cellar. Exterminate some undead (a Bruxa and two wraiths) and go up some stairs to reach another house. Loot another crate if you must have some Flint, then talk to the resident madman, who will tell you to go out the window. <----------------------------------------------------------------------> 7) Who's more mad, a madman, or somebody who follows a madman's advice? The answer is obvious-he is. It's his name! Or perhaps it's legitimately his name, with some unfortunate spelling. Back out in the streets you'll get to enjoy another politically variable encounter. If you sided with the Scoia'tael, you'll encounter some Temerian soldiers, who merely update you on the fighting. Well, isn't that simple? If you sided with the Order or remained neutral, however, you'll encounter Yaevinn leading a band of Scoia'tael rebels. If you sided with the Order.. well, lets just say Yaevinn won't be nice, and needs to be put down. If you remained neutral, Yaevinn will still blame you for Toruviel's death, but Geralt will get a chance to respond. Picking option #1 will result in a fight, and picking option #2 will avoid one. By now we have to realize that bringing balls into a conversation is sure to end in violence.. ah.. us males.. why are we so insecure? Right, because balls look absurd, and we're self-conscious of that fact. If there somehow happens to be a female reading this FAQ, disregard that statement. It's a sensitive man-secret. <----------------------------------------------------------------------> 8) Head west to encounter a group of mutants. Kill them, and if you're neutral, Triss will speak to you. Apparently the only way to the monastery is through the sewers. Not so bad, we've crawled around down there when we were much less well-equipped. Unfortunately, Ultros.. I mean, a Zeugl.. has made its home down there. Good thing we're professional monster-slayers, what with all the monsters that just happen to fall in our path, eh? If you sided with the Scoia'tael or the Order, a wounded knight will give you a key to the sewers and warn you of the Zeugl. Continue west until further progress is impeded by flaming debris, then head into a house. House o======================================================================o 9) Loot a crate and rest at a fireplace if you must-I can't imagine why you'd need to, with the paltry opposition we've been facing. Still, here's you chance if you need to brew up any potions. For this fight, Swallow will come in handy, as it's likely to be a lengthy engagement. Blizzard, however, should be avoided, as we can only attack our enemy at certain times, and with the slow-down effect of Blizzard, we'd just end up standing around waiting for opportunities to attack. Sewers o======================================================================o 10) When you're ready, head downstairs to reach the Sewers. Head south and open a cage door. Any experienced RPGer will see the large room ahead and sigh. Boss fight is imminent. Enter the room (after giving your ally some stellar advice on fighting a Zeugl) and some tentacles will rise to block your way back. This fight is simple-cut down several of the Zeugl's tentacles and when the head pops up, attack that. When the head dies, you win. And I'm serious, that stupid Zeugl looks like Ultros from Final Fantasy VI. I suppose it doesn't help that they're both stupid squid-creatures, does it? Ah, but now I'm showing my age.. If you're well-leveled and well-equipped, tentacles should fall to the Strong Silver Style in one attack. Four tentacles will provoke the head to emerge, and if you pull off a four-hit combo on the head each time, it should only take four appearances of the head (the head probably won't sit around long enough for you to complete a full five-hit combo.) Use the Strong Silver Style on the head, and if the tentacles are advantageously clustered, you can be frisky and go for the Group Silver Style. The only thing you need to worry about is Geralt getting stun- locked by the tentacles, but they do incidental damage, and Swallow should be enough to keep Geralt more or less untouched through the fight. Loot the Zeugl head for Zeugl Venom-our last mutagen-and the Zeugl tentacles that kept us in this room for.. Orens? Miserly tentacles. Continue east, then turn north to find a fireplace, near which is a body loaded with alcohol and rare ingredients. Note: Now is a fine time to rest up and prepare a Zeugl Vigor potion (Rebis/Aether/Aether and Zeugl Venom) which will give you one Silver Talent, and one Gold Talent. Nice. <----------------------------------------------------------------------> 11) When you return to the surface, you'll find a group of religitards praying. A cutscene will occur, your ally will comment, and Geralt will respond. I have to agree with Yaevinn here-leave it to the faithful to pray while the world burns around them. It is funny, however, that Geralt defends faith when it's insulted by Yaevinn, but admits to being an atheist when asked by Siegfried to pray. He's just being confrontational, is all. Head up some stairs to the west, then travel along the road to the south. Kill a pair of Greater Brothers, and any other resistance that might stand between you and your objective. Finally, reach the Cloister and open the gates. Geralt will make up a bogus errand for Triss to go off on, while Siegfried and Yaevinn will both conveniently get injured. Looks like you're going to have to fight the Grand Master alone. o======================================================================o | | | The Time of the White Frost and the White Light | | | o======================================================================o Order of the Flaming Rose o======================================================================o Sequence of Events: {WLK020} 1) Confronting the Grand Master 2) The Ice Plains 3) Geralt's Will 4) Encountering Abigail 5) The Grand Master: On His Gift 6) King of the Wild Hunt 7) Reunited with White Rayla 8) The Grand Master: On Nonhumans 9) Faction Friends Revenge 10) An Illusion of Alvin 11) The Grand Master: On Witchers 12) Adda's Whim 13) Final Preprations 14) The Five Mutants 15) Showdown with the Grand Master 16) Defying the Wild Hunt 17) Something Ends, Something Begins 1) Ahead of you are two knights who are blocking your way. Approach and a fight ensues. Search them for a key (both carry one) and unlock the nearby door leading to the 'Grand Master's Chambers. Beyond you'll see an ideallic banquet, the Grand Master admires an infant-it's almost as bogus and cheesy as a political campaign commercial. Geralt informs the Grand Master that women and children won't prevent him from fighting, and the Grand Master spills the beans-Ithlinne's prophecy is unfolding, and the Grand Master dreams of the ice age that will destroy humanity. Jacques de Aldersberg fancies himself a comic-book villain, the savior of humanity-by any means necessary. When negotiations fail (Geralt becomes pushy and obstinant) the Grand Master will teleport them both away. Note: There's a glorious bug here that makes the following encounters much, easier.. not that they're terribly hard, but still. If you drink a potion (or many potions, for that matter!) before entering the 'Grand Master's Chambers' when you are teleported to the Ice Plains their durations will have increased by many, many hours. There is a fireplace in the room where you kill the two knights where you can concoct any such potions you might need-Swallow, Wolf, Wolverine, Blizzard, Petri's Philter.. they're all good choices. However, playing through the next part with a constant Blizzard effect can be somewhat disorienting. As for being a big-fat cheater.. well, that's your issue, not mine. It's really unnecessary, as our Geralt should be more than strong enough to handle the next Steps. Still, having a Wolverine potion with a duration of 70 hours, and a Blizzard potion with a duration of 40 hours is pretty sweet. Ice Plains o======================================================================o 2) You'll find yourself in an icy cave, after the Grand Master's teleportation. Head over to him and he'll speak some more, and invite you to follow him outside, where he'll explain. He didn't take you somewhere else, he took you into the future. Merely behold the ice- encased towers of Vizima, the 'White Frost' of Ithlinne's prophecy has come. The Grand Master will explain himself-the Order was created to save humanity. Geralt will have none of it, and when negotiations break down the Grand Master will again teleport away-far away-and summon some Omens of Fire to pester you. Dispatch them like the over-glorified Ifrits that they are. <----------------------------------------------------------------------> 3) Continue to the north-east and your lover will appear. She'll explain this place more fully than Jacques did-it's an image born of his fears and foresight-perhaps not a where OR a when, but a what-if. Of course, Geralt's will has some pull here, too, hence Shani/Triss showing up. They'll resolve to help you out, and in this regard, Triss is superior to Shani, as she'll give you the 'Lightning Storm' ability, which will give you chance of causing lightning damage to enemies as you fight. Continue north-east and you'll encounter some Skullheads-brutes that deal respectable damage, but can be chopped down with the Strong Silver Style. They shouldn't seriously pose much of a threat. This would be a good time to note the blizzard that follows you. It exists to.. ah.. 'discourage' you from back-tracking. Not that there's any point in doing so, but just be forewarned that running too far into the blizzard will result in a game-over. Geralt is immune to diseases, not to cold. <----------------------------------------------------------------------> 4) Now that we have a linear path ahead of us, I can just say 'go forward' instead of expecting you to have to follow directions! Yay! Ease for the FAQ-writer. Continue FORWARD and dispatch any more Skullheads you encounter until you find Abigail on an ice bridge. She'll comment on your past actions, and mention the Skullheads-what humans have apparently devolved into in this little fantasy of Jacques'. If you saved her from the mob in Chapter 1, she'll give you a Swallow potion, and a Tawny Owl potion. If you let the mob kill her she'll end up attacking you. When she falls, a pack of Barghests will appear. By this point in the game, they're just fodder. Kill them all and move on. <----------------------------------------------------------------------> 5) Continue in the magic direction until you find some large ice shards that contain Skullheads. Kill the three that emerge, then continue into a cave, where the Grand Master awaits again. His words to you will vary depending on what advice you gave Alvin pertaining to his 'gift' during the quest 'Alvin' in Chapter 4. <----------------------------------------------------------------------> 6) Travel through the cave and put down a Wild Hunt Wraith when it appears. Shortly thereafter, big daddy 'King of the Wild Hunt' will show up and tell Geralt he can't stop the inevitable, before he summons a group of Wild Hunt Wraiths to pester us. Kill them and continue on until you escape the cave. <----------------------------------------------------------------------> 7) As you near the cave exit, you'll get another politically variable encounter. If you sided with the Order, White Rayla will appear, and she'll admit to being happy to see you-you know, even with that whole killing her thing. Pick option #1 and she'll offer to fight at your side. Pick option #2 and she'll grant you the 'Soulcatcher' ability, which 'Restores Vitality with each opponent killed.' Honestly, I'd go with the ability any day. I hate AI companions. If you sided with the Scoia'tael, Toruviel will appear. When you get the chance to respond to her, pick option #1 and she'll grant you the 'Fiery Swords' ability, which deals 'Additional fire damage', pick option #2 and she'll join you. Again, ability beats company. If you remained neutral Celina the Nightwraith will show up. When you get the chance to respond pick option #1 and she'll give you the 'Soulcatcher' ability, same as White Rayla, pick option #2 and she'll aid you in battle. <----------------------------------------------------------------------> 8) Keep going uphill, killing Skullheads and Wild Hunt Wraiths as you go up the side of a mountain. Eventually you'll run into the Grand Master again. This time his response depend on what you told Alvin about Elves when he was captured by the Scoia'tael in Chapter 4, during the quest 'Free Elves'. <----------------------------------------------------------------------> 9) Advance uphill and kill some Mutants along the way. Eventually you will encounter one of your former faction-aligned friends. If you sided with the Order, you'll meet Yaevinn, who will resort to violence. If you sided with the Scoia'tael, you'll have to deal with an equally hostile Siegfried. If you remained neutral you'll have to fight both of them. <----------------------------------------------------------------------> 10) Nothing to do but move forward. Kill a Mutant Assassin and advance until you meet Alvin. Your lover will exclaim, but Geralt realizes that it's only an illusion. Alvin will depart without incident. <----------------------------------------------------------------------> 11) Further on you'll have your final peaceful encounter with the Grand Master, and like earlier, his response will echo what you told Alvin earlier. This time, the Grand Master has made use of the advice you gave Alvin when he asked about Witchers. <----------------------------------------------------------------------> 12) Dispatch three more Mutant Assassins that have the poor fortune of being in your way and in time you'll run into Adda. She'll comment on the narrow gap that divides humans and monsters-a subject she knows only too well-and if you saved her in Chapter 5, she'll decide she wants to help you.. and by help you, she means turn into a Striga and maul things. If you killed her in Chapter 5 Count de Wett will show up, and will profess to be the embodiment of your hatred for monsters.. and will decide to help you in battle. Regardless of who wins, there's going to be one less monster. If you killed Adda but didn't kill Vincent, Vincent will appear, and aid you as a Werewolf. <----------------------------------------------------------------------> 13) Head across a flimsy looking natural bridge, and it will predictably collapse.. it's just the game's way of saying you can't go back anymore. And here I thought the blizzard hounding us was enough.. Anyways, you'll have to deal with some Greater Brothers, and two Order Commanders. If you're wondering why you keep getting afflicted with Blinding, Pain, Knockdown, it's because of Adda-not your enemies. Apparently her attacks discriminate damage, but not status effects. Note that if you have Triss' 'Lightning Storm' ability it'll target Adda, too. Apparently the status-effect hatred goes both ways. Kill your foes and your lover will tell you that you must do this last part alone-the Grand Master will not allow anybody else into the heart of his vision. One has to wonder why he allowed anybody else in here at all.. anyways. Geralt will reveal a convention of this game to be bogus by meditating without the aid of a fireplace. So much for needing a fire to meditate, you liar. Eh, still, it's nice they gave us one final chance to rest, heal, and prepare. Be sure to have some White Raffard's Decoctions, Blizzard Potions, and perhaps some Wolf and Wolverine, if you're the melee type, or some Petri's Philter and Tawny Owl if you're the sign- using type. Note: You'll lose your potion effects here, regardless of their duration, but you'll keep any abilities you've picked up along the way. Drink more potions if you need them, but you can't cheat your way through the final fight. <----------------------------------------------------------------------> 14) Now for the big final fight. You'll speak with Jacques de Aldersberg one final time. He'll reveal his plans-he stole the mutagens to make superhuman knights. Not, as he claims, to carve an empire for himself, but to safeguard humanity during its long sojourn across the icy wastelands. Witchers are too few, and too full of doubts and emotions to have served his purpose. It doesn't matter what you say-and your options are limited-this ends in a fight. And that's just as well, we didn't just play this much game to have a philosophical debate. You heard me, Mass Effect 3. Anyways, no reconciliation is possible. Geralt attacks, and Jacques teleports away, but summons five Mutants to fight in his stead. Round one of this fight is simple-kill the five Mutants. The official guide makes this fight out to be hard "The final battle is difficult... in fact, very difficult. You need to use all your abilities, drink the appropriate potions and pray for survival. The first wave of opponents is a group of super-fast mutants. You cannot let them surround you or else you will die in a split-second..." Please. They're no stronger than the Mutants we've been butchering, and granted, five-on-one are odds we've rarely faced with Mutants, but that doesn't make this fight difficult. Group Steel Style will kill them with ease.. as will a few blasts from a high-powered Igni sign. Three blasts, in fact, was all it took to dispatch them all. No potions, no buffs, no sweat. <----------------------------------------------------------------------> 15) After they die, Jacques will show up with more Omens of Fire. My advice? Ignore them, use the Strong Steel Style, and focus solely on Jacques. As the Omens of Fire advance, they'll constrict the battlefield with a magical barrier, and can cause Knockdown, but the Grand Master himself has few tricks up his sleeve. He can hit you with his shield to cause Knockdown, and he's surprisingly resistant to magic (for reasons we'll discover shortly). If his Omens of Fire are being a bother, switch to the group style and take them out. <----------------------------------------------------------------------> 16) When you've inflicted enough damage, the King of the Wild Hunt will show up and strike down the Grand Master, then turn to accost Geralt. He's again demeaning and cryptic, and points out all of the death and destruction that follows Geralt in his wake, ennumerating all of our 'crimes' as we hunted down Salamandra. He'll claim us to be his greatest champion before finally getting to the point-he wants the soul of Jacques de Aldersberg. If you acquiesce the spectre will merely declare the soul of Jacques de Aldersberg-whom you knew by another name-to be his, and let you finish your messy business. If you refuse, you'll have to fight the King of the Wild Hunt-and this time, he can be beaten. He's been a pain in the ass all game, and I see no reason why he should get to avoid a thrashing when everybody else who crossed Geralt didn't. Ignore whatever Wild Hunt Wraiths he summons and focus on him-abuse him with the Strong Silver Style, and he should be smote in short order. All that's remains to be done is to finish off the prostrate Grand Master.. <----------------------------------------------------------------------> 17) When you're done chasing off the King of the Wild Hunt and slaying Jacques de Aldersberg, you'll appear back in the Order of the Flaming Rose cloister-bothered by Dandelion. He'll explain the outcome of the battle, your side won (or Foltest bled both sides before victoriously taking control of matters with his fresh Temerian army, if you were neutral), and the Grand Master is dead. Loot the body of Jacques de Aldersberg to discover a familiar Dimeritium Amulet, and the 'Secrets Stolen from Kaer Morhen'. This finally ends the quest 'Witcher's Secrets', and if you haven't guessed it by now, gives another huge smack-in-the-face hint about the Grand Master's true identity. Head over to the door that exits the cloister, and Dandelion will sum things up.. and ask what you intend to do next. Answer however you wish, and Dandelion will comment on your answer. Watch the ending cutscene you've earned, then watch the ending cinematic that sets up the sequel: The Witcher 2: Assassins of Kings o======================================================================o | Conclusion | o======================================================================o This isn't part of the walkthrough, it's just my closing remarks. Sit down, get comfy, and, if you're not too sick of reading my ramblings, enjoy my closing statements. It goes without saying (except that I'm still saying it) but if you haven't completed the game yet-there are enough spoilers here to make your head explode. Or at least, I hope so. Also note that these musings are willfully ignorant of anything and everything that occurs in the sequel-I won't provide spoilers for the sequel here, however insignificant. The Grand Master was apparently none other than our dear, annoying Alvin. We were warned several times that source of his power might have the ability to travel through time and space-and this Alvin apparently did. If that wasn't enough, the blue eyes should have been another giveaway. I mean, really, how many people have blue eyes? He was hounded from an early age by the Prophecy of Ithlinne, and it's no surprise that such visions carried on into adulthood. The only real question remains- and this is purely speculative at this point-is whether he was seeing honest prophetic visions, or if he was just making it up. As a potent mage who could travel through time and space, he may have actually seen the ice age that doomed humanity.. or he could have just been a psychopath with an over-active imagination. Kids are liable to believe anything, and carry it with them into adulthood with conviction. Just look at religious fervor in the real world, as an example. In the end, Geralt was one of his major role-models. The Dimeritium Amulet we gave him might have dampened his powers-but they certainly didn't eliminate them, as evidenced by his disappearance during the Battle of Murky Waters, and the later spells he cast as an adult. He certainly took an interest in swordplay, too, which can probably be attributed to Geralt. Perhaps we're fortunate he kept his amulet around, either as a keepsake, or to protect himself from hostile magics, or visions, and we might even be more fortunate that he split his focuses, instead of becoming a truly great mage and swordsman. More obviously, what Geralt told him during the quest 'Alvin' influenced several key ideas of his. While it didn't change his ultimate plans, the reasons why all provided different justifications for his actions. I doubt, however, those who were killed because of his schemes care too much whether there were noble ambitions behind his plots. What Alvin did after vanishing at the Battle of Murky Waters remains a mystery. It does, however, allow us to make sense of why Salamandra was so interested in Alvin-Alvin wanted to ensure the safety of Alvin. But considering how much Geralt shaped his views, it's odd that older Alvin even bothered trying to have Salamandra abduct him.. unless he felt he could do a better job. Still, we must assume-given how everything worked out-that Alvin did not, in fact, have prophetic foresight as to how his plan would ultimately fail. Still, the Grand Master would have had to have known everything young Alvin did, and why he wasted so much effort to kidnap himself will just have to remain a mystery.. unless perhaps he was doing what he knew he must do, to ensure that his youth played out the same way.. but now we're talking the cyclic paradox of time-travel, and I refuse to get into it. o======================================================================o | | | Quests {QST000} | | | o======================================================================o In this section you'll find the various quests in the Witcher, discussed in brief. They are separated by Chapter, and each section describes a different quest, how to start and go about completing each quest, and the various rewards you recieve as you complete different phases. Some lingering quests will be continued into subsequent chapters. For example, the quest 'Fistfight' occurs over multiple chapters, and the section in Chapter 1 describes the phase that occurs in Chapter 1. The later phases occur in later chapters. If a quest can be started in multiple chapters, it will be listed in the earliest chapter in which it can be started. Note that all possible solutions for each quest will not be included in this section, nor will every possible means of starting or resolving each quest. Whenever possible, the steps taken to resolve a quest will mirror those found in the Walkthrough, even though it's uncommon that lengthy quests will be resolved sequentially. Also, only 'correct' solutions will be presented below. There just doesn't seem to be any point in showing the various ways you can fail a quest. I use the word 'correct' in this context usually to refer to the best possible outcome, or at least the path followed in the guide (wherein I tend to seek out the best outcomes), although in a few instances I will show various ways to resolve a quest differently, even if I feel the result is less than optimal-this usually has to do with the morality of the Geralt being played. Sometimes being the consumate Witcher involves siding with assholes over monsters. Also keep in mind that the order in which you complete quests can determine whether other quests succeed or fail, or whether you can even start some quests. Whenever possible I'll try and provide a note telling you what to avoid so as to avoid failing a quest, but it's much easier to do things right if you just follow the Walkthrough. This section provides you with the freedom to wander through the game without having your hand held, but if you fail a quest or get lost, just remember that the freedom to explore is also the freedom to make mistakes. Last but not least, this is a condensed version of the quests as they appear in the Walkthrough. Quests constantly link together, and there will be spoilers, especially if you read ahead, and don't do things step-by-step. Ideally this section will be used to troubleshoot and double-check quests as you do them on your own. Throughout the rest of the guide I've tried to keep spoilers to a minimum-you read about what happens as you do it. There is no such safety here, especially since the quests are listed alphabetically, not chronologically. This section is what it is-an index of the quests and simple step-by-step solutions, it's not meant to be exhaustive, it gives no opinion of order in which quests should be completed. Since it's a courtesy for me to even digress this much for players who are choosing to ignore 90% of my FAQ to preserve their independence, I don't want any e-mails whining about spoilers in this section. You have been warned about them ahead of time. o======================================================================o | Prlogue {QST001} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Potion for Triss Berengar's Secret* Defending Kaer Morhen Fistfight* *: Quests marked with an '*' are quests that are not resolved in this chapter. [Prelude] A Potion for Triss o======================================================================o After failing to prevent the Salamandra Bandits from robbing Kaer Morhen you'll find yourself busy with a new task-finding the ingredients you'll need to create a potion for Triss. 1) Talk to Vesemir, meditate, and talk to Vesemir again. He'll refer you to Lambert, who will tell you that you need to head upstairs to secure some Calcium Equum and White Gull in order to make a potion for Triss. There's also the matter of some Salamandra stragglers that need to be dealt with. 2) Head upstairs and kill all the Salamandra Bandits you find-you don't need any prisoners. Loot around, too, while you're at it. Sure, you're looking for ingredients to make a potion, but since you're leaving Kaer Morhen behind, you might as well scavenge everything you can, right? 3) Return downstairs and talk to Lambert, who will tell you that you need the claw of a mighty beast and some Celandine to finish your potion. Talk to Vesemir again and he'll give you some Celandine, teach you how to skin monsters, and tell you to harvest the Frightener for the ingredient you need. 4) Once done, meditate and create 'A Potion for Triss'. Now head upstairs and enter Triss' room. Talk to her and give her the potion to complete this quest. ***REWARD*** (For providing a Potion for Triss) EXP 1000 [Prelude] Berengar's Secret.. ..(continues in Chapter 1) o======================================================================o You'll begin this quest by talking to Vesemir, who will tell you about another Kaer Morhen graduate named Berengar. There's not much you can do with this quest until Chapter 2. [Prelude] Defending Kaer Morhen o======================================================================o The first story quest of the game, this quest begins as soon as the intro cutscene ends. The first part of the quest is just combat tutorial, showing you how to use the combo system, perform coup-de-graces, and use the various combat styles. 1) Fight your way through the combat tutorial until you make it to a tower. Head up the stairs to reach the courtyard outside of the citadel and kill the Salamandra Bandits. Activate the winch to reunite Geralt with the rest of the Witchers. 2) Once reunited with the rest of the gang, they decide to send Geralt and Leo-the two understudies-into the Citadel. Fight your way into the Laboratory through various uninspiring Salamandra foes. 3) When you reach the Laboratory your attempt to stop the Salamandra leaders will be thwarted by a magic barrier. Learn the Aard sign to blast the debris blocking your way back-you need Triss to contest with a mage of significant power. 4) Once outside Savolla shows up with his Frightener, leaving you to choose which enemy to face. If you stay outside you'll have to fight the Frightener, if you go with Triss, you'll have to fight Savolla. Once done you must return to the Laboratory inside the Citadel to deal with the thieves. Before continuing with this quest you must complete 'A Potion for Triss'. ***REWARD*** (For defeating Savolla and reaching the laboratory) EXP 2000 5) After completing 'A Potion for Triss' talk to Vesemir to attend Leo's funeral and leave Kaer Morhen behind. ***REWARD*** (For attending Leo's funeral and abandoning Kaer Morhen) EXP 4000 [Prelude] Fistfight.. ..(continues in Chapter 1) o======================================================================o This quest begins near the end of the prelude, when Eskel is upstairs. This is after you clear the bandits out during 'A Potion for Triss'. He'll offer to teach you how to deal with enemies without using weapons, and by all means, accept his offer and pummel him a bit. This quest continues throughout the game. (For boxing with Eskel) EXP 1000 o======================================================================o | Chapter 1 {QST002} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Game of Dice* Berengar's Secret* Buried Memories Dead Hand of the Past Dice Poker: The Novice Fistfight* Hot Potato* King of the Crypt Of Monsters and Men Racists She's No Early Bird Strangers in the Night The Barghest Contract The Drowner Contract The Ghoul Contract The Monster in the Lake The Salamander's Tail The Secret Garden Wanted* Witcher's Secrets* *: Quests marked with an '*' are quests that are not resolved in this chapter. [Chapter 1] A Game of Dice.. ..(continues in Chapter 2) o======================================================================o You can begin this quest by getting your hands on some Dwarven dice. As far as this guide is concerned, however, it may as well start after saving Zoltan from his antagonizers during the quest 'Racists'. You can score some dice from the racists. [Chapter 1] Berengar's Secret.. ..(continues in Chapter 2) o======================================================================o Talk to the Reverend, and he'll tell you that Berengar agreed to hunt down the Beast, but abandoned the endeavor. The updates to the quest are entirely cosmetic-Geralt is sure that Berengar made it into Vizima, for what that's worth. [Chapter 1] Buried Memories o======================================================================o One of the 'respectable' villagers you have to appease in order to prove your worthiness to the Reverend is Mikul. Find him near the Merchant's Gate to Vizima. Talk to him and he'll ask you to get rid of some Ghouls from the local Crypt, and give you the key you need to gain entry. 1) Head into the Crypt and kill all the Ghouls-your quest log will be updated when this is accomplished. You only need to kill the Ghouls in the front part of the Crypt, although if you're unlucky this could mean dealing with three Ghouls at once. ***REWARD*** (For killing the Ghouls in the Crypt) EXP 1000 2) Return to Mikul and tell him about the girl and the Ghouls. He'll whine and be useless to you for a while, but at least you get your reward. ***REWARD*** (For telling Mikul about the Ghouls) EXP 3000 Orens 200 [Chapter 1] Dead Hand of the Past o======================================================================o To start this quest you'll need to find Declan Leuvaarden in the Country Inn. He's usually around at noon, although he wakes late, and retires early. Talk to him and ask if he has any work for you and he'll tell you to explore a cave under the wall of Vizima to see if you can discover what happened to his friend. 1) The cave is, of course, filled with monsters. Echinops, as the case may be. Take it slow and try to fight them one at a time. Kill them all, included a unique 'Sated Echinops' to find the remains of Leuvaarden's friend. ***REWARD*** (For recovering the remains of Leuvaarden's friend) EXP 500 2) Return to Leuvaarden and tell him you found his friend's remains. Instead of rewarding you, however, he insists that you have the remains interred within the local chapel. In order to do this you'll have to appease the Reverend by lighting all the Eternal Fire Shrines during the quest 'Of Monsters and Men'. 3) After lighting the five Eternal Fire Shrines in the quest 'Of Monsters and Men' ask the Reverend for permission to inter Leuvaarden's friend in the local Chapel. Once permission has been granted, head inside and put the remains in the sarcophagus. ***REWARD*** (For interring the remains of Leuvaarden's friend in the Chapel) EXP 500 4) You'll be bothered by the 'King of the Wild Hunt', who will bother you with fatalistic nonsense. Respond as you wish, and if you're defiant you'll have to fight the shade of Leo. 5) Return to the Country Inn and tell Leuvaarden that you buried his friend to claim your well-deserved reward. ***REWARD*** (For reporting to Leuvaarden after burying his friend) EXP 1000 Orens 200 [Chapter 1] Dice Poker: The Novice.. ..(continues in Chapter 2) o======================================================================o Start this quest by rescuing Zoltan Chivay from a group of racists. Afterwards, you can talk to him and ask him about dice. He'll tell you to play a few rounds to get noticed, and that Mikul, Haren, and Odo all play. You can play before this, but if you learn from Zoltan that the others play, you can convince them to play with you, too. Once you've beaten three novice players this quest is over. If you fail to complete the quest in Chapter 1, you can always finish it later.. but why wait? 1) Defeat one Novice player. ***REWARD*** (For defeating one Novice player) EXP 100 2) Defeat two Novice players. ***REWARD*** (For defeating a second Novice player) EXP 100 3) Defeat three Novice players. ***REWARD*** (For defeating a third Novice player) EXP 100 ***REWARD*** (For becoming a Novice at Dice Poker) EXP 500 [Chapter 1] Fistfight.. ..(continues in Chapter 2) o======================================================================o Find Fat Fred in the Country Inn and beat him at a boxing match. After beating Fat Fred you'll need to wait until Chapter 2 to find a stronger quest opponent. ***REWARD*** (For defeating Fat Fred) EXP 2000 Orens 100 ---or--- Item Zerrikanian Spirit x2 Bread Mutton Leg Cheese ---or--- Item Gold Diamond Ring [Chapter 1] Hot Potato.. ..(continues in Chapter 2) o======================================================================o You can start this quest by talking to Haren after completing the quest 'Strangers in the Night'. He'll offer you another job-to deliver a package to a man named Coleman in Vizima, no questions asked. Accept to start this quest. [Chapter 1] King of the Crypt o======================================================================o Learn about an unusual Ghoul stalking the local Crypt from the Royal Huntsman. Later on in the chapter you'll find that some Guards have decided to try and rob the older crypts-and opened the way for you. Kill Ozzrel and take its head to the Royal Huntsman. ***REWARD*** (For giving Ozzrel's Head to the Royal Huntsman) EXP 1000 Orens 200 [Chapter 1] Of Monsters and Men o======================================================================o One of the main quests in this chapter, this quest begins as soon as the chapter starts. Fight off a group of Barghests attacking the palisade and you'll be introduced to 'the Beast'. Dealing with this critter is the object of this quest, and to a large extent, this chapter. ***REWARD*** (For fighting off the Barghests assaulting the Country Inn) EXP 500 1) Talk to Shani, and she'll suggest that you meet with the Reverend, who is the leader of this community to learn more about the Beast. When you do so, you'll find that he's skeptical about your helpfulness due to the bad reputation left by a previous Witcher, who ran off instead of fighting the Beast. To earn his trust you'll have to light five Eternal Fire Shrines located throughout the outskirts. 2) At night, go around lighting all the Eternal Fire Shrines, fighting off groups of Barghests at each Shrine. Once they're all lit, return to the Reverend in the morning and tell him the job is done. The Reverend now blames Abigail for summoning the Beast, but he will accept Geralt's advice that you talk to her before condemning her. ***REWARD*** (For returning to the Reverend after lighting all five shrines) EXP 500 3) Head over to Abigail's Hut and ask her about the Beast. She'll suggest brewing a potion for Alvin, which will allow him to divine the nature of the Beast. Collect five White Myrtle flowers for the potion and return to Abigail, who will promptly brew the potion. Once the dangerous divination is over, report to the Reverend. Note that the services at the Country Inn become unavailable after talking to the Reverend, so be sure you're ready to finish the chapter. Also note that to continue with this quest you must finish the quest 'The Salamander's Tail'. ***REWARD*** (For telling the Reverend about the origins of the Beast) EXP 500 4) After slaying the Salamanders in the outskirts, talk to Abigail in the caves. She'll tell you that she's brewing a spell to protect herself from the angry mob outside. Accompany her out and either side with her or with the villagers. Whichever you side with will aid you in your fight against the Beast. Kill the Beast and you'll obtain the 'Letter of Safe Conduct' from the Reverend.. one way or another. ***REWARD*** (For slaying the beast) EXP 2500 [Chapter 1] Racists o======================================================================o Along the fishing village to the north of the map you'll find a group of racists pestering a Dwarf named Zoltan Chivay. Either help the Dwarf-or not. Helping will get you some experience, and a favorable reaction, standing by will cause Zoltan-and old friend of Geralt's-to be angry with him. ***REWARD*** (For helping Zoltan Chivay fight off the racists) EXP 2000 [Chapter 1] She's No Early Bird o======================================================================o This quest will only start if you talk to Vesna Hood, a bar wench in the Country Inn. After talking to her you'll find her along the road outside of the Country Inn being accosted by a group of thugs. 1) Approach Vesna and company and choose either to defend her, or leave the peasants to their own devices. If you choose the latter, Vesna is killed and there is no quest. If you choose the former, a fight ensues. ***REWARD** (For rescuing Vesna from the Bandits) EXP 500 2) After the bandits are dead, Vesna will ask you to escort her home. Agree to do so and you'll have to fight off several groups of Barghests along the way. Once you make it to her grandmother's house on the edge of the outskirts village, Vesna will offer to thank you more personally. Accept her arrangments or not, either way, the quest is over. ***REWARD*** (For escorting Vesna safely home) EXP 1000 [Chapter 1] Strangers in the Night o======================================================================o One of the 'respectable' villagers you have to appease in order to prove your worthiness to the Reverend is Haren. You can find Haren in his house in the small fishing village near the river. Talk to him, and he'll ask you to kill a group of Drowners that have been threatening his packages at night. 1) Wait until night and go kill the Drowners near Haren's goods. There are a good number of them, but they come in smaller groups, so you shouldn't have to deal with more than three at a time. ***REWARD*** (For killing the Drowners near Haren's goods) EXP 500 2) After the Drowners are dead, a group of nonhuman rebels-Scoia'tael- will show up to claim the goods. Either allow them to take the goods, or fight them off. You decision will affect a few things in the next chapter. ***REWARD*** (For allowing the Scoia'tael to take the goods) Orens 200 3) Tell Haren about the Drowners and Squirrels to claim your reward. Talk to him again after 'Strangers in the Night' and he'll ask you to deliver a parcel to Coleman in Vizima, no questions asked. Accepting starts the quest 'Hot Potato'. ***REWARD*** (For reporting your success to Haren Brogg) EXP 3500 Orens 200 [Chapter 1] The Barghest Contract o======================================================================o This quest can be obtained by taking a notice from the notice board outside of the Country Inn. Bring Abigail ten Barghest Skulls to complete the quest. ***REWARD*** (For bringing Abigail ten Barghest Skulls) EXP 2000 Orens 100 Items Mandrake Root x2 [Chapter 1] The Drowner Contract o======================================================================o This quest can be obtained by taking a notice from the notice board outside of the Country Inn. Bring the Reverend three units of Drowner Brain Tissue to complete the quest. ***REWARD*** (For bringing the Reverend three Drowner Brain Tissues) EXP 2000 Orens 100 [Chapter 1] The Ghoul Contract o======================================================================o This quest can be obtained by taking a notice from the notice board outside of the Country Inn. Bring Kalkstein three vials of Ghoul Blood to complete the quest. ***REWARD*** (For bringing Kalkstein three vials of Ghoul Blood) EXP 3000 Orens 100 [Chapter 1] The Monster of the Lake o======================================================================o Talk to the Royal Huntsman to learn about this beastie, which can be encountered near the old mill any time at night. Kill Nadir and bring it's head back to the Royal Huntsman to complete this quest. ***REWARD*** (For giving Nadir's Head to the Royal Huntsman) EXP 1000 Orens 200 [Chapter 1] The Salamander's Tail o======================================================================o This quest begins as soon as Chapter 1 starts. Shani will refer you to the Reverend, the leader of this community. If anybody would know about the activities of Salamandra out here, he would. This quest remains dormant through much of Chapter 1-periodically updating as you talk to people, but you won't deal with it directly until nearly the end of the chapter. 1) Talk to the Reverend and ask him about Salamandra, and he'll refuse to talk more until you gain the trust of three of the village's most prominent citizens-Haren, Mikul, and Odo. To meaningfully advance this quest, you must complete the quests 'Buried Memories', 'Secret Garden', and 'Strangers in the Night'. You also need to make significant progress in the quest 'Of Monsters and Men.' Once done, the Reverend will tell you that the Innkeeper has a key to the Salamandra hideout. 2) Pay the Innkeeper a visit to discover that he was slain by the Salamanders, who are now busy harassing Shani. Geralt steps in and a fight ensues. After saving Shani grab the key off the corpse of the Innkeeper. ***REWARD*** (For killing the troublemakers at the Country Inn and rescuing Shani) EXP 500 3) Head over to the Salamandra hideout, which is a house along the road to the southern Cave. Dispatch two Salamandra Lackies outside, and kill a somewhat more formidible group of Salamanders inside. Go down a trapdoor to reach the cavern underneath the house, where more killing needs to be done. After killing the Salamanders, saving Alvin, and of course, looting the cave, this quest goes dormant until you finish the quest 'Of Monsters and Men'. ***REWARD*** (For killing the Salamanders in the cave and rescuing Alvin) EXP 500 4) Once you've slain the Beast and obtained the 'Letter of Safe Conduct' from the Reverend, head to the Miller's Gate. You'll gain access to Vizima, although not quite how you might have intended. ***REWARD*** (For entering Vizima) EXP 3000 [Chapter 1] The Secret Garden o======================================================================o One of the 'respectable' villagers you have to appease in order to prove your worthiness to the Reverend is Odo. You can find him at his house, which lies along the road to the south of the Country Inn. Talk to him and drink with him to prove you're not a spy and to negotiate the price of his job. 1) Head outside after drinking with Odo. It'll be night time, and you'll be quite drunk. Either drink a Wive's Tears potion to cure the intoxication, or fight the Echinops in Odo's garden drunk. Once they're dead, talk to Odo to claim your reward. ***REWARD*** (For killing the Echinops in Odo's garden) EXP 4000 Orens 100 [Chapter 1] Wanted.. ..(continues in Chapter 2) o======================================================================o This quest begins when you take an Arrest Warrant for the Professor from the notice board outside of the Country Inn. This quest doesn't become active until Chapter 2. [Chapter 1] Witcher's Secrets.. ..(continues in Chapter 2) o======================================================================o Another quest that begins when you reach Chapter 1. It runs parallel to 'The Salamander's Tail', periodically updating as you talk to the Reverend, complete tasks for Haren, Mikul, and Odo, and eradicate the Salamander presence in the outskirts. o======================================================================o | Chapter 2 {QST003} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Game of Dice* A Ghost Story A Gravedigger's Gratitude A Lost Lamb* A Most Uncommon Wine A Mysterious Tower* A Restless Ghost Anatomy of a Crime Berengar's Secret* Clay Pits Dice Poker: The Professional* Finders Keepers Fistfight* Flowers and Gold Hot Potato Memory of a Blade Monoliths Old Friend of Mine Prison Break Safe Haven Suspect: Kalkstein Suspect: Leuvaarden Suspect: Ramsmeat Suspect: Thaler Suspect: Vincent Meis Suspect: Vivaldi The Alghoul Contract The Beast of the Sewers The Crown Witness The Dogcatcher of Vizima The Drowned Dead Contract The Echinops Contract The Rat The Wolf Contract Vizima Confidential Wanted* What Lies Beneath Witcher's Secrets* Working Girls *: Quests marked with an '*' are quests that are not resolved in this chapter. [Chapter 2] A Game of Dice.. ..(continues in Chapter 3) o======================================================================o After defeating three Novice players, talk to Zoltan Chivay and he'll tell you that you need to beat four Professional Players to become a Professional yourself. This just updates this quest, and since you can't find four Professionals until Chapter 3, this quest immediately goes dormant again. [Chapter 2] A Ghost Story o======================================================================o Enter the house on the same building block as the Hairy Bear during the day time (the door to those house is on the north-facing side of the Hairy Bear block.) Inside you'll find a Thug. Talk to him and accept his proposal to start this quest. 1) Head to the house marked 'Abandoned House' on your map, in the north- western part of the Slums. Inside you'll find the Thug who gave you the quest, obviously up to no good. Dispatch him and his cronies and grab the Key off the leader. ***REWARD*** (For killing the Thugs) EXP 500 2) Talk to the Half-Elf in the room and she'll thank you, inviting you over to her house for a better reward before running off. If you visit her and play your cards right, you'll earn the Sex Card 'Half Elves'. ***REWARD*** (For saving the Half-Elf) EXP 2000 [Chapter 2] A Gravedigger's Gratitude o======================================================================o After the quest 'Vizima Confidential' has progressed enough, the quest 'Anatomy of a Crime' will start. During that quest, talk to the Gravedigger about getting into the Cemetery to start this quest. 1) The Gravedigger will demand that you either clear his debts with Thaler or get permission from Vincent Meis before he'll let you into the Cemetery. If you've completed 'Suspect: Vincent Meis' or 'Suspect: Thaler', the corresponding man will gladly help you out. Return to the Gravedigger to obtain the Key. ***REWARD*** (For gaining access to the Cemetery) Item Petri's Philter Formula 2) Head into the Cemetery and find a Crypt within. Explore the Crypt and find Raymond's body, which updates pretty much any of the main quests not yet completed. ***REWARD*** (For discovering the body of Raymond) EXP 500 3) Now all you have to do is return to the Gravedigger and tell him about your findings. ***REWARD*** (For telling the Gravedigger of your discovery) EXP 1000 [Chapter 2] A Long Way Home o======================================================================o After completing the quests 'Clay Pits' and 'Flowers and Gold' talk to Yaren Bolt again. He'll ask you to clear the way to the Docks, starting this quest. 1) To make life easier, track this quest in your journal and follow the marker to the three groups of enemies. One group is located near the Swamp Cave, and the other two are located east of the Altar of Melitele. Exterminate all three groups before doing anything else. ***REWARD*** (For killing the Bloedzuigers) EXP 100 ***REWARD*** (For killing the Drowners) EXP 100 ***REWARD*** (For killing the Echinops) EXP 100 ***REWARD*** (For clearing out all the monsters) EXP 200 2) Now go talk to Vaska and tell her your intentions for dealing with the Vodyanoi, aka the 'Water Lords'. Since it's more rewarding to resolve things peacefully, I suggest talking to Vaska along those lines. 3) Kill the Vodyanoi Warrior near the Vodyanoi Altar near the Clay Pits or return to Yaren Bolt and ask him to surrender his axe. Take his axe to the Vodyanoi Altar and leave it there. Rest until midnight and return to the altar to claim the Vodyanoi Amulet. ***REWARD*** (For killing the Vodyanoi near the altar) EXP 500 ---or--- ***REWARD*** (For obtaining the Vodyanoi Amulet) EXP 1000 4) Return to Yaren Bolt-either with news of the Vodyanoi's demise, or with the Vodyanoi Amulet. ***REWARD*** (For dealing with the monsters and Vodyanoi) EXP 1000 Orens 400 Note: Before starting this quest, ensure your large weapon slot if free. You'll need to transport Yaren's Axe to the Vodyanoi Altar to get the most out of this quest. After you start this quest do not go back to Vizima. If you waste too much time some of the Lumberjacks will be killed by the monsters in the swamp (even if you already killed them) and you'll fail this quest.. and of course, by wasting too much time they mean traveling to Vizima, you seem to be able to mess around within the confines of the Swamp Forst as much as you wish. [Chapter 2] A Lost Lamb.. ..(continues in Chapter 3) o======================================================================o Talk to Vaska after completing the quest 'Clay Pits' to learn that a local village boy has gone missing. Vaska suspects the Dryads are trying to turn him into one of their own kind. 1) Head to the Druid Grove and talk to the Druids-and especially Morenn- about the missing boy. Morren will suggest that Dryads are created in a somewhat more naked way, and will express such knowledge if Geralt gives her a Wolf Pelt (and doesn't whine, afterwards). ***REWARD*** (For talking to the Druids about the missing boy) EXP 500 2) Tell Vaska that the Druids don't have the boy. ***REWARD*** (For telling Vaska the Druids don't have the missing boy) EXP 500 [Chapter 2] A Most Uncommon Wine o======================================================================o Talk to a man named Conrad in the Hairy Bear Inn and accept his request to go retrieve some wine from a monster-infested house. Ask him about the location to get it marked on your map. 1) Head over to the house marked 'Well-Stocked Cellar' and go inside. Down in the cellar you'll be attacked by four Graviers. Smite them, and grab the three bottles of 'Very Old Wine'. ***REWARD*** (For acquiring the wine) EXP 500 2) Return to the Hairy Bear in the evening, or around 19:00, to find Conrad. Turns out he doesn't have any money, but he thinks it's fair to expect one of the bottles of wine anyways. Either give him his undeserved hooch or tell him to piss off. The quest reward is the same either way. ***REWARD*** (For reporting to Conrad after recovering the wine) EXP 1500 [Chapter 2] A Mysterious Tower.. ..(continues in Chapter 3) o======================================================================o You'll get this quest by talking to Kalkstein in Chapter 2 and asking him about his job. He'll tell you that he'll pay 1000 Orens for helping him gain access to a mysterious tower in the swamp. To learn more about the tower, however, you'll need to hunt down the books "The Secret Gates" and "Ain Soph Aur". 1) Go talk to Vivaldi and ask about the books. Depending on how you completed 'Strangers in the Night' in Chapter 1, he'll either get arrested (if you killed the Scoia'tael) or he'll offer to sell them to you. 2) If he was arrested, go visit the Dungeon and pay Vivaldi's bail. In return, the Dwarf will give you these two books for free. ***REWARD*** (For reading "The Secret Gates" and "Ain Soph Aur") EXP 500 3) Return to Kalkstein's House after reading "The Secret Gates" and "Ain Soph Aur" to learn that you need to collect ten Sephirot Stones and place them in corredsponding Obelisks in the Swamp Forest. We obtained one-the 'Maal'Kad Sephirah'-from the Cockatrice at the beginning of the Chapter, and we'll recieve another-the 'Chocc'Mah Sephirah'-from Kalkstein during this Step. 4) Immediately after the quest 'Anatomy of a Crime' place a piece of fruit on the Altar of Melitele. In return you'll obtain the 'Oth Sephirah', the 'Ghe'Vrath Sephirah', and the 'Veen'Ah Sephirah'. Convenient. 5) After completing 'Anatomy of a Crime' the correct way or 'A Gravedigger's Gratitude' return to Raymond. He'll tell you to kill Ramsmeat. Either kill Ramsmeat or have him go into hiding and report back to Raymond. You'll get the 'Keth'Aar Sephirah' to help you gain access to the tower in the Swamp Forest. 6) Talk to Leuvaarden after starting 'A Mysterious Tower' and learning about the ten Sephirah. He'll offer to sell you his 'Tipperath Sephirah', but he'll leave you 500 Orens poorer for it. 7) Complete the quest 'Clay Pits' in the Swamp Forest. Instead of giving you the 50 Orens she promised, Vaska will hand over the 'Kezath Sephirah'. Since we just wasted 500 Orens on the last one, getting this one for free is a relief. 8) In the Swamp Cave in the Swamp Forest, loot Vran's Sarcophagus to obtain the 'Y'Esath Sephirah'. 9) Kill the Golem during the quest 'The Sentry' to obtain the 'Neh'Tza Sephirah'. ***REWARD*** (For obtaining the Sephirot) EXP 100 (per Sephirah) 10) Place all ten Sephirot in their respective Obelisks to open the way to the Mages' Tower to complete as much of this quest as possible in this chapter. [Chapter 2] A Pilgrimage o======================================================================o Start this quest by talking to Gramps in the Swamp Forest. It's pretty straight-forward, he wants you to escort him to a Shrine of Melitele. Once he reaches the Shrine, you'll get an experience reward, information on a Circle of Elements and Berengar, and an invitation to the old man's house. Along the way you can take him to various locations in the Swamp Forest to hear Gramps talk about it.. if you wish.. -OPTIONAL- ***REWARD** (For taking Gramps to the Clay Pits) EXP 200 ***REWARD** (For taking Gramps to Three Islands) EXP 200 ***REWARD** (For taking Gramps to the Swamp Cave) EXP 200 ***REWARD** (For taking Gramps to the Druid Grove) EXP 200 ***REWARD** (For taking Gramps to the Mage's Tower) EXP 200 ***REWARD*** (For escorting Gramps safely to the Shrine of Melitele) EXP 1500 [Chapter 2] A Restless Ghost o======================================================================o Pick up this quest by going to the gates to 'Vizima's Cemetery' in the Temple District at noon. You'll find a lady named 'Hildegard Zollstock' nearby who will complain about her husband haunting her and spreading nasty rumors about her. Accept to hunt down and silence her deceased husband to start this quest. 1) Wait until night, then head over to the Cemetery Gates to find the Wraith we're supposed to dispose of. Initiate combat using the Fast Silver Style and put it down. ***REWARD*** (For killing the Widow's wraith) EXP 500 2) At noon return to the Cemetery Gates and tell Hildegard of your success. She'll reluctantly pay you what she promised. ***REWARD*** (For returning to Hildegard and demanding your fair pay) EXP 2000 Orens 200 [Chapter 2] Berengar's Secret.. ..(continues in Chapter 3) o======================================================================o This quest restarts near the beginning of Chapter 2, when you're given the Silver Sword and Jethro-the incompotent addict guard-reveals that the sword was acquired from Thaler, the fence. 1) Talk to Thaler, who will reveal that the sword didn't belong to Berengar. Thaler knows this because Berengar's goods came from another source-Coleman, whereas the sword was sold to him by a Gambler at the Hairy Bear. ***REWARD*** (For asking Thaler about the Witcher's Sword) EXP 100 2) Head over to the Hairy Bear and ask Ramsmeat about Berengar. Ramsmeat will tell you that the Brickmakers in the swamp sold the gear to Coleman. ***REWARD*** (For asking Ramsmeat about Berengar's equipment) EXP 3500 3) Talk to Vaska-the eldress in the Swamp Forest-and ask about Berengar. She'll tell you that he was indeed here, and that they found his equipment in the nearby Clay Pits. 4) Head over to the Clay Pits and search some 'Mutilated Corpses' to conclude that Berengar is no longer of this world. 5) After the quest 'Force Recon' you'll be told by either Yaevinn or Siegfried that Berengar is, in fact, alive, although he is known to be under the influence of Salamandra. [Chapter 2] Bloodthirsty Vegetation o======================================================================o You'll get this quest by talking to Vincent Meis, who will offer to reward you handsomely for bringing back proof that you've slain this monster. Given how he treats you after killing the Cockatrice, this is a guaranteed payday. Note that this quest doesn't actually start when you hear about it from Vincent.. 1) In the Swamp Forest, north-west of the docks you can encounter the unique Archespore named Coccacidium. It's got lethal poison, but it's vulnerable to Igni. After our grinding, we shouldn't have too much trouble pummeling it to death. Once it dies, the quest begins. 2) Bring its head to Vincent Meis for your reward. ***REWARD*** (For bringing the Archespore Head to Vincent Meis) EXP 3000 Orens 400 [Chapter 2] Clay Pits o======================================================================o Start this quest by talking to Vaska in the Brickermaker's Village in the Swamp Forest. You need to head over to the Clay Pits and kill the Drowners which have infested the area. 1) Kill the Drowners around the Clay Pits and return to Vaska for your reward. ***REWARD*** (For clearing the Clay Pits of Drowners) EXP 500 ***REWARD*** (For reporting to Vaska after clearing out the Clay Pits) EXP 2000 Item Kezath Sephirah [Chapter 2] Dice Poker: The Professional.. ..(continues in Chapter 3) o======================================================================o This quest starts after talking to Zoltan Chivay about your victories. He'll suggest you find Professional players to game against. Once you do (either Munro Bruys or Thaler, in Chapter 2), this quest begins. Note that although Thaler is in Chapter 3, you cannot play Poker with him. 1) Defeat one Professional player. ***REWARD*** (For defeating one Professional player) EXP 200 2) Defeat two Professional players. ***REWARD*** (For defeating a second Professional player) EXP 200 [Chapter 2] Finders Keepers o======================================================================o You can find a Con Man outside of the entrance to the sewers. You can find him in the early morning, at about 7:00 A.M. Talk to him and he'll ask you to enter a Crypt in the Sewers and retrieve a family heirloom for him. 1) Head down into the Crypt, aka, grindzone Chapter 2. Fight your way past Graviers and Ghouls and loot the crate in the room with the Fireplace. ***REWARD*** (For recovering the ring from the Crypt) EXP 500 2) With the ring in hand, head back to the Con Man and give him his heirloom. He'll reveal that he wasn't honest with you-but then again, his named is Con Man, so what did you expect? To smooth things over, the game gives you a hefty experience reward. ***REWARD*** (For returning the ring to the Con Artist) EXP 4000 [Chapter 2] Fistfight.. ..(continues in Chapter 3) o======================================================================o Find Butter Bean in the Hairy Bear inn and beat him in a boxing match, claim your choice of reward, and wait until Chapter 3 before finding your next worthy opponent. ***REWARD*** (For defeating Butter Bean) EXP 4000 Orens 150 ---or--- Item Mandrake Cordial x2 ---or--- Item Golden Necklace [Chapter 2] Flowers and Gold o======================================================================o You can start this quest by talking to Yaren Bolt at the logging camp in the south-western corner of the Swamp Forest. He'll ask you to obtain some Beggartick Blossoms and selling them to his contanct. You'll split the proceeds 50/50, since 1) you probably don't know what Beggartick Blossoms are, and 2) you don't have a job without knowing Yaren's contact. -OPTIONAL- 1) Accept the job and go around asking people where Beggartick Blossoms are. This part of the quest is optional, but since it gets you experience, why not do it? ***REWARD*** (For asking the Druids about the Beggartick Blossom) EXP 100 ***REWARD*** (For asking the Brickmakers about the Beggartick Blossom) EXP 100 ***REWARD*** (For asking Gramps about the Beggartick Blossom) EXP 100 2) Once you've obtained five Beggartick Blossoms, turn them in to the Ferryman at the dock in the south-eastern corner of the Swamp Forest. Now that you have your reward, you can determine what to do with it.. ***REWARD*** (For giving five Beggartick Blossoms to the Ferryman) EXP 500 Orens 400 3) Now head over to find Yaren Bolt. Either give him his share of the Orens (200 Orens) and conclude the quest on amiacable terms, or tell him you're keeping the whole score and piss him off for a while. If you short-change Yaren now you'll pay for it later, during the quest 'A Long Way from Home.' ***REWARD*** (For giving Yaren his share of the profits) EXP 1500 Orens -200 ---or--- ***REWARD*** (For refusing to give Yaren his share) EXP 1000 [Chapter 2] Force Recon o======================================================================o After the quest 'Worth its Weight in Gold' begins and Yaevinn's Letter is delivered (either to Vincent or Vivaldi) you can speak to Yaevinn or Siegfried (both of whom will be in the Swamp Forest) to start this quest. Note that you do not have to actually complete 'Worth its Weight in Gold to start 'Force Recon'. 1) Talk to either Yaevinn or Siegfried and agree to lead a squad of either Scoia'tael or Order knights, respectively. You're to head to the Golem Cemetery and thwart the intentions of the other group. 2) Once at the Golem Cemetery you'll find your opponents waiting for you. Kill the opposing side and return to either Yaevinn or Siegfried for your reward. ***REWARD*** (For speaking to Siegfried after routing the Scoia'tael) EXP 3500 Orens 200 ---or--- ***REWARD*** (For speaking to Yaevinn after routing the Order) EXP 3500 Orens 200 Note: After you complete (or really, I should say after you start) 'Force Recon' the opposing side's leader-either Siegfried or Yaevinn- will not be available for the rest of the Chapter. Be sure to have completed 'Worth its Weight in Gold' and 'The Drowned Dead Contract' before starting 'Force Recon'. Also, whomever you side with in this mission will favor you, and the other side will be less friendly. Or in other words, who you side with will determine which blacksmith will trade with you for the rest of this chapter, and in the start of Chapter 3. [Chapter 2] Hot Potato o======================================================================o This quest was given by Haren Brogg in the previous chapter. Now that we're in Vizima, we can find Coleman, who is at the Hairy Bear. There's only one problem-our package seems to have disappeared, and Jethro's sneezing indicates where it might have vanished. Jethro will all but admit to stealing the package, but he'll warn you in turn that you're lucky its contents ended up in his nose, rather than being used to incriminate you. 1) The only thing to do is to tell Coleman about the fate of his package. If you tell him the guards nipped it, he's not happy, but he doesn't take it out on you, either. If you're more confrontational, he'll send some thugs after you later, and once you kill them he'll offer to make peace. Make sure you do this quest as soon as you're done grinding, as Coleman will be be assassinated if 1) you allowed the Scoia'tael to take Haren Brogg's parcels in Chapter 1, and 2) you talked to Raymond and started the quests 'The Crown Witness' and 'Vizima Confidential'. ***REWARD*** (For telling Coleman about the package) EXP 2500 ---or--- ***REWARD*** (For telling Coleman about the package and compensating him 100 Orens) EXP 1500 ---or--- ***REWARD*** (For killing Coleman's thugs) EXP 2000 [Chapter 2] Memory of a Blade o======================================================================o This quest begins when you obtain the Silver Sword in the Dungeon, and Jethro slips up by saying the sword was acquired from a fence named Thaler. It initially runs in tandem with 'Berengar's Secret', but will shortly seperate after talking to Thaler. 1) Talk to Thaler about the Silver Sword, and he'll tell you that wherever it came from, it wasn't Berengar's. He was sold the sword by a Gambler at the Hairy Bear. ***REWARD*** (For finding out where Thaler acquired the Silver Sword) EXP 350 2) Head over to the Hairy Bear and talk to the Gambler, who will tell you that he won it from the Gardener over at the Hospital. ***REWARD*** (For finding out where the Gambler acquired the Silver Sword) EXP 250 3) Talk to the Gardener, who will tell you that he lost it gambling after recovering it from a fallen Witcher named Coen. He'll tell you that Shani also knew Coen. ***REWARD*** (For finding out where the Gardener acquired the Silver Sword) EXP 250 4) Go to Shani's House at night and bypass 'Grandma'. Talk to Shani and ask about Coen's sword. She'll ultimately refer you to Zoltan Chivay, who knows a thing or two about swords. ***REWARD*** (For talking to Shani and learning more about Coen's sword) EXP 250 5) Find Zoltan Chivay and ask him about the sword to learn that it is a genuine Witcher's Silver Sword. ***REWARD*** (For learning where your Silver Sword came from) EXP 1000 Item Earth Rune [Chapter 2] Monoliths o======================================================================o Start this quest by obtaining all ten Sephirot, or by placing one of the Sephirah in its appropriate Obelisk. Once obtained, your next immediate task it to place them all into their corresponding Obelisks within the Swamp Forest. Once all ten are placed, this quest is over. ***REWARD*** (For placing the Sephirah into their Obelisks) EXP 100 (per Sephirah) [Chapter 2] Old Friend of Mine o======================================================================o You can start this quest by talking to Shani-ideally at the Hospital. 1) Ask how you can help her and she'll tell you to bring back five doses of Celandine. This plant was very common in Chapter 1, and you should easily have more than five units of it by now. If not, it's also common in the Swamp Forest. Give Shani the Celandine for a small reward. ***REWARD*** (For giving Shani five doses of Celadine) EXP 500 2) Complete the quest 'Anatomy of a Crime'. The time spent sifting through the remains of a rotting corpse together seems to make Geralt like Shani more. 3) Go visit Shani sometime and she'll tell you about a party she's planning. She wants you, her, and Dandelion (a bard we've heard only a little about) to come to the party, but she needs you to get some alcohol first. Bring her a bottle of Mettina Rose, Temerian Rye, and Cherry Spirit Cordial. ***REWARD*** (For giving the party alcohol to Shani) EXP 500 4) Now that you've brought the booze, you need to bring a friend. You have three choices-Siegfried, Zoltan Chivay, or Carmen (the latter costs 100 Orens). Talk to them and get them to show up, then head off to the party. 5) Depending on who you brought, the party-goers will respond in different ways. What is universal, however, is that the party ends. Once it's over talk to Shani and give her some Red Roses to obtain her Sex Card. [Chapter 2] Prison Break o======================================================================o This quest starts out at the beginning of Chapter 2, with Geralt being incarcerated by the guard of Vizima. After the Professor gets freed right in front of us we should have a keen desire to escape, ourselves. Fortunately Vincent Meis-the Captain of the guard-invites any inmate to attempt to kill a Cockatrice stalking the sewers in return for a pardon. 1) Unfortunately we're not alone in our ambition, the jail-cell bully has decided that he can tackle this dangerous monster with no training and no equipment. Vincent decides to settle the issue in the most humane way possible-a fist fight determines who gets to go after the Cockatrice. Either win, or lose. Either way, you'll get your shot soon enough. ***REWARD*** (For defeating the Muscleman in a fist fight) EXP 500 2) Obtain the Silver Sword and head into the Sewers. You'll meet a knight of the Flaming Rose named Siegfried who will share his expertise and offer to join you in your hunt. Accepting gets you a compotent ally, and there's not penalty or reward for declining. Your decision will determine whether you can access the dike or hospital for free. 3) Find the Cockatrice's lair and kill the Cockatrice using the Fast Silver Style. Grab its head when you're done and follow Siegfried to the exit. ***REWARD*** (For killing the Cockatrice) EXP 1000 4) Once you're at the door leading back to the Temple District you'll be attacked by a pair of Salamandra Assassins. Put them down and Siegfried will suggest that you consult a local detective to determine who is telling Salamandra your location. ***REWARD*** (For defeating the Salamandra Assassins) EXP 500 5) Regardless of Siegfried's suggestion, return to the Dungeon and talk to Jethro, who will free up your gear, grant your pardon, and advise that you talk to Vincent Meis for your reward for the Cockatrice. ***REWARD*** (For reporting to Jethro and obtaining your pardon.. and your gear) EXP 1500 [Chapter 2] Safe Haven o======================================================================o You'll get this quest by talking to Zoltan Chivay and asking him about Witcher's work in Vizima. He can usually be found wandering around town, or more likely, in the Hairy Bear Inn. 1) Head over to the Dike and talk to Leuvaarden. Some light inquiry will prompt him to offer up 400 Orens for exterminating the Drowners. Wait until night, then kill them all. ***REWARD*** (For killing the Drowners by the dock) EXP 500 2) Find Leuvaarden again in the morning to collect your reward. ***REWARD*** (For reporting your success to Leuvaarden) EXP 2000 Orens 400 [Chapter 2] Suspect: Kalkstein o======================================================================o Start this quest by telling Raymond about what the Prisoner at the Hospital had to say-and about the subsequent attack. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) After learning from Ramsmeat that Kalkstein hired one of Ramsmeat's boys to find Berengar, question Kalkstein about it. 2) Complete either 'Anatomy of a Crime' or 'A Gravedigger's Gratitude'. 3) Once you have completed the tasks above, talk to Kalkstein again and prove his innocence. He'll tell you why he'd never work for Azar, and help you set a trap for him. ***REWARD*** (For proving that Kalkstein is innocent) EXP 3000 [Chapter 2] Suspect: Leuvaarden o======================================================================o Start this quest by starting 'A Mysterious Tower'. After that quest has begun, go visit Raymond, who is under assault by some Salamanders. He'll decide to lay low after the fight, and give you his list of suspects, one of which is Leuvaarden. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) I pretty much have this quest completed by default. By the time I start 'A Mysterious Tower', I've already advanced 'Wanted' to the point where Leuvaarden isn't possibly a suspect. You can, of course, also complete 'Anatomy of a Crime' and 'A Gravedigger's Gratitude' to prove he's innocent. 2) The Game Guide that comes with the retail version of the game also includes the following: -Talk to the Mercenaries on the Dike (I've never had them say anything interesting, but then again, I've never talked to them when Leuvaarden was an unresolved 'Suspect'.) -In the Swamp Forest, on Wyvern Island, you'll find a dead Messenger. Search the Messenger's Corpse to obtain a 'Blood-Stained Letter' which shows that Leuvaarden is part of a secret organization. 3) Once you have all the evidence above, talk to Leuvaarden to prove his innocence. He'll mention external politics as part of Salamandra's scheme. ***REWARD*** (For proving that Declan Leuvaarden is innocent) EXP 2500 Orens 500 [Chapter 2] Suspect: Ramsmeat o======================================================================o Start this quest by telling Raymond about what the Prisoner at the Hospital had to say-and about the subsequent attack. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) Go to the Hospital at night and question the Prisoner-you'll have to pay one of the guards 10 Orens for the privelage. For your investment, the Prisoner will gasp out a single word: 'Kalkstein', before the Hospital is attacked by some of Ramsmeat's Thugs. 2) Talk to one of the Thugs outside of the Hairy Bear. One of them will pretty blatantly threaten you, hoping that you share Berengar's fate. It seems like Ramsmeat's boys don't like Witchers. 3) Talk to Ramsmeat and ask him why his boys are nervous around the Salamader sign. 4) Once you have all the evidence above, talk to Ramsmeat again and he'll elaborate on why he attacked the Hospital, why he's leery around Salamandra, and why he didn't trust you at first. ***REWARD*** (For proving that Ramsmeat is innocent) EXP 2500 [Chapter 2] Suspect: Thaler o======================================================================o As far as this FAQ is concerned, you start this quest by bribing Jethro with Fisstech. He'll get chatty about Thaler, which starts this quest. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) Bribe Jethro with some Fisstech and he'll tell you that Vincent was meeting with Thaler while you were in the sewers. 2) Outside of Thaler's House (after around 21:00) you'll find a 'Mysterious Man'. Talk to him, and the mere fact that he was there will give Geralt some evidence. 3) Talk to Thaler, who will initially tell you that he works with the guards to protect himself from Salamandra (100 EXP). If you have more evidence (Step #2), he'll comment on his shady dealings at night (500 EXP). 4) When you have all the evidence above, talk to Thaler and Geralt will tell him he's innocent.. among other things. ***REWARD*** (For proving that Thaler is innocent) EXP 2500 [Chapter 2] Suspect: Vincent Meis o======================================================================o After killing the Cockatrice and moving to leave the sewers you'll be attacked by a pair of Salamandra Assassins. Since Vincent Meis is one of the few people who know you're down here, he's an obvious suspect. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) You'll get your first bit of evidence from Siegfried in the sewers. 2) Turn in the Cockatrice head and talk to Vincent about Salamandra and he'll tell you about an operating at the Warehouse in the Slums. Crash his meeting, and you'll learn more about Vincent and his operations. 3) Talk to Jethro and he'll give you some more information. 4) Question the guards near the Gate to the Trade Quarter and ask about Salamandra to learn that Vincent has a strict no-talking policy about the organization. 5) Talk to Detective Raymond and he'll tell you that Vincent disappears at night, and suggest you talk to him. 6) Once you have all the information above, you'll have all the evidence you need to exonerate Vincent. ***REWARD*** (For proving that Vincent Meis is innocent) EXP 4500 Item City Guard Signet Ring [Chapter 2] Suspect: Vivaldi o======================================================================o As far as this guide is concerned, this quest begins when you ask Jethro about the Professor being 'bailed' out of jail. As with the other 'Suspect' quests you need to gather enough evidence to determine whether Vivaldi is working for Salamandra. Note: These quests are fairly complicated, from the stand-point of a FAQ-writer, they're an absolute nightmare. Depending on who you talk to, when you talk to them, in what order you talk to them, you'll get little bits of experience here and there. For my own sanity, it's easier to just tell you that every so often you might get 100-500 EXP for advancing these quests.. and then again, you might get nothing.. than it is to try and record every variable. If you do all the steps below, you'll complete the quest and you *should* get the reward mentioned at the end.. I'm willing to ignore the little scraps of experience thrown your way as you go. 1) Talk to Jethro and ask about the Professor. Jethro will tell you that the Professor was bailed out of jail with money transfered from Vivaldi's bank. 2) Talk to Zoltan Chivay and ask about Vivaldi. He'll tell you that Vivaldi no longer controls his own bank. 3) Talk to random Dwarves in the nonhuman district until one actually enters dialogue with you. He'll tell you that Vivaldi is a person of interest in this area, but he probably won't talk to a human-and he has his reasons for his aversion. 4) Once you have all the information above, you can prove that Vivaldi is innocent. For doing so, he'll give you a brief credit-history for Azar Javed from his days in the academy. ***REWARD*** (For proving that Vivaldi is innocent) EXP 3000 [Chapter 2] The Alghoul Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring three units of Alghoul Marrow to Kalkstein-who resides in the nonhuman district of Vizima's Temple Quarter to complete this quest. You can find Alghouls in Vizima's Cemetery, which can be accessed after starting 'A Mysterious Tower' by starting the quest 'A Gravedigger's Gratitude'. A better solution, however, is to go to a Fireplace near the 'Kezath Obelisk' in the Swamp Forest. You can reliably find Alghouls here at night. ***REWARD*** (For collecting the marrow of three Alghouls) EXP 500 ***REWARD*** (For giving Kalkstein the Alghoul Marrow) EXP 2000 Orens 150 [Chapter 2] The Beast of the Sewers o======================================================================o This quest is tied with the 'Prison Break' quest, and honestly, this subordinate quest just seems like a way to reward us more for killing the Cockatrice, and to force us to interact with Vincent Meis. Kill the Cockatrice during the quest 'Prison Break' and bring the head back to Vincent to complete this one, as well. ***REWARD*** (For giving Vincent the Cockatrices' head) EXP 3000 Orens 400 [Chapter 2] The Cannibal o======================================================================o This quest begins when you enter Gramps' Hut in the Swamp Forest and approach the table. Geralt will react to the ghastly meal, and the hunt for the cannibal will begin. For the purposes of this FAQ, I will assume you've completed 'A Pilgrimage' before starting this quest-if not, you would be well-served to do so. Unless you don't mind missing out on that quest, as insignificant as it is. 1) Talk to Gramps to learn that he is, indeed, the cannibal. If you don't want to decide what to do with him now, just tell him to shut up. You get a tiny reward for discovering that he's the cannibal.. as if that were a task. ***REWARD*** (For discovering who the cannibal is) EXP 500 2) If you want to spare Gramps, you just need to talk to him until you get the chance to decide to let him live. In return, you can rest in his hut, and he'll give you the book 'Formula for Hanged Man's Venom'. ***REWARD*** (For sparing Gramps) EXP 1000 Item Formula for Hanged Man's Venom 3) If you have any morality, you'll kill Gramps. Threaten him and he'll run outside. Once outside you'll realize that Gramps has no intention of dying-much less of fighting fair. He's joined by four Echinops and an Archespore. Lure Gramps away from his plants and kill him before engaging the monsters. ***REWARD*** (For killing the cannibal) EXP 4000 [Chapter 2] The Crown Witness o======================================================================o Start this quest by talking to Detective Raymond and he'll tell you that the city guard captured a Salamander. To get more information, however, we'll have to get one of the guards to spill the beans. This quest runs parallel with 'Vizima Confidential' for its entire length. 1) Head over to the Dungeon and talk to Jethro, who basically demands some Fisstech for his cooperation. Give him some, and he'll tell you that the prisoner can be found in the Hospital. ***REWARD*** (For bribing Jethro with Fisstech) EXP 500 2) Go to the Hospital at night and question the Prisoner-you'll have to pay one of the guards 10 Orens for the privelage. For your investment, the Prisoner will gasp out a single word: 'Kalkstein', before the Hospital is attacked by some of Ramsmeat's Thugs. Kill them and return to Raymond with the news. ***REWARD*** (For telling Raymond about the Prisoner's words and Ramsmeat's attack) EXP 3000 [Chapter 2] The Dogcatcher of Vizima o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring six jugs of Dog Tallow to the Gravedigger near the Cemetery Gates in the south-eastern part of the Temple Quarter to complete this quest. ***REWARD*** The Dogcatcher of Vizima (For collecting six units of Dog Tallow) EXP 500 ***REWARD*** (For giving the Dog Tallow to the Gravedigger) EXP 2000 Orens 100 [Chapter 2] The Drowned Dead Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring ten Drowned Dead Tongues to Siegfried, who will be stationed near the Dike, the Hospital (depending on whether you allowed him to help with the Cockatrice, or sent him away, respectively), or near the Guardhouse (depending on how far you've progressed with the quests in this chapter.) You can find Drowned Dead in the Cemetery, or in the Swamp Forest. ***REWARD*** (For collecting ten Drowned Dead Tongues) EXP 500 ***REWARD*** (For giving Siegfried the Drowned Dead Tongues) EXP 2000 Orens 150 Note: Complete this quest before completing 'Force Recon' or Siegfied might not appear again in this chapter. [Chapter 2] The Echinops Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring three Echinops Rootstocks to the Gardener near the Hospital to complete this quest. You can find Echinops in the Swamp Forest, and you need to purchase and read the book 'Curses and the Cursed' in order to extract Echinops Rootstocks. Echinops spawn most often along the southern path near the Swamp Cave, south-west of Wyvern Island, along the islands north-west of the Brickmaker's Village, and near the 'Collapsed Tower', by the Nonhuman Camp. ***REWARD*** (For collecting three Echinops Rootstocks) EXP 500 ***REWARD*** (For giving the Gardener the Echinops' Rootstocks) EXP 2000 Orens 100 [Chapter 2] The Rat o======================================================================o You'll get this quest by asking Coleman for some work. Find him at the Hairy Bear Inn. 1) Head over to the haunted house to find that it is, indeed, haunted. Dispatch a pair of Wraiths and return to the Hairy Bear in search of Coleman. ***REWARD*** (For killing the Wraiths) EXP 500 2) When you get there, you'll find that Coleman is gone. Coleman's actions of late has the Inkeeper suspicious, and he'll tell you that Coleman can usually be found on the Dike. So head over to the Dike to find Coleman working with the guards-something certain to shorten his lifespan, considering his associates. ***REWARD*** (For finding Coleman on the dike) EXP 500 Orens 100 3) Now all that's left to do is decide whether you want to turn Coleman in or not. The decision is, in my opinion, fairly easy. Coleman is a pretty useless NPC by any stretch of the imagination, the only thing he's good for is buying and selling Fisstech. Since many Assassins drop Fisstech in Chapter 2, you should be able to get all the Fisstech you need. On the other hand, it only sells for 20 Orens each. The 500 Orens you'll get from the Innkeeper is more than worth the trade. Of course, if you let the Scoia'tael walk away with Haren's goods in Chapter 1, Coleman is a deader anyways. You might as well collect the money. ***REWARD*** (For turning Coleman in to the Innkeeper) EXP 1500 Orens 500 ---OR--- ***REWARD*** (For lying to the Innkeeper about Coleman) EXP 1500 [Chapter 2] The Sentry o======================================================================o Talk to Vaska and ask her about the Mage's Tower. She'll tell you about the history of the tower-which is probably about as historical as Homer- and end up giving you a 'Tower Tarot Card'. 1) Return to Vizima and talk to Kalkstein about the new information. He'll tell you that the Golem must be reactivated with lightning. Our immediate goal therefore it to obtain a lightning rod. 2) Head over to whatever smithy will service you-either the Dwarves in Little Mahakam, or to the Order blacksmith and ask them to forge you a lightning rod (this time you'll need to talk to the smith/armorer, not the trader/merchant). Agree to pay 50 Orens, leave the area, and return to claim your lightning rod. ***REWARD*** (For having a lightning rod forged) EXP 500 3) Back at the Swamp Forest, pay the Elder Druid 500 Orens to conjure a storm. Once conjured, head over to the Golem Cemetery. 4) Activate the Golem and use the lightning rod to activate it. Unforunately, the Golem isn't friendly and needs to be put down-either through brute force, or, more likely, by using the nearby Pylons to strike it with lightning. ***REWARD*** (For slaying the Golem) EXP 2000 5) Loot the Golem for the 'Neh'Tza Sephirah' to complete this quest. [Chapter 2] The Wolf Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring ten Wolf Pelts to Jean-Pierre (who stands near the Docks in the Swamp Forest during the day) to complete this quest. You can find Wolves in the Swamp Forest, either in the Swamp Cave or north of the Druid Grove. ***REWARD*** (For collecting ten Wolf Pelts) EXP 500 (For delivering the Wolf Pelts to Jean-Pierre) EXP 2000 Orens 150 [Chapter 2] Vizima Confidential o======================================================================o Start this quest by talking to Detective Raymond. This isn't really much of a quest on its own as much as it's the quest that guides you through this chapter. It will update as you complete other quests that relate to the conspiracy at large, namely 'The Crown Witness', the 'Suspect' quests, 'A Mysterious Tower', 'Anatomy of a Crime', 'A Gravedigger's Gratitude', 'What Lies Beneath', 'Clay Pits', 'The Sentry', and 'Monoliths'. 1) After starting 'A Mysterious Tower' and giving the books "The Secret Gates" and "Ain Soph Aur" to Kalkstein, return to Raymond to find him under attack by a group of Salamanders. Dispatch them and Raymond will decide to lie low for a while.. but not before giving you his 'List of Suspects', which starts every 'Suspect' quest. ***REWARD*** (For saving Raymond from the Salamandra Assassins) EXP 1500 2) Once you complete all the aforementioned quests (save 'A Mysterious Tower) you can gain access to the Mages' Tower in the Swamp Forest. Defeat Azar and the Professor to complete this quest and end the chapter. ***REWARD*** (For defeating Azar and the Professor) EXP 2500 [Chapter 2] Wanted o======================================================================o This quest resumes in Chapter 2 when you ask Jethro about the bounty on the Professor's head. Seems like we need to find the representative of the person who furnished the reward to see who else Salamandra crossed. 1) Head over to the Hairy Bear Inn and talk to the Messenger. Get him to drink with you and pour five mugs of weak alcohol down his gullet. Then ask him about work, and he'll tell you he works for Leuvaarden. ***REWARD*** (For getting the Messenger to reveal his boss) EXP 500 2) Go to the Dike and talk to Leuvaarden. In order to prove that you are on the same side, he'll ask you to cough up three Salamandra Badges. When you do, he'll reward you generously. ***REWARD*** (For giving Leuvaarden three Salamander Badges) EXP 500 Orens 600 [Chapter 2] What Lies Beneath o======================================================================o You can start this quest by enlisting the help of Raymond, the Detective. After finding some of the 'Suspects' innocent, this quest starts. 1) This quest doesn't update until you find evidence that Azar is posing as Raymond-you either need to complete 'Anatomy of a Crime' with the correct conclusion, or you need to complete 'A Gravedigger's Gratitude'. 2) Talk to Azar-as-Raymond, and he'll tell you that Ramsmeat and Kalkstein as working together against you. Agree to hunt down Ramsmeat and leave. ***REWARD*** (For chatting with Azar) EXP 600 (multiple values totaling this amount) 3) Pay Ramsmeat and Kalkstein a visit. Ramsmeat will agree to lay low, and Kalkstein will tell you to fight Azar somewhere where magic is unstable, and where there's enough of the opposite element-water, to counter Azar's specialty-fire. ***REWARD*** (For discovering an appropriate place to make a stand against Azar) EXP 2500 [Chapter 2] Witcher's Secrets o======================================================================o This quest resumes when you leave the sewers in Chapter 2. Siegfried suggests you talk to a local detective, who may help you track down the Salamandra thugs who stole the Witcher's secrets. When you talk to him, the quests 'The Crown Witness' and 'Vizima Confidential' become your next objectives in your quest to recover the Witcher's Secrets and avenge Leo's death. The quest updates again later at the end of the chapter, after the confrontation at the Mage's Tower. [Chapter 2] Working Girls o======================================================================o You'll get this quest by talking to Carmen, who hangs out beside the 'Eager Thighs Brothel' during the day, and stays inside during the night. Ask for work, and she'll give you this job. 1) At night, go around to the three marked locations on your map. One is outside of the Hospital, another is in the middle of Little Mahakam, between Vivaldi's and Kalkstein's, and the last is just off Merchant Street. When you approach, a Salamandra Assassin will tell you to leave. Geralt instead provokes them. Kill all three groups and return to Carmen for your reward. ***REWARD*** (For saving the three prostitutes) EXP 500 ***REWARD*** (For reporting to Carmen after rescuing the prostitutes) EXP 1500 Orens 200 ---or--- Gratitude [Chapter 2] Worth it's Weight in Gold o======================================================================o Talk to Yaevinn in the Swamp Forest and ask if he has any work for you. Agree to deliver his letter to Vivaldi to start this quest. 1) You can give the letter to either Vincent Meis or Vivaldi, depending on rather you'd prefer to help out humans or nonhumans. ***REWARD*** (For giving Yaevinn's Letter to Vincent Meis) EXP 500 Orens 25 ---or--- ***REWARD*** (For giving Yaevinn's Letter to Vivaldi) EXP 500 2) Regardless of what you do with the letter, return to Yaevinn. He'll be understandably unhappy if you didn't deliver the letter. ***REWARD*** (For telling Yaevinn you failed to deliver the letter) EXP 1000 ---or--- ***REWARD*** (For giving Yaevinn Vivaldi's reply) EXP 1500 Note: Complete this quest before completing 'Force Recon' or Yaevinn might not appear again in this chapter. o======================================================================o | Chapter 3 {QST004} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Game of Dice* A Lost Lamb A Mysterious Tower A Posh Reception All the King's Men Beauty and the Beast Berengar's Secret* Blue Eyes Dandelion's Lute Dice Poker: The Professional Dice Poker: The Sharper* Diplomacy and Hunting Echoes of Yesterday Fistfight* Following the Thread Gold Rush Identity* Lock and Key Medic in Distress Reaping Time Six Feet Under The Archespore Contract The Cockatrice Contract The Fleder Contract The Ghoul Contract The Gravier Contract The Kikimore Contract The Predatory Wyvern The Ring The Source The Viziman Connection The Wyvern Contract White Fang Witcher's Secrets* Won't Hurt a Bit* *: Quests marked with an '*' are quests that are not resolved in this chapter. [Chapter 3] A Game of Dice.. ..(continues in Chapter 4) o======================================================================o Defeat a fourth Professional player, then talk to Zoltan. This ends 'Dice Poker: The Professional' and starts 'Dice Poker: The Sharper' And of course, it updates 'A Game of Dice' along the way. [Chapter 3] A Lost Lamb o======================================================================o Start the quest 'Reaping Time' and explore the Swamp Cave. Among the other Brickmakers being forced to gather herbs for Salamandra you'll find a crazy Boy who rambles on about the fish-people the Brickmakers worship. Talk to him, then tell Vaska that you found their missing child to complete this quest. ***REWARD*** (For finding the lost Brickmaker boy) EXP 500 ***REWARD*** (For telling Vaska you found the missing boy) EXP 2000 [Chapter 3] A Mysterious Tower o======================================================================o All that's left to do at the beginning of this chapter is talk to Kalkstein and claim your reward. He'll enthusiastically hand over the whopping 1,000 Orens he promised us. ***REWARD*** (For talking to Kalkstein after granting him access to the Mage's Tower) EXP 2000 Orens 1000 [Chapter 3] A Posh Reception o======================================================================o This quest starts at the beginning of Chapter 3, when Triss decides it would be good for you to attend a party being thrown by Leuvaarden at the New Narakort. She claims it's a great opportunity to network and gather information, but she seems more eager to see Geralt socialize than anything else. 1) Head to the New Narakort in the evening and go upstairs. Talk to Triss, then talk to the other important guests-Leuvaarden, Adda, Thaler, and Velerad. ---OPTIONAL--- 2) Triss now leaves you alone. If you 'talk' to Erkyn Blunt and drink with him (providing a total of three bottles of strong alcohol) he'll tell you about his role here and give you the 'House of the Night Signet Ring'. 3) Talk to Thaler and Velerad about various topics. Afterwards you can again talk to Princess Adda, who will at length request you fetch her favorite meal before she bothers talking about her father's politics. 4) Talk to Velerad again and give him any strong alcohol to get him to tell you that Thaler knows what dish Adda fancies. Talk to Thaler, and he'll agree to tell you if you obtain a 'Mysterious Document' from the adjacent room. 5) Head into the room and grab the document. A nosy merchant will ask what you're doing here. If you say you were looking for booze, you'll be prompted to share some-which you may or may not do, it doesn't seem to matter. Or you could just threaten to cut his face off. 6) Return to Thaler and he'll tell you that Adda enjoys rare Catoblepas Steak. Talk to Triss and ask her to conjure this dish up, and she'll capitulate. ***REWARD*** (For finding out Adda's favorite dish) EXP 500 ***REWARD*** (For getting Triss to conjure up some Catoblepas) EXP 500 7) Take the dish to a very satisfied Adda. She'll take you to the room where you found the document Thaler wanted, and try to obtain a rather different sort of meat from Geralt. Acquiesce to obtain her Sex Card, or decline to hear here make a rather overt threat against her father. ***REWARD*** (For discussing "politics" with Adda) EXP 1000 8) When done dealing with Adda Triss will bother you some more, urging you to talk to Declan Leuvaarden. When you do, Declan will insist that you two are friends via reason of one of the worst phrases of all time, "the enemy of my enemy is my friend". It's just not true in most circumstances, and Geralt is decidedly snippy. Anyways, Declan suggests that we hit Salamandra in the coin purse and disrupt their Fisstech trade. This starts the 'Lock and Key' quest. ***REWARD*** (For scheming with Declan Leuvaarden) EXP 3000 [Chapter 3] All the King's Men o======================================================================o Another quest that starts at the beginning of Chapter 3. Geralt's suspicion is aroused when Triss explains that martial law was declared in the Trade District. Sure, we have a letter of safe conduct, but Geralt smells something fishy.. This quest is largely disjointed, as updates don't occur regularly, and the only thread tying the various updates together are the royal edicts going around. Essentially it's an optional quest that updates whenever Geralt happens to unravel some more political intrigue infecting Vizima. Since it runs through so many quests, ***SPOILERS*** abound if you're reading ahead. It's also interesting to note that although Salamandra seems deeply tied into the politics of Vizima, and uncovering more of the plots at play in Temeria seems to shed light on the true depth and goals of Salamandra, the journal entries on the quest have Geralt nervously scolding himself as he uncovers more information. 1) When you first enter the Trade Quarter during the day you'll be bothered by a guard patrol, who will demand that you present your letter of safe conduct. This event doesn't do much more than arouse Geralt's suspicion, however. 2) After 'A Posh Reception' you'll find Thaler and Count de Wett arguing outside of the New Narakort. De Wett has papers allegedly from the King that removes Thaler from his post. Thaler thinks the Count's papers are bogus. Side with one or the other to update this quest. Siding with Count de Wett results in Thaler's demise, and if you side with Thaler, you'll have the satisfaction of saving an innocent man. ***REWARD*** (For resolving the issue between Count de Wett and Thaler) EXP 500 [If Thaler was spared in Step #2] 3) Return to the New Narakort and talk to Thaler, who will provide indisputable evidence of his unshakable loyalty to Foltest-and that the recent royal edicts are fakes. Thaler is much higher on the political food chain than we thought, and anybody trying to undermine Foltest would have to remove Thaler, first. ***REWARD*** (For discovering the true depth of Thaler's role in Viziman politics) EXp 1500 4) During the quest 'Lock and Key' you'll witness some Salamanders talking to Radovid the Stern, who refuses to fund them any longer due to their current activities. 5) After taking the Seeing Stone you find at the Salamander Hideout in 'Lock and Key' to Triss, she'll trace the communication. Head over to the 'Magic Trace' house along the northern end of the Marketplace in the Trade Quarter to find Radovid, the King of Redania. He'll confirm that the royal edicts going around are phoney, and will talk politics. ***REWARD*** (For talking with royalty) EXP 500 [Chapter 3] Beauty and the Beast o======================================================================o Start this quest by talking to Carmen in the Swamp Forest. She'll tell you that she fled the city out of fear-her man is apparently a lycanthrope, and she came seeking a remedy. A remedy that apparently the Druids might be able to furnish.. 1) Tell Carmen that it's too dangerous to travel around the swamp, and that you'll talk to the Druids on her behalf. Carmen agrees to return to the Slums-which has to be at least a little safer than the Swamp Forest-and leaves you with the task of running around to deal with the Druids. 2) Head to the Druid Grove and talk to the Hierophant, who will tell you of three ways to lift the curse of Lycanthropy. First, by having the afflicted wear a shirt made of Fool's Parsley. Second, by having a famous alchemist brew an elixer. And third, true love. 3) The quest will now go dormant for a while, since Carmen will not tell the evil monster-slayer who her monster lover is. Of course, it's only a matter of time before a Witcher comes across a rogue Werewolf in Vizima, and sure enough, you'll encouter said Werewolf preying upon Salamanders at the end of the quest 'Lock and Key'. If you choose to let the Werewolf live after your encounter, you can go confront Carmen with the identity of her lover.. at which point she'll be open to administering the cures. After all, if she doesn't cure her lover, the odds are good that Geralt will have to put the Werewolf down eventually, right? 4) The first cure is to weave a shirt of Fool's Parsley. Your part in this is merely to talk to Carmen and give her five units of Fool's Parsley. Leave the area and return to ask her how it went. Turns out it'll take more than a shirt made of some plants to cure the Werewolf. ***REWARD*** (For attempting to cure the Werewolf with a shirt of Fool's Parsley) EXP 1500 5) Go find Kalkstein in the Swamp Tower and ask him to concoct you a cure for lycanthropy. Being his buddy, he'll agree to help you out. Leave and return to collect the potion, which is finished save one ingredient-a virgin's tear. Kalkstein just assumed the maiden in question was a virgin.. Geralt tells him to get with the times, and sets off to find a virgin.. of all things. Virgins who will help you out are as follows-Siegfried (if he's still talking to you after 'Gold Rush'), a Nurse at Saint Lebioda's Hospital, a Brickmaker female, or a Townswoman in the Trade Quarter. With the completed potion in hand, return to Carmen. Leave and return to find out that this didn't work. Maybe the potion is bogus, or maybe the 'virgins' we talked to are bogus. Regardless, it's on to the final option.. ***REWARD*** (For attempting to cure the Werewolf with a potion) EXP 1500 6) Talk to Carmen again and suggest true love. She'll complain about her relationship, and ultimately ask you to talk to the Werewolf. Since you know who this is, and where he dwells, head over to where you can find said Werewolf during the day, when he's not quite so.. furry. Talk to him about his relationship with Carmen and try to convince him to sort things out with her. Return to Carmen, and everything will apparently be better. Huzzah, true love conquers all. ***REWARD*** (For curing the Werewolf with true love) EXP 3000 [Chapter 3] Berengar's Secret.. ..(continues in Chapter 4) o======================================================================o This quest updates only once during this chapter-and only at the very end. After killing the Kikimore Queen, search her body for various documents the Professor had written, which lets us know that Berengar is working for Salamandra, albeit unwillingly. Chances are, you might not even bother reading this until Chapter 4, but again, since I try to include the earliest possible updates to quests, it's listed here. [Chapter 3] Blue Eyes o======================================================================o You can start this quest any time during Chapter 3 by talking to Patrick de Weyze in the New Narakort. He'll ask you to track down and return his sister, who he swears is under some creature's spell. Due to bite marks he saw, he assumes it's a Vampire. 1) Head to 'The House of the Queen of the Night' in the Trade Quarter and talk to the 'Blue-Eyed Lass'. Ask about her brother, and she'll insist she doesn't have one. If you sleep with her Geralt will notice bite marks on her neck-confirming that this is Patrick's sister. Her services will cost 500 Orens, or up to 1000 if you whine about the price. If you display the "House of the Night Signet Ring' she'll drop the price to 300 Orens. The cheapest method, however, is to give her a Sapphire. 2) Once you've confirmed the identity of the Blue-Eyed Lass as Patrick's wayward sister, return to the New Narakort and tell him. He refuses to believe that his sister would stoop to such debauchery, but the scars are indisputable. He'll tell you to return to the brothel and free his sister from whatever spell she's under. ***REWARD*** (For telling Patrick of his sister's new profession) EXP 1500 3) Return to 'The House of the Queen of the Night' and talk to the Lady of the Night. She'll openly admit to being a Vampire, but will deny that the Blue-Eyed Lass is under any spell. Now you get two choices-to kill the Vampires, or leave them be. If you kill them, the Blue-Eyed Lass ends up running off, and Patrick doesn't pay you. If you let them live, you'll get the 'Vampiress' Sex Card, and more options will become available. ***REWARD*** (For killing the Vampires and getting stiffed by Patrick) EXP 2000 4) If you choose to sleep with the Vampires in Step #3, when you're done with your unholy little union, Patrick will burst in on the scene with a handful of his Order buddies. Now you'll get three choices-First, you can side with the Vampires against Patrick, who is virtually enslaving his sister. Second, you can side with Patrick against the Vampires, going back on your word. Or third, you can tell them both the resolve it themselves. Going neutral in this case means fighting both sides. The only 'happy' ending is if you side with the Vampires-Geralt questions himself for killing humans for the sake of monsters, but the Blue-Eyed Lass is quite happy to be free of her brother. ***REWARD*** (For killing both the Vampires and Patrick de Weyze) EXP 3000 ***REWARD*** (For killing Patrick de Weyze) EXP 5000 Orens 250 [Chapter 3] Dandelion's Lute o======================================================================o Visit the New Narakort in the Trade Quarter to find Dandelion sulking. Drink with him, and provide six mugs of beer to get him to open up. He will tell you about how he lost his lute at a local merchant's house. Agree to help him out to start this quest. 1) Head to the house marked 'Dandelion's Lute', wherein you'll find Hobbs Pankiera, a very angry father. Angry enough, even, to risk fisticuffs with Geralt if you draw out the conversation. Or you could bribe him 50 Orens to let you pass. 2) Once the father is pacified, head upstairs to deal with Dandelion's delinquent debutante, Rozalind Pankiera. She'll come on to Geralt rather quickly, and it's rather easy to obtain her lute-among other things. Tell her that by giving up Dandelion's lute it shows she is dumping him. If you agree to show her what a Witcher's touch does, she will also give up her Sex Card. No matter how the conversation ends, grab the lute from the trunk and leave. ***REWARD*** (For obtaining Dandelion's Lute) EXP 1500 3) Give the lute back to Dandelion for his gratitude. He'll invite you to see his performance later, if you're keen on wasting your time. ***REWARD*** (For reuniting Dandelion and his lute) EXP 5000 [Chapter 3] Dice Poker: The Professional o======================================================================o This quest continues uninterrupted from Chapter 2, and new Professional- level players include Count de Wett (after settling his dispute with Thaler after 'A Posh Reception'.) Velerad will play after 'A Posh Reception', and the Hierophant in the Druid Grove also plays. 1) Defeat three Professional players. ***REWARD*** (For defeating three Professional players) EXP 200 2) Defeat four Professional players. ***REWARD*** (For defeating four Professional players) EXP 200 ***REWARD*** (For becoming a Professional Dice Poker player) EXP 1000 [Chapter 3] Dice Poker: The Sharper.. ..(continues in Chapter 4) o======================================================================o You can start this quest by defeating your third Professional-level player. Once that's done, talk to Zoltan Chivay about it and he'll introduce you to the world of Sharps. Or you can stumble into the Gambling Den in the Trade Quarter during the night and attempt to play Koster. If you're not a Professional yourself, he'll rebuke you.. but this quest still starts. Koster is, of course, a Sharper, and you should play him before completing this chapter. Dandelion is also a Sharper, and he'll even play you during the narrow window between returning his lute (see the quest 'Dandelion's Lute') and performing at the New Narakort, but beating him at this time will not advance this quest, so don't waste your time. 1) Defeat one Sharper. ***REWARD*** (For defeating one Sharper) EXP 400 [Chapter 3] Diplomacy and Hunting o======================================================================o This quest begins after 'Reaping Time' is completed. At the end of the former and beginning of this quest you are implored to seek out the Hierophant, who should help you combat Salamandra. 1) Talk to the Hierophant and gauge his willingness to help you against Salamandra. He'll agree to help if you obtain a Psilocybe for him, which lies in the Swamp Cave. 2) Retrieve the Psilocybe from the Swamp Cave and give it to the Hierophant. Afterwards he'll agree to help you ambush the Salamanders at your leisure. ***REWARD*** (For convincing the Hierophant to help you ambush Salamandra) EXP 1000 3) Tell the Hierophant you're ready and he'll walk-slowly-to the ambush site, which is just north of the Lumberjack's camp. Before you get near the Hierophant, be sure to drink whatever potions or apply whatever oils might be appropriate. 4) Approach the Hierophant at the ambush site and two groups of Salamanders will show up and attack-joined by some Kikimore Warriors. Kill them and loot Roland Bleinheim's corpse to obtain the Scroll of Werewolf's Wrath, a Royal Letter of Safe Conduct, and an Encrypted Message. 5) Talk to the Hierophant and give him a heads-up about the Salamandra situation-as if he wasn't on-hand to see it himself. ***REWARD*** (For killing Roland Bleinheim) EXP 4000 [Chapter 3] Echoes of Yesterday o======================================================================o Start this quest any time during Chapter 3 by talking to Yaevinn, who will ask you to investigate the Elven Ruins in the sewers to see what happened to his squad. If you've already completed 'Six Feet Under' and 'A Posh Reception', the quest 'Gold Rush' will start, and this quest will become unavailable. Complete this quest and 'Six Feet Under' before you start 'A Posh Reception'. 1) Head to the Elven Ruins in the sewers under the Trade Quarter to find the leader of the Scoia'tael squad, Ren Grouver, who will tell you that some horrible beast all but annhiliated his squad. ***REWARD*** (For slaying the Bruxa) EXP 2000 2) Agree to help and explore the ruins, wherein you'll find a Bruxa, a higher form of Vampire. Kill it and Ren will talk to you shortly thereafter and thank you. 3) Yaevinn will come through the teleporter (disabling it) and reward you more properly.. and tell you to forget what you saw here. ***REWARD*** (For talking to Yaevinn after killing the Bruxa) EXP 4500 Orens 300 [Chapter 3] Fistfight.. ..(continues in Chapter 4) o======================================================================o After trouncing Fat Fred and Butter Bean, we find ourselves a different sort of boxer at the New Narakort. For one thing, he's not a big fat guy. A former pro, his glory days lasted until he fought the Lion, a transcendent fighter. You know the routine, pony up some money, fight him, win, and choose your prize. ***REWARD*** (For defeating Andrew Gablodda) EXP 5000 Orens 300 ---or--- Item Red Meteorite and Svarog Rune Stone ---or--- Item Earth Rune and Svarog Rune Stone [Chapter 3] Following the Thread o======================================================================o Pick up this quest by talking to Jethro in the Dungeon. He'll try to strong arm you into doing his dirty work for him. When that fails, he'll provide a more rational reason for Geralt to help him. After all, hindering Salamandra is a good thing, even if Jethro just wants us to help him score cheaper Fisstech. 1) Head to the Slums to find Angus, who stands around near the Hairy Bear. Talk to him and tell him you want some Fisstech. If you tell him Kalkstein refered you, he'll offer to put you in contact with his suppliers, and will give you a 'Letter of Recommendation' for 1,500 Orens. No joke. Get abusive and he'll run off. Follow him home and he'll attack you. Kill him and take the 'Letter of Recommendation and save yourself a mountain of Orens. ***REWARD*** (For obtaining a 'Letter of Recommendation' from Angus) EXP 1000 2) Head to the Sewers in the Temple Quarter and explore the eastern tunnels. To the north you'll find two bandits guarding a gateway. Talk to them and mention Angus and they'll ask for a password. Give them the answer 'Thorn' and they'll let you pass, guess wrong and they'll attack. ***REWARD*** (For giving the Bandits the correct password) EXP 500 3) Kill or bypass the guards and enter the Salamandra Hideout. If you gave the password, you can move about unmolested. If you didn't, you'll have to fight your way through this area. In the room marked 'Salamandra Den' you'll find a crate that contains two vital items-a 'Letter from Gellert Bleinheim' and a Key that opens up more of the sewers. After you loot this chest, any immunity you had from Salamandra aggression is gone. You'll either have to fight your way out, or fight you way in. ***REWARD*** (For obtaining the 'Letter from Gellert Bleinheim) EXP 500 4) Leave the Salamandra Hideout and talk to Jethro to end this quest. He'll tell you to go after Gellert to crush this Salamandra cell. This begins the quest 'The Viziman Connection'. ***REWARD*** (For clearing out the Salamandra Hideout) EXP 3000 Orens 100 [Chapter 3] Gold Rush o======================================================================o This quest begins after completing 'A Posh Reception' and either (or both) 'Echoes of Yesterday' and/or 'Six Feet Under'. A child will run up to you and tell you that the bank is being robbed, and that Velerad sent the boy to find you. 1) Head over to the bank and talk to Velerad, who will tell you that the Scoia'tael are robbing the bank. Either choose to go inside and help Siegfried, or choose to go it alone-Witcher style. 2) Regardless of what you do you'll end up in the Town Hall. If you're with Siegfried an Elf will ask if you're here to negotiate. If you decide to negotiate with the Scoia'tael, Siegfried will leave. If you attack the Scoia'tael at any point, you'll side with the Order by default. 3) If you didn't accompany Siegfried, or if you chose to negotiate, head into the bank to meet Ren Grouver, who will tell you to find Yaevinn downstairs. If you picked a fight earlier, you'll have to fight here, too. 4) If you're still neutral with with Scoia'tael, Yaevinn will try and lure you to their side when you reach the Vault. If you're hostile, he'll order his Scoia'tael to attack, and flee. Now you must choose, definitively, to either side with the Order or the Scoia'tael. If you choose the Order, Siegfried will return regardless of how you acted earlier and help you out. ***REWARD*** (For picking a side) EXP 7000 Note: If you decide to assist Siegfried and enter Town Hall with him, then decide to ditch him and negotiate with the Scoia'tael, and ultimately end up turning Yaevinn down and siding with with Order you will only recieve 6,500 Experience, instead of 7,000. Call it a penalty for flip-flopping. 5) If you sided with the Scoia'tael in Step #4, you'll enter the Sewers to help the Scoia'tael fight off some Kikimores and make good their escape. If you sided with the Order, you'll be in the Sewers persuing Yaevinn. Either fight off the Kikimores or Scoia'tael to continue this quest. 6) If you helped the Scoia'tael, Yaevinn will talk to you once all the Kikimores are dead and thank you. If you sided with the Order, return to Velerad and tell him that Yaevinn escaped. ***REWARD*** (For talking to Velerad or Yaevinn) EXP 3000 Note: Geralt can no longer play both sides after this quest. Whoever he sides with during 'Gold Rush' will determine who he can side with later. He can still choose to be neutral, but if you side with the Order here, you cannot later support the Scoia'tael, and vice-versa. [Chapter 3] Identity.. ..(continues in Chapter 4) o======================================================================o At the beginning of Chapter 3 Triss will inform Geralt that she cannot restore his memories. Instead of just filling Geralt in on what he used to be like-something Triss avoids to prevent Geralt assuming a false identity based upon the recollections of others-she suggests that he take a stance on local affairs and lets his instincts be his guide. 1) During 'A Post Reception' talk to Thaler and answer his question about your interest in Salamandra. Geralt's answer will cause him to realize just how and why he cares about taking down Salamandra. ***REWARD*** (For talking to Thaler about your personal and political motivations) EXP 2000 2) After 'Gold Rush' talk to Triss about your choice.. whatever it was. Triss will comment on it and contrast your current persona with what she suspects old Geralt would have done. ***REWARD*** (For talking to Triss about your personal and political motivations) EXP 2000 3) During the quest 'Lock and Key' after killing the Salamanders in their hideout and taking the Seeing Stone you'll confront Vincent.. who is going through some changes at the moment. Decide to let him go, or to kill him. Whatever you choose will trigger a realization on his monster policy within Geralt. ***REWARD*** (For taking a stance on monsters, and thus solidifying your identity) EXP 1000 [Chapter 3] Lock and Key o======================================================================o This quest begins when you talk to Leuvaarden after discussing "politics" with Adda, at the end of 'A Posh Reception'. 'Lock and Key' starts immediately thereafter, but goes largely dormant until you complete 'Reaping Time', 'Diplomacy and Hunting', 'Following the Thread', and 'The Viziman Connection'. 1) After completing the quests listed above, return to Leuvaarden and give him the 'Key to Salamandra Code' and the 'Encrypted Message' we recieved from the Bleinheim brothers. He'll tell you to come back in a day, when the message is decoded. ***REWARD*** (For giving Leuvaarden the notes obtained from the Bleinheim brothers) EXP 500 2) Return to Declan and he'll tell you that the deciphered message has led them to another Salmanadra base-this time beyond the Supervized Zone of the Trade Quarter, and hence, sealed off. One of the 'Guard Officers' patrolling town is on our side, however. Head around talking to various 'Guard Officers', feeding them a lame password until one responds. He'll tell you to meet up in the sewers at midnight. ***REWARD*** (For giving the password to the correct 'Guard Officer'.) EXP 500 3) Head to the Trade Quarter sewers at midnight and venture to the end of the tunnel opposite the exit to the Trade Quarter. Your friendly guard buddies will procure a ladder with which you can reach the sealed- off section of the Trade Quarter. 4) Head north to find the Salamandra Hideout, wherein you'll overhear the Salamanders petitioning one 'Radovid the Stern' for some money. They'll be declined, and shortly thereafter Geralt will be noticed. Kill the Salamanders and talk to this Radovid, then grab the Seeing Stone and leave. ***REWARD*** (For snatching the Seeing Stone) EXP 500 5) Once outside Geralt will notice some Salamanders, and stealthily cut one down. A Werewolf finishes off the others, and Geralt and the Werewolf stalk each other in a cutscene. Eventually the Werewolf will stop skulking around on rooftops and come down to talk, revealing itself to be Vincent Meis-our friendly Guard Captain. Either let him go, or pick a fight. ***REWARD*** (For sparing Vincent) EXP 2500 ***REWARD*** (For killing Vincent) EXP 1500 6) Take the Seeing Stone to Triss, who will identify it as a telecommunicator-and more importantly, a device which will allow us to track said communications, hopefully leading us to the Salamandra headquarters. She'll suggest we talk to Declan about this, and once you do so this quest will end, and 'The Unforgiven' will begin. [Chapter 3] Medic in Distress o======================================================================o At noon you'll find a 'Distressed Nurse' outside of the Hospital in the Temple Quarter. Talk to her and she'll tell you about her Grandma, who has been acting strange. Agree to help her out-for 50 Orens-and this quest is on. Since Grandma will kick you out if you are noticed, you should find somewhere to rest until midnight. 1) At midnight head over to Grandma's house, which is south from the 'Gate to Royal Castle', along the southern end of Merchant Street. Head down into the cellar, where you'll find a Fleder. Kill it and leave the house. ***REWARD*** (For killing the Fleder in the cellar) EXP 500 2) Report to the nurse the next day (again, at noon) and tell her about what you found. ***REWARD*** (For reporting to the medic) EXP 2000 Orens 50 [Chapter 3] Reaping Time o======================================================================o Talk to Vaska, the eldress of the Brickmakers to learn that some of the poor Brickmakers have been abducted by Salamandra agents and are currently being forced to harvest plants around the Swamp Forest. The Brickmakers and their Salamandra overseers are located in the Swamp Cave, near the old Lumberjack camp, and west of the Collapsed Tower (not the Mage's Tower.) 1) Kill the Salamanders in the Swamp Cave to free the Brickmakers there. After being freed one Brickmaker will tell you that other Brickmakers are being held in the Lumberjack's Camp. ***REWARD*** (For freeing the Brickmakers in the Swamp Cave) EXP 1000 2) Kill all the Salamanders in the Lumberjack's Camp to free the Brickmakers there. After being freed one Brickmaker will tell you that the Salamanders are based in the old Nonhuman Camp. ***REWARD*** (For freeing the Brickmakers in the Lumberjack's Camp) EXP 1000 3) Kill all the Salamanders near the Collapsed Tower to free the Brickmakers there. After being freed one Brickmaker will tell you that the Salamanders have a group in the Swamp Cave, and that they are forcing the Brickmakers to manufacture Fisstech. ***REWARD*** (For freeing the Brickmakers near the Collapsed Tower) EXP 1000 4) Report to Vaska for your reward. This completes 'Reaping Time' and starts 'Diplomacy and Hunting'. ***REWARD*** (For reporting to Vaska after freeing all the Brickmakers) EXP 3000 Item Hymns of Madness and Despair [Chapter 3] Six Feet Under o======================================================================o Start this quest any time during Chapter 3 by talking to Siegfried, who will ask you to investigate the Cemetery and see what's killing people now. If you've already completed 'Echoes of Yesterday' and 'A Posh Reception', the quest 'Gold Rush' will start, and this quest will become unavailable. Complete this quest and 'Echoes of Yesterday' before you start 'A Posh Reception'. 1) Head into the Cemetery and search around. You'll find a Man's Corpse that points to Ghouls, and a Woman's Corpse that points to more sinister monsters. In the center of the level you'll find Vetala, a talking Ghoul who is more than enjoying his feast. You can pin it as the cuplrit and attack, but this is the incorrect solution. ***REWARD*** (For killing Vetala) EXP 2000 2) If you talk to Vetala and grant it immunity from your wrath-for now- it'll tell you that Elves have been robbing graves and killing anybody who comes across them. Head over to the Crypt to find a band of Scoia'tael, who will pose a problem for you. They've left a group of innocent peasants in the Crypt at the mercy of the Ghouls therein. If you chase the Scoia'tael, the peasants will die. The only way to catch most of the Scoia'tael is to clickly click through the conversation without listening to it, and blasting them with Igni. If you kill any of them, the game will view it as you abandoning the peasants, no matter how little time it takes. This, too, isn't the optimal solution. ***REWARD*** (For killing the Scoia'tael) EXP 2000 3) Head into the Crypt and slay the Ghouls near the townsfolk, in the room at the far eastern end of the Crypt. A woman will thank you, and the group will run off. This is the best solution to the quest. ***REWARD*** (For saving the innocents) EXP 2000 4) Now report to Siegfried, who will reward you accordingly. If you killed Vetala, the subject of the innocents never comes up, and you get a moderate reward. If you killed the Scoia'tael he'll be disappointed with you, and give you a poor monetary reward. If you saved the innocents, he'll call you knightly, and be quite proud of you. This gets you the best reward. It's the typical dilemma of killing the guilty versus saving the innocent-and Siegfried obviously puts life ahead of justice. ***REWARD*** (For solving the Cemetery problem by killing Vetala) EXP 2500 Orens 200 ***REWARD*** (For solving the Cemetery problem by killing the Scoai'tael) EXP 3500 Orens 100 ***REWARD*** (For solving the Cemetery problem by saving the innocents) EXP 4500 Orens 400 [Chapter 3] The Archespore Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring three units of Archespore Juice to the Jethro in the Dungeon to complete this quest. You can find Archespores in the Swamp Forest at night. ***REWARD*** (For bringing Jethro three units of Archespore Juice) EXP 5000 Orens 200 [Chapter 3] The Cockatrice Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring five Cockatrice Feathers to the scribe in the Town Hall building in the Trade Quarter to complete this quest. There are many Cockatrices in the Swamp Cave. ***REWARD*** (For giving the Scribe five Cockatrice Feathers) EXP 5000 Orens 200 [Chapter 3] The Fleder Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring three Fleder Fangs to Velerad to complete this quest. Velerad will be in the Watchtower across from the New Narakort during the day. He won't show up until after 'A Posh Reception' is complete. Also, during 'Gold Rush' you cannot turn any of these bounties in, as he is somewhat indisposed. Fleders can be found around the Temple Quarter at night in several locations-near the Fireplace across from the Hairy Bear Inn, north-west of the Blacksmith in the Nonhuman district, and in the gardens around the Hospital. They also appear in the Cemetary, and in the Elven Ruins in the Trade Quarter Sewers before you complete the quest 'Echoes of Yesterday'. A little later, you'll find about a half-dozen of these creatures in the Warehouse near the Bank during the quest 'Gold Rush'. ***REWARD*** (For giving Velerad three Fleder Fangs) EXP 5000 Orens 250 [Chapter 3] The Ghoul Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring twelve units of Ghoul Blood to Velerad to complete this quest. Velerad will be in the Watchtower across from the New Narakort during the day. He won't show up until after 'A Posh Reception' is complete. Also, during 'Gold Rush' you cannot turn any of these bounties in, as he is somewhat indisposed. Swarms of Ghouls can be found in the Cemetary, but you can also find a few in the Sewers, and some in the Crypt. Ghouls are everywhere. ***REWARD*** (For giving Velerad twelve vials of Ghoul Blood) EXP 5000 Orens 150 [Chapter 3] The Gravier Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring five Gravier Bones to Velerad to complete this quest. Velerad will be in the Watchtower across from the New Narakort during the day. He won't show up until after 'A Posh Reception' is complete. Also, during 'Gold Rush' you cannot turn any of these bounties in, as he is somewhat indisposed. Graviers can be found in the Crypt where we leveled up in Chapter 2, in the Cemetary, and in the Swamp Forest at night, near the Fireplace west of the Collapsed Tower. ***REWARD*** (For giving Velerad five Gravier Bones) EXP 5000 Orens 200 [Chapter 3] The Kikimore Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring ten Kikimore Claws to Velerad to complete this quest. Velerad will be in the Watchtower across from the New Narakort during the day. He won't show up until after 'A Posh Reception' is complete. Also, during 'Gold Rush' you cannot turn any of these bounties in, as he is somewhat indisposed. You can only get these from Kikimore Workers-not Warriors. You can find them scurrying around the Swamp Forest, and they also swarm the streets of Vizima's Trade Quarter in surprising numbers after the sun sets. ***REWARD*** (For giving Velerad ten Kikimore Claws) EXP 5000 Orens 200 [Chapter 3] The Predatory Wyvern o======================================================================o You'll only uncover this quest when you complete it. Talk to the Royal Huntsman and he'll tell you that a Wyvern has been abducting local children. Geralt, however, believe that stupid locals attempted to drive the Wyverns off. Either way, the beast has got to go. 1) Head to Wyvern Island, where we found Harvall last chapter. Instead of Wyverns, you'll find Royal Wyverns, led by a unique specimen named Moa. 2) Bring Moa's head to the Royal Huntsman in the Trade District of Vizima. ***REWARD*** (For bringing the 'Head of a Female Wyvern' to the Royal Huntsman) EXP 5000 Orens 600 [Chapter 3] The Ring o======================================================================o This quest begins when you talk to a 'Desperate Merchant' on the Dike. He'll question your profession, and seem entirely too eager about what you do and who you are. Inquire further and he'll give you this quest. 1) Head to the Swamp Forest and find an island crawling with Bloedzuigers a short distance north-west from the Altar of Melitele. Kill the Bloedzuigers and loot a corpse to find the 'Family Ring'. ***REWARD*** (For recovering the Family Ring) EXP 500 2) Return to the Dike and give the Merchant his Family Ring. You'll get a decent reward for a simple fetch-quest. ***REWARD*** (For returning the Family Ring to the Desperate Merchant) EXP 2000 Orens 100 [Chapter 3] The Source o======================================================================o Magical anomalies have caught Triss' attention, and she'll ask Geralt at the beginning of Chapter 3 to help her triangulate so she can divine the source of the magical disturbance. She'll ask you to place three 'Magic Sensors' around the city. 1) Place the Magic Sensors in various 'Reliefs' throughout the city. There's one near the entrance to the Sewers in the Temple Quarter, another Relief is on the exterior wall of the Chapel Ruins in the Cemetery-near where we talked to Vetala earlier, and the last one is in the Trade Quarter, on the Town Hall/Vivaldi & Sons Bank building, near the entrance to the Bank. 2) After placing the Magic Sensors report to Triss, who will tell you that she located the source of the disturbance-a boy named Alvin. The catch? He's in Saint Lebioda's Hospital, and Shani is refusing to hand him over to Triss. 3) Head over to the Temple Quarter, where you'll be confronted by Shani. She'll complain about Triss, and illuminate matters a bit-Shani and Triss aren't just conflicted over possession of Alvin-they're fighting over Geralt, too. Alvin will be the garland of victory for whichever woman Geralt bestows her upon.. and the other will be pretty pissed for the rest of the game. 4) Go to Saint Lebioda's Hospital, where Dandelion will tell you that some men dragged Alvin out. Fortunately, however, he knows where they went and will lead you to their hideout in the nonhuman district. 5) Enter the hideout and kill four Assassins. After they're dead Alvin and Dandelion will talk to you. Tell Dandelion to take Alvin to either Triss or Shani. After they're gone, four more Assassins will arrive to the slaughter. ***REWARD*** (For saving Alvin from the kidnappers) EXP 1000 6) Head over to wherever you sent Alvin and talk to Triss or Shani, who will tell you to go inform their vanquished rival about your decision. Do so, and return to the victor to complete this quest. ***REWARD*** (For delivering Alvin to Shani or Triss) EXP 4000 [Chapter 3] The Unforgiven o======================================================================o After showing Triss the Seeing Stone obtained during 'Lock and Key', talk to Declan Leuvaarded in the New Narakort. He'll tell you that it's time to assault the Salamandra headquarters, but this time it's going to take more than one angry Witcher. Since the army and the guard won't help, it's up to Geralt to convince some of his buddies to help-either the Scoia'tael or the Order, depending on who you sided with during 'Gold Rush'. 1) Return to the Temple Quarter and talk to either Yaevinn (who is staying at Vivaldi's House) or Siegfried (who is at his post) and ask them to assist you in the fight against Salamandra. They'll accept, and you'll be tasked with telling Triss that your allies are ready to go. ***REWARD*** (For enlisting aid against Salamandra) EXP 500 2) Triss will send you off to the New Narakort, where the assault will be planned. When you arrive, however, you'll find either Vincent (if you spared him during 'Lock and Key') or his guards (if you killed him) waiting for you. If Vincent is there (either as a Werewolf, or as a human, depending on whether you cured him during 'Beauty and the Beast') he'll warn you that Salamandra knows you're here, and will assist you in the ensuing fight. If his men are there, they (and a Salamandra Mage) will attack you. Kill whomever needs to be killed and head upstairs. 3) Once upstairs you'll find your fellow conspirators-Triss, Declan, and either Siegfried or Yaevinn. They'll discuss the plan of attack, only to be hurried along by Count de Wett's most untimely arrival. Triss will teleport everybody away (save herself). 4) You'll find yourself in the Salamandra Base-alone. This is all going according to plan-clearly. Head to the east and use Aard to smash through some roots to open up a large cavern. Dispose of any Salamanders within, then continue up a tunnel to the north until you find Siegfried or Yaevinn. 5) They'll mention a nearby portal, with which their troops can be summoned. In the large cavern beyond them, in the north eastern corner, you'll find a lone Salamandra Mage. Kill him and steal the Stone of Power nearby, then head over to Alvaro's Portal and activate it, summoning forth your allies. ***REWARD*** (For activating Alvaro's Portal with the Stone of Power) EXP 2500 6) Attack the large group of Salamanders at the far end of the cavern, and once they're defeated and the portal protecting Azar Javed and the Professor is down, head over to them to start a conversation. When it's all over, Azar will flee after a failed magical assault on Geralt, and Geralt will find himself seperated from his allies by a magic barrier. 7) Head down a tunnel along the north-western corner of the large chamber we were just in and continue until you meet the Professor. He'll babble, and a fight will ensue. Ignore his lackies, and focus on the Professor to put him down. ***REWARD*** (For defeating the Professor) EXP 1500 8) Once you defeat the Professor the fight ends. In desperation, the Professor will shoot at some of the sensitive equipment nearby and cause and explosion, when the dust settles Geralt and the Professor find themselves in the middle of a Kikimore nursery-and the enraged Kikimore Queen makes quick work of the Professor. 9) Now it's time for a frustrating 'boss fight'. As far as fights go, it's rather one-sided, as the Kikimore Queen will often one-hit-kill even the strongest Geralt. Run across the hatchery to provoke the Queen, then continue down a tunnel, stopping to blast each support along the way-AFTER you pass them. Once you've destroyed three supports you'll find yourself in a large chamber with multiple supports. Destroy several and head into a side tunnel. Hopefully the roof will collapse and kill the Kikimore Queen before she kills you.. and hopefully you won't die in the cave-in, too. Once she's done, loot her corpse and head up to daylight to end this quest-and this chapter. ***REWARD*** (For killing the Kikimore Queen and thwarting Salamandra and Adda) EXP 5000 [Chapter 3] The Viziman Connection o======================================================================o After completing the quest 'Following the Thread' Jethro will tell you to hunt down Gellart Bleinheim-the leader of the Salamandra drug-trade cell in Vizima. 1) Head down to the 'Transfer Point' in the Sewers to find Gellart and a few minions. Kill them and loot Gellart's body for a 'Royal Letter of Safe Conduct' and the 'Key to Salamandra Code'. ***REWARD*** (For killing Gellart Bleinheim) EXP 1000 2) Report to Jethro to complete this quest. ***REWARD*** (For reporting to Jethro after killing Gellart Bleinheim) EXP 4000 Orens 200 [Chapter 3] The Wyvern Contract o======================================================================o Start this quest by reading the notices on any of the Notice Boards in the city. Bring three portions of Wyvern Meat to the Innkeeper at the New Narakort to complete this quest. Wyverns abound on Wyvern Island in the Swamp Forest, where else? ***REWARD*** (For giving the Innkeeper three portions of Wyvern Meat) EXP 5000 Orens 200 [Chapter 3] Wanted o======================================================================o This quest updates one last time during the quest 'The Unforgiven', when you confront the Professor. After defeating him, this quest is finally over. [Chapter 3] White Fang o======================================================================o You'll only uncover this quest when you complete it. Talk to the Royal Huntsman and he'll tell you that there's a Wolf causing trouble in the Swamp Forest. 1) North-west of the Mage's Tower you'll find Voref, a laughably weak unique Wolf. It's got some Wolves in tow, but it's nothing you can't easily destroy. 2) Bring Voref's head to the Royal Huntsman in the Trade District of Vizima. ***REWARD*** (For bringing the Wolf's Head to the Royal Huntsman) EXP 5000 Orens 600 [Chapter 3] Witcher's Secrets.. ..(continues in Chapter 4) o======================================================================o This quest updates several times during this chapter-typically as you spoil Salamandra's various operations. One such update occurs after completing the quest 'Diplomacy and Hunting', and another after 'The Viziman Connection'. More updates occur during this chapter's terminal quest, 'The Unforgiven'. [Chapter 3] Won't Hurt a Bit.. ..(continues in Chapter 5) o======================================================================o You can find a Dwarven dentist named Zahin Schmartz in the Temple Quarter. He hangs out on Merchant Street during the day. Talk to him and he'll ask you to bring him rare teeth. That's pretty much the entire substance of this quest-find various teeth, fangs, jaws, and skulls and bring them to Zahin for a reward. ***REWARD*** (For giving the dentist Alp Fangs) EXP 1000 Orens 150 ***REWARD*** (For giving the dentist Beast Fangs) EXP 1000 Orens 50 ***REWARD*** (For giving the dentist a Barghest Skull) EXP 1000 Orens 50 ***REWARD*** (For giving the dentist Fleder Fangs) EXP 1000 Orens 100 ***REWARD*** (For giving the dentist a Cemetaur Jaw) EXP 1000 Orens 150 o======================================================================o | Chapter 4 {QST005} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Game of Dice* Alvin Armor* Berengar's Secret Daily Bread Dice Poker: The Professional Dice Poker: The Sharper Fistfight* Free Elves Hunting the Wild Hunt Identity Old Habits Die Hard Ripples Small Problems Temptation The Alp Contract The Ancient Cemetaur The Basilisk Contract The Devourer Contract The Giant Centipede Contract The Heat of the Day The Paths of Destiny The Royal Wyvern Contract The Vodyan Priest *: Quests marked with an '*' are quests that are not resolved in this chapter. [Chapter 4] A Game of Dice.. ..(continues in Chapter 5) o======================================================================o You could be at several points of progress in this quest by now.. if you're still a Novice, you're not completing this quest. If you're still a Professional, you should be fine. Ideally, you're already a Sharper, in which case you need to score three victories to.. well, I won't spoil this surprise, at least. Fortunately, there are exactly three Sharpers in this chapter and three Professionals, should you need to catch up. Your ultimate goal is to defeat three Sharpers in this chapter. [Chapter 4] Alvin o======================================================================o This quest starts when you enter the outskirts of Murky Waters. Dandelion will meet you, and tell you that Alvin is staying with Alina- the local girl who is about to be married to Julian. 1) Go find the village and enter Alina's House, where you can find Alvin. Talk to him and he'll.. well, he's been learning some rather bad habits from the simple folk here. 2) when you approach the Country Inn you'll see Celina and Julian arguing. Celina's subsequent conduct, while not entirely unsatisfying, gives Geralt further doubts about these people. 3) Head inside the Country Inn and Dandelion will talk to you and give you a letter from either Triss or Shani (depending on whom you obtained your second Sex Card from) and a Dimeritium Amulet, which you need to give to Alvin. 4) Return to Alina, where Alvin was supposed to be staying. You'll find that she's just as bad as Triss, and that Alvin is off somewhere-either near some ruins near the village (if you sent him to Triss in the last chapter) or near the river (if you sided with Shani.) 5a) If you sided with Triss, the boy will be at some ruins along the southern end of the outskirts. He'll be accompanied by a 'Gambling Ghost' a Sharper poker player. The appiration will offer to play a game of dice-the winner gets Alvin. If you win, the ghost departs, if you lose, a fight ensues.. Geralt is a sore loser. You can also refuse to play at all-which provokes a fight. 5b) if you sided with Shani, he'll be near the river, a short distance inland from where Zephyr's Drowners are. When you approach, he'll be attacked by a Devourer. 6) After Alvin is safely back in your care, you'll get a cutscene, chat with the boy, and he'll start being creepy again. Completing this Step allows you to continue the quest 'Ripples'. 7) Alvin will now bother you as you enter the Lakeside, and will ask about the possibility of him becoming a Witcher. Tell him about reality for some experience. You can also talk to Berengar and he'll tell you about Salamandra, and their desire to obtain Alvin. This quest will go dormant until you advance 'The Heat of the Day'. ***REWARD*** (For telling Alvin about Witchers) EXP 1000 8) After obtaining all the 'Shards of Alina's Mirror' in the quest 'The Heat of the Day' Alvin will approach you with another of his stupid little problems. People pick on him, because he's a freak. Tell him about how people suck, especially if you're different. ***REWARD*** (For giving Alvin advice about his gift) EXP 1000 9) During the quest 'Free Elves', when you're going to meet with Toruviel, Alvin will speak with you. He'll ask about the actions of the Scoia'tael, and you'll be obliged to give your opinion on non-humans. ***REWARD*** (For explaining the actions of the Scoia'tael to Alvin) EXP 1000 10) This quest ends after talking to Dandelion, during the events that inevitably follow. [Chapter 4] Armor o======================================================================o Start this quest by talking to Berengar after helping him kill undead in the Lakeside Crypt (see 'The Paths of Destiny). 1) Berengar will-once he reaches his campsite-tell you about an old Witcher named Raven, who had special armor forged for him that was both light and durable. He'll suggest talking to the Blacksmith in Murky Waters and the Elven Craftsman in the Elven Cave. 2) Talk to the Blacksmith and he will-at length-tell you that you should search crypts where knights were interred to find armor that can replace the missing pieces of Raven's armor.. isn't that what Berengar was doing already? Ah well.. 3) The Elven Craftsman in the Elven Cave will also tell you the same thing. When it comes to the enchantments on the armor, the best place to look would be in crypts. 4) You can find a Piece of Armor in the Lakeside Crypt, where you first met Berengar, in a Sarcophagus. [Chapter 4] Berengar's Secret o======================================================================o This quest will update when you enter the Crypt to find the Witcher that originally took on the quest 'Ripples'-and promptly abandoned it. It's none other than our long-lost Berengar. Afterwards, this quest will update occasionally during 'Paths of Destiny'. 1) This quest updates after speaking to Berengar at the behest of the Lady of the Lake, when Berengar admits he was working with Salamandra after all. 2) You'll get another update after completing 'Ripples', when Berengar confronts Geralt on Black Tern Island. [Chapter 4] Daily Bread o======================================================================o Start this quest by talking to Toruviel, whom you can find in the aptly- named 'Elven Cave'. You can find this cave in the Lakeside area, west of the Fisher King's Hut. Toruviel will give you twenty Orens to buy some bread for her and her starving Elves-she hopes to obtain five loaves with this amount. 1) Visit the Baker and he'll price the loaves at five Orens each-or twenty-five Orens for five loaves. Take the hit, supplement what you buy with the four loaves you can grab from a nearby cabinet, or retrieve bread from your stash. 2) Return to Toruviel with the bread and give her either four loaves, or the five she requested. The difference is about five Orens of value, for an extra 1000 experience. ***REWARD*** (For giving Toruviel four loaves of bread) EXP 7000 ***REWARD*** (For giving Toruviel five loaves of bread) EXP 8000 [Chapter 4] Dice Poker: The Professional o======================================================================o You should have completed this quest in the previous chapter, but if not, you can still complete it here by playing Julian, Tobias Hoffman, and the Hermit in the fields. So long as you've defeated one professional player before Chapter 4, you can complete this quest in this chapter. [Chapter 4] Dice Poker: The Sharper o======================================================================o If you completed 'Dice Poker: The Professional' in Chapter 3, you could have started-and made progress-in this quest by playing Kestor in the Gambling Den.. and if you intended to side with Shani, this is mandatory to complete the quest. There are three possible Sharper players in Chapter 4; Dandelion, who will stay at the Country Inn, Chireadan, an Elf hiding out in the Elven Cave by the Lakeside, and the Gambling Ghost. The Gambling Ghost can be tricky, as it will show up during the quest 'Alvin'. If you are forced to fight andkill it, (either by losing at dice poker or refusing to play) you will not be able to play it again later. Dead poker players don't make for good games.. although undead and incoporeal is apparently fine. The Gambling Ghost can be found in the 'Ruins', along the southern edge of the village area. You can get him to show up by searching the skeleton in the ruins, but he will only appear at night. ***REWARD*** (For defeating two Sharpers) EXP 400 ***REWARD*** (For defeating three Sharpers) EXP 400 ***REWARD*** (For becoming a Sharper) EXP 1500 [Chapter 4] Fistfight.. ..(continues in Chapter 5) o======================================================================o A new chapter, a new tavern, a new boxer. This time it's The Rock, and I won't make a single wrestling pun, honest. Talk to him, trounce him roundly, and take your reward. Afterwards, you'll be directed to talk to the 'nameless one' in the Swamp Cemetery-and this quest again goes on hold until the next chapter. ***REWARD*** (For defeating The Rock) EXP 5000 Orens 500 ---or--- Item Yellow Meteorite ---or--- Item Moon Rune [Chapter 4] Free Elves o======================================================================o This quest begins after completing 'Ripples' and 'The Heat of the Day'. It is the terminal quest of Chapter 4. 1) You'll be approached by White Rayla, who will tell you that she's hunting down Toruviel's Scoia'tael unit. The Elves have taken refuge in the village of Murky Waters, and Geralt offers to mediate to prevent a massacre. 2) You'll be bothered by one of two individuals, depending upon who you sided with during 'Gold Rush'. An Order Footman will bother you before entering Murky Waters if you sided with the Order, or a Scoia'tael Leader will bother you in the village if you sided with the Scoia'tael. Both try to solicit your aid. 3) Alvin will bother you and ask you a question-this is part of the quest 'Alvin'. 4) Talk to Toruviel, then find Dandelion along the northern side of Celina's House and tell him your decision-whether you're going to ultimately side with the Scoia'tael, the Order, or remain neutral is decided now. ***REWARD*** (For making a major political decision) EXP 3000 5) Based upon who you decided to side with, fight your chosen enemy (or enemies).. or just ignore the fight and run away. Make your way to the Lakeside area and talk to Dandelion near the Fisher King's boat. When you take the boat to Vizima, this chapter is over. ***REWARD*** (For returning to Vizima) EXP 12000 [Chapter 4] Hunting the Wild Hunt o======================================================================o Start this quest by talking to the Hermit in the fields. He'll ask you to drive off the Wild Hunt. 1) Loot the kurgans near the Hermit's Hut for Mandrake Roots, then head over to the 'Druid's Circle' at night. 2) You need to kill nine Wraiths near the 'Druid's Circle'. They come in three waves of three, but the second and third waves will be accompanied by the King of the Wild Hunt. Activate the nearby 'Druid Lantern' and use some Mandrake to banish the King of the Wild Hunt if you want things to go more smoothly. ***REWARD*** (For driving off nine Wraiths) EXP 1500 3) Return to the Hermit and claim your reward. ***REWARD*** (For expelling the Wild Hunt) EXP 5000 Item Pouch of Salt (always) Item Vampires: Facts and Myths ---or--- Item Wreath of Immortelles ---or--- Home ownership [Chapter 4] Identity.. ..(continues in Chapter 5) o======================================================================o This quest will update twice in this chapter-once when you're talking to Dandelion, and once when questioned by the Lady of the Lake. It then goes dormant until Chapter 5. 1) When you talk to Dandelion in the Country Inn he'll ask about your.. ah.. apparent inability to walk two steps without decapitating somebody. Answer however you wish, it'll provide perspective as to how your Geralt feels about killing humans. 2) Talk to the Lady of the Lake on Black Tern Island and ask her if she can restore your memory. She'll ask for your opinion on destiny-whether you believe in something greater, if you believe in fate, or if you believe in free-will. Answer however you want, 'free-will' is just a series of chemical reactions anyways, and 'fate' and 'something greater' don't exist. [Chapter 4] Old Habits Die Hard o======================================================================o Start this quest by talking to the Naiad, just south of the island upon which you appear at the start of the chapter. A Drowned Dead named Zephyr stole the Naiad's Turquiose Necklace, and she wants it back. To get Zephyr to show himself, you need to exterminate his three bands of Drowners. 1) Kill the Drowners near the Lake, west of the Fisher King's Hut. 2) Kill the Drowners on Black Tern Island, just north of where you disembark. 3) Kill the Drowners near the river, north of Murky Waters. Note: The Drowners near the river must be the last group killed-they will not appear until the other two are destroyed. 4) After killing all three groups of Drowners Zephyr will show up and attack. Kill him and loot him to recover the Naiad's Turquiose Necklace. ***REWARD*** (For killing Zephyr) EXp 2000 5) Return the Turquoise Necklace to the Naiad and choose your reward. You always get the experience and the Red Ribbon either way. ***REWARD*** (For returning the Turquiose Necklace to the Naiad) EXP 6000 Item Red Ribbon (always) Item A Descrition of Vodyanoi or the Fishpeople ---or--- Item Earth Rune ---or--- Healing [Chapter 4] Ripples o======================================================================o One of the main quest-lines of Chapter 4 involves settling matters between the Vodyanoi and the humans in Murky Waters.. either by helping one side or another establish dominance, or by helping the two see eye- to-eye. Of the choices, the last is by far the most profitable, but I'll include the alternative choices, despite my better judgement. You can start this quest by talking to any of serveral people-including Julian, the Fisher King, and a nearby Vodyanoi Priest. 1) Start this quest by talking to Julian or the Vodyanoi Priest. If you start it by talking to the Fisher King, you just add an extra step inviting you to talk to either of the two. After starting the quest, it'll promptly go dormant. You'll need to advance the quest 'Alvin' to proceed. 2) If you speak to the Lady of the Lake, she'll offer you the option to reconcile the two sides instead of helping one intimidate the other. This is the most rewarding route, and comes highly suggested. This option updates 'Ripples'. Next time you talk to either the Vodyanoi Priest or Julian, you'll be able to persue the reconciliation option.. although the option to favor one side or another will remain suspended, due to Julian's wedding. 3) After talking to Julian and learing of Alina's disappearing (after advancing the quest 'Alvin) you'll be able to talk to Julian about helping the people of Murky Waters gain the upper hand, or the Vodyanoi Priest about helping the Vodyanoi triumph. 4a) If you side with Julian, he'll tell you to head to Black Tern Island and Kill Dagon. Lure Dagon to his shrine by killing all his followers at the shrine. To kill Dagon, merely kill all his Vodyanoi followers during the fight. When it's dead, return to Julian for your reward. ***REwARD*** (For slaying Dagon) EXP 2000 ***REwARD*** (For killing Dagon for Julian) EXP 5000 Items Huge Diamond 4b) If you side with the Vodyanoi Priest, return to the Lakeside and the 'Resolute Girl' will tell you that the priest has returned. Speak to the Vodyanoi Priest and he'll tell you that to lure Dagon, you'll need to abduct-and sacrifice-the prize-winning cow in Murky Waters. Get some Dried Fruit and Nuts (which the Baker sells) and give some to the cow to get it to follow you. Take it to Black Tern Island and kill it in the Dagon's Shrine to provoke Dagon. To kill Dagon, merely kill all his Vodyanoi followers during the fight. When it's dead, return to the Vodyanoi Priest for your reward. ***REwARD*** (For slaying Dagon) EXP 2000 ***REWARD*** (For killing Dagon for the Vodyanoi Priest) EXP 5000 Items Ceremonial Sword of Deithwen 4c) If you side with the Lady of the Lake, visit the Vodyanoi Priest and Julian and ask each one for a gift for the Lady of the Lake. Take the Golden Bracelet from the Vodyanoi Priest, and the Alabaster Figure from Julian and give them to the Lady of the Lake. In return, she'll give you 'The Lady of the Lake's Ruby'. Put it on one of the 'Altars of Dagon' to provoke Dagon. To kill Dagon, merely kill all his Vodyanoi followers during the fight. When it's dead, return to the Lady of the Lake for your reward. ***REwARD*** (For giving the Lady of the Lake the correct gifts) EXP 2000 ***REWARD*** (For slaying Dagon) EXP 2000 ***REWARD*** (For killing Dagon for the Lady of the Lake) EXP 5000 Misc +1 Silver Talent [Chapter 4] Small Problems o======================================================================o Start this quest by talking to Mason Harn near the 'Collapsed Brigde', which is along the southern end of the village area. Apparently some Griggs have been sabotaging his attempts to rebuild the bridge. 1) Head over to the Healer's Hut near the Country Inn and talk to the Healer/Abigail. She'll tell you exactly what you need to do-head over to the Crypt in the Fields and recover a Cat Harness that was stolen from the Griggs in the village area by Griggs in the field. 2) Travel to the Crypt in the fields and explore it to find a Santon.. if you loot it, you can nab the Cat Harness you're looking for. ***REWARD*** (For obtaining the Cat Harness) EXP 2000 3) Take the Cat Harness to the Santon north-east of the 'Collapsed Bridge' in the village area. When you place it in the Santon you'll be gifted with a 'Four-Leaf Clover'. ***REWARD*** (For giving the Cat Harness to the Griggs of Murky Waters) EXP 2000 4) Give it to Mason Harn and claim your reward. ***REWARD*** (For giving Mason Harn the Four-Leaf Clover) EXP 4000 Orens 400 ---or--- Item Spectres, Wraiths, and the Damned ---or--- Pat's Services as an Archer [Chapter 4] Temptation o======================================================================o Talk to the Blacksmith's Wife in the Blacksmith's House, in Murky Waters to start this quest. 1) The Blacksmiths Wife will ask you to collect 'shimmering dust' from the hair of nine Noonwraiths so she can deal with the Succubus. She'll promise to give you a book in exchange. 2) If you talk to the Blacksmith later, he'll have a counter-offer for you. Bring him 'shadow dust' from nine Devourers so he can put the Succubus to sleep and rouse her later.. after his wife has calmed down. He'll offer up a piece of Red Meteorite or 500 Orens. 3) You can get Shimmering Dust from Noonwraiths, who roam the fields during the day. Shadow Dust can be obtained from Devourers, who can also be found in the fields.. during the night. They also roam around the roads in the village area (again, at night). Bring back nine units of the appropriate dust to the person of your choice for the reward of your choice. ***REWARD*** (For giving nine units of Shadow Dust to the Blacksmith) EXP 8000 Gold 500 ---or--- Item Red Meteorite ---or--- ***REWARD*** (For giving nine units of Shimmering Dust to the Blacksmith's Wife) EXP 8000 Item Plants of Barren Lands [Chapter 4] The Alp Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Country Inn. Bring five Alp Fangs to Tobias Hoffman, who is usually at the Village Chief's House, or Celina's House. You'll find plenty of Alps in the Lakeside Crypt. ***REWARD*** (For turning in five Alp Fangs to Tobias Hoffman) EXP 5000 Orens 250 [Chapter 4] The Ancient Cemetaur o======================================================================o You'll only uncover this quest when you complete it. Talk to Tobias Hoffman and ask if there's any witcher's work that needs doing. He'll tell you about a creature not unlike a 'mother-in-law'. 1) You'll find Ureus, the mother-in-law-resembling Cemetaur, in the Crypt in the fields. It's beyond a wall that can be destroyed with Aard, along the southern-end of the level. 2) Bring the 'Cemetaur Head' to Tobias Hoffman, either in Celina's House (at night) or in the Village Chief's House (during the day.) ***REWARD*** (For bringing the Cemetaur Head to Tobias Hoffman) EXP 7000 Orens 800 [Chapter 4] The Basilisk Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Country Inn. Bring three Basilisk Hides to the Julian, who stays at the Country Inn. Basilisks can be found on Black Tern Island. ***REWARD*** (For turning in three Basilisk Hides to Julian) EXP 5000 Orens 250 [Chapter 4] The Devourer Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Country Inn. Bring ten Devourer Teeth to Abigail/the Healer, who resides in the Healer's House next to the Country Inn. Devourers can only be found at night, either walking along the road in the village area, or in the fields. ***REWARD*** (For turning in ten Devourer Teeth to Abigail/the Healer) EXP 5000 Orens 150 [Chapter 4] The Giant Centipede Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Country Inn. Bring four Citinous Carapaces to the Elven Craftsman, who resides in and around the Elven Cave in the Lakeside area. Giant Centipedes can be found in the outskirts of Murky Waters, to the south. ***REWARD*** (For turning in four Citinous Carapaces to the Elven Craftsman) EXP 5000 Orens 250 [Chapter 4] The Heat of the Day o======================================================================o Another main quest in Chapter 4, this quest begins when you talk to Alina. She'll ask you to talk to Julian, her fiance, and Celina, her sister, over at the Country Inn. 1) After leaving Alina's Houes, Adam will chat with you. He's apparently Alina's lover, but he doesn't think the penis-vagina dance the two of them do will in any way be complicated by her binding legal obligation to only do that same dance with another man. Talking to him doesn't advance this quest any, but it's an inevitability caused by starting it, so I might as well make note of it, eh? 2) Head over to the Country Inn, where you'll find Julian and Celina outside, arguing. Approach Celina and she'll talk to you, whine about her sister, and offer to sleep with you if you give her a ring. Any ring will do. 3) Return to Alina's House and tell Alina that she has nothing to worry about. This quest will now go dormant until you advance the quest 'Alvin'. 4) After finding Alvin, either at the riverside (if you sided with Shani) or the ruins (if you sided with Triss) he'll tell you about some dreams he had-dreams that don't bode well for Alina. 5) Return to Julian to discover that-sure enough-Alina went missing when she was in the fields picking raspberries. 6) Head to the fields during daytime and explore the 'Raspberry Patch', where you'll encounter Alina-who has died and become a Noonwraith. Dispatch her when she gets violent and you'll get to see Adam kill Celina when you go to leave the Raspberry Patch. Celina will rise as a Nightwraith and talk to you, and when you leave the fields, Adam will explain himself. 7) Return to Julian at the Country Inn and tell him what transpired, and he'll promise to pay you if you pacify Alina. He'll also ask about Celina, and you can choose to either rat him out and tell Julian he killed Celina, or play dumb. If you turn Adam in, he'll be arrested and locked in his house. 8) Now you need to consult outside help for more information. Talk to one of the following characters to learn about how to exorcise the Noonwraith: Berengar, Dandelion, the Healer/Abigail, the Hermit, or the Lady of the Lake. 9) Return to the fields to look for the pieces of Alina's mirror. There are five pieces, at the following locations: near the 'Small Farm', near the 'Druid's Circle', near the 'Hermit's Hut', east along the road leading to the Lakeside area, and near the 'Ruined Mill'. You'll have to kill the 'Midday Bride' each time and loot it for a piece of the mirror. ***REWARD*** (For obtaining all the parts of Alina's Mirror) EXP 2000 10) Deal with Alvin again, then head back to either the village area, or the lakeside area to find somebody who will repair the mirror. The Elven Craftsman and the Blacksmith will both do the job for 100 Orens. Effect a single area transition (for example, entering the nearby Elven Cave or Blacksmith's House) and return to whomever you gave the shards to, and your mirror will be complete. 11) Return to the fields and show the mirror to the Midday Bride. Alina will recognize it, but unfortunately, won't recogonize that she's dead. ***REWARD*** (For exposing the Midday Bride to Alina's Mirror) EXP 2000 12) You now need to talk to either the Healer/Abigail or the Lady of the Lake to find out how to proceed. If you let Abigail die in Chapter 1, refer to Step #13. If you protected her against the peasents, refer to Step #14. 13) If you told Julian that Adam killed Celina, head to the Country Inn and speak to Julian to get the key to Adam's House, where he's being confined. If you didn't squeal on Adam, find him at the fireplace to the north of the Raspberry Patch in the fields. Talk to him at his house and he'll run off to the fields.. or just talk to him at the fields, which- ever applies. He'll kill himself, Alina will show up, and creepy ghost- romance will occur. Yuck. Return to Julian for your reward. ***REWARD*** (For helping Alina find peace via Adam's suicide) EXP 4000 Orens 400 14) Talk to Dandelion at the Country Inn and ask him to compose something for Alina. He'll agree, and Geralt tells him to be at the fields by sundown. Head to the fields and rest at the fireplace north of the Raspberry Patch until dusk. Head to the Raspberry Path and talk to Dandelion when he arrives. During your duet, answer 'The deceased' and 'A ghost' and Celina and Alina will make up. Return to Julian for your reward. ***REWARD*** (For helping Alina find peace via Dandelion's song) EXP 6000 Orens 400 [Chapter 4] The Paths of Destiny o======================================================================o This quest begins when you find Berengar in the Lakeside Crypt, after clearing the first group of undead. 1) Follow Berengar through the Crypt and fight off three groups of undead. After each fight, talk to Berengar when he runs off to trigger the next ambush. After the third group of undead, he'll agree to talk more outside. ***REWARD*** (For helping Berengar fight off the first wave of undead) EXP 500 (For helping Berengar fight off the second wave of undead) EXP 1000 (For helping Berengar fight off the third wave of undead) EXP 2000 2) Follow Berengar outside and talk to him some more. He'll deny working for Salamandra willingly, but will ultimately not be terribly talkative. 3) Speak to the Lady of the Lake, on Black Tern Island, and she'll tell you that fate has ensnared a Witcher-either you or Berengar, and she'll prompt you to talk to him again. 4) Talk to Berengar, who will admit now that he worked for Salamandra willingly, and sold Witcher's secrets to them, all for the dream of normalcy that probably never would have been. 5) Return to the Lady of the Lake with news of Berengar's response and she'll offer to aid you, in time. This quest now goes dormant until you complete the quest 'Ripples' and 'The Heat of the Day'. ***REWARD*** (For helping clarify the Lady of the Lake's vision) EXP 1000 6) Finally, if you've completed 'The Heat of the Day', 'Ripples', and talked to Berengar for the Lady of the Lake during 'The Paths of Destiny' she'll reward you with knighthood, and the silver sword 'Aerondight'. This is the fulfillment of the Lady of the Lake's earlier promise to give you aid.. and what a fulfullment. ***REWARD*** (For being knighted by the Lady of the Lake) EXP 3000 Item Aerondight 7) When you go to leave Black Tern Island you'll be confronted by Berengar. Call him a traitor to pick a fight, or sympathize with him to avoid one. ***REWARD*** (For sparing Berengar) EXP 2000 [Chapter 4] The Royal Wyvern Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Country Inn. Bring three Wyvern Eggs to the male Innkeeper, who is, of course, at the Country Inn. Royal Wyverns reside on Black Tern Island. ***REWARD*** (For turning in three Wyvern Eggs to Innkeper) EXP 5000 Orens 250 [Chapter 4] The Vodyan Priest o======================================================================o You'll only uncover this quest when you complete it. Talk to Tobias Hoffman and ask if there's any witcher's work that needs doing. He'll tell you about a 'fish-man' that needs some death. 1) Along the eastern edge of the map, in the fields area, you'll find the Vodyanoi 'Teyu' wandering around. He's by the water between the 'Small Farm' and the 'Druid's Circle'. 2) Bring 'Teyu's Head' to Tobias Hoffman, either in Celina's House (at night) or in the Village Chief's House (during the day.) ***REWARD*** (For bringing Teyu's Head to Tobias Hoffman) EXP 7000 Orens 800 o======================================================================o | Chapter 5 {QST006} | o======================================================================o List of Quests <----------------------------------------------------------------------> A Game of Dice A Gnomish Device (Scoia'Tael Only) A Magic Formula (Neutral Only) Armor (Neutral) Armor (Order) Armor (Scoia'tael) Berengar's Secret Bloodwing Fistfight Her Highness the Striga* Hope Burns Bright (Scoia'Tael Only) Identity* Mud and Velvet Saint Gregory's Litany (Order Only) Sweet Revenge The Bloezuiger Contract The Bruxa Contract The Cemetaur Contract The Flame that Cleanses (Order Only) The Garkain Contract The Vampiress of the Swamp The Wraith Contract Under a Fiery Sky (Neutral Only) Witcher's Secrets* Won't Hurt a Bit *: Quests marked with an '*' are quests that are not resolved in this chapter. [Chapter 5] A Game of Dice o======================================================================o This quest finally ends in this chapter. When you reach the Castle and talk to Foltest in his chambers, he'll invite you to play dice against him. You only get one chance to beat him, so save/load until you do. When you defeat him, you'll become a dice poker legend.. for what that is worth. ***REWARD*** (For becoming a Dice Poker legend) EXP 3000 [Chapter 5] A Gnomish Device o======================================================================o This quest is tied to 'Armor'. Really, it has no business being its own quest at all, but hey, it's not my game. You'll start this quest after talking to the dwarven blacksmith in the Old Forge in Old Vizima. 1) In the Old Mine in the Swamp Cemetery you'll find a Wayfarer's Stone. Cast the following sequence of signs on the stone-Igni, Igni, Aard-to teleport to an Ancient Crypt. 2) Find the 'Bifunctional Fiber and Alloy Recirculator' in a dwarven trunk. ***REWARD*** (For obtaining the Gnomish device) EXP 9000 [Chapter 5] A Magic Formula o======================================================================o This quest is tied to 'Armor'. Really, it has no business being its own quest at all, but hey, it's not my game. You'll start this quest after talking to the dwarven blacksmith in the Old Forge in Old Vizima. 1) In the southern of the two Refugees' Caves (the one with Zdenek) you will find a Wayfarer's Stone. Cast the following sequence of signs on the stone-Aard, Igni, Aard-to teleport to an Ancient Crypt. 2) Find a 'Magic Formula' in 'Agnes of Glanville's Trunk'. ***REWARD*** (For obtaining a Magic Formula) EXP 9000 [Chapter 5] Armor (Neutral) o======================================================================o This quest varies by who you sided with, which will determine the look and function of the armor you ultimately get, who crafts it for you, and what components are required to make it.. therefore in Chapter 5, this quest is split into three distinct versions, depending on your politics. 1) In the Castle, talk to Triss, who will tell you that Kalkstein might now more about Raven's Armor. 2) Talk to Kalkstein about the armor and he'll tell you where to find the remaining pieces-all of which are located in various dungeons in the Swamp Cemetery. ***REWARD*** (For learning more about Raven's Armor) EXP 1000 4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus for the remains of Raven's armor. You can also find a piece of armor in a sarcophagus to the south, if you failed to obtain it last chapter. ***REWARD*** (For recovering the remains of Raven's armor) EXP 1000 5) Complete the quest 'A Magic Formula'. 6) During the quest 'Her Highness the Striga' when you're locked in the Striga's Crypt, search a sarcophagus to find the 'Notes of an Elven Minstrel'. ***REWARD*** (For obtaining the 'Notes of an Elven Minstrel') EXP 1000 ***REWARD*** (For obtaining all the ingredients needed to repair Raven's armor) EXP 1000 7) Return to the Kalkstein in the Old Forge in Old Vizima, and he'll fashion the armor for you. Leave the Old Forge and return to claim your armor. ***REWARD*** (For having Raven's Armor recreated) EXP 9000 ***REWARD*** (For obtaining Raven's Armor) EXP 5000 [Chapter 5] Armor (Order) o======================================================================o This quest varies by who you sided with, which will determine the look and function of the armor you ultimately get, who crafts it for you, and what components are required to make it.. therefore in Chapter 5, this quest is split into three distinct versions, depending on your politics. 1) When you reach the Hospital in Old Vizima, White Rayla will mention the armor to you, and suggest you speak to the smith at the Old Forge. 2) Talk to the Order armorer about the armor and he'll tell you where to find the remaining pieces-all of which are located in various dungeons in the Swamp Cemetery. ***REWARD*** (For learning more about Raven's Armor) EXP 1000 4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus for the remains of Raven's armor. You can also find a piece of armor in a sarcophagus to the south, if you failed to obtain it last chapter. ***REWARD*** (For recovering the remains of Raven's armor) EXP 1000 5) During the quest 'Her Highness the Striga' when you're locked in the Striga's Crypt, search a sarcophagus to find the 'Notes of an Elven Minstrel'. ***REWARD*** (For obtaining the 'Notes of an Elven Minstrel') EXP 1000 6) Complete the quest 'Saint Gregory's Litany'. ***REWARD*** (For obtaining all the ingredients needed to repair Raven's armor) EXP 1000 7) Return to the Order Armorer in the Old Forge in Old Vizima, and he'll fashion the armor for you. Leave the Old Forge and return to claim your armor. ***REWARD*** (For having Raven's Armor recreated) EXP 9000 ***REWARD*** (For obtaining Raven's Armor) EXP 5000 [Chapter 5] Armor (Scoia'tael) o======================================================================o This quest varies by who you sided with, which will determine the look and function of the armor you ultimately get, who crafts it for you, and what components are required to make it.. therefore in Chapter 5, this quest is split into three distinct versions, depending on your politics. 1) When you reach the Hospital in Old Vizima, Zoltan Chivay will mention the armor to you, and suggest you speak to the smith at the Old Forge. 2) Talk to the Dwarven Blacksmith about the armor and he'll tell you where to find the remaining pieces-all of which are located in various dungeons in the Swamp Cemetery. ***REWARD*** (For learning more about Raven's Armor) EXP 1000 4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus for the remains of Raven's armor. You can also find a piece of armor in a sarcophagus to the south, if you failed to obtain it last chapter. ***REWARD*** (For recovering the remains of Raven's armor) EXP 1000 5) Complete the quest 'A Gnomish Device'. 6) During the quest 'Her Highness the Striga' when you're locked in the Striga's Crypt, search a sarcophagus to find the 'Notes of an Elven Minstrel'. ***REWARD*** (For obtaining the 'Notes of an Elven Minstrel') EXP 1000 ***REWARD*** (For obtaining all the ingredients needed to repair Raven's armor) EXP 1000 7) Return to the Dwarven Blacksmith in the Old Forge in Old Vizima, and he'll fashion the armor for you. Leave the Old Forge and return to claim your armor. ***REWARD*** (For having Raven's Armor recreated) EXP 9000 ***REWARD*** (For obtaining Raven's Armor) EXP 5000 [Chapter 5] Berengar's Secret o======================================================================o This quest will update one more time in this chapter before finally ending. At the end of the chapter, when you confront Azar Javed, you'll be unexpected aided by Berengar-whether he's alive or dead. [Chapter 5] Bloodwing o======================================================================o You'll only uncover this quest when you complete it. Talk to the Royal Huntsman, who is hiding out in the Druid's Cave in the Swamp Cemetery. He'll tell you about a 'bat-like creature' that need to be exterminated. 1) You'll find Vesper on the island that holds the Striga's Crypt, near a gnarly old tree.. you'll be able to find him at night, where all the Garkains prowl. 2) Bring the 'Garkain Head' to the Royal Huntsman. ***REWARD*** (For bringing the Garkain Head to the Royal Huntsman) EXP 10000 Orens 1000 Note: If this is your tenth-and final-trophy monster hunt, talk to the Royal Huntsman again to claim your benchmark reward. This time he's out of cash, and out of crap, so he'll offer up one of his two swords, a very nice silver sword 'Moonblade', or a equally nice steel sword, the 'Mahakaman Rune Sihill'. [Chapter 5] Fistfight o======================================================================o In the southern-most of the two Refugees' Caves in the Swamp Cemetery you'll find Zdenek, the 'undefeated' ultimate boxer. 1) Beat Zdenek in a fight and he'll reveal that his title of 'undefeated' really means he's never been defeated twice, and he'll demand a rematch. 2) Rest a day so Zdenek will recover his strength, then fight him again. When you win, Zdenek will lose a tooth, which Geralt will claim. This tooth is needed to complete the quest 'Won't Hurt a Bit'. ***REWARD*** (For becoming the world's best fist fighter) EXP 11000 Item Famous Fist Fighter's Tooth [Chapter 5] Her Highness the Striga.. ..(continues in the Epilogue) o======================================================================o This chapter starts after entering Old Vizima via the Dike. After a cutscene, Foltest will talk to Geralt in the Castle about lifting the Striga curse that again afflicts Adda. 1) Talk to Triss, Velerad, and Count de Wett to learn more about the Striga condition, what brought upon its relapse, and how to deal with it again. 2) After talking to the three you'll be invited to meet with King Foltest in his private chambers. When you talk to him, he'll promise you rewards if you lift the curse, and threaten punishment if his daughter suffers. Typical. 3) When you reach the Hospital in Old Vizima, a Temerian soldier will show up and complain about Striga attacks at the solitary tower in town. Head over there, and deal with the creature lurking there. Kalkstein will show up and reveal that the Striga we're looking for is actually in the Swamp Cemetery. 4) In the Swamp Cemetery, head over to the Striga's Crypt and talk to a desperate father, who will tell you a story which updates this quest. More importantly, talk to Velerad, and he'll offer to take you into the crypt 5) And by take you, he meant lock you in and wait for you to confront the Striga. You'll find the Striga in a large room to the south-but only at night. You can deal with the Striga in one of two ways-kill her, with good old fashioned silver and signs, or survive her for about five minutes (until all the candles on the sarcophagus in the room with you go out. ***REWARD*** (For saving Adda) EXP 3000 Item D'yaebl ***REWARD*** (For killing Adda) EXP 2000 6) Head to the Old Manor, where you'll be confronted by Count de Wett. After slipping up, he'll admit to working for Salamandra and being responsible for turning Adda back into a Striga. Naturally, a fight ensues. Kill de Wett and take the book 'Experimental Notes' from his body. This quest will now go dormant until you talk to King Foltest again in the Epilogue. ***REWARD*** (For learning who caused Adda to become a Striga again) EXP 3000 [Chapter 5] Hope Burns Bright o======================================================================o If you sided with the Scoia'tael throughout the game, this quest will begin when you talk to Zoltan Chivay at the Dike. He'll encourage you to head to Old Vizima and make your way to Shani's Hospital. 1) When you reach Old Vizima, you'll encounter Zoltan Chivay. Help him find the two groups of refugees he's reponsible for, then head into the Hospital. 2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by exploring rumors of Striga attacks near the Solitary Tower. 3) Return to the Hospital. The Hospital will be attacked by a group of Order soldiers. Put them down. ***REWARD*** (For saving the hospital from the Order) EXP 3000 4) Head outside and you'll find that Toruviel has also run afoul of the Order. Kill the knights, then follow Toruviel to the Scoia'tael Hideout nearby. ***REWARD*** (For saving Toruviel and meeting up at the Scoia'tael Hideout) EXP 5000 5) Talk to a Scoia'tael leader, who will tell you about their plans to attack the barricades and take Old Vizima. You can now opt to talk to Toruviel and get her Sex Card. 6) Fight your way through Order soldiers to take the barricade. White Rayla will be shot down, and you'll escape Old Vizima. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 9000 [Chapter 5] Identity.. ..(continues in the Epilogue) o======================================================================o This quest only updates once in this chapter, dealing with Geralt's budding relationship with Triss/Shani. 1) When talking to Foltest in his chambers, he'll ask about your relationship with Triss/Shani. Respond and Geralt will realize how he truly feels about his lady. ***REWARD*** (For realizing how you truly feel about Triss/Shani) EXP 3000 [Chapter 5] Mud and Velvet o======================================================================o Begin this quest by talking to Antoinette in the Castle. She'll ask you to distribute 900 Orens to her three cousins, who are hiding out in caves within the Swamp Forest. 1) There are two major ways to go about this quest-by finding all three cousins and giving them their 300 Orens, the reporting to Captain Jean-Pierre in Old Vizima after completing 'Hope Burns Bright', 'Under a Fiery Sky', or 'The Flame that Cleanses'. You'll get some experience, and some bombs for the task. If you find fewer than the three cousins, you'll get a smaller reward for turning in the quest, and you will have to give the excess Orens to Captain Jean-Pierre. ***REWARD*** (For giving Buse his gold) EXP 1000 Orens -300 ***REWARD*** (For giving Corbin his gold) EXP 1000 Orens -300 ***REWARD*** (For giving Ramerot his gold) EXP 1000 Orens -300 ***REWARD*** (For giving one of the three cousins Antionette's gold) EXP 4000 Item Samum Bomb x1 ---or--- ***REWARD*** (For giving two of the three cousins Antionette's gold) EXP 5000 Item Devil's Puffball x2 ---or--- ***REWARD*** (For giving the three cousins Antionette's gold) EXP 6000 Item Dragon's Dream Bomb x3 2) Or, you can intentionally not give the Orens to one or two of the cousins (or lie about it to Captain Jean-Pierre, after giving away all the money). When you tell Captain Jean-Pierre about your less-than- ideal results, he'll ask for the excess money back. Refuse, and he'll attack you. He's very strong, but if you kill him, he'll drop a Mahakaman Rune Sihill-the strongest steel sword in the game. You'll still get the reward mentioned above for any of the three cousins you gave the money to, plus the appropriate reward from Captain Jean-Pierre for telling him whatever number of cousins. Be sure to turn 'The Bruxa Contract' in before you pick a fight with Captain Jean-Pierre, dead men pay poor wages. [Chapter 5] Saint Gregory's Litany o======================================================================o This quest is tied to 'Armor'. Really, it has no business being its own quest at all, but hey, it's not my game. You'll start this quest after talking to the Order Armorer in the Old Forge in Old Vizima. 1) In the Striga's Crypt in the Swamp Cemetery you'll find a Wayfarer's Stone. Cast the following sequence of signs on the stone-Aard, Aard, Igni-to teleport to an Ancient Crypt. 2) Loot 'St. Gregory's Tomb' to obtain 'Saint Gregory's Litany'. ***REWARD*** (For obtaining the Saint Gregory's Litany) EXP 9000 [Chapter 5] Sweet Revenge o======================================================================o This quest begins at the beginning of Chapter 5. 1) It'll update when you talk to King Foltest in his chambers, in the Castle. He'll support your attempt to deal with Salamandra, and even implore that you take them out. 2) This quest updates again after you fight the mutant while in Old Vizima for the first time. This part of the quest is entwined with 'Her Highness the Striga', but since this is decidedly Salamandra activity, and not actually related to the Striga, I'll put the experience reward for felling the mutant here. This quest will update further after you reach the Swamp Cemetery, to little effect. ***REWARD*** (For destroying the Mutant) EXP 3000 3) Complete the quest 'Her Highness the Striga' and Velerad will pass on a hint from the king-you'll find Salamandra in the Old Manor. 4) When you approach the Old Manor, Azar Javed will appear, along with Mutant Rayla-the latest of Salamandra's abominations. Kill her and continue on. 5) Outside of the Old Manor, in the courtyard, you'll find your allies fighting off a group of Salamanders and Mutants-it'll either be Triss with the Temerian army (if you were neutral), Yaevinn and some Scoia'tael rebels (if you are allied with the Scoia'tael), or Siegfreid and some Order knights (if you are allied with the Order). Kill the mutants and talk to your allied leader (Siegfried, Triss, or Yaevinn), and they'll show you how to access the Salamandra Hideout. ***REWARD*** (For breaching the Salamandra Hideout in the Old Manor) EXP 3000 6) You'll appear in the Catacombs beneath the Old Manor, in various locations depending upon your politics. Make your way to the south- eastern corner of the Catacombs, where Azar Javed will appear and summon a Koshchay for you to fight. Use some Blizzard and Wolverine potions, and the Strong Silver Style, and you can take the Koshchay down. 7) After killing the Koshchay, run to the north-western corner to find Azar Javed's Laboratory. He'll summon a pair of Greater Brothers for you to fight. Kill them, and you'll be teleported into the Laboratory. Kill Azar Javed, again, using Blizzard and Wolverine potions if necessary, and the Strong Steel Style. If you killed Berengar last chapter, his amulet will aid you. If you spared him, Berengar himself will show up to help. ***REWARD*** (For killing Azar Javed) EXP 3000 8) Search the Laboratory and the Grand Master will appear in the mirror, believing Azar Javed is still alive. He'll request mutant reinforcments, all but announcing he's not just the leader of the Order of the Flaming Rose, but of Salamandra, as well. After Geralt smashes the mirror, he'll head outside, talk to his allies, and take a boat back to Vizima, ending this quest. ***REWARD*** (For discovering the mastermind of Salamandra) EXP 6000 [Chapter 5] The Bloedzuiger Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Hospital in Old Vizima. Bring ten units of Bloedzuiger Blood to the Eldest Druid in the Druid's Cave, in the Swamp Cemetery. Bloedzuiger's infest the Swamp Cemetery in vast numbers. ***REWARD*** (For turning in ten units of Bloedzuiger Blood to the Eldest Druid) EXP 7000 Orens 200 [Chapter 5] The Bruxa Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Hospital in Old Vizima. Bring six units of Bruxa Blood to Captain Jean-Pierre, who will be hanging out near the breach in the wall leading to the Swamp Cemetery, in Old Vizima. Bruxa can be found on the island that holds the Striga's Crypt, and in various 'Ancient Crypts' that can be reached via Wayfarer's Stones. ***REWARD*** (For turning in six units of Bruxa Blood to Captain Jean-Pierre) EXP 7000 Orens 300 [Chapter 5] The Cemetaur Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Hospital in Old Vizima. Bring five Cemetaur Jaws to the Desperate Father, who resides near the Striga's Crypt in the Swamp Forest. Cemetaurs can be found in the various 'Ancient Crypts' that can be reached via the Wayfarer's Stones, and in Old Vizima, near Kalkstein's Laboratory. ***REWARD*** (For turning in five Cemetaur Jaws to the Desperate Father) EXP 7000 Orens 250 [Chapter 5] The Flame that Cleanses o======================================================================o If you sided with the Order throughout the game, this quest will begin when you talk to Zoltan Chivay at the Dike. He'll encourage you to head to Old Vizima and make your way to Shani's Hospital. 1) When you reach Old Vizima, you'll encounter White Rayla. Help her reach the Hospital in the middle of Old Vizima. 2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by exploring rumors of Striga attacks near the Solitary Tower. 3) Return to the Hospital. The Hospital will be attacked by a group of Scoia'tael soldiers. Put them down. ***REWARD*** (For saving the hospital from the Scoia'tael) EXP 3000 4) Head outside and you'll find that White Rayla has also run afoul of the Scoia'tael. Kill the rebels, then follow White Rayla to the Order Command Post nearby. ***REWARD*** (For saving White Rayla and meeting up at the Order Command Post) EXP 4000 5) Talk to a Order commander, who will tell you about their plans to attack the barricades and take Old Vizima. You can now opt to talk to White Rayla and get her Sex Card. 6) Fight your way through the Scoia'tael to take the barricade. White Rayla will be shot down, and you'll escape Old Vizima. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 8000 [Chapter 5] The Garkain Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Hospital in Old Vizima. Bring two portions of Garkain Saliva to Kalkstein, who has set up shop in the aptly named 'Kalkstein's Laboratory' in Old Vizima, near the Solitary Tower. Garkains can be on the island upon which rests the Striga's Crypt. ***REWARD*** (For turning in two portions of Garkain Saliva to Kalkstein) EXP 7000 Orens 250 [Chapter 5] The Vampiress of the Swamp o======================================================================o You'll only uncover this quest when you complete it. Talk to the Royal Huntsman, who is hiding out in the Druid's Cave in the Swamp Cemetery. He'll tell you about a 'female vampire' that need to be exterminated. 1) You'll find Lilly on the island that holds the Striga's Crypt, near the Circle of Mute Thunder. Kill her, and take her head. 2) Bring the 'Bruxa Head' to the Royal Huntsman. ***REWARD*** (For bringing the Bruxa Head to the Royal Huntsman) EXP 10000 Orens 1000 Note: If this is your tenth-and final-trophy monster hunt, talk to the Royal Huntsman again to claim your benchmark reward. This time he's out of cash, and out of crap, so he'll offer up one of his two swords, a very nice silver sword 'Moonblade', or a equally nice steel sword, the 'Mahakaman Rune Sihill'. [Chapter 5] The Wraith Contract o======================================================================o Start this quest by reading the notices on the Notice Board outside of the Hospital in Old Vizima. Bring four units of Death Dust to Kalkstein, who has set up shop in the aptly named 'Kalkstein's Laboratory' in Old Vizima, near the Solitary Tower. Wraiths can be found in Raven's Crypt and on the island upon which rests the Striga's Crypt. ***REWARD*** (For turning in four portions of Death Dust to Kalkstein) EXP 7000 Orens 300 [Chapter 5] Under a Fiery Sky o======================================================================o If you remained neutral throughout the game, this quest will begin when you talk to Zoltan Chivay at the Dike. He'll encourage you to head to Old Vizima and make your way to Shani's Hospital. 1) When you reach Old Vizima, you'll encounter two 'Nurses from Old Vizima', who need your aid reaching the Hospital, in the middle of Old Vizima. 2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by exploring rumors of Striga attacks near the Solitary Tower. 3) Return to the Hospital. The Hospital will be attacked by a group of Scoia'tael rebels and Order soldiers. Put them down. ***REWARD*** (For saving the hospital from the Order) EXP 3000 ***REWARD*** (For saving the hospital from the Scoia'tael) EXP 3000 4) Head outside and Shani will complain about the Necrophages blocking the way. Kill four groups of undead, consisting of, variously, Ghouls, Alghouls, Graviers, Cemetaurs, and Garkains. After defeating the final group, you'll escape Old Vizima. ***REWARD*** (For breaking through to the Swamp Cemetery) EXP 8000 [Chapter 5] Witcher's Secrets.. ..(continues in the Epilogue) o======================================================================o This quest updates at the beginning of Chapter 5. 1) This quest will update after learning the whereabouts of Salamandra's headquarters-the Old Manor, past the Swamp Cemetery. Velerad tells you this information, after completing the quest 'Her Highness the Striga'. 2) Another update comes after you kill Azar Javed and intercept communications between Javed and the Grand Master. [Chapter 5] Won't Hurt a Bit o======================================================================o Continued from Chapter 3, you'll find Zahin Schmartz in the Executioner's Tower in Old Vizima. He wants two teeth this time- Devourer Fangs, which you need to have held onto from Chapter 4, and a Famous Fist Fighter's Tooth, which you'll get if you complete the quest 'Fistfight'. ***REWARD*** (For giving the dentist Devourer Fangs) EXP 1000 Orens 125 ***REWARD*** (For giving the dentist the Famous Fist Fighter's Tooth) EXP 1000 Orens 250 ***REWARD*** (For completing the dentist's collection) EXP 2000 Item Mahakaman Rune Sihill o======================================================================o | Epilogue {QST007} | o======================================================================o List of Quests <----------------------------------------------------------------------> Frozen Reflections Her Highness the Striga Identity The Ashes of Vizima Witcher's Secrets [Epilogue] Frozen Reflections o======================================================================o This quest begins after confronting the Grand Master in the cloister, and completing 'The Ashes of Vizima'. Talk to the Grand Master and he will explain this is the future-the ice age that destroys mankind. 1) Kill the Omens of Fire the Grand Master summons, then advance until you meet your lover, who will travel with you. She'll explain that this is an illusion created by the Grand Master's fears and visions-but death here will be very real. 2) Kill some Skullhead and advance until you encounter Abigail. Her response to you will vary depending on whether you saved her, or let the mob have her in Chapter 1. Either way, you'll learn that the Skullheads are the remnants of humanity. 3) Meet with Jacques de Aldersberg in a cave, and he'll speak to you. His words will vary depending on what advice you gave Alvin about his 'gift' in Chapter 4, during the quest 'Alvin'. 4) Further on in the cave you'll encounter the King of the Wild Hunt. He threatens you, and summons a pack of Wild Hunt Wraiths to harrass you. 5) As you near the cave exit you'll meet White Rayla if you Sided with the Order, Toruviel if you sided with the Scoia'tael, and Celina the Nightwraith if you stayed neutral. Their response to you varies, as did Abigail's earlier. They will either accompany you and aid you combat, or they'll grant you an ability which will help you out through the upcoming battles. 6) Cut your way through Wild Hunt Wraiths and Skullheads until you find the Grand Master again. This time his response depend on what you told Alvin about Elves when he was captured by the Scoia'tael in Chapter 4, during the quest 'Free Elves'. 7) Further along you'll meet your faction-aligned friends. If you sided with the Order you'll encounter a hostile Yaevinn, who will summon some Scoia'tael to punish you. If you sided with the Scoia'tael, Siegfried will appear. He'll be just as hostile as Yaevinn, and will be joined by a pair of Order Knights. If you remained neutral, you'll have to fight both. 8) Advance until you meet Alvin, who will draw a comment from your lover before he vanishes-merely an illusion. 9) Continue until you have your final peaceful encounter with the Grand Master. His response will echo what you told Alvin earlier. This time, the Grand Master has made use of the advice you gave Alvin when he asked about Witchers. 10) Kill some Mutant Assassins and you'll find Adda. If you saved her in Chapter 5, she'll offer to help in your next fight and turn into a Striga to do so. If you killed her in Chapter 5 you'll encounter Count de Wett, who will also help you in battle. If you killed Adda and didn't kill Vincent, Vincent will appear, and aid you as a Werewolf. 11) Dispatch some Greater Brothers and an Order Commander. Your lover will leave you, as only you can enter the heart of the vision. You'll get one more chance to rest and prepare before entering the ruins and starting the final battle. 12) Enter the ruins and talk to Jacques de Aldersberg again. You two can't be friends, and he'll send a wave of five Mutants to attack you. Kill them, then he'll show up, augmented by a ring of Omens of Fire. Once the Grand Master has been humbled, the King of the Wild Hunt will arrive, say means things, and demand the soul of Jacques de Aldersberg. If you give in, you'll avoid a fight, otherwise you'll need to battle the King of the Wild Hunt. 13) After killing the Grand Master you'll awaken in the Order of the Flaming Rose cloister. Dandelion will bring you up to speed. Loot the body of the Grand Master, reclaim your 'Secrets Stolen from Kaer Morhen' and take his Dimeritium Amulet. [Epilogue] Her Highness the Striga o======================================================================o As soon as you control Geralt, approach King Foltest to enter conversation with him. Tell him whether you killed Adda or spared her, and you'll get the appropriate reward. And with that, this quest ends. ***REWARD*** (For telling Foltest you killed Adda) EXp 8000 ***REWARD*** (For telling Foltest you saved Adda) EXP 11000 [Epilogue] Identity o======================================================================o This quest is a relic, by now. It does not complete. [Epilogue] The Ashes of Vizima o======================================================================o This quest begins when you start the Epilogue. 1) Talk to King Foltest at the beginning of the Epilogue. Geralt will resolve to head through the war-ravaged Temple Quarter and reach the Grand Master. 2) As you head towards the Order cloister, you'll run into some knights and mutants. If you sided with the Scoia'tael or remained neutral, Siegfried will be leading them. In the former case, a fight is unavoidable, if the latter case, you may talk Siegfried out of fighting. If you sided with the Order, Siegfried will help you dispatch the foes. 3) Go into the house when a refugee suggests the path to you. Talk to various people from previous chapters. Head downstairs, loot a crate for a key, then go into another house. Kill some undead, go upstairs, and talk to a madman, who will tell you to escape via the window. 4) Leave via the window to enjoy another politically variable encounter. If you're aligned with the Scoia'tael you'll just meet some Temerian soldiers who will share some information. If you sided with the Order or remained neutral, you'll encounter Yaevinn and a band of Scoia'tael. If you sided with the Order, this encounter ends with violence. If you remained neutral, you may talk Yaevinn out of fighting. 5) Fight some mutants and when they're dead, Triss will tell you about advancing through the sewers (if you're neutral). Otherwise, after the fighting you'll find a wounded knight, who will give you a key to the sewers. Either way, you'll be warned about a Zeugl, which has laired in the sewers. 6) Head into a nearby house, then go downstairs to reach the sewers. Defeat the Zeugl to advance. 7) Leave the Sewers and you'll arrive in the slums. Comment on the praying folks, then head up some stairs and advance on the cloister. Kill whatever mutants are in your way and head into the cloister. Geralt will send Triss away, and Yaevinn/Siegfried will get injured. 8) Approach two knights in the cloister and they'll attack. Kill them, take their keys, and open the door to the 'Grand Master's Chambers'. After confronting the Grand Master, this quest ends and 'Frozen Reflections' begins. [Epilogue] Witcher's Secrets o======================================================================o This quest updates when you start the Epilogue. 1) Talk to King Foltest at the beginning of the Epilogue. Geralt will resolve to head through the war-ravaged Temple Quarter and reach the Grand Master. 2) After you confront the Grand Master in the cloister and are subsequently teleported to the Ice Plains this quest will update again, stating the obvious-you need to chase down the Grand Master. 3) Chase down and defeat the Grand Master in the ruins atop a mountain in the Ice Plains and you'll reappear in the Order of the Flaming Rose cloister. Loot Jacques de Aldersberg's body to reclaim the 'Secrets Stolen from Kaer Morhen' to finally complete this game-spanning quest. ***REWARD*** (For recovering the Secrets Stolen from Kaer Morhen) EXP 10000 o======================================================================o | | | Sex Cards {SEX000} | | | o======================================================================o Witchers are sterile, but that doesn't mean they don't get it on! Unlike a lot of CRPGs, your little Geralt actually has a personality - and a taste for womenfolk. Any time you make it with a lady, you'll get a "sex card", a picture of the character in question-essentially a illustration on the Boris Vallejo level (as far as nudity goes). It's a real shame the U.S. release has been censored, but it's nice to see that the game itself doesn't awkwardly avoid the situation entirely. It's an mature-rated game after all. To view the sex cards at any time look in the journal under the 'Characters' entry, all characters have their own image. Geralt's special ladies will have an obvious red heart on the frame of their image for you to click on. Collect them all! Or as many as you can in one playthrough, anyways. It should go without saying, but, spoilers abound ahead. Prologue {SEX001} o======================================================================o Triss Merigold In Kaer Morhen, complete the quest "A Potion for Triss." Give Triss the potion, and select first "I suppose we have some time." Then choose "It's not your fault. You helped us." Chapter 1 {SEX002} o======================================================================o Abigail You have to side with Abigail throughout the chapter, which means you should generally not agree to do bad things to the 'witch'. You'll have to side against the other townsfolk for this quest, but hey, they're the bad guys anyways. You can get her sex card at the end of the chapter after rescuing Alvin in the cave. <----------------------------------------------------------------------> People of the Outskirts Near a group of three houses on the corner of the road leading to the cave is a peasant woman wearing green and yellow clothes. Talk to her and give her some tulips and say "What do you say we find a nook somewhere..." <----------------------------------------------------------------------> Vesna Go near the gates of the outskirts outpost by the Dwarven Blacksmith during the night (around 21:00 or so). Vesna Hood, the bar wench from the Country Inn will be getting harrassed by some.. well.. rapists. Help her and escort her back to her grandmothers house safely. Then ask to see her again. Go to the Old Mill at dusk with some wine (Toussaint Red will do.) Talk to Vesna and give her the wine and enjoy a haunting experience. Chapter 2 {SEX003} o======================================================================o Prostitutes You can simply pay any prostitute to get this card. If you do the quest "Working Girls" for Carmen, and accept the non- monetary reward, you get the ability to sleep with hookers by simply bringing them flowers, which you can buy from a peddler for about 10 orens.. Which is a considerable discount, indeed. <----------------------------------------------------------------------> Poor Townsfolk Walking around town during the day you'll find a townsperson named 'Gossip'. Talk to her and exhaust all the dialogue options. Keep talking to her about there being a Witcher in town and Geralt will eventually tell the woman who he is. She wants proof to show her friends, either some gloves (golden or red) or a diamond. She'll be very thankful. <----------------------------------------------------------------------> Half-Elves Do the quest "A Ghost Story" to get ambushed by some thugs. After they're dead talk to the Half Elf and she'll invite you to her house. The house is across from Vivaldi's house, separated by a fence. Go inside and talk to her. Try to talk elven with her, translate her first sentence by calling her the 'sun child'. Next choose the option along the lines of 'I know what you're going to say next'. <----------------------------------------------------------------------> Druids In the Swamp Forest druid grove (in the top left of the screen) during the quest "A Lost Lamb" ask Morenn about the missing boy. Talk to any druid and ask about the missing boy. Go back and talk to Morenn and she'll ask you to get a Wolf Pelt to prove your prowess. Get one, and give it to her. Answer "Intimacy without procreation can be good." Followed by "sex relieves stress" to get her card. <----------------------------------------------------------------------> Shani You can obtain Shani's Sex Card by completing the quest 'Old Friend of Mine'. First, bring Shani five doses of Celandine to help out around the Hospital. Next, complete the quest 'Anatomy of a Crime'. After that quest is done, visit Shani at home to discover she's trying to organize a party. Bring her Cherry Spirit Cordial, Mettina Rose, and Temerian Rye, then pick a guest to bring (either Siegfried, Zoltan Chivay, or Carmen). After the party give Shani some Red Roses to obtain the card. Chapter 3 {SEX004} o======================================================================o Adda During the quest 'A Posh Reception', when you talk to Adda for the second time she'll end up asking you to fetch her favorite meal before she'll talk about her father's politics. Talk to Veleard and give him some strong alcohol to learn that Thaler knows what this dish is. As for Thaler, you'll need to fetch him a 'Mysterious Note' from a room near the stairs before he'll reveal that she likes rare Catoblepas. Talk to Triss and ask her to conjure some up, then bring it to Adda. After this, it's more difficult to keep her off of you than it is to obtain her Sex Card. <----------------------------------------------------------------------> Blue Eyes During the quest 'Blue Eyes' you'll be asked by Patrick to look for his sister and rescue her, if possible. Head over to the 'House of the Queen of the Night' and talk to the Blue-Eyed Lass. This is one of the few times where sexual intercourse actually furthers a quest-being a Witcher must be grand, indeed. She'll ask for either 500 Orens (and the price will go up if you try to haggle), or 300 Orens, if you show her the 'House of the Night Signet Ring'. Cheaper still, she's fond of gems, like all the other courtesans in this district. Give her a Sapphire and she'll put out. Note that her Sex Card is identical to the 'Courtesan' card.. just under a different name in the Journal. <----------------------------------------------------------------------> Clerks In the Town Hall building of the Trade Quarter, upstairs, you can find a small mob of female Clerks going about their daily tasks. Several of them will allow Geralt to flirt with them. Pick dialogue option #3 to call them naughty, and it'll end with them asking for a gift. Give them a Diamond to score this Sex Card. <----------------------------------------------------------------------> Courtesan 'Prostitutes' lined the streets in the Temple Quarter, but in the cleaner Trade Quarter, you'll find the upscale 'Courtesans' renting out their services, instead. If you shell out several hundred Orens, you can spend some time with them. If you obtain the 'House of the Night Signet Ring' from Erkyn Blunt you can show it off to drop the price by about half. The best option, however, is to give them a gemstone-any gemstone-which will substitute for the Orens. A piece of Amber sells for about 40 Orens, which is a nice discount by any standards. <----------------------------------------------------------------------> Merchants In the Trade Quarter during the day you can find a 'Noblewoman' wearing red and white walking around. Talk to her and she'll admire Geralt's rugged manliness. Keep picking dialogup option #1 and she'll ask for part of a beast. Although she's not specific in her wording, she wants a Kikimore's Claw. Give her one and she'll offer to take you to her house while her husband is away. <----------------------------------------------------------------------> Shani 2 During the quest 'The Source', you'll be forced to send Alvin to stay with either Shani or Triss. The lady you send Alvin to will be pleased, whereas the one who is scorned will react poorly to Geralt throughout the rest of the game. After completing 'The Source', you have to talk to Alvin to 'bond' with the boy and appease your chosen lady of interest. Afterwards, furnish Shani with a Silver Garnet Ring, and you'll get her second Sex Card. You cannot get both Triss 2 and Shani 2. <----------------------------------------------------------------------> Townsfolk You can find Dandelion sulking in the New Narakort. Drink with him, and after six beverages he'll be drunk enough to come clean. He lost his lute at a local merchant's house when he was caught in a tryst with said merchant's daughter. Agree to help him recover his lute to start 'Dandelion's Lute'. Head to the house marked 'Dandelion's Lute' and fight or bribe Hobbs Pankiera-the distraught father of the little tramp. Once he is pacified, head upstairs and talk to Rozalind Pankiera. Tell her that giving up the lute will show that she dumped Dandelion-not the other way around. When she asks about a Witcher's touch, offer to show her, and she'll show you her Sex Card. <----------------------------------------------------------------------> Triss Merigold 2 During the quest 'The Source', you'll be forced to send Alvin to stay with either Shani or Triss. The lady you send Alvin to will be pleased, whereas the one who is scorned will react poorly to Geralt throughout the rest of the game. After completing 'The Source', you have to talk to Alvin to 'bond' with the boy and appease your chosen lady of interest. Afterwards, furnish Triss with a Silver Ruby Signet Ring, and you'll get her second Sex Card. You cannot get both Triss 2 and Shani 2. <----------------------------------------------------------------------> Vampiress After doing some sexy detective work with the Blue-Eyed Lass and subsequently reporting to her brother Patrick de weyze during the quest 'Blue Eyes' talk to the Lady of the Night, who is on the second floor of 'The House of the Queen of the Night.' You can either decide to 'rescue' the Blue-Eyed Lass from the brothel, or enjoy unearthly delights by siding with the Lady of the Night. It should be obvious which option earns you this Sex Card. Chapter 4 {SEX005} o======================================================================o Celina After talking to Alina and starting the quest 'The Heat of the Day' head over to the Country Inn. Outside Celina and Julian will be arguing. After Julian heads inside, approach Celina and she'll talk to you. Ask about the wedding, and she'll throw a fit and ultimately offer herself to you if you provide a ring so she can one-up her sister. Give her any ring to get her Sex Card. <----------------------------------------------------------------------> Elves of Murky Waters Complete the quest 'Daily Bread' then talk to the 'Elf Woman' in the Elven Cave. Offer her some food and, after enduring some ungratefulness, you'll get her Sex Card. <----------------------------------------------------------------------> Lady of the Lake Talk to the Lady of the Lake and ask her about her lost knights. She'll encourage you to talk to the Hermit who resides in the fields about the Holy Grail. Do so, and listen to the Hermit babble at length about the subject. Return to the Lady of the Lake and pick the dialogue option "M'Lady! I have had a revelation and wish to embark on a mission." The Lady of the Lake will warn Geralt off. Assure her it was a jest, and the two will begin flirting. The flirting session with Geralt ends, as always, with a brand new Sex Card. <----------------------------------------------------------------------> People of Murky Waters Talk to a random 'Peasant Woman' wandering around Murky Waters during the day. She'll outright proposition you, just give her a Sugar Doll to seal the deal and get her Sex Card. Chapter 5 {SEX006} o======================================================================o Nurses When you arrive at Old Vizima, you'll have to escort two Nurses through the urban warfare to reach Shani's hospital. During the quest 'Under a Fiery Sky' you'll have to escort Shani out of Old Vizima and into the Swamp Cemetery. When Shani is safely out of your way, return to the Hospital in Old Vizima and talk to the two 'Nurses from Old Vizima' upstairs to get their Sex Card. You can only get this card if you are neutral. <----------------------------------------------------------------------> Toruviel During the quest 'Hope Burns Bright' you'll have to fight off some Order soldiers who attack Shani's Hospital. When you leave you'll find Toruviel outside, being accosted by some Order Knights. Kill them and follow her to the nearby Scoia'tael hideout. A Scoia'tael soldier will speak to you. Pick option #1 to speak to Toruviel, then while speaking to her, when you get an option to respond say anything to get her to proposition you. Accept and you'll get her Sex Card. You can only get this card if you sided with the Scoia'tael. <----------------------------------------------------------------------> White Rayla During the quest 'The Flame that Cleanses' you'll have to fight off some Scoia'tael rebels who will attack Shani's hospital. When you leave, you'll find White Rayla being provoked by some Scoia'tael. Kill them and follow her to the nearby Order Command Post. An Order commander will speak to you. Pick option #1 to speak to White Rayla, then while speaking to her, when you get an option to respond say anything to get her to bet fiesty.. pick option #1 to get her Sex Card. You can only get this card if you sided with the Order of the Flaming Rose. o======================================================================o | | | Items {ITM000} | | | o======================================================================o In this section of the FAQ I'll list various noteworthy items you can find during your adventures. Although it is somewhat tempting for the sake of completionism, I have decided to NOT include varieties of items that I consider to be too mundane to really care about. Valuables such as gems and jewelry exist only to sell or to give away as gifts. Other items, like flowers and clothing exist for the same purpose. Food and Drinks accelerate Vitality and Endurance regeneration, respectively, and typically have a duration of 10 minutes (game time). With those out of the way that leaves Alchemical Ingredients, Alcohol, Blade Coatings, Bombs, Books, Greases, Potions, Powders, Weapon Upgrades, and Weapons, which are at least moderately interesting and worth recording. Alchemical Ingredients {ITM001} o======================================================================o Alchemical Ingredients are some of the most important items in the game, diluted by the fact that there are so numerous. Every Potion, Bomb, and Oil in the game requires one of seven kinds of substances, which are found in various ingredients you can find. Some ingredients have secondary substances, which can give potions various bonus traits if they are in all the ingredients that make said potion. I'm not going to bother discussing this in depth here, suffice to say that this is a list of all the Alchemical Ingredients I've found in this game so far. o=======================o===============o===============o | Alchemical Ingredient | Primary | Secondary | | | Substance | Substance | o=======================o===============o===============o | Abomination Lymph | Quebrith | | |-----------------------|---------------|---------------| | Albar's Crystals | Hydragenum | | |-----------------------|---------------|---------------| | Alghoul Marrow | Quebrith | Nigredo | |-----------------------|---------------|---------------| | Alp Fangs | Aether | Rubedo | |-----------------------|---------------|---------------| | Archespore Juice | Vitriol | Rubedo | |-----------------------|---------------|---------------| | Balisse Fruit | Quebrith | Rubedo | |-----------------------|---------------|---------------| | Beggartick Blossoms | Hydragenum | Rubedo | |-----------------------|---------------|---------------| | Berbercane Fruit | Aether | Albedo | |-----------------------|---------------|---------------| | Beast Fangs | Vitriol | | |-----------------------|---------------|---------------| | Beast Liver | Rebis | Rubedo | |-----------------------|---------------|---------------| | Bloedzuiger Blood | Vermillion | Albedo | |-----------------------|---------------|---------------| | Bruxa Blood | Vitriol | Rubedo | |-----------------------|---------------|---------------| | Bryonia | Vermillion | Nigredo | |-----------------------|---------------|---------------| | Cadaverine | Rebis | | |-----------------------|---------------|---------------| | Calcium Equum | Vitriol | Rubedo | |-----------------------|---------------|---------------| | Celandine | Rebis | Nigredo | |-----------------------|---------------|---------------| | Cemetaur Jaw | Rebis | Nigredo | |-----------------------|---------------|---------------| | Cockatrice Feather | Aether | | |-----------------------|---------------|---------------| | Crow's Eye | Vitriol | Nigredo | |-----------------------|---------------|---------------| | Dagon Secreations | | | |-----------------------|---------------|---------------| | Death Dust | Rebis | | |-----------------------|---------------|---------------| | Devourer Teeth | Vermillion | Rubedo | |-----------------------|---------------|---------------| | Drowned Dead Tongue | Aether | Nigredo | |-----------------------|---------------|---------------| | Drowner Brain Tissue | Aether | Albedo | |-----------------------|---------------|---------------| | Ducal Water | Quebrith | Nigredo | |-----------------------|---------------|---------------| | Echinops Rootstocks | Vitriol | Albedo | |-----------------------|---------------|---------------| | Ectoplasm | Hydragenum | Albedo | |-----------------------|---------------|---------------| | Feainnewedd | Vermillion | Rubedo | |-----------------------|---------------|---------------| | Fifth Essence | Hydragenum | | |-----------------------|---------------|---------------| | Fool's Parsley Leaves | Quebrith | Rubedo | |-----------------------|---------------|---------------| | Frightener's Eye | | | |-----------------------|---------------|---------------| | Ghoul Blood | Vitriol | Nigredo | |-----------------------|---------------|---------------| | Ginatia Petals | Aether | Nigredo | |-----------------------|---------------|---------------| | Ginatz's Acid | Vitriol | Nigredo | |-----------------------|---------------|---------------| | Green Mold | Rebis | Rubedo | |-----------------------|---------------|---------------| | Han Planet | Rebis | Nigredo | |-----------------------|---------------|---------------| | Hellebore Petals | Aether | Rubedo | |-----------------------|---------------|---------------| | Kikimore Claw | Quebrith | Rubedo | |-----------------------|---------------|---------------| |Kikimore Queen's Nerve | | | |-----------------------|---------------|---------------| | Koshchey's Heart | | | |-----------------------|---------------|---------------| | Lunar Shards | Rebis | Rubedo | |-----------------------|---------------|---------------| | Mandrake Root | Quebrith | Nigredo | |-----------------------|---------------|---------------| | Mistletoe | Hydragenum | Nigredo | |-----------------------|---------------|---------------| | Mutagen | Hydragenum | | |-----------------------|---------------|---------------| | Naezan Salts | Aether | | |-----------------------|---------------|---------------| | Optima Mater | Quebrith | Rubedo | |-----------------------|---------------|---------------| | Ornithosaur's Eye | Hydragenum | Nigredo | |-----------------------|---------------|---------------| | Phosphorus | Vermillion | | |-----------------------|---------------|---------------| | Pituitary Gland | Hydragenum | Rubedo | |-----------------------|---------------|---------------| | Powdered Pearl | Aether | Rubedo | |-----------------------|---------------|---------------| | Pyrite | Vermillion | Rubedo | |-----------------------|---------------|---------------| | Quicksilver Solution | Aether | Nigredo | |-----------------------|---------------|---------------| | Sewant Mushroom | Vitriol | Rubedo | |-----------------------|---------------|---------------| | Shadow Dust | Quebrith | | |-----------------------|---------------|---------------| | Shimmering Dust | Vitriol | | |-----------------------|---------------|---------------| | Spores | Aether | | |-----------------------|---------------|---------------| | Stones of Ys | Rebis | Nigredo | |-----------------------|---------------|---------------| | Striga's Heart | | | |-----------------------|---------------|---------------| | Sulphur | Quebrith | | |-----------------------|---------------|---------------| | Tendons | Hydragenum | | |-----------------------|---------------|---------------| | Toxin | Vermillion | | |-----------------------|---------------|---------------| | Trace of the Beyond | | | |-----------------------|---------------|---------------| | Tracheae | Vermillion | | |-----------------------|---------------|---------------| | Venom Glands | Vermillion | Nigredo | |-----------------------|---------------|---------------| | Verbena | Quebrith | Albedo | |-----------------------|---------------|---------------| | Vodyanoi Bladder | Quebrith | Albedo | |-----------------------|---------------|---------------| | Vodyanoi Scales | Hydragenum | | |-----------------------|---------------|---------------| | Werewolf Fur | | | |-----------------------|---------------|---------------| | White Myrtle Petals | Vitriol | Albedo | |-----------------------|---------------|---------------| | White Vinegar | Vitriol | | |-----------------------|---------------|---------------| | Wine Stone | Rebis | | |-----------------------|---------------|---------------| | Wing Membrane | Rebis | Albedo | |-----------------------|---------------|---------------| | Wolf's Aloe Leaves | Hydragenum | Albedo | |-----------------------|---------------|---------------| | Wolfsbane | Vermillion | Albedo | |-----------------------|---------------|---------------| | Zeugl Venom | | | o=======================o===============o===============o Alcohol {ITM002} o======================================================================o Alcohol serves two major purposes in the Witcher. First, stronger alcohol can be used as potion bases.. although you can just make White Gull, which works just as well. The second function of alcohol is to participate in various drinking games with NPCs, which can get you information and items. Note that most potions require High-Quality Potion bases.. pretty much everything other than Cat, Tawny Owl, White Gull, and Wive's Tears. To make Potions out of cheaper alcohol, you'll need to make White Gull, and then use that as the base.. which is in all honesty usually cheaper than paying the extra ten Orens for more potent liquor. *: Alcohol whose strength is marked with an '*' indicates that this is a high-quality Potion base. Only strong Alcohol can be potion bases, so only select strong Alcohols are high-quality potion bases.. in other words, Strong Alcohol has three ingredient slots when used as a base for a Potion, but the types of Strong Alcohol marked with an '*' have four slots. o=======================o===============o=======o | Alcohol | Strength |Potion | | | | Base | o=======================o===============o=======o | Alcohest | Strong* | Yes | |-----------------------|---------------|-------| | Azoth | Strong* | Yes | |-----------------------|---------------|-------| | Beauclair White | Medium | No | |-----------------------|---------------|-------| | Cherry Spirit Cordial | Strong* | Yes | |-----------------------|---------------|-------| | Cintrian Faro | Weak | No | |-----------------------|---------------|-------| | Dwarven Spirit | Strong | No | |-----------------------|---------------|-------| | Kaedwenian Stout | Weak | No | |-----------------------|---------------|-------| | Local Pepper Vodka | Strong | Yes | |-----------------------|---------------|-------| | Mahakaman Mead | Medium | No | |-----------------------|---------------|-------| | Mandrake Cordial | Strong* | Yes | |-----------------------|---------------|-------| | Mettina Rose | Medium | No | |-----------------------|---------------|-------| | Nilfgaardian Lemon | Strong | Yes | |-----------------------|---------------|-------| | Plum Cordial | Strong* | Yes | |-----------------------|---------------|-------| | Redanian Herbal | Strong | Yes | |-----------------------|---------------|-------| | Redanian Lager | Weak | No | |-----------------------|---------------|-------| | Rivian Kriek | Weak | No | |-----------------------|---------------|-------| | Sodden Mead | Medium | No | |-----------------------|---------------|-------| | Soldier's Hooch | Strong | Yes | |-----------------------|---------------|-------| | Temerian Rye | Strong | Yes | |-----------------------|---------------|-------| | Temerian Spirit | Strong* | Yes | |-----------------------|---------------|-------| | Toussaint Red | Medium | No | |-----------------------|---------------|-------| | Viziman Champion | Weak | No | |-----------------------|---------------|-------| | Wormwood Spirit | Strong | Yes | |-----------------------|---------------|-------| | Wyvern Blood Spirit | Strong* | Yes | |-----------------------|---------------|-------| | Zerrikanian Spirit | Strong | Yes | o=======================o===============o=======o Blade Coatings {ITM003} o======================================================================o Blade Coatings, aka Oils, are various liquids you can coat your blade with to make your attacks more potent. They're like potions.. for your sword! Typically Oils deal increased damage to certain types of enemies (for example, Necrophage Oil deals greater damage to corporeal undead, Specter Oil deals greater damage to specters) while some increase the odds of inflicting certain effects-Crinfrid Oil causes pain, for example. I'll be honest, I don't use Oils very often, usually only when I know there's a fairly tough battle coming up with a specific type of enemy. The fact that I play in normal mode and grind a good bit makes the use of Oils optional, at best. o===============o===============o======================o | | Alchemical | | | Oil | Ingredients | Effects | | | Required | | o===============o===============o======================o | | Vitriol (x1)| Witchers coat their | | | Aether (x1)| silver blades with | | |Hydragenum (x1)| Argentia, which | | Argentia |Vermillion (x2)| increases the | | |---------------| effectiveness of | | | Top Quality | silver, but weakens | | | Base | steel blades. | |---------------|---------------|----------------------| | | Rebis (x1)|Brown Oil accelerates | | | Aether (x1)| bleeding; creatures | | | Quebrith (x1)|lacking a circulatory | | Brown Oil |Vermillion (x2)| system are immune to | | |---------------| its effects. | | | Top Quality | | | | Base | | |---------------|---------------|----------------------| | | Vitriol (x1)| A blade coated with | | | Aether (x1)|this substance causes | | |Hydragenum (x1)| crippling pain to a | | Crinfrid Oil |Vermillion (x2)| wounded creature; | | |---------------|creatures which do not| | | Top Quality | feel pain are immune | | | Base | to its effects. | |---------------|---------------|----------------------| | | Vitriol (x1)| This blade coating | | | Aether (x1)| poisons wounded | | | Rebis (x1)| opponents, yet it is | | Hanged Man's |Hydragenum (x1)| ineffective against | | Venom |Vermillion (x1)| monsters whose | | |---------------| physiology differs | | | Top Quality | greatly from that of | | | Base | humans. | |---------------|---------------|----------------------| | | Rebis (x1)| A blade coated with | | | Quebrith (x1)| this substance | | | Aether (x1)| inflicts increased | | Insectoid Oil |Vermillion (x1)| damage on all | | |---------------| insectoid creatures. | | | High Quality | | | | Base | | |---------------|---------------|----------------------| | | Vitriol (x2)| A blade coated with | | | Aether (x1)| this substance | |Necrophage Oil |---------------| inflicts increased | | | High Quality |damage on necrophages.| | | Base | | |---------------|---------------|----------------------| | | Vitriol (x1)| A blade coated with | | | Quebrith (x1)| this substance | | | Rebis (x1)| inflicts increased | |Ornithosaur Oil|Hydragenum (x1)| damage on | | |---------------| ornithosaurs. | | | High Quality | | | | Base | | |---------------|---------------|----------------------| | | Vitriol (x1)| A blade coated with | | | Aether (x1)|this substance causes | | Specter Oil | Rebis (x1)| increased damage to | | |---------------| specters. | | | High Quality | | | | Base | | |---------------|---------------|----------------------| | | Vitriol (x1)| A blade coated with | | |Vermillion (x1)|this substance causes | | |Hydragenum (x1)| increased damage | | Vampire Oil | Quebrith (x2)| to all types of | | |---------------| vampires. | | | Top Quality | | | | Base | | o===============o===============o======================o Bombs {ITM004} o======================================================================o Bombs are made from powders, and all but Dragon's Dream can use any Powder to create. That said, all of the Bombs besides Dragon's Dream cause status effects, which many monsters will be immune to. Honestly, I could care less about Bombs. Most monsters are immune to a lot of the status effects, and encounters with groups of humans or non-humans typically boils down to apt use of the Group Style. Still, if you want to play around with them, here are the recipes. o===============o===============o=======================o | | Alchemical | | | Bomb | Ingredients | Effects | | | Required | | o===============o===============o=======================o | | Rebis (x1)| Upon detonation, this | | |Hydragenum (x1)|bomb sprays a cloud of | | Devil's | Aether (x2)| poison, affecting | | Puffball |---------------| nearby enemies; those | | | High Quality | resistant to poison | | | Base | might not be harmed. | |---------------|---------------|-----------------------| | | Rebis (x1)| This bomb releases a | | | Quebrith (x1)|cloud of flammable gas | | |Vermillion (x1)| which causes a | |Dragon's Dream |Hydragenum (x1)| destructive explosion | | |---------------| when ignited. | | | Top Quality | | | | Base | | |---------------|---------------|-----------------------| | | Rebis (x2)| Upon detonation, this | | | Aether (x1)| bomb magically evokes | |King and Queen |---------------| fear in the hearts of | | | High Quality | opponents. | | | Base | | |---------------|---------------|-----------------------| | | Aether (x1)| Upon detonation, this | | |Vermillion (x1)| bomb stuns any | | Samum | Rebis (x2)|creatures within range,| | |---------------| provided they are not | | | High Quality |immune to this effect. | | | Base | | |---------------|---------------|-----------------------| | | Quebrith (x1)| Upon detonation, this | | | Aether (x1)|bomb releases at flash | | Zerrikanian |Vermillion (x1)| flash of light, | | Sun |Hydragenum (x1)| blinding all nearby | | |---------------| opponents. | | | High Quality | | | | Base | | o===============o===============o=======================o Books {ITM005} o======================================================================o I cannot overstate the usefulness of books, which is why they are mentioned so much throughout this guide. Books give you quests and journal entries. The latter, in turn gives you the knowledge of various potions, bombs, and oils, new items that can be harvested from monsters, and the ability to gather alchemical ingredients from plants. Below I have listed every book and scroll in the game (besides the notices posted on notice boards which give quests) that I have found. At the very least, this list will allow you to check out what books can be found in each chapter, and thus spare you from buying books you can just find. *: Books marked with an '*' give a journal entry about monsters. This bestiary information typically allows you to harvest more parts of said monster, making them more profitable to kill. Note that you must have the Flaying talent to skin monsters for items. -: Books marked with an '-' give a journal entry about the recipe for a potion, oil, or bomb. This saves you the bother of having to randomly attempt to create potions. Of course, with this guide you'll already have all the recipes at your fingertips.. +: Books marked with an '+' give a journal entry about ingredients. This information will allow you to harvest plants for their useful alchemical components. Note that you must have the Herbalism talent to gather components from plants. Unmarked books typically update journal entries about Characters, Locations, or subjects within the Glossary. This can be useful information in its own right, even if it doesn't have direct gameplay effects. o=======================o==============================================o | Books | Location | o=======================o==============================================o | A Description of the | Chapter 3 - Vizima, Trade Quarter | | Vodyanoi or the |You can buy this book off the Bookseller, who | | Fishpeople* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | A Description of the | Chapter 4 - Fields | | Vodyanoi or the | You can buy this book from the Hermit who | | Fishpeople* | resides in the fields. | |-----------------------|----------------------------------------------| | A Description of the | Chapter 4 - Lakeside | | Vodyanoi or the | Complete the quest 'Old Habits Die Hard' and | | Fishpeople* |ask for the book on Vodyanoi to get this book.| |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | A Guide to Vizima | (Raymond's House) | | |This book can be found in a trunk in Raymond's| | | House. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | A Small Book of | You can buy this book off the Antiquary, who | | Minerals+ |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | A Small Book of | (Kalkstein's House) | | Minerals+ |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | A Small Book of | (Mage's Tower) | | Minerals+ | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | A Small Book of |You can buy this book off the Bookseller, who | | Minerals+ |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | A Small Book of | You can buy this book off the Alchemist, who | | Minerals+ |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | A Small Book of | Chapter 4 - Fields | | Minerals+ | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | A Small Book of | Chapter 5, Vizima, Old Vizima | | Minerals+ | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Against Nonhumans | (Haren Brogg's House) | | | Search Haren Brogg's House for this book. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Against Nonhumans | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Against Nonhumans | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | | (House North of the Hospital) | | Against Nonhumans | You can obtain this book by searching the | | |isolated nonhuman house north of the hospital,| | | off of Peddler Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | Against Nonhumans | (Dwarven Blacksmith) | | | You can find this book in the Dwarvern | | | Blacksmith's House. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Against Nonhumans |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | | | (House) | | Against Nonhumans |North of Shani's hospital, at the end of a row| | | of buildings that includes the 'Scoia'tael | | | Hideout', you'll find a house. Inside this | | |house you can find this book, in a 'wardrobe'.| |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | | Against Nonhumans | (Executioner's Tower) | | | You can find this book in a barrel. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | | Depending on how you resolved the quest | | |'Strangers in the Night' in Chapter 1, you can| | Ain Soph Aur | either buy this book off of Vivaldi at his | | | house, or you can bail him out of prison. In | | | the latter case, he'll give you the book for | | | free. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | | (Gramps' Hut) | | Ain Soph Aur | You can obtain this book by looting Gramps' | | | Hut in the Swamp Forest. Be sure to have | | |completed 'A Pilgrimage' before you do this to| | | ensure that you don't miss out on the quest. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | |An Invitation to Magic | (Abigail's Hut) | | | Search Abigail's Hut for this book. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | |An Invitation to Magic | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |An Invitation to Magic | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |An Invitation to Magic |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |An Invitation to Magic | You can find this book in the house west of | | | Maribor Gate. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Animating the | You can buy this book off the Antiquary, who | | Inanimate* |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Animating the |You can buy this book off the Bookseller, who | | Inanimate* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | | (Shani's House) | | Ballads | This book can be found in Shani's House, | | |upstairs, where Shani stays. You need not fear| | | Grandma any longer. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | | Ballads | (Adam's House) | | | You can find this book in an 'Old Shelf'. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | | Ballads | (House) | | | You can find this book in a Wardrobe. The | | | house is south of Celina's House. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Barghests* | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Barghests* | (Abigail's Hut) | | | You can buy this book off of Abigail. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Basics of Alchemy | (House) | | | Search the house across from the Chapel. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Basics of Alchemy | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Basics of Alchemy | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Basics of Alchemy | (Kalkstein's House) | | | In the basement of his house, in a trunk. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Basics of Alchemy | (Kalkstein's House) | | |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | Basics of Alchemy | (Mage's Tower) | | | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Basics of Alchemy |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | | Basics of Alchemy | (Alina's House) | | | You can find this book in an 'Old Shelf'. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Basics of Alchemy | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Abigail's Hut) | |Berengar's Notes on the| You'll get this 'book' during the quest | | Beast* | 'Of Monsters and Men', after discovering the | | | source of the Beast. | |-----------------------|----------------------------------------------| | | Prologue - Kaer Morhen | | Book of the Swallow- |This book is given to you after completing the| | | Prologue. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |Cults and Religions of | You can buy this book off the Antiquary, who | | the Nordlings |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | |Cults and Religions of | (Saint Lebioda's Hospital) | | the Nordlings |This book can be found within Saint Lebioda's | | | Hospital, within a trunk. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Cults and Religions of |You can buy this book off the Bookseller, who | | the Nordlings |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |Curses and the Cursed* | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Curses and the Cursed* |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Salamandra Base | | |During the quest 'The Unforgiven' you can find| |Curses and the Cursed* |this book in a trunk, in the Salamandra Base. | | |It's in the first cavern east of where Geralt | | | appears being teleported. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Dagon Sap- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 4 - Black Tern Island | | | Near the end of the quest 'The Paths of | | Dagon Sap- |Destiny' you'll be confronted by Berengar. You| | | will get this book, regardless of how the | | | encounter ends. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Dagon Sap- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | Diary of a | Chapter 4 - Murky Waters | | Dice Collector | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | Diary of a | Chapter 5 - Vizima, Old Vizima | | Dice Collector |You can buy this book off of a Fence who will | | | be running around. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters | |Disenchanting a Striga | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | |Disenchanting a Striga | (Hospital) | | | You can find this book in a 'wardrobe'. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | |Disenchanting a Striga | (Scoia'tael Hideout) | | | You can find this book in a 'cabinet' | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Dragon's Dream- | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Dragon's Dream- |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Dragon's Dream- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Dragon's Dream- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | Elder Blood | You can find this book in the house north of | | | the Hairy Bear Inn. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters | | Elder Blood | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Elder Blood | (Hermit's House) | | | You'll find this book in a barrel. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | | Elder Blood | (House) | | |You can find this book in an 'Old Shelf'. The | | | house is north-west of Celina's House. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Elder Blood | East of the 'Ruined Mill' is a corpse. This | | | book can be looted off of it. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | | Elder Blood |You can buy this book off of a Fence who will | | | be running around. | |-----------------------|----------------------------------------------| | | Chapter 5 - Old Manor | | Experiment Notes* |You'll get this book from Count de Wett, when | | | he donates his nine pints. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Faeinnewedd+ | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | Faeinnewedd+ |Buy this book off the Elder Druid, who resides| | | in the Druid Grove, in the Swamp Forest. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | |Fairytales and Stories | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |Fairytales and Stories | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | |Fairytales and Stories | (Adam's House) | | | You can find this book in an 'Old Shelf'. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | |Fairytales and Stories | (House) | | | You can find this book in a Wardrobe, in the | | | house north-west of Celina's House. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Field Plants+ | You can buy this book off the Viziman | | | Herbalist, who can be found outside the | | | Country Inn at all hours of the day. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Field Plants+ | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Field Plants+ | (Abigail's Hut) | | | You can buy this book off of Abigail. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Field Plants+ | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Field Plants+ | You can buy this book off the Herbalist on | | | Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Field Plants+ |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Field Plants+ | You can buy this book off the Zerrikanian | | |Trader, who can be found south-east of Triss' | | |House in the Marketplace of the Trade Quarter.| |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters | | Field Plants+ | (Healer's Hut) | | | You can buy this book off the Healer, whose | | | house is located next to the Country Inn. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Foreign Lands |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Foreign Lands | (New Narakort Inn) | | | You can find this book in the upper floor of | | | the inn during the quest 'A Posh Reception.' | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters | | Foreign Lands | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Forensic Medicine | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Forensic Medicine | (Thaler's House) | | | You can buy this book from Thaler. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | | (Shani's House) | | Forensic Medicine | This book can be found in Shani's House, | | |upstairs, where Shani stays. You need not fear| | | Grandma any longer. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Formula for De Vries' | (Triss' House) | | Extract- | During the quest 'The Source', talk to Triss | | | after placing the Magic Sensors to get this | | | book. | |-----------------------|----------------------------------------------| | Formula for De Vries' | Chapter 4 - Fields | | Extract- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | Formula for De Vries' | Chapter 5, Vizima, Old Vizima | | Extract- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | | (Gramps' Hut) | | Formula for Hanged |You can obtain this book by heading to Gramps'| | Man's Venom- |Hut in the Swamp Forest and starting the quest| | |'The Cannibal'. If you spare Gramps he'll give| | | you this book. | |-----------------------|----------------------------------------------| | Formula for Hanged | Chapter 4 - Fields | | Man's Venom- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | Formula for Maribor | Chapter 2 - Swamp Forest | | Forest- |Buy this book off the Elder Druid, who resides| | | in the Druid Grove, in the Swamp Forest. | |-----------------------|----------------------------------------------| | Formula for Maribor | Chapter 4 - Fields | | Forest- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | Formula for Petri's | Chapter 4 - Fields | | Philter- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | Formula for Petri's | Chapter 5, Vizima, Old Vizima | | Philter- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 3 - Trade Quarter | | Formula for White | (New Narakort Inn) | | Raffard's Decoction- | During the quest 'A Posh Reception', after | | | discussing "politics" with Adda, talk to | | | Declan Leuvaarden to gain this book. | |-----------------------|----------------------------------------------| | | Prologue - Kaer Morhen, Citadel | | Frightener's Vision- |Talk to Vesemir during the quest 'A Potion for| | | Triss' after collecting Calcium Equum and | | | White Gull. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Golem's Pith- | (Kalkstein's House) | | |After starting the quest 'The Sentry' talk to | | |Kalkstein about the Golem to obtain this book.| |-----------------------|----------------------------------------------| | | Chapter 5 - Old Manor | | Greater Brothers* | (Catacombs) | | | You'll get this book from Azar Javed. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Abigail's Hut) | | Hellhound's Soul- | You'll get this 'book' during the quest | | | 'Of Monsters and Men', after discovering the | | | source of the Beast. | |-----------------------|----------------------------------------------| | Hymns of Madness and | Chapter 3 - Swamp Forest | | Despair* | Complete the quest 'Reaping Time' and Vaska | | | will reward you with this book. | |-----------------------|----------------------------------------------| | Hymns of Madness and | Chapter 4 - Murky Waters | | Despair* | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Ithlinne's Prophecy | (Reverend's House) | | | In the basement of the Reverend's House. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Ithlinne's Prophecy | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapter 2 & 3 - Vizima, Temple Quarter | | Ithlinne's Prophecy | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | | (Shani's House) | | Ithlinne's Prophecy | This book can be found in Shani's House, | | | upstairs, where Shani stays. Beware the old | | | lady. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | Ithlinne's Prophecy | (House) | | | You can find this book in the northern-most | | | house in the Brickmaker's Village. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | Ithlinne's Prophecy | (Vivaldi's House) | | | This book can be found in Vivaldi's House. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | Ithlinne's Prophecy | (House) | | | You can find this book in the northern-most | | | house in the Brickmaker's Village. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Ithlinne's Prophecy |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters, Village | | Ithlinne's Prophecy | (Alina's House) | | | You can find this book in an 'Old Shelf'. | |-----------------------|----------------------------------------------| | | Epilogue - Vizima, Temple Quarter | | Ithlinne's Prophecy | (House) | | | You'll find this book in a trunk, in the | | | cellar of a house after meeting Siegfried. | |-----------------------|----------------------------------------------| | | Chapter 3 - Salamandra Base | | |You'll get this book during the terminal quest| | Kikimore's Ire- | of Chapter 3, 'The Unforgiven'. Simply loot | | |the Kikimore Queen after killing it to obtain | | | this book. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Kikimore's Ire- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | Kingdom of Temeria | (Vivaldi's House) | | | This book can be found in Vivaldi's House. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Kingdom of Temeria | This book can be found in the house east of | | | Triss' House. | |-----------------------|----------------------------------------------| | | Chapter 5 - Old Manor | | Koshchey's Core* | (Catacombs) | | | You'll get this book from Azar Javed. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | | (House near the Hairy Bear) | | Lara's Gift |Find this book in the house that's on the same| | |building block on your map as the Hairy Bear. | | | Its door faces to the north. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Lara's Gift | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | |Talk to a female Elf in the 'Nonhuman Camp' in| | |the Swamp Forest. She's the only nonhuman that| | Lara's Gift |is simply called 'Scoia'tael'. When you get to| | | actually talk to her (it may take a few | | | visits), pick dialogue option #2 to obtain | | | this book. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Lara's Gift |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | Monstrum, or a | Prologue - Kaer Morhen, Citadel Upper Floor | | Portrayal of Witchers | Loot the crate in the Armory to find this | | | book. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Monstrum, or a | (Country Inn) | | Portrayal of Witchers | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Monstrum, or a | You can buy this book off the Antiquary, who | | Portrayal of Witchers |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | Monstrum, or a | Chapter 3 - Vizima, Trade Quarter | | Portrayal of Witchers | (Triss' House) | | | You can find this book in Triss' House. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Ornithosaurs* | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Ornithosaurs* | (Kalkstein's House) | | |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | Ornithosaurs* | (Mage's Tower) | | | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Ornithosaurs* |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Ornithosaurs* | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Petri's Philter | During the quest 'A Gravedigger's Gratitude' | | Formula- | complete one of the two tasks to gain access | | | to the cemetery. The Gravedigger will reward | | | you with this book. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Sewers | | | (Salamandra Hideout) | | Petri's Philter |During the quest 'Following the Thread' you'll| | Formula- | gain access to the Salamandra Hideout in the | | | Sewers. Talk to the Dwarven 'Chief Chemist' | | |and pick dialogue option #1. In gratitude, he | | | will give you this book. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Physiologus* | Talk to a 'Townsman' and he'll give you this | | | book. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Plants of Barren Lands+|You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Plants of Barren Lands+| You can buy this book off the Zerrikanian | | |Trader, who can be found south-east of Triss' | | |House in the Marketplace of the Trade Quarter.| |-----------------------|----------------------------------------------| | | Chapter 4 - Blacksmith's House | | | (Village) | |Plants of Barren Lands+| You'll get this book as a quest reward for | | | completing the quest 'Temptation' by giving | | |the Blacksmith's Wife nine units of Shimmering| | | Dust. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | |Plants of Barren Lands+| You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Recent History | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Recent History | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Ritual Plants+ | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | Ritual Plants+ |Buy this book off the Elder Druid, who resides| | | in the Druid Grove, in the Swamp Forest. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Ritual Plants+ |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Ritual Plants+ | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | | (Workshop) | | | Talk to the Alchemist in the Workshp in the | | Samum- | Trade Quarter about Kalkstein. Pick dialogue | | | options #2, #1, and #2 to give the correct | | | information about Kalkstein's book | | | 'Metamorphoses' and obtain this book. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Samum- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Samum- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Secrets of the Southern|You can buy this book off the Bookseller, who | | Masters- |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | | (Workshop) | |Secrets of the Southern| Talk to the Alchemist in the Workshp in the | | Masters- | Trade Quarter about Kalkstein. Pick dialogue | | | options #2, #1, and #2 to give the correct | | | information about Kalkstein's book | | | 'Metamorphoses' and obtain this book. | |-----------------------|----------------------------------------------| |Secrets of the Southern| Chapter 4 - Fields | | Masters- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| |Secrets of the Southern| Chapter 5, Vizima, Old Vizima | | Masters- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | Shadow People, or the | Chapter 2 - Vizima, Temple Quarter | | History of His | (Thaler's House) | | Majesty's Secret | Drink with Thaler and he'll give you this | | Service | book. | |-----------------------|----------------------------------------------| | Shadow People, or the | Chapter 3 - Vizima, Trade Quarter | | History of His | If you kill Thaler during his confrontation | | Majesty's Secret | with Count de Wett after 'A Posh Reception' | | Service | you can find this book on his body. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Sorceresses and |You can buy this book off the Bookseller, who | | Sorcerers |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | Sorceresses and | Chapter 3 - Vizima, Trade Quarter | | Sorcerers | (Triss' House) | | | You can find this book in Triss' House. | |-----------------------|----------------------------------------------| | Sorceresses and | Chapter 4 - Murky Waters | | Sorcerers | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |Spectres, Wraiths, and | You can buy this book off the Antiquary, who | | the Damned* |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | |Spectres, Wraiths, and | (Guardhouse) | | the Damned* | You can find this book in the Guardhouse, | | | marked on your map as 'Siegfried's Post'. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | |Spectres, Wraiths, and | (Kalkstein's House) | | the Damned* |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | |Spectres, Wraiths, and | (Mage's Tower) | | the Damned* | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |Spectres, Wraiths, and |You can buy this book off the Bookseller, who | | the Damned* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| |Spectres, Wraiths, and | Chapter 5, Vizima, Old Vizima | | the Damned* | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | | |In old Vizima, go near the 'Solitary Tower' to| | Striga's Urge- |trigger a cutscene in which you'll be attacked| | |by a mutant. Kill it, and Kalkstein will talk | | |to you. He'll give you this scroll during the | | | conversation. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Subterranean Plants+ | You can buy this book off the Viziman | | | Herbalist, who can be found outside the | | | Country Inn at all hours of the day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Subterranean Plants+ | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | Subterranean Plants+ | You can buy this book off the Herbalist on | | | Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Subterranean Plants+ |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima (House) | | Swamp Monsters* | In a wardrobe in a house north west of the | | | southern Cave. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Swamp Monsters* | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | Swamp Monsters* | (Abigail's Hut) | | | You can buy this book off of Abigail. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Swamp Monsters* | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Temple Quarter | | Swamp Monsters* | (Kalkstein's House) | | | In the basement of his house, in a trunk. | |-----------------------|----------------------------------------------| | | Chapter 4 - Murky Waters | | Swamp Monsters* | (Healer's Hut) | | | You can buy this book off the Healer, whose | | | house is located next to the Country Inn. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Swamp Plants+ | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | Swamp Plants+ | You can find this book in a crate near the | | | Mages' Tower. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Swamp Plants+ |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | Swamp Plants+ | (Druid's Cave) | | | You can buy this book from one of the Elder | | | Druids. | |-----------------------|----------------------------------------------| | | Chapter 5 - Vizima, Old Vizima | | The Aftermath of the | (House) | | War | East of the gate to the dike, in the first | | |house to the south, you'll find this book in a| | | 'cupboard'. | |-----------------------|----------------------------------------------| | The Aftermath of the | Chapter 5 - Vizima, Old Vizima | | War |You can buy this book off of a Fence who will | | | be running around. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | The Book of Animals* | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | The Book of Animals* | (Abigail's Hut) | | | You can buy this book off of Abigail. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | The Book of Animals* | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 4 - Black Tern Island | | The Book of the | Near the end of the quest 'The Paths of | | Full Moon- |Destiny' you'll be confronted by Berengar. You| | | will get this book, regardless of how the | | | encounter ends. | |-----------------------|----------------------------------------------| | The Book of the | Chapter 5, Vizima, Old Vizima | | Full Moon- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | The Book of the | (Raven's Crypt) | | Full Moon- | You'll find this scroll in Raven's | | | sacrophagus. | |-----------------------|----------------------------------------------| |The Book of the Golden | Chapter 2 - Vizima, Temple Quarter | | Oriole- | (Thaler's House) | | | You can buy this book from Thaler. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | |The Book of the Golden | (Mage's Tower) | | Oriole- | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| |The Book of the Golden | Chapter 4 - Fields | | Oriole- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| |The Book of the Golden | Chapter 5, Vizima, Old Vizima | | Oriole- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | The Book of the Kiss- | (Mage's Tower) | | | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | The Book of the Kiss- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | The Book of the Kiss- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Cave) | | The Book of the Tawny | You'll get this 'book' during the quest | | Owl- |'The Salamander's Tail'. In the cave under the| | | Salamander's Hideout, loot the 'coffer' to. | | | obtain this book. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Cave) | | The Book of the Tawny | You'll get this 'book' during the quest | | Owl- |'The Salamander's Tail'. In the cave under the| | | Salamander's Hideout, kill and loot the | | | Salamandra Boss. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | The Book of the Tawny | (Kalkstein's House) | | Owl- |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | The Book of the Tawny | (Mage's Tower) | | Owl- | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | The Book of the Tawny | Chapter 4 - Fields | | Owl- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | The Book of the Tawny | Chapter 5, Vizima, Old Vizima | | Owl- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 3 - Salamandra Base | | The Book of the |You'll get this book during the terminal quest| | Wolverine- | of Chapter 3, 'The Unforgiven'. Simply loot | | |the Kikimore Queen after killing it to obtain | | | this book. | |-----------------------|----------------------------------------------| | The Book of the | Chapter 5, Vizima, Old Vizima | | Wolverine- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | The Book of the | Chapter 4 - Fields | | Wolverine- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | |The Conjunction of the | (Country Inn) | | Spheres | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |The Conjunction of the | You can buy this book off the Antiquary, who | | Spheres |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |The Conjunction of the |You can buy this book off the Bookseller, who | | Spheres |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | | (Warehouse) | |The Conjunction of the | During the quest 'Gold Rush', you'll get the | | Spheres | option to attempt to infiltrate the bank by | | | yourself, by sneaking through an adjacent | | | Warehouse. You'll find this book within. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | The Disease of | (Druid's Cave) | | Civilization* | You can buy this book from one of the Elder | | | Druids. | |-----------------------|----------------------------------------------| | The Double Cross | Chapter 4 - Murky Waters | | of Alzur* | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | The Double Cross | Chapter 5, Vizima, Old Vizima | | of Alzur* | (Kalkstein's Laboratory) | | | You'll find this book in a crate. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | |The Druid's Herbarium+ |Buy this book off the Elder Druid, who resides| | | in the Druid Grove, in the Swamp Forest. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |The Druid's Herbarium+ |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |The Druid's Herbarium+ | You can buy this book off the Zerrikanian | | |Trader, who can be found south-east of Triss' | | |House in the Marketplace of the Trade Quarter.| |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | |The Druid's Herbarium+ | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | |The Druid's Herbarium+ | (Druid's Cave) | | | You can buy this book from one of the Elder | | | Druids. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | The Flower and the | (Guardhouse) | | Flame | You can find this book in the Guardhouse, | | | marked on your map as 'Siegfried's Post'. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Flower and the |You can buy this book off the Bookseller, who | | Flame |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | The Flower and the | Chapter 4 - Murky Waters | | Flame | (Country Inn) | | | You can buy this book off of Julian. | |-----------------------|----------------------------------------------| | | Prologue - Kaer Morhen, Citadel Upper Floor | | The Frightener* | Loot the crate in the Evening Hall room to | | | find this book. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Great Book of |You can buy this book off the Bookseller, who | | Minerals+ |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Great Book of | You can buy this book off the Alchemist, who | | Minerals+ |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | The Great Book of | Chapter 4 - Fields | | Minerals+ | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | The Great Book of | (Druid's Cave) | | Minerals+ | You can buy this book from one of the Elder | | | Druids. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | The History of the | (Country Inn) | | World | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | The History of the | You can buy this book off the Antiquary, who | | World |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Last Wish* |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | The Last Wish* | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | The Last Wish* | (Striga's Crypt) | | | You'll find this book in a trunk. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Rivian Pogrom | (Triss' House) | | | You can find this book in Triss' House. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | | (Witcher's Hut) | | The Rivian Pogrom |Complete the quest 'Hunting the Wild Hunt' and| | |ask for a hut as your reward. You'll find this| | | book in the hut, on an 'old shelf'. | |-----------------------|----------------------------------------------| | | Chapter 2 & 3 - Vizima, Temple Quarter | |The Road of No Return* | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |The Road of No Return* |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | | Depending on how you resolved the quest | | |'Strangers in the Night' in Chapter 1, you can| | The Secret Gates | either buy this book off of Vivaldi at his | | | house, or you can bail him out of prison. In | | | the latter case, he'll give you the book for | | | free. | |-----------------------|----------------------------------------------| | The Story of Lara | Chapters 2 & 3 - Vizima, Temple Quarter | | Dorren and Cragen of | You can buy this book off the Antiquary, who | | Lod |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | The Story of Lara | Chapter 2 - Swamp Forest | | Dorren and Cragen of | (House) | | Lod | You can find this book in the southern-most | | | house in the Brickmaker's Village. | |-----------------------|----------------------------------------------| | The Story of Lara | Chapter 3 - Swamp Forest | | Dorren and Cragen of | (House) | | Lod | You can find this book in the southern-most | | | house in the Brickmaker's Village. | |-----------------------|----------------------------------------------| | The Story of Lara | Chapter 3 - Vizima, Trade Quarter | | Dorren and Cragen of |You can buy this book off the Bookseller, who | | Lod |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | The Tome of Fear and | (Country Inn) | | Loathing, Volume I* | Drink with the Drunkard and he'll give you | | | this book. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | The Tome of Fear and | (Country Inn) | | Loathing, Volume I* | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | The Tome of Fear and | You can buy this book off the Antiquary, who | | Loathing, Volume I* |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | The Tome of Fear and | You can buy this book off the Antiquary, who | | Loathing, Volume II* |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 2 - Vizima, Temple Quarter | | The Tome of Fear and | (Kalkstein's House) | | Loathing, Volume II* |Buy this book off of Kalkstein, whose house is| | | located in the nonhuman district. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | The Tome of Fear and | (Mage's Tower) | | Loathing, Volume II* | Buy this book off of Kalkstein, who will be | | | exploring the Mage's Tower in Chapter 3. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | The Tome of Fear and |You can buy this book off the Bookseller, who | | Loathing, Volume II* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | The Tome of Fear and | Chapter 5, Vizima, Old Vizima | | Loathing, Volume II* | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapter 5 - Swamp Cemetery | | The Tome of Fear and | (Druid's Cave) | | Loathing, Volume II* | You can buy this book from one of the Elder | | | Druids. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | |The Wonderful World of |You can buy this book off the Bookseller, who | | Insectoids* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| |The Wonderful World of | Chapter 4 - Fields | | Insectoids* | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 2 - Swamp Forest | | | During the quest 'A Mysterious Tower' place | | Tower Mage's Book | the ten Sephirot in their Obelisks in the | | | Swamp Forest to gain access to the Mages' | | | Tower. This book is within. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Transmutations and | You can buy this book off the Antiquary, who | | Metamorphoses |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Transmutations and |You can buy this book off the Bookseller, who | | Metamorphoses |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Vampires: Facts and |You can buy this book off the Bookseller, who | | Myths* |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | Vampires: Facts and | Chapter 4 - Fields | | Myths* | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | Vampires: Facts and | Chapter 4 - Fields | | Myths* |Complete the quest 'Hunting the Wild Hunt' and| | | ask for the book on vampires as your reward. | |-----------------------|----------------------------------------------| | | Chapter 3 - Swamp Forest | | Werewolf's Wrath- | Kill the leader of the Salamanders in the | | | Swamp Forest-Roland Bleinheim-and loot his | | | body to obtain this book. | |-----------------------|----------------------------------------------| | | Chapter 4 - Fields | | Werewolf's Wrath- | You can buy this book from the Hermit who | | | resides in the fields. | |-----------------------|----------------------------------------------| | | Chapter 1 - The Outskirts of Vizima | | | (Country Inn) | | Zerrikanian Alchemy- | You can buy this book off the Antiquary, who | | |can be found inside the Country Inn during the| | | day. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | | Zerrikanian Alchemy- | You can buy this book off the Antiquary, who | | |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | Zerrikanian Alchemy- |You can buy this book off the Bookseller, who | | |can be found south-east of Triss' House in the| | | Marketplace of the Trade Quarter. | |-----------------------|----------------------------------------------| | | Chapter 3 - Vizima, Trade Quarter | | | (Workshop) | | Zerrikanian Alchemy- |Ask the Alchemist in the Workshop in the Trade| | |Quarter about Zerrikanian Masters and give him| | |a piece of Red Meteorite to obtain this book. | |-----------------------|----------------------------------------------| | | Chapter 5, Vizima, Old Vizima | | Zerrikanian Alchemy- | (Kalkstein's Laboratory) | | | You can buy this book from Kalkstein. | |-----------------------|----------------------------------------------| | | Chapters 2 & 3 - Vizima, Temple Quarter | |Zerrikanian Insects and| You can buy this book off the Antiquary, who | | other Vermin |can be found near the corner of Peddler Street| | | and Merchant Street. | |-----------------------|----------------------------------------------| | | Epilogue - Vizima, Temple Quarter | | Zeugl Vigor* | (House) | | | You'll find this book in a trunk, in the | | | cellar of a house after meeting Siegfried. | o=======================o==============================================o Greases {ITM006} o======================================================================o Greases are your bases for Oils, just like Alcohol is your base for Potions. Oils aren't quite as diverse as Potions, as they only tend to serve to improve the damaging qualities of your weapons-but that's a fine limitation in its own right. To make Oils some oils you need top-quality grease, rather than high-quality grease. o=======================o===============o | Grease | Quality | | | | o=======================o===============o | Alchemical Paste | Top | |-----------------------|---------------| | Bear Fat | Top | |-----------------------|---------------| | Goose Fat | High | |-----------------------|---------------| | Suet | High | o=======================o===============o Potions {ITM007} o======================================================================o Potions are the second most important tools of a Witcher-second only to their swords. Potions can do all sorts of wonderful things, from increasing your Vitality or Endurance regeneration, allowing you to dodge and parry better, deal more damage, or make your blood poisonous to blood-sucking beasts. Whatever your situation, you can always find a potion that will help you do it better. The following list only includes the 'common' potions-those that don't take a special ingredient to make. The description of their effects comes straight from the in-game journal-for better or worse. o===============o===============o=======================o | | Alchemical | | | Potion | Ingredients | Effects | | | Required | | o===============o===============o=======================o | | Aether (x1)| This potion increases | | | Quebrith (x1)|resistance to acid and | | Bindweed |Vermillion (x1)| acid-based poisons. | | |---------------| | | | Potion Base | | |---------------|---------------|-----------------------| | | Vitriol (x3)| Turns the imbiber's | | | Rebis (x1)| blood into poison; | | Black Blood | Aether (x1)|blood becomes lethal to| | |---------------| monsters which drink | | | White Gull | it. | |---------------|---------------|-----------------------| | | Vitriol (x2)|Blizzard is one of the | | | Rebis (x2)|most powerful Witchers'| | |---------------| potions; it improves | | Blizzard | | reflexes and reaction | | | High Quality | time, allowing a | | | Base |Witcher to better parry| | | | and evade attacks. | |---------------|---------------|-----------------------| | | Rebis (x1)| This potion grants | | Cat | Quebrith (x2)| vision in total | | |---------------| darkness. | | | Potion Base | | |---------------|---------------|-----------------------| | | Rebis (x1)| This potion makes | | | Aether (x1)| concealed creatures | | De Vries' | Quebrith (x2)| visible. | | Extract |Hydragenum (x1)| | | |---------------| | | | White Gull | | |---------------|---------------|-----------------------| | | Aether (x2)|Golden Oriole renders a| | | Vitriol (x2)| Witcher's body immune | | |---------------| to poison and | | Golden Oriole | |neutralizes the effects| | | High Quality | of poisons already in | | | Base | present in his | | | | bloodstream. | |---------------|---------------|-----------------------| | | Quebrith (x1)| Fisstech has no | | |Hydragenum (x3)|beneficial effects; on | | Fisstech |Vermillion (x1)| the contrary, the | | |---------------| narcotic causes its | | | White Gull | user to feel stunned | | | |and lose consciousness.| |---------------|---------------|-----------------------| | |Vermillion (x2)| This potion | | |Hydragenum (x2)|significantly increases| | Full Moon | Quebrith (x1)| maximum Vitality. | | |---------------| | | | White Gull | | |---------------|---------------|-----------------------| | |Vermillion (x1)| Kiss increases | | Kiss | Vitriol (x2)|resistance to bleeding | | |---------------| and stanches any | | | Potion Base | current bleeding. | |---------------|---------------|-----------------------| | | Rebis (x2)| This potion | | | Aether (x1)|significantly increases| |Maribor Forest | Quebrith (x1)| maximum Endurance; it | | |---------------| is predominantly used | | | High Quality |by Witchers trained in | | | Base | the use of Signs. | |---------------|---------------|-----------------------| | | Vitriol (x1)|Perfume has a beautiful| | | Aether (x1)| aroma and is a gift | | | Quebrith (x1)| that almost any lady | | Perfume |---------------|will appreciate; it can| | | | often serve as a | | | Potion Base |welcome replacement for| | | | other gifts. | |---------------|---------------|-----------------------| | | Quebrith (x2)| Petri's Philter | | |Hydragenum (x1)|increases the intensity| |Petri's Philter|Vermillion (x1)| of all the Witcher | | | Rebis (x1)| Signs. | | |---------------| | | | White Gull | | |---------------|---------------|-----------------------| | | Rebis (x1)| Inflicts pain on | | |Hydragenum (x1)| assailants during | | Shrike | Quebrith (x1)| combat. | | |Vermillion (x2)| | | |---------------| | | | White Gull | | |---------------|---------------|-----------------------| | | Vitriol (x1)|Swallow accelerates the| | | Aether (x1)| regeneration of | | | Rebis (x2)| Vitality. | | Swallow |---------------| | | | High Quality | | | | Base | | |---------------|---------------|-----------------------| | | Vitriol (x1)|Tawny Owl significantly| | | Aether (x2)| increases Endurance | | Tawny Owl |---------------| regeneration; it is | | | |particularly valued by | | | Potion Base |Witchers who often use | | | | Signs in combat. | |---------------|---------------|-----------------------| | | Vitriol (x1)| Greatly increases | | |Hydragenum (x1)| damage inflicted on | | Thunderbolt | Rebis (x1)| opponents, but makes | | |Vermillion (x2)| dodging and parrying | | |---------------| impossible. | | | White Gull | | |---------------|---------------|-----------------------| | | Vitriol (x2)| White Gull is a | | | Rebis (x1)| hallucinogenic | | |---------------| beverage, but it can | | | |also be used to create | | White Gull | | other potions; it | | | Potion Base | serves as a base for | | | | complex potions, | | | | accommodating up to | | | |five other ingredients.| |---------------|---------------|-----------------------| | | Vitriol (x1)| Reduces Toxicity to | | | Rebis (x1)| zero and cancels the | | White Honey | Aether (x1)| effects of other | | |---------------| poisons. | | | Potion Base | | |---------------|---------------|-----------------------| | | Vitriol (x1)| White Raffard's | | | Rebis (x1)| Decoction immediately | |White Raffard's|Hydragenum (x2)|restores a majority of | | Decoction |---------------| lost Vitality. | | | High Quality | | | | Base | | |---------------|---------------|-----------------------| | | Quebrith (x1)| This potion grants | | Willow | Aether (x2)| immunity to the stun | | |---------------| knockdown effects. | | | Potion Base | | |---------------|---------------|-----------------------| | | Rebis (x1)|This potion immediately| | | Quebrith (x1)| removes drunkenness, | | Wive's Tears | Aether (x1)| restoring sobriety | | |---------------| without causing a | | | Potion Base | hangover. | |---------------|---------------|-----------------------| | | Vitriol (x2)|Wolf improves focus and| | |Hydragenum (x2)| coordination, thereby | | Wolf |Vermillion (x1)|increasing the chances | | |---------------|of inflicting critical | | | White Gull | damage. | |---------------|---------------|-----------------------| | | Quebrith (x1)| Wolverine increases | | |Hydragenum (x1)|damage inflicted when a| | Wolverine |Vermillion (x1)| Witcher's Vitality | | | Aether (x2)| falls below half. | | |---------------| | | | White Gull | | o===============o===============o=======================o Powders {ITM008} o======================================================================o Powders are used to create Bombs, and like Bombs, there's not too many of them. Most Bombs won't come in handy against monsters, but the Dragon's Dream Bomb is interesting for setting explosive traps for enemies. Only Dragon's Dream requires a top-quality base. o=======================o===============o | Powder | Quality | | | | o=======================o===============o | Alchemists' Powder | Top | |-----------------------|---------------| | Saltpeter | High | |-----------------------|---------------| | Stammelford's Dust | High | |-----------------------|---------------| | Zerrikanian Mix | Top | o=======================o===============o Weapon Upgrades {ITM009} o======================================================================o Weapon upgrades include various treatments you can apply to your weapon to give them temporary or permanent boosts. This includes whetstones, grindstones, powders, and most importantly of all, various runestones. While these runestones might seem fairly important early on, since you can find a steel sword better than anything you could possibly make with runes in Chapter 2, and since silver sword runes are rare to the point of being useless.. rune stones don't play a big part in my game. o===============o=======================o |Weapon Upgrades| Effects | o===============o=======================o |Blue Meteorite | Change of Critical | | | Effect: Pain +10% | |---------------|-----------------------| | Diamond Dust | Increases damage | | | inflicted by 40% | |---------------|-----------------------| | | Damage +10% | | Earth Stone | Chance of Critical | | |Effect: Knockdown +25% | |---------------|-----------------------| | Grindstone | Increases damage | | | inflicted by 20% | |---------------|-----------------------| | Moon Rune | |---------------|-----------------------| | | Temporarily imbues | | | blades with magic. | | Perun Rune | Increases chance of | | Stone | hitting opponents and | | |damage inflicted by 60%| | | Increases chance of a | | | critical hit by 30%. | |---------------|-----------------------| | Red Meteorite | Damage +15% | |---------------|-----------------------| | | Chance of Critical | | Sun Rune | Effects: Incineration | | | and Blinding +25% | |---------------|-----------------------| | | Temporarily imbues | | | blades with magic. | | Svarog Rune | Increases chance of | | Stone | hitting opponents and | | |damage inflicted by 40%| | | Increases chance of a | | | critical hit by 5%. | |---------------|-----------------------| | | Temporarily imbues | | Vodon Rune | blades with magic. | | Stone | Increases chance of | | | hitting opponents and | | |damage inflicted by 20%| |---------------|-----------------------| | Whetstone | Increases damage | | | inflicted by 10% | |---------------|-----------------------| | Yellow | | Meteorite | o===============o=======================o Weapons {ITM010} o======================================================================o Despite the fact that about half of Geralt's leveling options focus on the use of swords, there's actually quite a bit of variety to the weapons in the Witcher. Of course, seeing as how you can level up swords to make them even stronger, there's not much of a point to other weapons. Still, if you enjoy the novelty of bashing somebody with a flail or chopping them with an axe, you can give it a go. As with all weapons save the Silver Sword, I suggest you don't use them on monsters. They'll probably just laugh at you. o===============o=======o=======o=======================o | Weapons |Damage |Witcher| Effects | | | |Styles | | o===============o=======o=======o=======================o | | | | Attack +10% | | | | | Chance of Critical | | Aerondight | +60% | Yes | Effects: Pain, | | | | |Blinding, Incineration,| | | | | and Precise Hit +50% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Assassin's | 1-7 | No | Effect: Pain +45% | | Dagger | | | Chance of Critical | | | | | Effect: Poison +18% | |---------------|-------|-------|-----------------------| | Axe | 5-15 | No | Chance of Critical | | | | | Effect: Bleeding +40% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | D'yaebl | +30% | Yes | Effect: Pain +50% | | | | | Chance of Critical | | | | | Effect: Disarm +25% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Elven Sword | | | Effect: Disarm +20% | | the Blue | -30% | Yes | Chance of Critical | | Mountains | | | Effect: Precise Hit | | | | | +15% | |---------------|-------|-------|-----------------------| | Chain Mace | 7-15 | No | Chance of Critical | | | | | Effect: Stun +40% | |---------------|-------|-------|-----------------------| | Deithwen | 2-8 | No | Chance of Critical | | Dagger | | | Effect: Pain +50% | |---------------|-------|-------|-----------------------| | Dwarvern Axe | 2-10 | No | | | from Carbon | | | | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Ceremonial | | | Effect: Disarm +60% | | Sword of | -30% | Yes | Chance of Critical | | Deithwen | | | Effect: Precise Hit | | | | | +30% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Gwalhir | +50% | Yes |Effects: Disarm, Pain, | | | | | and Precise Hit +40% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Harvall | +30% | Yes |Effects: Disarm, Pain, | | | | | and Precise Hit +20% | |---------------|-------|-------|-----------------------| | Heavy Club | 4-12 | No | | |---------------|-------|-------|-----------------------| | Holy Axe | 8-17 | No | Chance of Dislodging | | of the Order | | | Shield +50% | |---------------|-------|-------|-----------------------| | Holy Battle | | | Chance of Critical | | Hammer of the | 9-18 | No |Effect: Knockdown +55% | | Order | | | | |---------------|-------|-------|-----------------------| | Holy Sword | +10% | Yes | | | of the Order | | | | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Illegal Sword | -20% | Yes |Effects: Pain, Bleeding| | | | | and Precise Hit +30% | |---------------|-------|-------|-----------------------| | Kourbash | 6-13 | No | Chance of Critical | | | | | Effect: Stun +10% | |---------------|-------|-------|-----------------------| | Light Club | 2-10 | No | | |---------------|-------|-------|-----------------------| | Mahakaman | 7-15 | No | Chance of Critical | | Battle Hammer | | |Effect: Knockdown +40% | |---------------|-------|-------|-----------------------| | Mahakaman | 2-10 | No | Chance of Critical | | Dagger | | | Effect: Pain +30% | |---------------|-------|-------|-----------------------| | Mahakaman | 3-15 | No | Chance of Critical | | Rune Dagger | | | Effect: Pain +45% | |---------------|-------|-------|-----------------------| | Mahakaman | 8-16 | No | Chance of Dislodging | | Dwarven Axe | | | Shield +45% | |---------------|-------|-------|-----------------------| | Mahakaman | +100% | Yes | Pierces Opponent's | | Rune Sihill | | | Armor | |---------------|-------|-------|-----------------------| | Mahakaman | 9-27 | No | Chance of Critical | |Two-Handed Axe | | | Effect: Bleeding +60% | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | base | Yes | Effect: Pain +45% | | (Blue+Blue+ | | | Chance of Critical | | Blue) | | | Effect: Disarm +20% | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | +5% | Yes | Effect: Pain +16% | |(Blue+Blue+Red)| | | | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | | | Effect: Pain +35% | | (Blue+Blue+ | +8% | Yes | Chance of Critical | | Yellow) | | | Effect: Disarm and | | | | | Precise Hit +10% | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | +40% | Yes | Effect: Bleeding +30% | | (Red+Red+Red) | | | | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | +20% | Yes | Effect: Pain +10% | |(Red+Red+Blue) | | | | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | +28% | Yes |Effect: Pain, Stun, and| | (Red+Red+ | | | Precise Hit +10% | | Yellow) | | | | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | | | Effect: Pain +20% | | (Yellow+Red+ | +13% | Yes | Chance of Critical | | Blue) | | | Effect: Stun and | | | | | Precise Hit +20% | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | | | Effect: Pain +30% | |(Yellow+Yellow+| +16% | Yes | Chance of Critical | | Blue) | | | Effect: Disarm and | | | | | Precise Hit +20% | |---------------|-------|-------|-----------------------| | Meterorite | | | Chance of Critical | | Sword | +21% | Yes |Effect: Pain, Stun, and| |(Yellow+Yellow+| | | Precise Hit +20% | | Red) | | | | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Meterorite | | |Effect: Pain and Stune | | Sword | +24% | Yes | +30% | |(Yellow+Yellow+| | | Chance of Critical | | Yellow) | | | Effect: Bleeding and | | | | | Precise Hit +30% | |---------------|-------|-------|-----------------------| | Moonblade | +100% | Yes | | |---------------|-------|-------|-----------------------| | Mount Carbon | 7-15 | No | Chance of Dislodging | | Dwarven Axe | | | Shield +45% | |---------------|-------|-------|-----------------------| | Mount Carbon | 10-20 | No | Chance of Dislodging | | Rune Axe | | | Shield +65% | |---------------|-------|-------|-----------------------| | Order Battle | 6-13 | No | Chance of Critical | | Hammer | | |Effect: Knockdown +12% | |---------------|-------|-------|-----------------------| | Rune Sword | +45% | Yes | Chance of Critical | |(Earth Rune x3)| | | Effect: Knowdown +75% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | |Effect: Knockdown +75%| |(Earth Rune x1)| +30% | Yes | Increases opponent's | |(Moon Rune x2) | | | Sensitivity to Silver | | | | | +30% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | |Effect: Knockdown +75%| |(Earth Rune x2)| +30% | Yes | Increases opponent's | |(Moon Rune x1) | | | Sensitivity to Silver | | | | | +15% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | | Effect: Blinding, | |(Earth Rune x1)| | | Knockdown, and | |(Moon Rune x1) | +15% | Yes | Incineration +25% | | (Sun Rune x1) | | | Increases opponent's | | | | | Sensitivity to Silver | | | | | +15% | |---------------|-------|-------|-----------------------| | Rune Sword | | | Increases opponent's | |(Moon Rune x3) | base | Yes | Sensitivity to Silver | | | | | +45% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | | Effect: Blinding and | |(Moon Rune x1) | base | Yes | Incineration +50% | | (Sun Rune x2) | | | Increases opponent's | | | | | Sensitivity to Silver | | | | | +15% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | | Effect: Blinding and | |(Moon Rune x2) | base | Yes | Incineration +25% | | (Sun Rune x1) | | | Increases opponent's | | | | | Sensitivity to Silver | | | | | +30% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Rune Sword | | | Effect: Blinding +15% | |(Earth Rune x1)| +15% | Yes | Chance of Critical | | (Sun Rune x2) | | | Effect: Knockdown and | | | | | Precise Hit +50% | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | | | | Effect: Blinding and | | Rune Sword | base | Yes | Incineration +75% | | (Sun Rune x3) | | | Increases opponent's | | | | | Sensitivity to Silver | | | | | +15% | |---------------|-------|-------|-----------------------| | Rusty Sword | -30% | Yes | | |---------------|-------|-------|-----------------------| | Small Axe | 6-12 | No | Chance of Dislodging | | | | | Shield +20% | |---------------|-------|-------|-----------------------| | Stone Hammer | 4-8 | No | | |---------------|-------|-------|-----------------------| | Sword of the | -10% | Yes | | | Order | | | | |---------------|-------|-------|-----------------------| |Temerian Battle| 6-12 | No | Chance of Critical | | Flail | | | Effect: Stun +20% | |---------------|-------|-------|-----------------------| | Temerian Iron | 5-10 | No | Chance of Dislodging | | Axe | | | Shield +30% | |---------------|-------|-------|-----------------------| |Temerian Steel | 6-13 | No | Chance of Dislodging | | Axe | | | Shield +40% | |---------------|-------|-------|-----------------------| | Temerian Iron | 1-6 | No | | | Dagger | | | | |---------------|-------|-------|-----------------------| |Temerian Steel | 1-6 | No | Chance of Critical | | Dagger | | | Effect: Pain +10% | |---------------|-------|-------|-----------------------| |Temerian Steel | -20% | Yes | | | Sword | | | | |---------------|-------|-------|-----------------------| | | | | Chance of Critical | | Torch | 1-2 | No | Effect: | | | | | Inceneration +20% | |---------------|-------|-------|-----------------------| | Two-Handed | 6-18 | No | Chance of Critical | | Morning Star | | | Effect: Stun +10% | |---------------|-------|-------|-----------------------| | Two-Handed | 8-22 | No | Chance of Critical | | Steel Axe | | | Effect: Bleeding +50% | |---------------|-------|-------|-----------------------| | Witcher's | base | Yes | | | Silver Sword | | | | |---------------|-------|-------|-----------------------| | Witcher's | base | Yes | | | Steel Sword | | | | |---------------|-------|-------|-----------------------| o======================================================================o | | | Bestiary {BST000} | | | o======================================================================o Below I'll list all the normal, non-boss monsters in the game and give you a few details about them. Note, this doesn't include all the humans, elves, dwarves, and other characters you'll fight-just the respawning monsters. For purposes of grinding and component gathering, you'll spend most of your time killing monsters. If they're in the beastiary and not a major boss, they'll be listed below. Note that the 'Base Experience' column lists the experience each monster would give a Level 0 Witcher.. you won't be fighting any of these monsters at that level. Every time you level up you'll recieve five less experience per kill, to a minimum of one per kill. At level six, therefore, you'll be recieving 50 experience per Barghest. It's mostly just for reference, so you can see how much experience each monster gives in general. Also, the 'locations' column refers to when, in the game, you can find said beasties. 'P' stands for Prologue, 'E' stands for Epilogue, and the numbers refer to the chapter in which they appear. *: Enemies marked with an '*' are unique enemies, typically trophy monsters, and usually tied to some quest or another. **: Ifrits only appear when summoned by an enemy mage. o===============o===============o=======================o==============o | Monster |Base Experience| Drops | Locations | o===============================o=======================o==============o | | | Alghoul Marrow | | | Alghoul | 260 | Cadaverine |-/-/2/3/4/5/- | | | | White Vinegar | | |---------------|---------------|-----------------------|--------------| | | | Abomination Lymph | | | Alp | 630 | Alp Fang |-/-/-/3/4/5/- | | | | Naezan Salts | | |---------------|---------------|-----------------------|--------------| | | | Archespore Juice | | | Archespore | 195 | Spores |-/-/2/3/-/5/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Beast Fangs | | | Armored Hound | ? | Beast Liver |-/1/-/-/-/5/- | | | | Mutagen | | |---------------|---------------|-----------------------|--------------| | | | Barghest Skull | | | Barghest | 80 | Beast Fangs |-/1/-/-/-/-/E | | | | Death Dust | | | | | Ectoplasm | | |---------------|---------------|-----------------------|--------------| | | | Basilisk Hide | | | Basilisk | 1630 | Ornithosaur's Eye |-/-/-/-/4/5/- | | | | Toxin | | | | | Venom Glands | | |---------------|---------------|-----------------------|--------------| | | | Albar's Crystals | | | Bloedzuiger | 170 | Abomination Lymph |-/-/2/3/-/5/- | | | | Bloedzuiger Blood | | |---------------|---------------|-----------------------|--------------| | | | Abomination Lymph | | | Bruxa | 825 | Bruxa Blood |-/-/-/3/4/5/- | | | | Naezan Salts | | |---------------|---------------|-----------------------|--------------| | | | Abomination Lymph | | | Cemetaur | 455 | Cemetaur Jaw |-/-/-/3/4/5/- | | | | White Vinegar | | |---------------|---------------|-----------------------|--------------| | | | Archespore Head | | | Coccacidium* | 2095 | (As Archespore) |-/-/2/-/-/-/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Cockatrice Feather | | | Cockatrice | 825 | Ornithosaur's Eye |-/-/-/3/-/-/- | | | | Toxin | | |---------------|---------------|-----------------------|--------------| | | | Albar's Crystals | | | Devourer | 380 | Cadaverine |-/-/-/-/4/-/- | | | | Devourer Teeth | | | | | Shadow Dust | | |---------------|---------------|-----------------------|--------------| | | | Beast Fang | | | Dog | ? | Beast Liver |-/1/2/3/-/-/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Cadaverine | | | Drowned Dead | 135 | Drowned Dead Tongue |-/-/2/3/4/5/- | | | | Ginatz's Acid | | |---------------|---------------|-----------------------|--------------| | | | Cadaverine | | | Drowner | 90 | Drowner Brain Tissue |-/1/2/3/4/5/- | | | | Ginatz's Acid | | |---------------|---------------|-----------------------|--------------| | | | Echinops Rootstock | | | Echinops | 150 | Spores |-/1/2/3/-/-/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Abomination Lymph | | | Fleder | 400 | Fleder Fangs |-/-/2/3/4/5/- | | | | Wing Membrane | | |---------------|---------------|-----------------------|--------------| | Frightener* | 2000 | Frightener's Eye |P/-/-/-/-/-/- | |---------------|---------------|-----------------------|--------------| |Gambling Ghost*| 655 | |-/-/-/-/4/-/- | |---------------|---------------|-----------------------|--------------| | | | Abomonination Lymph | | | Garkain | 555 | Garkain Saliva |-/-/-/-/4/5/- | | | | Wing Membrane | | |---------------|---------------|-----------------------|--------------| | | | Abomination Lymph | | | Ghoul | 140 | Ghoul Blood |-/1/2/3/4/5/- | | | | White Vinegar | | |---------------|---------------|-----------------------|--------------| | | | Chitinous Carapace | | |Giant Centipede| 355 | Toxin |-/-/-/-/4/-/- | | | | Trachaea | | | | | Venom Glands | | |---------------|---------------|-----------------------|--------------| | | | Cadaverine | | | Gravier | 300 | Gravier Bone |-/-/2/3/4/5/- | | | | White Vinegar | | |---------------|---------------|-----------------------|--------------| | Greater | | Cockatrice's Head |-/-/2/-/-/-/- | | Cockatrice* | 825 | (As Cockatrice) | | |---------------|---------------|-----------------------|--------------| | | | Beast Fangs | | |Greater Brother| 675 | Mutagen |-/-/-/-/-/5/E | | | | Pituitary Gland | | |---------------|---------------|-----------------------|--------------| | | | Mutagen | | |Greater Mutant | 375 | Pituitary Gland |-/-/-/-/-/5/E | | | | | | |---------------|---------------|-----------------------|--------------| | | | Ectoplasm | | | Ifrit** | 405 | Pyrite |-/-/2/3/-/-/E | | | | | | |---------------|---------------|-----------------------|--------------| | Kikimore | | Toxin | | | Warrior | 600 | Tracheae |-/-/-/3/-/-/- | | | | Venom Glands | | |---------------|---------------|-----------------------|--------------| | | | Kikimore Claw | | | Kikimore | 320 | Toxin |-/-/-/3/-/5/- | | Worker | | Tracheae | | | | | Venom Glands | | |---------------|---------------|-----------------------|--------------| | Koshchay* | 3155 | Koshchay Heart |-/-/-/-/-/5/- | |---------------|---------------|-----------------------|--------------| | Lady of the | 825 | (As Bruxa, sans Bruxa |-/-/-/3/-/-/- | | Night* | | Blood) | | |---------------|---------------|-----------------------|--------------| | Midday Bride* | 1125 | Ectoplasm |-/-/-/-/4/-/- | |---------------|---------------|-----------------------|--------------| | | | Head of Wyvern Female | | | Moa* | 555 | (As Royal Wyvern) |-/-/-/3/-/-/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Beast Fangs | | | Mutant | 375 | Mutagen |-/-/-/-/-/5/E | | | | Pituitary Gland | | |---------------|---------------|-----------------------|--------------| | | | Mutagen | | |Mutant Assassin| 425 | Pituitary Gland |-/-/-/-/-/5/E | | | | | | |---------------|---------------|-----------------------|--------------| | | | Drowned Dead's Head | | | Nadir* | 410 | (As Drowned Dead) |-/1/-/-/-/-/- | | | | | | |---------------|---------------|-----------------------|--------------| | Nightwraith* | 300 | Ectoplasm |-/-/-/-/4/-/- | |---------------|---------------|-----------------------|--------------| | | | Death Dust | | | Noonwraith | 325 | Ectoplasm |-/-/-/-/4/-/- | | | | Shimmering Dust | | |---------------|---------------|-----------------------|--------------| | Ozzrel* | 410 | Alghoul's Head |-/1/-/-/-/-/- | | | | (As Alghoul) | | |---------------|---------------|-----------------------|--------------| | | | Toxin | | | | | Venom Glands | | | Royal Wyvern | 555 | Wing Membrane |-/-/-/3/4/-/- | | | | Wyvern Egg | | | | | Wyvern Meat | | |---------------|---------------|-----------------------|--------------| |Sated Echinops*| 160 | (As Echinops) |-/1/-/-/-/-/- | |---------------|---------------|-----------------------|--------------| | Sister of | 600 | (As Alp, sans |-/-/-/3/-/-/- | | Mercy* | | Alp Fangs) | | |---------------|---------------|-----------------------|--------------| | | | Beast Fangs | | | Skullhead | 650 | Beast Liver |-/-/-/-/-/-/E | | | | Tendons | | |---------------|---------------|-----------------------|--------------| | Striga* | 1155 | Striga Heart |-/-/-/-/-/5/- | |---------------|---------------|-----------------------|--------------| | Teyu* | ? | Teyu's Head |-/-/-/-/4/-/- | | | | (As Vodyanoi) | | |---------------|---------------|-----------------------|--------------| | Ureus* | 455 | Cemetaur Head |-/-/-/-/4/-/- | | | | (As Cemetaur) | | |---------------|---------------|-----------------------|--------------| | Vesper* | 550 | Garkain Head |-/-/-/-/-/5/- | | | | (As Garkain) | | |---------------|---------------|-----------------------|--------------| | Vetala* | 610 | (As Gravier) |-/-/-/3/-/-/- | |---------------|---------------|-----------------------|--------------| | | | Stones of Ys | | | Vodyanoi | ? | Tendons |-/-/2/-/4/5/- | | | | Vodyanoi Bladder | | | | | Vodyanois Scales | | |---------------|---------------|-----------------------|--------------| | Voref* | ? | Wolf Head |-/-/-/3/-/-/- | | | | (As Wolf/Dog) | | |---------------|---------------|-----------------------|--------------| | Werewolf* | 1100 | Werewolf Fur |-/-/-/3/-/-/- | |---------------|---------------|-----------------------|--------------| | Wild Hunt | 655 | |-/-/-/-/-/-/E | | Wraith | | | | |---------------|---------------|-----------------------|--------------| | | | Beast Fangs | | | Wolf | ? | Beast Liver |-/-/2/3/4/-/- | | | | Wolf Pelt | | |---------------|---------------|-----------------------|--------------| | | | Death Dust | | | Wraith | 400 or 600 | Ectoplasm |-/-/2/-/4/5/- | | | | | | |---------------|---------------|-----------------------|--------------| | | | Toxin | | | Wyvern | 225 | Venom Glands |-/-/2/3/4/-/- | | | | Wing Membrane | | | | | Wyvern Meat | | |---------------|---------------|-----------------------|--------------| | Zephyr* | 1120 | (As Drowner) |-/-/-/-/4/-/- | |---------------|---------------|-----------------------|--------------| | Zeugl* | 3155 | Zeugl Venom |-/-/-/-/-/-/E | |---------------|---------------|-----------------------|--------------| |Zeugl Tentacle*| ? | |-/-/-/-/-/-/E | o===============o===============o=======================o==============o Note: About the entries that lack experience values.. I'm too lazy to track down their experience rewards. I never reach the Swamp Forest at a low enough level to recieve more than one experience point from them, and really, I just don't feel that it's a great use of my (admittably abundant) spare time to do so. o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version 1.01: Started 8/3/2011 Completed 5/11/2012 (984,386 bytes) Version 1.02 Notes o======================================================================o As of the release of v1.01, this is a complete FAQ, from start to finish-I don't release incomplete guides, after all. Still, plans exist for a v1.02 guide. First, I'll correct whatever errors are pointed out to me by my faithful readers.. this is an inevitability, and I'll doubtlessly be asked to add, change, or correct things, and some of these requests will certainly have merit. Obviously, if I had the predictive powers to anticipate these exact needs, however, I could presumably change them (if I had the necessary foresight), and so there would be no need for a v1.02 FAQ. What, then, does crafty Haeravon intend? Version 1.02 will include the more interesting of the modules for the game. I decided not to include them for the initial FAQ, simply because I just wanted to complete the main game, get the guide posted, and then work on the modules at my leisure. Besides, of all the people who play the Witcher from start to finish, I'm sure their numbers are greater by far than those who play any of the modules. Version 1.02 will include, at least 'The Price of Neutrality' and 'Side Effects'. As for the other modules included in the Enhanced Edition and the 1.5 patch.. we'll see. And who knows? Maybe I'll make a version later that includes tips for playing the game on hard mode. I went and did it for Heart of Fury mode in Icewind Dale, even though I had nothing to really gain by doing so. o======================================================================o Special Thanks to: o=o My girlfriend, again. I played this game time and time again, and she eventually was able to overcome her timidity (why she was afraid to play this game, I'll never know) and play it too. Frankly, I think she was just feigning disinterest until I had made significant progress in my FAQ, and we had a computer that could play the game at max graphical settings. A guide to help hold her hand and the sheer allure of this beautiful game with its legs stretched, who can resist that? The only downside is that I had to continuously listen to her lewdly oogle girls, and attempt to turn her Geralt into a poon-hound that would shame even a teenage boyscout.. and comment on how 'hot' Geralt is. Apparently a super-human sterile swordsman appeals to her nerdiness, and her hatred of children. In any event, having her play through this game using my guide before it was even released saved me the effort of proof-reading it, corrected many errors I'm sure I would have missed, and really, made this v1.01 launch more like a v1.02.. better grammar, clearer instructions, and all-around more user-friendly. Thank her for that. ***END OF FILE***