The Witcher – Quest Guide

The Witcher - Quest Guide

Written by Tom Brown

Email: Wondrhampster@Live.com

Quick little word.  I don't mind questions, and if sending me one regarding
the witcher, be sure to put "The Witcher" as the subject or I'm liable to
delete it thinking its junk mail.  Also, I'm not the fastest person when it
comes to checking email.  I do it maybe three times a week.  So if you send
me something and I don't get right back to you the very next day, its 
probably because I haven't gotten around to looking, not because I'm singling
you out as the person I want to torture this week.

This is the first FAQ I've done, so cut me some slack. Enjoy!

Last updated 4-22-08
===============================================================================

SPOILER ALERT!!!  This FAQ does at times give away information that otherwise
would not have been known at the current juncture.

About this FAQ:
This guide was written based on Patch 1.3 and in normal difficulty setting.

About Monster Hunts:
During chapters 1 through 5, there are unique monsters that can be hunted for
monetary rewards.  These monsters have their own name and are generally
stronger than their generic counterparts.  When killed, a trophy can be taken
from these creatures.  That trophy has its own space within the inventory and
will appear on Geralt's waist in game.  There are also item rewards given when
a certain number of unique monsters have been killed.  These item rewards are
given when three trophies, five trophies, and ten trophies have been turned in.
The first item reward at three trophies will be a Svarog Rune Stone which
temporarily increases a weapon's chance at hitting and damage inflicted by 40%.
The second reward at 5 monsters dead is a Perun stone which temporarily
increases hit chance and damage by 60% and critical hit by 30%.
The reward for all ten trophies turned in is a choice between:
	A silver sword called Moonblade that has +100% damage.
	A steel sword called Mahakaman Rune Sihill that has +100% damage and
penetrates opponent armor.

The prologue and epilogue do not have any unique monsters to hunt.

All monster hunts will be the first quests listed under the chapter, because
these are totally option accept for chapter 2 and can pretty much be done any
time during the chapter, with the exception of Chapters 1, 2, and 5. One of the
monsters for Chapter 1 is not accessible until after a specific quest.  One of
the monsters in Chapter 2 has to be hunted right off the get go.  And the
Chapter 5 monsters are in an area that isn't accessible at the start.

About quests:
Some quests will carry through multiple chapters, and they will appear within
this guide in each chapter with a note beside the quest name stated as (Ongoing
Quest).  Also, there are a few quests that will or won't be available depending
on which allegiance has been made or if neutral.  These will also be detailed as
such in paranthesis beside the quest name.  There are other quests that will or
won't be available simply based on decisions made.  For example, letting the
elves take cargo in chapter 1 makes it impossible to complete 2 quests in
chapter 2.  The detriment taken will be detailed in the quest that person
actually plays a part in.

Quests enclosed with * have some weight on alliances within the game, while
others can greatly affect who and what can be done.  Taking a choice in one
path may make it impossible to do a certain quest, or it will alienate Geralt
from other characters.  So if uncertain about a given outcome, or if the need
to give both paths a try is desired, save often and in different areas.
Remember, The Witcher does autosave, but there are only so many created and
the game will erase previous ones once it reaches about 4, so don't rely on
autosaves as a backup.

Quests are listed alphabetically by chapter and name as they appear in the
Journal.  Its pretty much impossible to list them in the order they come
because quest steps can be skipped, entire quests can be passed over, and
depending on choices made there are some quests that simply aren't available.

There is an invaluable tool when doing quests.  Open the Journal and choose
Quests if on a different page such as Characters or Formulas.  Highlight a
quest and in the bottom right hand corner of the screen, "Track Quest on Map"
may be visible.  Most quests have this and I'll be refering to it as Quest
Track throughout this guide.  It can lead to people and places needed, but it
can only be used for one quest at a time.  The map can also be used and points
of interest shown with dots can be located in the same manner by selecting the
given point.  However, it is not possible to track a quest and a point of
interest on the map at the same time.

About Sex Cards:
Throughout the game, certain females Geralt comes in contact with can be
coerced into sex.  Some of them that are related to quests or can be bedded in 
the duration of a quest are listed in the given area.  It is impossible to get
them all in one game.  There are two in chapter 3 but only one of those two will
sleep with you.  There are 3 in chapter 5, but once again, it is only possible
to sleep with 1 because they are dependent on your alliance or neutrality.
What should be a full list is included at the very end of this FAQ.

About Dice Poker:
Dice poker is a great way to make money.  Its also a terrific way to lose
money. A dice poker match is fairly simple.  It starts out with an opening bet,
and depending on the opponent, the maximum bet can vary widely.  One player may
only allow a maximum starting bet of ten, but another will allow a starting bet
of 110.  After the opening roll, there is an option to raise.  The minumum
amount that can be raised is 0 and the maximum widely varies based on opponent.
And in some circumstances, the opponent can raise, at which point, three options
are available.  First available is to meet the opponents raise, second is a
medium raise, and last is a maximum raise, usually much higher than the medium.
There is also the option to pass, which is the same as folding giving the win
for that hand to the opponent.  After the raise, there's a chance to reroll
anywhere from no dice (stand) to all five.  Naturally, the opponent also gets
the same option.  The player that wins two out of three games takes the pot.

The people available to play against have a limited amount of money on them at
any given time.  So it may only be possible to win 300 orens against one
particular opponent, but in order to win more, they'll need to be left alone.
This can be done by entering a house or another area and then coming back.  If
an opponent loses say 200 but they have a maximum of 300, then they can be
played a second time directly afterwards in most instances, but the maximum
raise allowed will be considerably lower.

This is a run down of poker hands.  It runs in ascending order from nothing to
the best possible, which is five of a kind.  I've placed the order below from
worst to best with a description of the hand.  Why is there a description?
Because even though some people may know what a flush is, there are others
that don't. 

>Nothing - Jumbled hand where nothing matches such as 6, 5, 3, 2, and 1
>Pair - a hand with two like dice amounts and the rest a jumble such as
6, 5, 5, 2, and 1
>Two pair - a hand with two sets of like dice amounts and an off number such
as 6, 6, 3, 2, and 3
>Three of a kind - a hand with three like amounts and two off numbers such as
5, 5, 4, 5, and 1
>Five-high straight - a hand that runs 1, 2, 3, 4, and 5
>Six-high straight - a hand that runs 2, 3, 4, 5, and 6
>Full house - a hand with a combination of three of a kind and a pair such
as 3, 3, 3, 1, and 1
>Four of a kind - four like amounts with an off number such as 4, 4, 4, 4
and 2
>Five of a kind - all dice are the same denomination such as 2, 2, 2, 2, and 2

Just like normal card poker, a pair of 3's will lose to a pair of 5's.  The 
same goes for three of a kind and the like.  If both players roll 2 pair, the
person with the highest pair wins.  So even if one player rolls 5, 5, 4, 4, and
1 while the other player rolls 6, 6, 1, 1, and 2, the player with the pair of
6's wins.  If a five-high straight is rolled and the other player manages a six
-high straight, the 5- high loses.  Also, if a full house with 2 three's and 3
two's is rolled while the opponent manages a full house with 3 three's and 2
two's, the win goes to the person with three 3's.  There may come a time when a
draw occurs.  In the event that happens, neither player will get credit for the
match and it will continue until someone wins two out of three games.  A draw
does not happen often and will usually only be seen with a straight.

Now for a little info on the AI poker player.  If the computer controlled
opponent gets a straight or a full house, it is not likely they will reroll
unless the opposing hand is better.  So on the opening hand, if the npc manages
a five-high straight, but Geralt only has a pair, at least four of a kind or a
six-high straight will be needed to win.  A five-high straight will tie him and
neither player will get a point for the match.  If a pair of five's is rolled
and the computer rolls a pair of six's, don't get frustrated.  Most often, they
will reroll one of those comprising their pair.  If the computer rolls a five-
high straight in their opening game and something higher like a six-high
straight is rolled, the AI will either reroll their entire hand or simply
concede the hand completely.  The same tends to go for a flush.  If both
players manage a flush on the opening roll, but the AI is lower, they will
either reroll the entire hand or simply concede it.

About Intoxication:
The Witcher allows for many instances of drunken conduct.  Usually, its more
annoying than anything because on a few occasions, there is no way around
getting hammered.  The reason its annoying is it blurs vision and Geralt
staggers at about a quarter of the speed he normally moves at.  So naturally it
takes quite a long time to get anywhere.  The walking problem can be somewhat
counteracted by drawing a weapon if possible.  This will put Geralt into combat
speed regardless of his level of inebriation.  But fighting drunk is not a good
idea.  When drunk, a yellow icon will show below the witcher emblem. The chance
to hit when drunk lowers dramatically and damage output also goes down.

There is a limit to how drunk Geralt can be before passing out.  If Geralt does
happen to pass out, he will wind up lying in the dirt somwhere.  That's not
bad, what is bad is that his wallet will be dramatically lighter.  More than a
1000 orens can be lost by passing out.  So before taking anyone on in some
drinking, best to save first.

About potions:
There are numerous choices for potion crafting when it comes to ingredients.
The main thing that arises is figuring out what the ingredient means when it
says something like Vermilion and then below that it says Albedo.  This Albedo
is a primary substance.  Mixing potions together with a primary substance can
yeild a potion that states something to the terms of: Contains albedo as its
dominant substance.  When that potion is imbibed, a secondary effect will occur
along with the normal potion effect.  In order to get a dominant substance, a
potion must be mixed with a primary substance contained in all of its regeants.
Mixing 2 or 3 primary ingredients of differing kinds will yeild a standard
potion.

Example:  The Swallow Potion requires 1 vitriol, 2 rebis, and 1 aether.  If
mixing a vitriol containing albedo with 2 rebis of which both contain nigredo
and an aether containing rubedo, a standard swallow potion will be yeilded.
However, if mixing a vitriol containing rubedo, with 2 rebis that also contain
rubedo followed by an aether containing rubedo, the result will be a swallow
potion with the dominant substance rubedo.

There are 3 primary substances to ingredients.  Listed below are what they are
and what they do in potions when dominant.
Albedo - Reduces toxicity of consumed potions > lasts 1 hour
Nigredo - Increases damage inflicted by 20% > lasts 4 hours
Rubedo - Accelerates regeneration of Vitality > lasts 4 hours

===============================================================================
Prologue+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===============================================================================

A POTION FOR TRISS
-Started by Vesemir after the labratory is ransacked.
-First stop is upstairs at the kitchen where Lambert is.  After he gives
instructions on the potion, go into the kitchen and out the rear door.  Quest
Track will lead.  Head up the stairs killing any bandits in the way.  Once
upstairs, slay all the bandits to update.  Now to loot all the rooms to get the
required materials.  One of them is in the Evening Hall which is at the far end
on the left.  The white gull is in a box in the room right past the Evening
Hall.  Once those have been acquired, go back downstairs to the fireplace to
talk to Lambert.
-After chatting with Lambert, he'll give up the recipe for the potion along with
a few ingredient definitions.  He'll instruct Geralt to see Vesemir, who may or
may not be present.  If he isn't around, go toward the front door.  That's where
he'll be coming from.  Talk to him and he'll fork over one of the ingredient and
say the other is on the frightener outside.  Selecting all his chat also opens
up "Berengar's Secret".
-After the heart to heart with Vesimir, run outside and open the dead frightener
up.  Loot the claw and the eye along with anything else lying around and then go
back inside to talk to Vesemir again.  After asking where the others are and
telling him the ingredients are ready, click the fireplace to begin meditation
and then select the bottle off the top right to pull up the formula and
combination window.  Select Potion for Triss.  It should be the only thing able
to be made.  Highlight it and then select mix from the bottom right.
-Geralt is required to meditate for an hour after an alchemy combine.  Once
finished with the potion and meditation, take it up to Triss.  Quest Track will
show the way but its upstairs through the kitchen on the second floor.  The door
to her room is directly across the hall from the library.  Feel free to stop
and talk to Eskel and Lambert in the Armory and Evening Hall respectively.  Both
have interesting things to say.
-When ready to move on, head upstairs to Triss' room.  She'll be in bed nursing
her wounds.  Click on her and a window with a little package that resembles a
wrapped birthday gift opens at the bottom of the screen.  Select it to open the
gift window and drag the potion from quest items to the hand or double click it.
 This will start a conversation with her and an opportunity for the first sex
card arises.  When the option presents itself, select "I suppose we could...".
Then choose the top option again about how she helped out.
-This quest is now done.

BERENGAR'S SECRET
-This quest is started by Vesemir and it will progress through all chapters up
till 5.

DEFENDING KAER MORHEN
-First quest and fairly easy.  If this is the first time playing and tutorial is
on, the game will guide most of this.  But anyway, just follow everyone else for
now.  Lambert will blast the rubble out of the way to advance.  Once at the top,
its a loner mission and the opportunity to learn the combat styles of strong and
fast.
-Head up the ramp and slay whatever is found along the way.  The objective is
the very top of the wall.
-Once around the top wall, there will be a group of archers and others next to a
large pot off to the right, down a set of stairs.  Forget about them and head
for the circular tower directly in ahead.  This gives a cut-scene and seperates
Geralt from those following.
-Head to the right toward the gate.  Ignore the siege cauldrons and bell.
There's nothing that can be done with those right now.  Slay the bandits in the
way and push ahead for the gate.  After slaying all the bandits, operate the
wench and start the next portion.  Follow Leo to the citadel entrance.  Leo is
going to say to drink the thunderbolt potion and that must be done before the
doors will open.  So suck it down and head inside.
-Head straight back, dispatching the bandits.  Loot their bodies when possible
and don't bother with the Kitchen yet.  Its locked.  Just follow Leo.  Once in
the labratory, a cut-scene interrupts and then Leo leads to the first magic
spell, Aard.  Touching the monolith a second time will give an affect that will
bolster that particular magic spell, and then loot the trunk.  There is another
trunk to loot along the wall, between the blocked portion of the lab and the
magic circle.  Blast the collapsed wall and head upstairs.
-The first choice in the game is coming.  Either go with Triss, or fight the
frightener.
	-If going with Triss, Geralt will be forced back inside the citadel.
First boss fight with a mage is coming.  Drink the swallow potion if its still
in inventory.  The mage is sort of annoying because he's linked to a few other
bandits and they have to be killed before the mage can be hit.  He'll also
teleport around once his barrier is down, breaking chain attacks.  Once he's
dead, go around the corner to find Triss sprawled out on the floor. Go down to
the lab for a tragic cut-scene.
	-If the choice was to take on the frightener, things get interesting.
Immediately take the tawny owl potion because Aard is going to play a big part
of this fight.  Also suck down the swallow potion if its still in inventory.
There will be a half a dozen bandits along with the frightener.  Use group style
attack if swarmed by more than 1 bandit, but stay away from the frightener.
Once the bandits are dead, run to a siege cauldron and hit it with Aard.
Immedaitely run to the other and hit it as well.  Ring the little bell and the
frightener should go into a daze.  As soon as it does, open up on it with strong
style.  When the siege cauldrons stop ringing and the frightener comes out of
its daze, go hit the cauldrons again with Aard to daze it.  Run back in and
light it up with strong style again.  Do not take on the frightener without
dazing it.  If it knocks Geralt down with bandits around, they will one shot
kill.  The frightener will also one shot kill if it gets Geralt down.  It also
hits pretty hard.  After the frightener goes down, Geralt and Leo will
immediately be transported to the labratory.  Watch the tragic little cut scene.

-Once done meditating and dishing out any points, hit up the wardrobe for some
swallow potions and head toward the stairs.  Vesemir will give a new quest on
the way out, "A Potion for Triss".
-Next objective is to make sure everyone else is all right.  Actually can't
accomplish this until finished with "A Potion for Triss" and its been given to
her.  So refer to that for now.
-Eventually a prompt to meet Vesemir is given by Triss.  Question her about
everything else first.  If there was anything that caught some attention, to
that now, before agreeing to see Vesemir.  Once the meeting with Vesimir is
done, this chapter finishes.

================================================================================
chapter 1+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
================================================================================
Couple things to do off the get-go.  Take a Barghest skull and a beast tooth
and go see the Innkeeper to store them.  Both are needed for a quest later on
in chapter 3 and barghest only appear in this chapter.  The beast teeth can be
acquired from dogs, wolves, and a few other monsters later on, but its best to
just store one in case of unforseen circumstances.  Also, get herblism as soon
as possible.  It will be needed for a quest and it comes in very useful later on
for ingredients to make potions, bombs, and oils. And the last thing is to get
the contracts from the Notice Board.  The quests off the Notice Board should be
one of the first things done every chapter.  Read them to get their quests and
then drop them on the ground.  Only the quest is needed and they'll eat up space
they don't need to in inventory.

	+Monster Hunts+

	KING OF THE CRYPT
	-Ozzrel can be found in the very back of the crypt on the right side
after completing "Buried Memories".  A wall will need to be blown down with Aard
to get to him.
	-This guy is pretty nasty.  He hits very hard so come prepared with some
swallow.  Tawny owl is another good idea to force him off with Aard and possibly
score a knockdown for a one hit death.  If health is running low, back him off
with Aard and then turn and run the other way.  Swallow should fill health up
rather fast, so use hit and run tactics if need be.
	-Once his head dangles from Geralt's waist, travel it over to the Royal
Huntsman to collect a 200 oren fee.

	THE MONSTER OF THE LAKE
	-Nadir can be found just past the mill between the main Vizima gates.
There is a very large group of drowners near him, but if careful, he can be
pulled away from them becasue he tends to roam onto land opposed to the drowners
that stay in the water.  Simply edge closer till the left side of the screen
turns red showing combat has begun with Nadir and then move back.
	-It doesn't take a lot to put Nadir down, but he does hit rather hard.
Fast style is preferred for him because even though a few hits with strong may
land, he'll dodge them more often than not.  Aard is also good, knocking him
down and giving time to start a chain.  Once is head has taken leave of his
body, take it over to the Royal Huntsman for the 200 oren reward.  He can be
found a little west of the Inn along the path or just use Quest Track.

A GAME OF DICE
-This can be started a number of ways.  The first way is by taking a Dice Box
from a traveler killed during "Racists".  If no help was given to the dwarf, or
simply haven't come to that part by some strange means, a dice box can also be
acquired from a corpse in the crypt during "Buried Memories".  The last and not
so popular way is to completely skip it during this chapter.  However, there is
a forced match in chapter 2 so its best to just start now.  Besides, its a
great way to earn cash for herb books, monster lore, weapons, and armor
considering the first and only piece of armor available till chapter 5 costs
5000 orens.
-The first thing to do after getting a dice box is go to the Inn and talk to
Zoltan Chivay about it.  It will start this quest that will run clear up till
Chapter 5.
-Talk to Zoltan and he'll play a game of dice.  Then talk to him again and ask
if he can play for serious money.  He'll say that Odo, Mikul and Haren all
play.
-Now with the formalities out of the way, a minor choice needs to be made.
There are 4 players available in this chapter, but only 3 need beat.  Its not
much of a decision and money can be won from them all.  The players that can be
challenged are: Zoltan, Mikul, Haren, and Odo.  Any three will suffice and
complete this portion of the quest.  However, to play Mikul, Haren, and Odo the
ring of eternal fire needs to be obtained from the Reverend by working through
a bit of the quest "Of Monsters and Men".
-Once the three victims have been chosen and beaten, this quest is done till
chapter 2.  Any dice playing done till next chapter is strictly for for fun and
personal gain, or possibly loss.

BERENGAR'S SECRET (Ongoing Quest)
-First update will come from the Reverend.

BURIED MEMORIES
-Starts from Mikul at Vizima gates.  Show him the signet of eternal fire the
Reverend gave and offer some witcher services.
-The crypt can be a nasty place.  Lots of ghouls and very dark, so whip up a cat
potion and swallow potion before going in.  Also, make sure to have ghoul entry
in the bestiary.  It can be acquired in 3 different ways.  First, buy it from
the antiquary that frequents the Inn.  Second, spend a bronze tablet on Monster
Lore in the intelligence tree.  The last and cheapest way is to find the
Drunkard at the Inn and challenge him to a drinking game.  He'll fork over a
monster book for ghouls to read.  The reason for getting this is because
Kalkstein wants ghoul parts and there's nowhere else that will have as many
ghouls as the crypt.
-Once inside, take the cat potion and a swallow potion.  There's a dead girl
right at the entrance that seems to have drawn the ghouls.  Take the potion vial
next to her body.  It'll come in handy later and leads to plot development.
-While fighting, its wise to pull the ghouls back a bit when encountered.  They
tend to pop out of the ground, so as one is forced back with chain attacks,
there is a possibility of getting a few more during the fight.  Strong style
works very well on ghouls.
-There's not a lot to do in here, but the second sign, Igni, can be acquired.
It is very handy for a quest later on.  The dice box to start "A Game of Dice"
can also be picked up from a corpse along with some flowers.
-When going back to Mikul for the turn in, several salamandra will show up at
the bridge.  After killing them, depending on which path was taken at Kaer
Morhen, one of two cut-scenes will show.  Once back in control, loot the bodies.
There will likely be 2 or 3 salamandra badges on them.  Keep these, they'll be
used later on.  Talk to Mikul to inform him of the completed task.  He'll say as
a side thought that some of the boys planned to search for treasure.  Now the
place is open to search further back in because a couple guards took some pick-
axes to the rubble that was blocking the path.  This opens the way for "King of
the Crypt" monster hunt.  He'll also ramble on about his love Ilsa.  She's the
dead girl that drew the ghouls.  And this quest is now done.

DEAD HAND OF THE PAST
-This quest starts from Declan Leuvaarden at the Inn.  He can be found inside
during the day.
-He wants a missing friend found.  The cave he's talking about is to the left of
the castle gates along the river.  Its a nasty place with several echinops
inside.  Having Igni helps a great deal on them.  Save before entering.
-The echinops are large plants that will smack and shoot.  Strong style works
well on them as does Igni.  NOTE: If not running patch 1.3, then Geralt must be
manually moved within striking distance.  Anything before 1.3 and clicking on
the plant will do simply nothing as Geralt will be outside actual striking
range.  So if he's not hitting them, manually move another step or two closer.
-The goal is to find and kill the Sated Echinops.  Move slow, because these
things pop out of the ground.  They don't move, but can and will use ranged
attacks.  The sated is roughly between the rock column and the pile of fallen
stones.
-The sated echinops will hit a bit harder than the normal ones, but its still
the same in terms of combat.  Get in close and use strong style.  If an attack
chain breaks, toss out an Igni and start meleeing again.  Shouldn't take but a
few seconds to kill it.  If there are two or three other echinops shooting and
health is plummeting, run back to the entrance and take a rest.  Once its dead,
loot the skull from it and head back to Declan at the Inn.
-Declan refuses to pay because technically, the agreement isn't finished.  If
his friend was found dead, the circumstances were to bury him.  So, now off to
see the Reverend about getting Declan's good friend laid to rest in a more
appropriate place than the belly of a plant.
-After asking for permission to bury the body, head into the chapel and
downstairs.  A nasty little surprise is waiting once the skull is put in the
crypt.  This will be the first encounter with King of the Wild Hunt.  It doesn't
matter how he's answered.  Once he vanishes, a fight with a familiar ghost
ensues. The ghost is nothing to worry about, just use fast style on him and
he'll go down rather quickly.
-Head back to Declan at the Inn once the apparition has been put down like a
lame horse.

FISTFIGHT
-Starts by having a fight with Fat Fred at the Inn.  This quest runs clear
through chapter 5 and is required for another quest.
-Talk to Fat Fred and give up 25 orens.  After beating him, there's a choice of
a ring, vodka and chaser, or cash.  The ring will fetch over a hundred gold
selling it to Declan.
-After beating Fat Fred, this quest is done till the next chapter.

HOT POTATO
-This quest can be gotten from Haren after finishing "Strangers in the Night".
-The objective is to take a package to Coleman at the Hairy Bear Inn.  Nothing
that can be done till the next chapter, so throw this on the back burner for
now.

* OF MONSTERS AND MEN *
-This quest starts at the beginning of the chapter.
-Talk to the Reverend to progress.  He is roughly on the opposite side of the
map.
-He gives the task of lighting the 5 fire shrines throughout the village.  Quest
Track will show the way to them and they can only be lit at night.  Also, upon
arriving at each one to light it, barghests will pop up at each shrine, anywhere
from 2 to 4.  Once they're lit, head back to the Reverend.  He can be found
outside the church during the day or in his house at night which is right next
to the church.
-After lighting all the eternal fire altars and returning for the reward, the
Reverend starts pointing the finger at Abigail.  So time to go visit her to see
what she has to say.
-Abigail has no idea where the beast came from, but she thinks Alvin might. So
now comes the part of harvesting plants.  If unable to do so, go work on
another quest to get a level and spend a bronze tablet in that ability from the
intelligence line.  5 white myrtle petals are needed from the surrounding plant
life.  On a side note, buy the specter oil from Abigail, or if Geralt has the
oil making ability, make a vial or two.  It'll come in handy for a fight at the
end of the chapter.
-After gathering the petals, giving them to Abigail and listening to Alvin go
all demon-boy, head back to the Reverend.  After the turn in to the Reverend,
this is done for a while.  At least until the tasks given by Odo, Haren, and
Mikul are finished.
-Once the end of the chapter draws near, and the children are found in the
caves, Geralt will run into Abigail.  Turns out the town has decided to have a
fire, with Abigail as the kindling.  During the talk with her, a choice to talk
to the townspeople or get to know her better will come up.  Chose to know her
better to recieve her sex card, which is a little frightening actually.  This is
the only time its possible to get her card.  Before leaving the cave, apply some
specter oil.  Also, take a tawny owl and a swallow potion.  This will save
valuable time later.
-Now comes the part that will effect other portions of the game.  If siding
with Abigail, the help of the villagers during the fight with the beast is
lost and she'll show up later in the game.  If siding with the townsfolk,
Abigail is dead so she doesn't help during the fight with the beast, and her
help much later in the game during the epilogue is lost.
	-Fighting the beast with Abigail can be a bit difficult at times even
though she will periodically heal. As soon as the fight starts, two or three
barghest are going to go after her.  Peel them off as quick as possible.  If she
gets hit too much, she'll be knocked down and there will be no healing from her
till she gets back up, which can take a long time.  So go group style until all
the barghests are dead, leaving only the beast.  If Geralt's blade is treated
with specter oil, they should go down in 2 or 3 swings.
	-If fighting the beast with the villagers, they'll draw the attention of
nearly all the barghests so Geralt can concentrate on the beast alone for a few.
Be wary, unlike the fight with Abigail, it is possible to attack the villagers
and if even 1 of them is attacked, they will all turn on Geralt.
-Fighting the beast can be tricky.  He has a tendency to cause pain, which
pretty much stuns and leaves Geralt open.  Also, running into the fire
encircling everything will cause incineration which deals damage and leaves
Geralt unable to move and completely vulnerable to the beast and barghests.  If
health becomes and issue, run in circles near the perimeter to allow swallow
time to work its magic and fill vitality back up.  Also, if some points have
been spent in Aard, there's a good chance it will stun the beast, allowing a
one hit instant kill.
-When the beast is finally dead a few things can happen depending on choices
made.
	-If Abigail was left to the wicked ways of the villagers, the reverend
comes to visit.  Now another choice comes.  Get the permit to enter the city
from him willingly, or take it from his corpse.
	-If Abigail was protected from the villagers, Odo, Haren, and the
Reverend come for a friendly visit.  Kill them all and take and take the permit
from the priest's lifeless body.
-Be sure to loot the beast's body for his hellhound soul that can be used in a
potion.  After all choices have been made and bodies pile up like bricks, this
quest finishes and the end of the chapter picks up with the quest "The
Salamander's Tail".  Also, If Abigail was left to fend for herself during a
'fair trial' go back to the cave that's just down the road and loot some things
from her remains

RACISTS
-Starts by helping Zoltan Chivay when he's surrounded by 4 travelers.
-Tell the travelers to move along and then kill them.
-After killing the travelers and talking to Zoltan, who actually knows Geralt,
this quest finishes.

SHE'S NO EARLY BIRD
-This quest starts from Vesna.  Find her at the town sign just outside of the
Inn fort at midnight.  She'll be surrounded by bandits.  When prompted, answer
with "You'll lose those shortly..." which leads to killing the entire group.
Then agree to walk her home.  Use Quest Track to find it.
-While taking her home, groups of barghests will pop up to impede the journey.
Use group style to get rid of them and continue on.  Once back at her home,
she'll ask how she can possibly say thanks.  If wanting her sex card, answer
with meeting her again.  Wait till dusk of the next day and show up at the old
mill with a bottle of wine.  Her sex scene is actually quite funny.  Regardless
of the choice, this quest will finish.

* STRANGERS IN THE NIGHT *
-Starts from Haren Brogg after getting the ring of eternal fire from the
Reverend.
-This quest will affect 2 other quests in Chapter 2.
-Go out to the water next to Haren's hut where all the parcels, jars, and boxes
are sitting next to the overturned boat at night.  Kill off about a half a dozen
drowners.
-When the drowners are dead, Some elves will approach.  Now if Geralt lets the
elves take what they want, "Hot Potato" will not be possible to finish, as well
as "The Rat" will not be available in chapter 2.  There's no other detriments
aside from that.  The choice falls to whether or not those other quests are
wanted.
-After the decision is made to give the elves the goods or to kill them, head
back in to give Haren the news and collect the reward.  Then talk to him again
about more work and he'll give the quest "Hot Potato".

THE BARGHEST CONTRACT
-Notice Board Quest
-Abigail, the town witch, wants 10 barghest heads.  These little critters pop up
all over the place in town at night.
-Once ten have been acquired, which should take no time at all, head over to her
hut.  She will also buy any and all barghest heads after turning this quest in.

THE DROWNER CONTRACT
-Notice Board Quest
-The Reverend wants 3 drowner brains.  They can be found at just about any body
of water at night.
-Once three are packed away, take them to the Reverend who is out front of the
church in the day or in his house at night.

THE GHOUL CONTRACT
-Notice Board Quest
-Kalkstein wants three vials of ghoul blood.  Ghouls can be found in a number of
places.  Sometimes they are roaming the villages near the Inn at night, a few
can be found in abandoned huts, but the majority will be in the crypt where
"Buried Memories" takes place.  Just remember, components for this quest cannot
be secured from their bodies if the ghoul entry isn't in the bestiary.  There
are three ways to get it.  The first is by spending a bronze tablet in the
intelligence tree for Monster Lore.  The second way is going to cost 250 gold
and that is by buying it from the Antiquary at the Inn.  The third way is by
outdrinking the Drunkard at the Inn.  Toussaint red works and upwards of 9 can
be found while looting houses and such throughout the village.  It should only
take around 3 or 4 before he caves in.  Once the win is in the bag, he'll give
The Tome of Fear and Loathing, volume 1.  Depending on which method was chosen,
the antiquary can be found sitting around the tables at the inn about anytime
during the day, and the drunkard is around in the evening.
-Once the blood is collected, find Kalkstein at the Inn.  If this quest is done
when going for the turn in to "Buried Memories", the reward can be collected
from Kalkstien at the gate.

THE SALAMANDER'S TAIL
-This quest starts at the beginning of the chapter.
-Talk to the Reverend.  He is roughly on the opposite side of the map.
-Updates to this come after helping Haren, Mikul, and Odo.

IMPORTANT NOTE: When going to ask the Reverend about Salamandra after finishing
the quests given by Odo, Haren, and Mikul, things will be sped along to end the
chapter.  So be sure everything else is done.  Go see Abigail and buy some
specter oil, or if possible, make some.  This will come in very handy when
taking on the beast.  Its also a good idea to hunt the two unique monsters and
to store a barghest head if they haven't been done.  Also, sell any other
barghest heads to Abigail.  This is the last chance before talking to the
Reverend.

-Tell the Rev about the completed tasks done for the others and he'll say he
isn't talking until the beast is dead.  Argue that wasn't part of the agreement,
then he'll say Innkeeper Olaf supposedly has a key for the Salamandra base.
-Once inside the Inn, cute little Shani is surrounded by men that mean to do all
sorts of interesting and probably taboo things to her.  So time to intervene
and rescue the damsel in distress.
-After violently imposing some authority upon the would-be rapists, go check out
the cooling corpse of Olaf.  He'll have a key that will point toward the
salamander base once.  Its roughly to the west.  Very hard to miss because there
will be 2 salamandra lackey's right out front.  Drink a swallow potion before
going into the hut because 4 more thugs will be waiting to swarm like bees.
Group steel works well to thin their ranks.  Aard can also give some breathing
room and most likely, at least 1 will be stunned or knocked down for an instant
kill.
-Once downstairs in the cave, fight some more salamandra goons that actually
seem a bit afraid.  Depending on what path was taken in Kaer Morhen, there may
be some of the equipment from the lab sitting around.  "Berengar's Secret" will
also update.  Follow Alvin back once everything of value has been taken and
blast the wall down with Aard.  At the back of the cave, the friendly
neighborhood witch, Abigail is waiting.  Chose to know her better for her sex
card.
-After killing the beast, hellhound soul stored in inventory, and letter of safe
conduct, go pick up Shani from the Inn.
-Once she's in tow, run to the gate Mikul is guarding.

THE SECRET GARDEN
-This quest is acquired from Odo after obtaining the eternal fire ring from the
Reverend.
-Odo needs some echinops cleared from his garden.  A simple enough task at first
glance.  The problem is, he gets Geralt drunk first in an attempt to lower the
bill for weeding his garden.  And being drunk decreases hit percentage, combat
damage output, lowers walk speed, blurs vision, and is simply annoying overall.
The walking can be easily fixed by simply drawing a weapon.  If Igni is
available, the fight should be a bit simpler.  Use strong style and if missing
two or three times, smack it with some fire.  There's only two plants to clear
and they are far enough away from one another that the second one won't be able
to range hit while the other is being killed.  Just remember that if not playing
with patch 1.3, simply clicking to attack from a distance won't get Geralt close
enough.  He'll need to be manually moved within striking distance.
-Once the echinops are dead, stumble back inside where Odo will try and cheat
Geralt!  The nerve!  Worry not though, he'll give up the full 100 orens.

WANTED
-Notice Board Quest
-Actually can't do anything with this quest yet.

WITCHERS' SECRETS
-This quest starts at the beginning of the chapter and progresses clear through
to the Epilogue.
-Talk to the most prominent members of the outskirts.  The Reverend will be the
first stop and he will tell of the other three to see.
-After helping out Olaf, Mikul, and Haren, talk to the Reverend again and when
he tells of the salamanders taking over the Inn, an update finally occurs.
-Another update comes after talking to the Salamandra boss in the cave.

=======================================================
chapter 2++++++++++++++++++++++++++++++++++++++++++++++
=======================================================
This starts on a down note with Geralt in jail.  In order to progress, have a
chat with the Elven Convict and he'll give up a dice box and force a game of 
dice poker.  The most he has is about 30 orens.  Now whether its a win or loss,
the Jailer Vincent will come in and say to go free, kill a cockatrice in the 
sewers.  The catch to it is that first the Muscleman needs a serious beat down 
in a fist fight.  When finished speaking to Vincent, the quest "Prison Break"
starts.

	+Monster Hunts+

	* THE BEAST OF THE SEWERS *
	-The greater cockatrice is part of another quest, "Prison Break". It
can be found in the sewers in the south-western portion.
	-After entering the sewers, a knight by the name of Seigfreid will ask 
to come along.  Deny him and the dwarven armorer can be used, but the order 
armorer can't.  Allow him to tag along and the dwarven armorer won't sell to 
Geralt but the order armorer will.
	-Not a difficult fight thankfully because Geralt will have next to 
nothing aside from his belt slot item.  Use Aard on him after a couple attacks 
to either knock it down or possibly stun him for a one swing kill.  Take his 
head back to Vincent who will either be in the dungeon or outside it for the 
reward of 400 orens.

	BLOODTHIRSTY VEGETATION
	-The target for this hunt is Archespore.  It is a much stronger version
of an echinops that hits harder and has much more health. It can be found
northwest of the clay pits in the swamp.  Looking at the map, it is where the
two paths from the village and claypits meet.
	-The fight with Archespore is actually quite tough.  This plant hits
very hard and it can kill in a matter of moments if Geralt's health isn't
watched.  Strong style silver works best and Igni also does some good damage.
If a chain attack is broken, throw out an Igni and immediately start attacking
again.  If finding him to be troublesome, its possible to come back later with
a few more levels or even more warriors once the quest "Force Recon" is started.
	-Once the over-powered plant is chopped down like Lincoln's cherry
tree, take its head/stalk back to Vincent for 400 orens.

A GAME OF DICE
-Now the option of taking on other opponents presents itself, commence with the
gambling.
-Munro Bruys or Thaler the fence will progress the quest.  Whichever one is
visited first will end "Dice Poker: The Novice" and start "Dice Poker: The
Professional".  Zoltan Chivay can also end the novice by speaking to him before 
seeing either of the gamblers.

A GHOST STORY
-This quest starts from a Thug in the building directly across from the 
warehouse near the Hairy Bear.
-Once inside, it seems the house isn't haunted at all...at least not yet.
There will be bodies shortly though.  So, after a little amusing dialogue, and
the bodies hit the floor, chat with the half elf.  She doesn't speak so well,
but the general idea gets across to visit her at home and this quest ends.

* A GRAVEDIGGER'S GRATITUDE *
-This quest doesn't affect allegiances, but it can affect several other quests
as well as how major events within this chapter play out once completed.  So
its marked for that reason.
-This quest starts from the gravedigger after Raymond has run off to throw
salamandra from his trail and come back.
-He'll inform say that in order to get in to the cemetary, a pass from Vincent
is needed, or get Thaler to clear his debts.
-So, take a trip on over to see Thaler.  Unfortunately, Thaler won't clear the
debt or let it be bought off till he's proven innocent, which can't be done for 
quite a while.
	-If looking to get the debt cleared, perform the autopsy as normal.
Afterwards, follow "Old Friend of Mine".  Get Shani's sex card in order to clear
Thaler if his innocence isn't proven during the autopsy.
	-Go see Vincent if clearing the debt doesn't sound too favorable.  By
now, Geralt should be on his good side.  If by some chance Vincent won't give
up the pass, there is still getting Thaler to clear the debts.
-Once inside the cemetary, head to the crypt.  It will be near to the left near
the largest body of water.  Lots of necrophages inside, so bring swallow
potions, tawny owls, a cat potion and necrophage oil if its available in
alchemy.
-Inside the crypt, the item needed to progress the quest is the first left.
Not exactly a smoking gun, but it clears all suspects  After getting the update,
search the rest of the crypt for loot, then go chat with the gravedigger.
After telling him what was found, this quest finishes.
-Don't forget to go tell Vincent what was learned in the crypt.

A LONG WAY FROM HOME
-Stars from Yaren Bolt in the lumberjack clearing within the swamp forest after
finishing "Flowers and Gold"
-Yaren needs the road cleared and the vodyanoi dealt with.  Put Quest Track on
because there are three places that need cleared of monsters.
-The first place is along the path just west of the cave.  There are 3
bloedzuiger that want dead.
-The second area is east along the path that runs past the altar of melitele.
There are 3 drowners that require killing.
-The third area is just past the drowners running east and 2 echinapse need to
be trimmed.
-After those areas are cleared, the map is going to point toward the vodyanoi
shrine.  Don't go that way.  Go to Vaska's hut.
-Chat it up with Vaska to learn of a more civil manner, then head back to the
clearing and get Yaren's axe from him.  The axe will occupy the secondary sword
slot, so drop whatever is there.  After placing the axe on the altar, the
dropped item can be retrieved so long as Geralt does go into a house or leave
the zone.  With the axe in hand, place it on the altar by the clay pits.  Camp
till midnight and then go back.  A vodyanoi amulet will be waiting in place of
the axe.  Take the amulet back to Yaren Bolt for the 400 oren reward and quest
finish.

A LOST LAMB
-Started by Vaska in the swamp forest after finishing "Clay Pits"
-Vaska wants one of their children that has gone missing found.  Being the
superstitious fool that she is, she thinks the druids stole him to turn him
into a dyad.  So, druid grove in the northwestern portion is the first stop.
-The druids won't talk at night, so come back during the day.  They'll say they
haven't seen the boy, but to talk to the dryad, Morenn.
-Morenn states that only females are able to be dryads and males are only taken
in to procreate.  Now is the chance to get her sex card.  She wants a wolf pelt
as a test of strength.  So fork one over.  If no wolf petls populate inventory,
make a trip to the cave or hunt around the druid grove for some.  After giving
her the pelt, she mentions that witcher's are sterile.  So now onto convincing
her, which doesn't take much.  Answer with "Intimacy without procreation can be
good." then answer with sex relieves stress.
-Once her card is secure, head back to Vaska to finish this quest for the time
being.  It will pick back up in the next chapter.

A MOST UNCOMMON WINE
-Obtained from Conrad who can be found frequenting the Hairy Bear in the
evenings.
-He wants some one hundred year-old-wine in an abandoned house that happens to
be frequented by Graviers.  The house he's referring to is between Raymond's
place and the Dike entrance.  Be wary, another quest entitled "The Rat" also
takes place inside.  If "The Rat" is also active, 2 wraiths will be waiting just
inside to take a nibble off any visitors.  If "The Rat" isn't active, there
won't be anything upstairs when entering.
-Head down to the basement to find 4 graviers.  Slay them and take the 3 bottles
of wine from the crate on the floor.  Now back to Conrad.
-And good old Conrad doesn't have the cash to pay for it.  But for some strange
reason, he still thinks it would be a good idea to fork a bottle over after
risking death to obtain them.  Obviously he's be drinking quite heavily.  So the
options run as:
	-Give the lying lush a bottle.
	-The second choice is no money, no wine.
	-The last option is Geralt doesn't actually have them.
-Any choice will work, but why give him wine when he promised gold?  Doesn't
matter what option is selected, quest still finishes.  As a side note, the 
wine sells to the waitress for 80 orens a pop, making a total of 240 orens. It
doesn't have any other use aside from drinking it.

A MYSTERIOUS TOWER
-This starts from Kalkstein.  His house stands between Vivaldi's and Shani's.
-First is to get 2 books for him, Ain Soph Aur and The Secret Gates.  There's
only 1 way to obtain The Secret Gates, but there's 2 ways to get Ain Soph Aur.
Regardless, first stop is the Antiquary.
-The antiquary will point toward Vivaldi.  He also eludes to a hermit in the
swamp knowning something of Ain Soph Aur.  So onward to Vivaldi.
-Now there are two ways this can go when going to see Vivaldi.
	-Just meet Vivaldi in his house and ask about the books, of which he has
both.  The Secret Tower will run 100 orens while Ain Soph Aur will cost 300.
Can buy them both from him, or wait and get Ain Soph Aur totally free once
getting to the swamp.  Breaks down to having the extra cash.
	-There is the chance that Geralt will walk in on Vivaldi being arrested.
If so, the quest will shift to breaking the little dwarf out.  So, go to the
dungeon and chat with the junkie-jailer Jethro.  He'll let Vivaldi out if the
200 oren bail is posted.  Naturally, cough up the cash.  Ask Vivaldi comes out
of the cell, ask about the books.  He'll be so grateful, he'll give up both
books totally free.  Read them, then go see Kalkstein.
-Kalkstein will rattle off about the obelisk's and hand over the Chocc'mah
Sephirah.  He'll make notes for Geralt in the Glossary under "Kalkstein's
Notes".  They'll tell about the Sephirah and where they can be found.  Should
already have Maal'kad which the greater cockatrice was carrying.  Now knowing
how to do this, head to Lebioda Hospital to pick up 3 more sephirah.  Its quite
possible to already have them though.  Target is the Melitele statue.  There's
a nun beside it that will give some information on how to make an offering.
Give the statue some fruit to recieve Veen'ah, Ghe'vrath, and the 'Oth 
Sephirah's.
-Now there are a few left to find.  One is held by Vaska, Kezath, who can be
found in the swamp village.  Another, Tipperath, is held by Declan Leuvaarden.
He can be found at the Dike and he's a bit on the greedy side.  Bring 500 orens
when going to see him.  Y'esath can be found in a cave in the swamp.  Its near
the back in vran's sarcophagus.  A wraith will be protecting it along with a
bunch of wolves.  Neh'tza is also in the swamp, held at the golem burial ground
by the frozen golem.  The last comes from an unlikely place...Detective Raymond.
-So first stop is Declan on the Dike.  Give him 500 for Tipperath.  Afterwards,
go see Vaska in the swamp.  She'll have a quest, "Clay Pits", that needs done
and she gives the Kezath sephirah as a reward.  After Vaska forks over her 
sephirot, hit up the cave.  Follow the zone wall to the west from the clay pits
to run right into it. In the back of the cave, kill the wraith and loot Vran's
Sarcophagus for the sephirot.
-Now there's but one left and that is held by Raymond.  "Vizima Confidential"
will have to be advanced in order to obtain his.  Once armed with all ten, head
to the swamp forest and start placing them.  Follow the Quest Track from
"Monoliths" if having problems finding the right locations.
-After placing all the sephirot, the tower will be accessible.  Once inside,
loot the trunk and read the tower mage book, then save.  A nice little fight
will commence once back outside.  Details for the fight are listed under
"Vizima Confidential".  This quest is now over till chapter 3.

A PILGRIMAGE
-This quest starts from Gramps in the swamp.  He'll be near the docks and wants
an escort to the Melitele shrine.  Follow the Quest Track, but be wary because
Archespore will most likely make an appearance during the trip.
-Now there are a few different places that may be worth visiting while gramps is
in tow which are:
	-The clay pits.  He'll tell a few useful pieces of information about
them so long as he doesn't get dragged clear into the pit while fighting
drowners.
	-Northwest of the clay pits is an area called three islands.  Get him
there while still on this quest and he'll give the recipe for the King and
Queen bomb as well as the recipe for Maribor Forest.
	-Dragging him clear up to the druid grove in the northwestern portion
of the swamp forest will result in details about places of power.
-After getting him to the melitele shrine, he'll give details on where to find
his hut.

A RESTLESS GHOST
-Hildegard Zollstock begins this.  she can be found wandering around in front
of the cemetary around noon.
-Seems that Hildegard's late husband has become a wraith and for more fun after
life, he wanders around in front of the cemetary gates at night spouting things
about the good widow.  So after taking the job, find him at midnight in front
of the cemetary.  He can actually be spoken to, so listen to some fun things he
has to say about his wife.  Geralt will need to pull his blade to attack him
and use fast style.  He's just like any normal wraith.
-After cutting down the husband, go back to the cemetary gates at noon to find
Hildegard.  The cheap old bitty wants to deprives cheat Geralt, but in the end,
she fails and the reward comes.

ANATOMY OF A CRIME
-Take a trip over to see Shani at either home or the hospital.  If she's at the
hospital, she'll say to visit her at home later to discuss it.  She'll say she
can do the autopsy at night.  Must talk to Shani at home about doing the
autopsy first, and then take a trip to the gravedigger.  He'll let the body go,
but not for free.  Seems he has a penchant for dwarven ale.  So snag the
gravedigger his poison (Mahakaman Mead works just fine) and he'll agree to drop
the body off at the hospital around 11.
	-While talking to the gravedigger, ask him how to get into the cemetary
and tell him Raymond seems untrustworthy.  He'll say he either needs Vincent
Meis' permission, or clear his debt with Thaler.  This will open "A
Gravedigger's Gratitude".
-On the following night walk over to the hospital after 11 at night.  Shani
will be waiting in the back room with a rather messed up corpse.  There is
now a few ways in which the autopsy can go:
	1. Comment on scavengers sucking the bone marrow out.  Then go with
assassin's dagger.  Next go with the liver, then go with Kalkstein.  This will
finish the quest and point the finger at Kalkstein.
	2. Comment on scavengers sucking the bone marrow out.  Then go with
assassin's dagger.  Then go with the heart and finish it up with indications
pointing to Ramsmeat's men.  This will finish the quest and implicate Ramsmeat.
	3.Comment on scavengers, followed by something is wrong with his head.
Then go to the liver.  This will complete the quest and point the finger at 
Kalkstein.
	4.Comment on scavengers, then move on to his neck muscles and palms
look tense.  Afterwards, move on to can it be confirmed.  The quest finishes
pointing the finger at Kalkstein.
	5.Comment on scavengers, followed by the neck muscles and palms looking
tense.  Afterwards, choose that its too easy.  This will finish the quest with
a most surprising outcome.
-Now, the fifth choice listed is the best outcome in terms of quest progression
if not doing "A Gravedigger's Gratitude".  It updates all "Suspect:" quests as
well as "Vizima Confidential" and "What Lies Beneath".  If doing "A
Gravedigger's Gratitude", implicating Kalkstein or Ramsmeat works better in the
swing of quests, but do not speak to Raymond until "A Gravedigger's Gratitude"
is done.  It could lead to some complicated circumstances.
-"Old Friend of Mine" updates regardless of the autopsy results.

BERENGAR'S SECRET
-Well, it looks like Berengar found a way into Vizima.  So, time to have a look
around for him while attempting other endeavours.
-This will update when taking on the hunt for the cockatrice to win freedom from
jail.
-Talk to Thaler about the blade and Berengar's equipment.  He'll point toward
Coleman, provided he's alive.  Coleman won't talk about it.  So talk to Ramsmeat
instead.  He'll point toward the folks in the swamp, namely Vaska.
-Vaska will point toward the clay pits.  So head on over there and look for a
Mutilated Corpse.  There will be 2 bodies and one will have a salamandra broach
that's split in two.  Take it to update.
-Depending on how "Force Recon" goes, this will update that Berengar is alive
and went willingly with salamandra.

CLAY PITS
-This quest is started by Vaska in the swamp forest.
-She wants the clay pits cleared of drowners.  Take the road toward the dock
but hang a right when it branches.  There will be a whole mess of drowners
around the pits.  Go in with group style silver to mop them up.  They shouldn't
pose any real threat.
-Once they've been dealt with them, go back to Vaska to learn she lied.  She
has no money, but does give the Kezath sephirah, which is needed for "A
Mysterious Tower".  This quest is then finished.

DICE POKER: THE NOVICE
-With 3 players beaten, curiosity to find someone better and the opportunity
to play a professional is up.
-Find Munro Bruys at the Hairy Bear.  Ask him about dice and he'll say he's a
professional.  This quest will end and "Dice Poker: The Professional" will
start.  Speaking to Thaler about gambling first will also do the same thing,
as well as chatting with Zoltan.

DICE POKER: THE PROFESSIONAL
-This quest will open by speaking to Munro Bruys in the Hairy Bear, Thaler who
lives near the dungeon, or Zoltan.
-Naturally, both Munro and Thaler need to be beaten.
-There aren't anymore professionals to take on right now.  So this quest will
pick up in the next chapter.

FINDERS KEEPERS
-This quest can also be done during the next chapter as well, so it will be
listed there too.  If doing it during this chapter, it can't be done during
the next.
-Starts from Con Artist at the sewer entrance in Temple Quarter.  He's only
there in the morning about 2 hours before sunrise.
-Enter the sewers and take the Bars right next to the Temple Quarter exit to
access the crypt.
-Take first 2 rights inside the crypt to get to the box with the ring. (Quest
Tracking will lead right to it)
-Return to the guy to find out, surprise surprise, the ring isn't a family
heirloom.  Didn't see that coming from a con artist or anything.

FISTFIGHT
-With Fat Fred trounced, time for someone stronger.  So off to the Hairy Bear
Inn.
-Inside, find Butterbean awaiting a good thrashing.  The wager is 75 orens.
He'll ask about issues with fat people, tell him yes for some amusement.
-Humiliate Butterbean and collect the reward which can be:
	-1. two bottles of mandrake cordial
	-2. gold necklace
	-3. 150 orens
-If money is the only tantilizing reward, go for the 150 orens.  Its actually
225, the 150 plus the original wager of 75.

FLOWERS AND GOLD
-This quest can be acquired by speaking with Yaren Bolt at the lumberjacks'
glade in the swamp forest.
-He wants suggests collecting 5 beggartick flowers and taking them to the
ferryman.  Beggartick can be bound near the fallen tower. If foraging seems so
tiring, talk to a druid in the grove and he'll point out that the Elder Druid
sells them.  However, one trip to the ruined tower will easily get the required
5.
-Run back to the ferryman who will give 400 gold for them.  Now its time to
settle up accounts with Yaren.
-The option to keep all 400 is available or give 200 to Yaren since he's the
one who mentioned it.  Splitting it with him leads to everyone being happy.  If
keeping it all, he gets a little agitated and won't speak for a while.
-Whichever is choosen, talk to him again to open up the next quest "A Long Way
from Home".

FORCE RECON (Dual-Faction Quest)
-This quest can be obtained from either Siegfried or Yaevinn at their
respective camps in the swamp forest after making the first turn in to
Vivaldi for "Worth Its Weight in Gold".  If help is given to Yaevinn, the
dwarf armorer is usable, if help is given to Siegfried, the order armorer
becomes usable.  This has no lasting effect on alliance thoughout the game nor
will it effect future quests.  And this quest can actually be completely
skipped.
	-If siding with Siegfried, be sure to turn in "Worth its Weight in
Gold" first.  If Siegfried's request is accepted while on that quest, failure
will occur because Yaevinn won't be seen again this chapter.  So after making
sure of quests, visit Siegfried at the clearing between the lumberjack camp
and the druid grove.  He'll complain about a thorn or something and ask Geralt
to lead his knights.  Accept and head to the golem burial ground.  Its just a
short jaunt to the east.  Kill a half dozen or so scoia'tael.  Very the steel
sword styles depending on circumstance.  By now, a firm firm hold on combat
situations should be established.  After killing off the scoia'tael, head back
to Siegfried for the reward and quest finish.
	-If helping Yaevinn, make sure you turn in "The Drowner Contract" to
Siegfried first.  Yaevinn can be found at the non-human camp near the ruined
tower.  Offer to lead his soldiers to the golem burial ground to kill the order
scouts.  Its to the southwest and Quest Track can lead.  If going too fast, it
possible to actually leave the scoia'tael regimen behind.  Kill off about a
half a dozen order soldiers once at the ruins.  Vary steel sword styles based
on the situation.  After massacring the ill-prepared troops, head back to
Yaevinn for the reward and quest finish.  Being the nice guy that Yaevinn is,
he even looked into Berengar's dissappearance.  Turns out he went with
salamandra willingly.  Weird!  "Berengar's Secret" will update.

HOT POTATO (Ongoing Quest)
-This starts from Haren in chapter 1 after finishing his first quest "Strangers
in the Night".
-Remember that package of Haren's?  Look in quest items after the cockatrice has
been killed and items reclaimed from jail.  Notice how the parcel has gone
missing.  So, time to have a little chat with Jethro about it, and strangely
enough he seems to be sneezing a lot.
-Well, apparently whatever was in the parcel seems to have made its way into
Jethro's pockets...or nose.  So time to give Coleman the news.  He can be found
at the Hairy Bear, usually in the back room. Tell him the guards took it.  All
is forgiven, quest finished.
	-Now, the scoia'tael were allowed to take the goods from Haren's place
back in chapter 1, there's a nice little surprise waiting when entering the
Hairy Bear.  And that surprise is Coleman's body peirced with one of the arrows
taken from that shipment.  Quest failed, do not pass go, do not collect 200
dollars.

MEMORY OF A BLADE
-This quest starts once in the sewer with the shiny new silver sword.  First
objective is to find Thaler the fence after the cockatrice hunt.  He has a
sparse little pad near the dungeon.
-After questioning him about the silver sword, "Suspect: Thaler" opens as well
as an update to "Berengar's Secret".  Thaler said he got the sword from a
famous gambler at the Hairy Bear.  So head over there during the day to find
Gambler. Ask him about the blade and he'll say he won it from the gardener at
Lebioda Hospital.
-Hunt down captain green-thumb outside the hospital and he'll tell a sob story
about how he was so certain he'd win the game and how he was friends with the
person who owned the silver sword.  But he does point out Shani who knew the
blade's deceased owner.  Talk to her at home since she won't spill anything at
the hospital.
-She'll go on about the Battle of Brenna.  Then she'll say Zoltan is supposedly
a weapons expert.  Time to track him down.  Sometimes he's at Vivaldi's house,
sometimes he's at the Hairy Bear, and sometimes he's just wandering around town.
-After tracking him down, ask about the sword.  This quest finishes with Geralt
having a true witcher's sword.

Monoliths
-This quest begins one of two ways:  first it can start just by placing a
sephirah into one of the stones scattered throughout the swamp forest.  The
second and quest-friendly way is by advancing "Vizima Confidential" to the
part of Raymond giving you the last sephirah.  Either way, its a straight
forward quest.  Just run around the swamp using Quest Track and the map to
place all 10 sephirot into their respective monoliths.  After you've placed
the last, this quest finishes and "A Mysterious Tower" updates.

OLD FRIEND OF MINE
-Starts by talking to Shani in the hospital.
-First objective, ask if she needs help.  At which point she'll say no, then
she'll rattle off about celandine slowing the plague, so offer to get some.
They can be found in the swamp forest, if there aren't any left over from
chapter 1.  Either way, get them for her and then return to the hospital and
have a chat.  Doesn't matter which option is choosen on turn in, it all ends
up the same way.
-She'll explain where she lives if asked, so go visit her in the evening, just
beware of the crazy old lady.  She will approach and rattle some nonsense off
each time Geralt enters, and sometimes she'll throw him out for no good reason.
Also, do not try to enter while drunk.  If she asks to have a drink, don't.
She won't let Geralt in at all if he's drunk.
-After finally getting upstairs to talk to Shani, she'll comment about the
crazy old broad downstairs.  Really doesn't matter what choice is picked,
though she does have a little problem with says the old bag should die.  Shani
also doesn't have much to say until the question of the prisoner from "Vizima
Confidential" comes up.
-This quest will go on hold until after "Anatomy of a Crime".  Once the autopsy
is done, talk to Shani at home.  She wants to throw a party but first, she needs
booze.  Precisely, she wants Rose Wine, cherry Liquor and Temerian Rye Vodka.
So head over to the waitress at the Harry Bear.  Get some Cherry Spirit Cordial,
Temerian Rye, and Mettina Rose.
-Armed with the liquor, back to Shani.  After giving her the refreshments,
she'll say to bring a friend.  Naturally, having amnesia doesn't lend itself
to Geralt knowing too many people.  So there are 3 choices:
	Carmen - Yes, Carmen can be invited...for 100 orens.  Shani however
doesn't exactly approve.  If taking this path, Geralt will have to fetch
Grandma's Diary from downstairs...a place that is not good to go while drunk.
Anyway, the diary is procured, head back to the party and talk to Carmen.
There will be an interesting exchange between Carmen and Shani once Dandelion
starts singing.
	Zoltan - Zoltan will come for free so long as there is booze.  If this
path is chosen, Geralt will need to fetch Grandma's Pickles and Lard, and then
talk to Zoltan again.  Everyone gets along on this path.
	Siegfried - Dandelion and Siegfried will get themselves into a nice
little squabble taking this route.  Eventually a bottle of of Grandma's Cordial
will be required.  Siegfried will also sing...frightening.
-After the party, bring Shani some red roses.  She'll tell a neat story about
Thaler that will solidify him as innocent if he isn't yet.  Then she'll give
her sex card.  Afterwards, this quest comes to a close.

* PRISON BREAK *
-Starts from Vincent Meis in the jail after playing the elf in dice poker.
The first order of business is to pound some stupid out of the Muscleman in a
fistfight.  Once that's done, have a chat with Vincent.  He'll direct Geralt to
the genius Jethro who screw's up and immediately blurts out where they
confiscated a silver sword from, updating "Berengar's Secret".
-Once down in the sewers, there will be a new quest "Memory of a Blade" and
Geralt will be armed with a very handy silver sword.  Nice little toy for
dissecting monsters.
-Now then, move forward just a bit and a knight named Siegfried will approach.
He'll chat a bit and then comes decision time.
	-Let him tag along and he'll let Geralt into the Dike later on.  Also,
the Order Armorer can be used.  The downside is the dwarven armorer can't be
used and a guard will need to be paid off to get into the hospital.
	-Deny his help by working alone, and go kill the cockatrice.  The
dwarven armorer will supply any needs and Siegfried will allow Geralt into the
hospital for no charge.  The downside is the order armorer can't be used, and a
guard will have to be paid off to get ito the Dike.
-After making the decision, the greater cockatrice can be found in the
south western portion of the sewer.  Not really a difficult fight.  The main
problem is it hits pretty hard.  Aard can stun it allowing for a quick kill.
Once its dead, loot its body to get its head as a trophy, a square item called
the Maal'kad Sephirah, a feather and possibly an ornithosaur's eye.  The head
goes to Vincent, while the sephirah will be used in a later quest in the swamp.
The feather will also be used in a notice board quest in chapter 3, though its
not necessary to save it since plenty will be found later.
-Before leaving the sewers, have a look around.  In the far southern end
accessible at the time, there's a small alcove.  In that dark alcove, there's a
body of a knight.  He'll have a key and a note.  Read the note, but don't go
into the Lionhead Spider cult just yet.  The silver sword won't do a lot of
damage to humans.  So go retrieve the steel blade and come back.  There are
lots of goodies to loot inside.
-Now with the cockatrice head dangling, follow Seigfried to the exit.  Once
there, a bout with some salamandra assassins will commence.  After they're
dead, Siegfried will tell of his friend who happens to be a detective.  He'll
also give up a key to get out of the sewers.
-Head back to the dungeon and chat with Jethro for updates to "Witchers'
Secrets", a new quest "Suspect: Vincent Meis", and naturally a finish to this
quest.

SAFE HAVEN
-Started by talking to Zoltan Chivay who wonders about town and can sometimes
be found at Vivaldi's house.
-Need to get access to the Dike.  If Siegfried was allowed to tag along on the
kill for the cockatrice, he'll tell the guards to let Geralt through.  Another
option if Siefgried isn't helping out is pay the guards off.
-Once at the Dike, find Declan Luevaarden.  He is usually around the upper
boardwalk, down by the dock, or sometimes he's sitting his chunky rear over in
the grass at a table.  Ask him about the problem and an update to hunt down
some drowners at the swamp dock will come.
-Talk to the ferryman for passage to the swamp forest.  There will be a
campfire next to a tree after getting off the boat.  Either camp out to evening
or come back and wait near the fire.  The drowners will pop up all around the
dock.  Just kill them as they come until this quest updates.
-Once all the nasty little drowners are dead, head back to the Dike and tell
Declan of the success nature of the mission to recieve the reward and end this
quest.

SUSPECT: RAMSMEAT
-Starts after questioning the prisoner in Lebioda Hospital.
-Time to have a chat with Ramsmeat about Salamandra.  This can go several
different ways and it really doesn't matter how it goes.
-So after Ramsmeat rudely tells what he knows, case closed for now.
-There are two possible paths for this.  Clear Ramsmeat during the autopsy in
"Anatomy of a Crime" or during "A Gravedigger's Gratitude".  However, if he's
implicated during the autopsy and "A Gravedigger's Gratitude" isn't done, he'll
'end up being killed.  And even if he isn't implicated during the autopsy but
"A Gravedigger's Gratitude" isn't done, Raymond will pretty much order Geralt
to kill Ramsmeat.  So look to "Anatomy of a Crime" and "A Gravedigger's
Gratitude" if wanting the ways to avoid his death or if wanting to kill him.

SUSPECT: KALKSTEIN
-Starts after questioning the prisoner in Lebioda Hospital.
-Need to have a chat with Kalkstein.  Nothing is really learned from Kalkstein
accept that he hired the salamandra prisoner to protect him from salamandra and
to investigate some stuff in the swamp forest.
-Kalkstein can be cleared during the autopsy in "Anatomy of a Crime" or by
completing "A Gravedigger's Gratitude".
-If he's cleared of any wrong doing, talk to him about the little problem
unconvered during the other two quests and he'll tell how to go about setting
everything to Geralt's advantage.

SUSPECT: LEUVAARDEN
-Starts when Raymond is attacked and gives Geralt a note about possible suspects
-Have a chat with Leuvaarden at the Dike.  Naturally, no real proof of his
involvement can be discerned at the time.
-This quest will update during the course of "Wanted" after bringing 3 badges
to Declan.  It will prove he's innocent.  There is two other ways to prove he's
innocent though, and that is through "Anatomy of a Crime" and "A Gravedigger's
Gratitude".
-No matter what way his innocence is learned, go tell him he's clear to finish
this quest and collect 500 orens.

SUSPECT: THALER
-Starts after having a chat with Thaler about Berengar's sword.  Don't really
learn anything of value by talking to him though, so the case is closed for the
time being.
-There are three ways to clear Thaler of any involvement with salamandra.  One
way is with the autopsy from "Anatomy of a Crime".  The second way is by
following "Old Friend of Mine" and getting Shani's sex card, and the last way is
by getting the pass to enter the cemetary from Vincent and completing "A
Gravedigger's Gratitude".

SUSPECT: VINCENT MEIS
-This will start after the chat with Siegfried in the sewers.
-First have a dialogue with Vincent concerning Salamandra.  He says to stay
away from the warehouse at midnight.  So what's the first thing a child does
when told not to do something?  That's right, make a trip to the warehouse near
the Hairy Bear Inn at midnight.
-Once going inside, Vincent is having a friendly conversation with some
salamandra goons.  Either answer will work when pressed for a response, but
choosing the first answer of "Right" is a bit on the humorous side and gets
better results later.  After slaughtering the goons, take a trip outside and
then wait around till morning to go have a serious talk with Vincent.
-Not a lot that can done during the talk with him.  Ask about Salamandra, but
he won't give anything up.
-If the scoia'tael were killed in chapter 1 at Haren's place, which allows
Coleman to live, and "The Rat" from Coleman is active, go to the house he told
you about and kill the cemetaur's in the basement.  Coleman will show up on the
Dike talking to a guard, giving proof that Vincent is innocent. So after the
talk with Coleman on the Dike, go back and talk to Vincent.  Ask him about
Salamandra and then tell him there's irrefutable proof he's not involved.
He'll give Geralt a city guard ring that will make the guards leave him alone,
not really quite sure what good it is since the only real use for it is
getting to the dike, which has already been done.  This quest finally finishes.
-If Coleman is dead, "Anatomy of a Crime" or "A Gravedigger's Gratitude" will
need to be done to prove Vincent vindicated.

SUSPECT: VIVALDI
-Quest begins after asking Jethro why the Professor was released from jail.
-Head on over to Vivaldi's place, which is near Kalkstein's lab.  It'll seem
strange for someone that owns a bank to live so modestly.
-With nothing to go on when questioned, this quest goes on hold.  Hunt down
Zoltan and ask him about Vivaldi.  He has some interesting things to say.
-After Zoltan's revelation, head back to Vivaldi to give him the news that he's
definitely innocent.
-Vivaldi will give a little information on Azar Javed's background and the
dwarven armorer can be used.  It will also end this quest.

THE ALGHOUL CONTRACT
-Notice Board Quest
-Once again, Kalkstein manages to amaze with his strange requests.  He wants
the fresh marrow of 3 alghouls.  Find them in the swamp forest lingering near
the fallen tower in the evenings.  They should be with some normal ghouls and
feasting on corpses.  They can also be found in the crypt of the cemetary if
the key has been procured from the gravedigger.
-After getting 3, head them back to Kalkstein in his lab.

THE CANNIBAL
-This quest starts by getting close to the table in a Solitary Hut found in the
north-eastern section of the swamp forest.  Afterwards, find the cannibal.  And
the cannibal happens to be an old man who favors the name Gramps.  He is also
the same person that asks to be escorted to the altar of melitele in "A
Pilgrimage".  So if he isn't in the hut already, go to the docks and look
around the path, he should be near.
-Once confronted about his bizarre eating habits, a choice comes up.  Either
kill him, or let him live.
	-If allowed to live, he'll give up the recipe for Hanged Man's Venom.
He will also allow meditation at anytime by talking to him.
	-Now if deciding to wax gramps, he's going to run out the door and
around the back of his shack.  The old man somehow manages to cultivate himself
an entire garden of echinopse and even an archespor!  Run up to the first plant
and then quickly back off out of their firing range.  Gramps will chase after,
so he can be pulled away from the carnivorous garden.  He's a pretty standard
fight and fast steel style works well.  The echinapse are another story.  If
choosing to take them on, drink a swallow potion and a tawny owl.  Run in and
take out a plant on the edge with strong silver.  Feel free to back off if need
be, throwing an Igni beforehand and then run out till out of range of them.
When health refills, run back in again, rinse and repeat.  Shouldn't take long
to mow them all down, just be wary of the archespore.
-The only thing lost by killing gramps is the Hanged Man's Venom which can be
gotten later on, and a place to meditate.  But there's fireplaces scattered all
around, so its no big loss.  Either choice works fine since gramps plays no
part in any other quest aside from "A Pilgrimage" which should already be done.

THE CROWN WITNESS
-This quest opens after talking to Raymond, the detective.
-First stop to make after this quest is having a chat with Vincent.  Ask him
about the prisoner.  Jethro is the next person to talk to.
-Ask Jethro about the prisoner and he'll say he isn't talking unless he's
brought a little powder.  So time to get some fisstech.  There are 3 ways to
obtain it.  Kill a couple salamander goons that tend to walk the streets at
night or during the course of another quest.  Buy fisstech from Coleman if he's
alive.  Or it can actually be made using alchemy.  The recipe is 1 Vermilion, 1
Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from
Seorin's Alchemy Combination Guide)
-With fisstech in hand, head back to Jethro and give it as a gift to the
junkie.  He'll say the prisoner was taken to Lebioda Hospital.  So, time for a
trip to the hospital.  If Siegfried is out front, he'll let Geralt in without a
problem.  If there's a normal guard out front, he'll have to be paid off.
-If going to the hospital during the day, have a chat with Shani first.  Ask
her about the prisoner and she'll suggest comeing back in the evening.  If
trying to talk to him during the day, the guards will want a bribe, and then
they still won't let Geralt talk to him, saying come back at night.  So, wait
till night.
-When night finally comes, give the guard 10 orens.  At that point, the
prisoner will mutter a few things, then everything is interrupted by some of
Ramsmeat's men.  This will give "Suspect: Kalkstein" and "Suspect: Ramsmeat".
-So, head on over and have a go with Raymond on the current situation.  After
the conversation with him, this quest finishes and Raymond will point toward
Kalkstein and "Vizima Confidential" will update.

THE DOG CONTRACT
-Notice Board Quest
-The gravedigger wants six pots of dog tallow.  Not a difficult request. These
can be procured from any stray dog, but only at night.  Have to draw a weapon
and then attack the dog and kill it.  And Geralt can only draw his blade at
night or when being attacked while in the city.  So spend an evening hunting
them down.  Or just rummage through the houses in Temple Quarter.  By the time
all of them are gone through, there should easily be 6 jars of dog tallow.
-Take them to the gravedigger in front of the cemetary during the day.

THE DROWNED DEAD CONTRACT
-Notice Board Quest
-Siegfried wants some drowned dead terminated.  Bring him the tongues of ten as
proof.  They can be found all over the Swamp.  They pretty much infest the
entire place.
-Find Siegfried once 10 are secured.  He can be in 1 of three places depending
on how far the chapter has progressed.  He can be in front of the hospital, in
front of the order of the flaming rose, or he can even be in the swamp forest
itself between the lumberjack clearing and the druid camp.

THE ECHINAPSE CONTRACT
-Notice Board Quest
-The gardener wants 3 echinapse root stalks.  These little beasties can be
found in the swamp forest.
-Must have the echinapse bestiary entry to complete this.  The book can be
bought from the antiquary in town near Shani's house.  The echinapse are
scattered throughout the swamp.  There are two between the cave and the
lumberjack glade along the path through the forest.  There's a few more on the
path around the fallen tower as well.  Kill gramps during "The Cannibal" and
there will be an entire garden behind his house.
-Head them back to the old gardener that will be tending flowers behind the
hospital in the day.

THE RAT (Quest is not accessible if the scoia'tael were allowed to take the
packages at Haren's back in chapter 1)
-Quest starts from Coleman in the Hairy Bear.  Seems he wants to have some
ghosts exorcised from a house.  The place is near the sewer entrance, between
the detective's house and the entrance to the Dike.
-Be wary here.  There are 2 wraiths inside.  They like to inflict pain and can
be very dangerous at low levels.  Aard can score a knockdown on them and can at
least back one off if being overwhelmed.  Specter oil works well.  Its a good
idea to use fast silver, focusing on one and bringing it down as fast as
possible.  In the basement is four Gravier.  In a crate on the floor is 3 very
old wine.  These are used in another quest, "A Most Uncommon Wine", which is
obtained from Conrad at the Hairy Bear in the evening.
-Now that go back to the Hairy Bear to give Coleman the news about the dead
wraiths, and find that he's missing.  Talk to the innkeeper to get the low
down.
-With the knowledge that Coleman likes to frequent the Dike, head on over
whenever the chance presents itself.  The first sight upon entering will be
Coleman having a nice chat with a city guard.
-After talking to Coleman, there's a choice to make.  Talk to the innkeeper and
tell him Coleman was found.  To turn him in, naturally pick that he was seen
informing.  If wanting to keep Coleman around because he's the only one that
buys fisstech, say that he was only found to get the reward and he was lost
track of.  The choice really doesn't matter, but Coleman is the only 1 who will
buy fisstech.

THE SENTRY
-This is started by Vaska after asking her about the mage tower in the swamp.
She'll give a card that needs to be taken to Kalkstein.
-After Kalkstein's explanation, he'll give the Golem's Pith scroll and say to
have a blacksmith make a lightning rod.  The Order armorer will cost 70 orens.
The dwarven armorer will cost 50 orens, though he can't always be used depending
on previous choices.
-After getting the lightning rod, its time for a thunderstorm.  Go back to the
swamp forest and speak with the elder druid.  Bring 500 orens.  Apparently
thunderstorms aren't cheap.
-Once the druid has cash in hand, head to the golem cemetary and place the
lightning rod.  It'll come to life and attack.  If still working with the base
silver sword acquired at the start of the chapter, but the steel sword does
have a percent to %, use strong steel style.  If both swords are comparable in
damage, go with strong silver.  Once some damage has been dealt to the golem,
touch 2 of the pylon's.  Move to the last pylon and when the golem nears it,
touch it to send a bolt of lightning down on it.  If it doesn't die from the
first bolt, wail on him a bit more, then nail it again with another lightning
bolt.  The golem must be between the 3 pylons and Geralt must be outside them.
If Geralt isn't far enough outside the pylons, he'll get flattened by the
lightning bolt too.
-Once the golem goes down, loot it for the sephirah and take its heart for a
potion.  This quest now comes to an end.

THE WOLF CONTRACT
-Notice Board Quest
-Jean-Pierre wants 10 wolf pelts.  The wolves can be found in a cave between
the clay pits and the lumberjack clearing.  They also tend to roam by the druid
grove.
-Once 10 pelts have been acquired, take them over to Jean-Pierre who will be
standing at the swamp forest docks during the day.

VIZIMA CONFIDENTIAL
-This quest opens after speaking with Raymond, the detective.
-The first step in this is to interrogate the witness.  To find out where that
witness is, talk to Jethro.  He likes his fisstech, so bring him some before
he'll cough up any details.  Fisstech can be bought from Coleman if he's alive,
or it can be looted from the carcasses of assassins running around town at
night, or it can be made with alchemy using the recipe of: 1 Vermilion, 1
Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from
Seorin's Alchemy Combination Guide)
-After questioning the prisoner at the hospital, two new leads will open in the
form of "Suspect: Kalkstein" and "Suspect: Ramsmeat".  Return to Raymond first.
-Raymond will suggest gaining Kalkstein's trust, so go have a chat with the
good alchemist and then have a talk with Ramsmeat to further their respective
suspect cases.  Also, go have a chat with Shani.  She has some interesting
things to say after the escapades at the hospital.
-Shani will say that the prisoner is being moved to a safe location.  After
exhausting all of the current leads in the "Suspect:" quests, head back to
Raymond.  He should surrounded by salamandra thugs.  He'll then run off after
saying to question Declan Leuvaarden who can be found at the Dike.
-After talking to Declan, this quest will switch to waiting for contact from
Raymond.  The next time entering the Temple Quarter's main streets, a child
will say that Raymond is waiting at home.
-Raymond wants more money for his expenses.  After giving up the 200 orens for
his doubled fees, he'll say the prisoner died and ask to have Shani do an
autopsy, which opens the quest "Anatomy of a Crime".  The investigation goes on
hold till after the autopsy.
-Now, depending on how the autopsy went, Raymond will need to be left alone for
a bit.  When returning with the results, he'll say he has irrefutable proof that
Ramsmeat is guilty.  He won't say what that proof is, but he wants Ramsmeat
dead.  Now, depending on how the autopsy went and whether or not "A
Gravedigger's Gratitude" was done, either kill Ramsmeat or tell Raymond that
he's dead.
	-Now if Ramsmeat needs to die, know this...he isn't alone.  His room
will fill up with somewhere around a dozen men.  Group style is preferred with
this endeavour.  When everyone is dead, loot the body and head back to Raymond.
At this point, Geralt is going to be a little upset that therewasn't any
evidence and the quest will progress with Raymond placating Geralt for now and
giving over the last sephirah.
	-If just telling Raymond that Ramsmeat is dead, then leave the house
and go back in.  The quest will progress naturally and he'll give up the last
sephirah and "Monoliths" will open.  Though if some of the sephirah have already
been placed, "Monoliths" will have already began.
-Once all 10 sephirah are in place, head to the tower.  Raymond will be waiting
outside.

WANTED (Ongoing Quest)
-Talk to Jethro and he'll tell about a man that rewards for Salamandra badges.
He spends his evenings at the Hairy Bear and goes by the discreet name of
Messenger.
-On the first visit to this guy, tell him either 100 orens to talk or the other
option of mangling him.  Now when talking to him the next time, any salamandra
badges in inventory can be sold to him for 10 gold apiece.  Or if looking to
quickly progress, ask him to drink.  Toussaint Red works well and takes about 3.
After he's hammered, ask him about getting work.  He'll say Declan has all
kinds of jobs.
-Go talk to Declan who will request proof in the form of 3 salamandra badges.
-Once the badges are turned in, "Suspect: Leuvaarden" will update if the quest
is still ongoing.  There will also be a promise of help on crushing salamandra
from Declan.

WHAT LIES BENEATH
-Quest starts after talking to Raymond, the detective.
-need to look for leads.  Not a lot to this one.  Just follow the suspect
quests and this will update along the way.
-After exhausting the suspect quests, update this in two ways.  Through
"Anatomy of a Crime" and "A Gravedigger's Gratitude". Both are listed on how to
get them.
-Now if "A Gravedigger's Gratitude" isn't done or the fifth choice listed for
"Anatomy of a Crime" isn't gotten, talk to Kalkstein and go through all of his
dialogue about salamandra and Azar.  This quest will finish up once Kalkstein
has given a strategy.

WITCHERS' SECRETS (Ongoing Quest)
-Nothing that can be directly done with this so just continue normal quests
and pay it little mind.

WORKING GIRLS
-Starts from Carmen who will either be outside or inside of the Eager Thighs
Brothel.  Its located near the Hairy Bear Inn.
-She wants some thugs that are hassling her girls taken care of.  The locations
will show with Quest Track, but the first place to visit is right in front of
the hospital.  The second place is in front of Vivaldi and Kalkstein's place.
And the last girl to rescue is in front of Shani's house.  After helping them
all out, head back to Carmen.  As usual, she will be standing outside of the
Eager Thighs Brothel or if its night, she'll most likely be inside.
-There is a choice of 2 rewards: 200 orens, or favors.  The favors is by giving
flowers to any of the girls in return for some...stress relief.  However, even
if taking the money, they'll still give a discount.

WORTH IT'S WEIGHT IN GOLD
-This quest comes from Yaevinn.  He can be found in the swamp forest hanging
around the druid grove.  He wants a letter delivered to Vivaldi.
-Vivaldi will say to come back later for his answer regardless of the option
chosen.  So just head outside and come back in to get it.  Then go back to the
swamp forest to tell Yaevinn the not-so-good news that Vivaldi lost the bank
and won't be giving any gold.
-Head to the druid grove and talk to any normal druid.  He'll say that Yaevinn
isn't around and he doesn't know where he went.  Now head to the non-human camp.
It can be found between the ruined tower and gramps' hut.  The scoia'tael in
the camp should be seen from a distance.  Quest Track will also lead to it.
-Just tell Yaevinn that Vivaldi is bankrupt when he asks during turn in.  Quest
finished.

=======================================================
Chapter 3++++++++++++++++++++++++++++++++++++++++++++++
=======================================================
Chaper 3 opens in Triss' house in the Trade Quarter.  By the stairs will be a
mirror.  This mirror can teleport to the mage tower in the swamp forest or
Kalkstein's lab in the Temple Quarter.  Very handy.  Later, it can be used to
teleport to the sewers as well.

	+Monster Hunts+

	WHITE FANG
	-This monster is a wolf named Voref.  He wandes near the golem ruins
in the swamp with 3 other wolves in tow.  If armed with some Samum bombs, he
should be able to be stunned and killed fairly quickly. Just rush in with group
style steel and attack him till all his little friends are dead, then go buck
nutty in strong style.
	-When the head is secured, go to Royal Huntsman in Trade Quarter for the
600 oren reward.  He's seated near the guard tower right by the cemetary
entrance.

	THE PREDATORY WYVERN
	-This monster is a wyvern named Moa and lingers in the wyvern islands
in the north of the swamp.  He is surrounded by several other Royal Wyverns.
Best option is to slowly pull the wyverns back till a clear path to him is open.
Taking them all on is pretty much suicide, especially considering normal wyverns
will drop out of nowhere and join the fray.  Use fast silver and he can be
stunned.
	-Once the head is taken, go back to the Royal Huntsman near the guard
tower in Trade Quarter for 600 orens.
	-Quick note:  Take the wyvern eggs recieved from the royal wyverns and
put them in storage.  They'll be used for a notice board quest in the next
chapter.

A GAME OF DICE (Ongoing Quest)
-Currently this should be up to "The First Few Games".
-People to play for progression are:
-The Heirophant at the druid grove in the Swamp.
-Velerad at the guard tower in Trade Quarter.  Ask Velerad if he's working hard
in order to play dice with him.
	-De Wett will play poker if Thaler is killed outside of the New Narakort
after "A Posh Reception".
-Only 2 need to be beaten, so it isn't required to kill Thaler.
-Now hunt down Zoltan Chivay in the Temple District.  He'll say to find some
real sharpers to play.  If Zoltan can't be located, this quest can be progressed
during the next chapter, or by Koster in the back alley gambling house within
the Trade Quarter. 

A LOST LAMB (Continued from Chapter 2)
-This quest can be updated during "Reaping Time".
-The spiritually-touched little boy can finally be found in the cave in the
swamp forest while freeing the brickmakers of Salamandra's reign of terror.
He won't show up there until the quest "Reaping Time".
-Head back to Vaska for the reward.

A MYSTERIOUS TOWER (Continued from Chapter 2)
-Now that the tower is open, there is a little clearing up to do.  Kalkstein
offered a thousand gold to anyone that could get him in.  So, head back to the
tower.  Kalkstein is inside and he's as giddy as a school girl with her first
cell phone.  Collect the 1000 oren reward and quest finished.

A POSH RECEPTION
-IMPORTANT NOTE:  If on the "Echoes of Yesterday" quest, finish it before doing
this quest or echoes will be a failure.
-Just show up at the New Narakort after 6.  The stairs will be open.  There's a
lot of talking to do.  Also, talk to the waitress downstairs till she gives the
Wive's Tears recipe if it hasn't already been gotten.  They are very helpful and
alleviate a lot annoyance.
-When ready, head up the stairs and talk to Triss.
-Go into the next room and talk to Declan, then talk to Velerad, Thaler, and
Erkyn.  Get ready to throw a few back with Erkyn.  Get him good and drunk
(Toussaint Red works well and takes 5).  He'll break his vow of silence and
give a ring for House of the Night.  Gets a discount on the girls and gets
access upstairs without having to throw down with the bouncer.  Now suck down
some wive's tears, or stagger on over to chat with Adda.  Doesn't matter what
choice is used for the first time speak to her.  But asking about the curse
makes a little more sense when talking to Velerad the second time.
-Now chat with Velerad again.  Then have a go with Thaler ("Identity" will
update during the talk with him).  After them, head back over to potty mouth
Adda.  Eventually it'll get around to asking about the king and Adda refuses
to answer unless she gets something she desires.
	-Refuse Adda and she'll leave.
	-Agree to find what she desires, and get her sex card.  So time to have
a talk with Velerad.  But he won't spill the beans until given some vodka. Have
a chat with Thaler and he refuses to tell until Geralt goes to the next room and
gets something out of a box.  Its the door right next to the stairs.  As soon as
the contents of the box are taken, a wealthy merchant interrupts.  Say a
superior drink was the target.  He'll naturally want some.  There doesn't appear
to be anything he actually likes, so whatever is handy.  Head back to Thaler
with the letter from the box, but not before reading it.  He'll finally cough up
what Adda likes and now its time for Triss...who isn't very happy about it.
After getting the dish, back to Adda.  She wants to meet in the alcove.  Same
room those papers were just stolen from.
	-Doesn't matter what the choice taken once in the alcove, it'll come
down to her jumping on Geralt.  There will also be a hint at her intentions.
-Now regardless of whether the sex card was gotten or not, Triss says to have a
chat with Declan and this completes "A Posh Reception" and opens "Lock and Key".
The alchemy recipe for White Raffard's Decoction is also had in the deal.

ALL THE KING'S MEN
-Starts at the beginning of chapter.
-This will update immediately after leaving Triss' house when approached by a
guard.
-After "A Posh Reception" head outside New Narakort to see a disturbance between
De Wett and Thaler.  There will be a choice of whether to kill Thaler or tell
De Wett to go copulate with himself.
	-Waxing Thaler isn't the ideal path to take.  For some strange reason,
after laying Thaler flat, De Wett wants to forget what's been seen.  He'll
speak to Geralt in the guard barracks and even play poker though.  There is no
real detriments from killing Thaler, aside from killing a completely innocent
man.
	-If letting Thaler live, have a walk over to New Narakort to talk to
him and find out the royal edicts are royal fakes.
-Next update will come during "Lock and Key".
-After "Lock and Key", ask Triss at home to learn Radovid's location.
-Take a jaunt over to Radovid's pad and listen to his long-winded spiel on
political gain.  And find out that if Thaler was telling the truth about the
royal edicts.

* BEAUTY AND THE BEAST *
-Starts with Carmen who is hanging around the landing in the swamp forest.  She
says her man is a werewolf and she wants to help him.  Offer to go to the
druids for her.
-Talk to the Heirophant in the druid grove to learn of a rather foolish remedy
and a very corny one.
-Head back to Temple Quarter and find Carmen either in front of or inside Eager
Thighs Brothel and tell her there is a rememdy...but she has to give up her man
for it.  She'll naturally refuse, with Geralt being the monster slaying tyrant
he is, and the quest goes on hold.  Talk to her later to get her real name which
she thinks is way too common for a hooker.
-Quest will naturally progress later in the chapter during "Lock and Key" and a
rather important choice will come up.  Kill the werewolf, or let him go.
	-If the decision is to kill the wolf, use strong silver.  He really
isn't much of a threat.  Also, killing him is a BAD idea.  Not only is the
abilty made from his fur pretty useless, his help later on in 2 places is lost,
the quest is failed, and even Carmen vanishes.  Though she will reappear in the
epilogue with some startling news about her life.
-Now, if letting him go so he can do his superhero thing, head back to Carmen
and give her 5 Fool's Parsely.  Because nothing is simple, that remedy doesn't
work.  So now to find another remedy.
-Remember talking with the Heirophant the first time?  Yup, a potion is the next
step.  So off to Kaulkstein who is still violating himself in the Swamp Mage
Tower.  Lucky thing is, he's still overjoyed at being in the tower, so free
werewolf-curing juice.
-Now the potion isn't done yet until a virgin's tear is added.  And in a world
where a princess will sleep give it up for some steak, where does a Witcher
find a virgin's tear?  Yup, a nun.  So onward to the hospital in the Temple
Quarter to have a chat with one of the nun nurses.
-After giving the completed potion over to Carmen, and finding out that super
wolf still enjoys his roof-hopping superhero lifestyle, tell her the last known
cure of true love.  Then give her a lecture on how being a werewolf isn't the
biggest problem.  She'll ask you to go set him straight.
-After giving the werewolf in human form the once over, head to Carmen to hear
it finally worked.

BERENGAR'S SECRET
-You should be at the step of Berengar is Alive!
-Nothing to do this Chapter.

BLUE EYES
-Starts with Patrick de Weyze at New Narakort
-Talk to Carmen in Temple Quarter (this step can be skipped and go straight to
the brothel in Trade Quarter)
-Head to House of the Queen of the Night and talk to the Blue-eyed Lass.  Choose
to spend the night with her for 500 orens...if wearing the ring from "A Posh
Reception" it'll only cost 300.  She'll also take a saphire instead of money.
This gets her sex card.  Ask about the scar on her neck and tell her that her
brother is looking for her.
-Head back to New Narakort and talk to Patrick.  He'll say someone must be
controlling her mind and its back to the House of Ill Repute.  Talk to the
bouncer and show him the ring if wearing it, if not, beat him down with a
fistfight.
-Talk to the Lady of the Night upstairs.  She'll inform that the blue-eyed lass
isn't under any spell and a choice comes up.
	-Choose to kill the vampires which will really upset the blue-eyed lass.
She takes off and when talking to her brother, no reward.
	-Tell the Lady of the Night "You Win" and get the vampire sex card.
Patrick will bust in afterwards.  Tell him there was no mind control.  Then
slaughter him and his lackeys.  The blue-eyed lass will be overjoyed.  Just be
sure the Lady of the Night doesn't die during the fight.  Still no monetary
reward, but a warm fuzzy in the gut.
	-Kill them all by sleeping with the vampires and then telling them it
has nothing to do with Geralt. That will pit everyone against Geralt.  After
the carnage, the blue-eyed lass is extremely displeased and disgusted and takes
off.

DANDELION'S LUTE
-This quest starts with Dandelion in New Narakort.
-Ask him about his loot, but he won't tell until he's good and drunk. Toussaint
Red works well and there should be plenty of it.  Also, run through his other
dialogue choices to hear of a character named Toruviel that will be met later
on in Chapter 4.
-After getting him toasted, head over to the merchants house.  Just tell him
whatever, it all leads to a fistfight.  The brawl with him is fairly simple and
no different from a normal Fistfight.  After making him squeal, head upstairs.
-A few steps away from the stairs and the naughty daughter will start some
dialogue.  Tell her by giving up the lute it shows she dumped Dandelion.  She'll
go off on a tangent about how he proposed and she turned him down.  Tell her to
stop at the marriage proposal, then get another choice.  Either cheer her up, or
simply get the lute.  Choose to cheer her up, then answer her question that a
Witcher's touch tingles.  This will net her sex card.  The lute is in a trunk in
her room.
-Return to Dandelion for the reward.

DICE POKER: THE PROFESSIONAL (Ongoing Quest)
-Munro and Thaler shoulbe be beaten right now.
-Play and beat the Heirophant at the druid grove in the swamp.
-Play and beat Velerad at the guard tower in the Trade Quarter.
	-If Thaler was killed outside the New Narakort, De Wett can be played
for an update instead of 1 of the other 2.
-Find Koster in the back alley gambling house in the Trade Quarter once 2 of
the 3 listed above have been beat.  He'll finish the quest and start "Dice
Poker: the Sharper".  If unable to find Koster, this quest can be updated next
chapter.

DICE POKER: THE SHARPER
-This quest can be started by Koster in a back alley gambling house in the
Trade District.  To find it, run east along the back wall at the Maribor Gate.
A merchant will be standing to the right and directly in front of him on the
left is the door.  Can't play Koster until "Dice Poker: The Professional" is
finished.
-Once 2 of the 3 possible players are beat (Velerad, Heirophant, De Wett), go
back to Koster.  He will now play some dice poker and beating him updates this
quest.

DIPLOMACY AND HUNTING
-Quest starts from Vaska after finishing "Reaping Time".  If Geralt has already
killed Roland Bleinheim at the non-human camp, this quest will not be available.
-Visit the Heirophant at the druid grove once this quest is started.
-Go to the cave and get the Psilocybe mushroom.  Its all the way in the back of
the cave and looks just like any other harvestable cave plant.
-After turning the mushroom over to the Heirophant, follow him to the meeting
area, which happens to be the lumberjack's camp.  He brings along a few wyverns
to lend a hand.  He walks pretty slow.
-Once the Heirophant gets to the meeting area, the fight will start with several
salamanders and Roland.  After Roland is dead, search his body then talk to the
Heirophant again to finish the quest.
-Finishing this quest also updates "Witchers' Secrets".

ECHOES OF YESTERDAY
-Starts from Yaevinn in the druid grove in the swamp forest.  This quest becomes
unavailable once "A Posh Reception" is done.
-Enter the sewers from the Trade Quarter.  (Quest Track will show the way)
-Talk to Ren Grouver, then cross the wood and into the hole in the wall.  The
target is a Bruxa.  There's also a nifty teleport by her as well.  Once the
bruxa is dead, Yaevinn gives the 300 oren reward and Geralt is free to loot the
next room and use the teleporter.

FINDERS KEEPERS
-If this was done last chapter, it won't be available this chapter.
-Starts from a Con Artist at the sewer entrance in Temple Quarter.  He's only
there in the morning about 2 hours before sunrise.
-Enter the sewers and take the bars directly to the left to access the crypt.
-Take the first 2 rights inside the crypt to get to the box with the ring.
(Quest Tracking will lead right to it)
-Return to the guy to find out, surprise surprise, they aren't family heirlooms.
Its stolen goods.  Didn't see that coming from a con artist or anything.

FISTFIGHT (ongoing quest)
-Should now have Fat Fred and Butter Bean both beaten.  The next chellenger
awaits at the Hairy Bear Inn and it'll cost 200 orens to have a go with him.
-Andrew Baglodda isn't difficult.  Just block and swing like the last two. After
he's coughing up blood, a choice is given for:
	-Meteorite steel and a runic stone > red meteorite with damage +15% and
a svarog rune which temporarily increases hit and damage by 40% and critical
hit by 5%.
	-Magical sign and runic stone > earth rune with damage +10% and
knockdown chance of 25% and a svarog rune which temporarily increases hit and
damage by 40% and critical hit by 5%.
	-Gold > 200 oren bet back plus 300 more
-This quest is done until chapter 4.

FOLLOWING THE THREAD
-Starts from the town junkie Jethro in the dungreon of Temple Quarter
-Talk to Angus.  He's standing on the corner before the door for the Hairy Bear
Inn
-Follow Angus back to his house then unleash a sound beating upon him.
-Read the note he drops then head to the sewers - though its a good idea to
empty inventory into storage before heading there because the place is filled
with explosive powder, food items, potion bases and numerous other things.
(could also look at the quest journal at this point.  It mentions a word with
the letters "th--n".  This is a password.  The innkeaper of the New Narakort
will also speak of it if paid.  The word is actually "Thorn")
-There will be some rubish in the path to get to the salamandra drug ring.  Just
blast it away with the Aard Sign then talk to the guys at the door.  Tell them
Angus said it was a good place to score some fisstech, then give the password
Thorn.  This allows Geralt to walk in and loot the whole place first without any
fights.  Be sure to stop and talk to the head chemist asleep on a blanket.  Tell
him it'll be a secret that he was sleeping and he'll cough up Petri's Filter
recipe.
-After the place has been looted, follow the Quest Track to the box.  Then fight
back out to the beginning where Jethro will be waiting.  Quest finishes and
picks up with "The Viziman Connection".

* GOLD RUSH *
-This quest will become available after "A Posh Reception".  A boy will approach
Geralt and ask to be followed.  Turns out the bank is being robbed.
-This quests dictates whether Geralt sides with the Order of the Flaming Rose or
the Scoia'tael.  The decision here dictates events in chapter 4 that decides
alliances in chapter 5.
-Whether chosing to go in the front or use another entrance, it all ends up with
the same decision.  However, if needing fleder fangs, ask if there is another
entrance and then go in through the warehouse where fleders can be found.
-Tell Yaevinn witchers are neutral and Geralt sides with the Order.  Or chose to
help him and Geralt sides with the Scoia'tel.  Or as expected, side with the
Order and kill all the non-humans in the place.
	-If siding with Yaevinn, get ready because there's 2 Kikimore warriors
and 4 kikimore workers waiting in the sewer.  One amusing drawback to siding
with the non-humans is none of the hookers in Temple Quarter will have anything
to do with Geralt.
	-If siding with the Order, chase the scoia'tael into the sewer and kill
about a half a dozen of them.
-Regardless of the decision, leave through the normal sewer exit, teleportation
is down.  If siding with Yaevinn, quest is finished.  If siding with Siegfried,
go talk to Velerad who is still hanging around outside the bank to finish up.

IDENTITIY
-This quest is actually progressed by quest choices made in the rest of the
game.
-First update should come during "A Posh Reception" by speaking to Thaler.
-Next update will come during "Gold Rush".
-After "Gold Rush", talk to Triss about identity to see the decision.
-Following update will come after deciding whether to kill the werewolf or not.

LOCK AND KEY
-Started after finishing "A Posh Reception"
-This quest is part of 2 others.  The first is "Following the Thread" and
second is "Diplomacy and Hunting".  "Following the Thread" is given by Jethro
in Temple Quarter while "Diplomacy and Hunting" is given by Vaska after doING
her other quest "Reaping Time".
-When finished with the other quests, head back to Declan to give him the
documents.
-After turning the papers over, he'll say to come back later.  Just take a
jaunt outside into the Trade Quarter and back.  He'll feel talkative then.
-Now to destroy the last Salamandra cell in the Merchant District after finding
the proper guard.  However, before he'll show up, Geralt must make a moron out
of himself and talk to the 2 wandering guard officers.  After finding the
wandering guard officers, the proper officer shows up outside the House of the
Queen of the Night (Ill Repute).  Talk to him and he'll give details on the
sewer excursion.
-Now that the guard has stopped thinking he's funny, head down to the sewers
around midnight.  There's a fireplace right at the meeting area, so if the urge
hits, just go into the sewers early and camp till midnight.
-After chatting with the mirror, which updates "All the King's Men", snag the
stone and head downstairs.  There's about 7 salamandra goons, but nothing
serious.  Group style steel makes short work of them.  After looting the place,
time to have a meet and greet with a werewolf for "Beauty and the Beast".
-Now head to Triss.  Once done speaking to her, "All the King's Men" updates.
-Talk to Triss again, finishing this quest and "The Unforgiven" starts.

MEDIC IN DISTRESS
-This quest starts from Distressed Nurse standing beside the hospital in Temple
Quarter.  She only shows up around noon.
-follow the Quest Track to the house.  If going during the day, granny won't
talk. Go meditate till midnight or do some other quests and come back.
-Kill the Fleder in the basement and then have a talk with granny.  Crazy old
bat is a little mad that her son was killed.
-Head back to the Distressed Nurse at noon and listen to her tell of how kind
Shanni thinks Geralt is and collect the 50 gold reward.

REAPING TIME
-Starts from Vaska in the Swamp Forest.
-Follow the Quest Track.  First place is near the sunken tower north of the
mage tower.  Couple salamandra thugs with a few villagers.  After the salamander
forces are killed, the villagers will start a dialogue.
-Follow the Quest Track to the second area which happens to be in the Caves. Now
in the cave, after killing the salamandra thugs and the forced dialogue with the
brickmakers, a little boy is going to be left there.  He's the missing kid for
"A Lost Lamb" that started in chapter 2.  Also, lots of cockatrice's in the
cave, so trek further in and nab those cockatrice feathers for "The Cockatrice
Contract" if that quest is still ongoing.  There is also a quest item in the
back called Psilocybe.  It is used for "Diplomacy and Hunting" and will be
needed if the Heirophant is going to be called in for help. If the nonhuman camp
has already been cleared, don't bother with it.
-Follow the Quest Track to the last area which is the Lumberjacks' Camp.  Couple
more salamandra stooges to finish.
-Head back to Vaska for a reward.  She gives the waterlord's blessing, oh my,
and a nifty book called Hymns of Madness and Despair, which actually happens to
be illegal in Vizima.  Truly some spectacular reading material, though it does
give the Vodyanoi bestiary entry.  This also opens up the quest, "Diplomacy and
Hunting" after talking to Vaska.

SIX FEET UNDER
-Quest starts with Seigfried outside of the Order headquarters near the
cemetary.  He wants the cemetary checked out.
-Head into the cemetary and in the center of the crumbling structure, there's a
rather gluttonous ghoul that can talk.  Once approached and conversation starts,
a choice will come up to either let him go, or kill him.
	-If letting him be, he'll say the real killers are the pointy-eared ones
and then run off.  Head over to the elves and dwarves standing next to the crypt
entrance.  There is another choice to make of chasing them when they run off, or
rescue the people they left to the ghouls in the crypt.  The trapped people are
straight back in the last room on the right surrounded by ghouls and alghouls.
Saving the people trapped inside will make the do-gooder Seigfriend nearly go
teary-eyed over Geralt's valiant heroics and knightly choice.  This also gets
access to use the Order Armorer and a pay of 400 orens.
	-If letting Vetala be, but chasing the elves, the people can't be
saved.  Returning to Siegfried also doesn't yeild a lot and he's rather upset
that innocent people died when they could have been saved, so 100 orens is the
reward.
	-If choosing to slay Vetala, there will also be a mix of ghouls,
alghouls, and cemetaurs.  About a half a dozen in total.  Return to Seigreid
for a 200 oren reward.
-If going for money, let Vetala be and save the people in the crypt.

THE ARCHESPORE CONTRACT
-Notice Board Quest
-Find 3 vials of Archespore juice.
-There are very few of these.  2 of them can be found near the mage tower
during the evening and night.  There are also 2 almost directly in the middle
between the clay pits, altar of milintele, and the cave.  If the juice was kept
from the last chapter, its done.  Be careful though.  It will come up first in
most alchemy potions, so be careful not to use it by accident.
-Take the juice to Jethro for a reward.

THE COCKATRICE CONTRACT
-Notice Board Quest
-Plenty of cockatrices can be found in the cave.
-Take them to the scribe at town hall in Trade Quarter

THE FLEDER CONTRACT
-Notice Board Quest
-Fleders can be found in numerous places.  The cemetary will cough a couple up.
Also, taking the warehouse entrance during "Gold Rush" will net the required
amount.
-Take them to Velerad at the guard tower in Trade Quarter.  Have to turn them
in after "A Posh Reception".

THE GHOUL CONTRACT
-Notice Board Quest
-Ghouls are another group of monsters that are easy to find.  Get them in the
cemetary, in the evening near the fallen tower in the swamp cemetary.
-Take them to Velerad at the guard tower in Trade Quarter.  Have to turn them
in after "A Posh Reception".

THE GRAVIER CONTRACT
-Notice Board Quest
-Graviers can be slightly more difficult to locate.  Get them in the swamp near
the fallen tower in the evenings.  A few can aslo pop up in the cemetary.
-Take them to Velerad at the guard tower in Trade Quarter.  Can't turn them in
until after "A Posh Reception".

THE KIKIMORE CONTRACT
-Notice Board Quest
-Kikimores are the easiest monster to find this chapter.  They will pop up all
over the place in the Trade Quarter during the evenings.  They also now roam
the swamp.
-Take them to Velerad at the guard tower in Trade Quarter.  Have to turn them
in after "A Posh Reception".

THE RING
-Starts from a Distressed Merchant at the Dike.  He wonders around the area
throughout the day and wants a ring found.
-Ring is on a corpse near the Shrine of Melintele in the swamp forest.  Should
be about a half a dozen bloedzuigers around the corpse holding the ring.
-Take the ring back to the merchant.

* THE SOURCE *
Either Shani or Triss won't speak to Geralt in a friendly manner for the
majority of the rest of the game after this quest.
-Automatic quest given by Triss during the start of Chapter 3.
-Place the three sensors with the help of the Quest Tracking.  The first goes
to the center of town where all the traders migrate.  The second goes to the
cemetary, and the last goes right by the sewer entrance in Temple Quarter.
-Return to Triss and she'll say that our little friend Alvin is the problem.
-Go to the hospital in Temple District.  Dandelion shows up and says someone
ran off with little Alvin.
-Follow Dandelion to the hideout and murder everyone inside.  Afterwards,
Dandelion is going to come in to get Alvin.  Now the choice comes. Either send
Alvin to Triss, or send him to Shani.  Whichever one is choosen, the other girl
is not going to like it at all and won't be pleasant with Geralt for the
majority of the game.  Whichever one is chosen will also help out during the
Epilogue.
-After making the selection, Dandelion will usher Alvin out and more goons show
up.  Slaughter them.
-Go to whoever was chosen and they'll want the other girl told that Alvin is
with them.  Pretty much,  they are using Alvin like an trophy saying whoever has
him has Geralt and what better way to start a family than with a ready-made
child.
-Return to the girl holding Alvin after informing the other.  They'll want a
ring as a show of love.  Dandelion will show up and off to the bar Geralt goes
with him and Zoltan.  Either the Hairy Bear or New Narakort will be the drinking
location depending on the choice of women.  Then its time to decide whether to
give them the ring or not.
	=Shani wants a Silver Amber Ring as a show of love
	=Triss wants a Gold Ruby Signet as a show of love
	-Alvin may need to be talked to a few times while with Shani or Triss
before they'll accept the ring.  Once they do take it, a second sex card will
be had.  To know if Alvin has been spoken to in the right manner, talk to the
girls.  Shani will say something about how Alvin looks at Geralt like a father
and Triss will say how good Geralt is with him.  It could vary though. Simplest
way is try giving them the ring.

THE UNFORGIVEN
-Quest starts from Triss after finishing "Lock and Key".
-Talk to Declan and he'll say to convince either Yaevinn or Seigfried to help.
Remember the bank job?  Whatever side was helped then, time to call that favor
in.
-Yaevinn can be found at Vivaldi's house, while Seigfried is at the Order as
usual.

IMPORTANT NOTE!  Past this is the point of no return.  Once going ahead, the
Chapter is going to run toward the end.  So finish any quests that can be done
now.

-After talking to the chosen affiliate, head over and have a talk with Triss at
home.  She's going to say that once the meeting starts, there may be no turning
back, and she's right.  This is the last opportunity to clear up any quests for
this chapter.
-When ready, tell Triss and then go to New Narakort.
-Surprise, there's an ambush coming.  If Vincent was saved, he'll be there to
throw a little help.  If he was killed, an ambush by guards accusing Geralt of
murdering Vincent have come!
-After disposing of the ambush, head on upstairs to chat with Triss and get
rushed off to the next destination.  If Seigfried is the helper, there will be
some rather comical chat.  He isn't to enthusiastic about the whole
teleportation thing.
-Now once inside the Salamandra base, blast the roots apart with Aard and
commence with the killing till meeting up with Seigfreid/Yaevinn again.
-Time to activate the portal and let the order or nonhumans in.  The stone is
actually right around the right wall.  If the large force directly ahead is
approached, then there will be non-stop fighting and actually getting the portal
open will be a huge hastle.  So snag the stone after killing the mage guarding
it and get the portal open before taking on the force ahead.
-Once the portal is open, fight over to Azar and the Professor.  Once again,
Geralt gets some alone time.  But its short lived because its Professor hunting
season, and he doesn't have anywhere to run.
-After running the professor down, there will be a nice battle with salamandra
thugs, Professor and even kikimore warriors.  No problem though, just go group
steel targeting Professor the whole time.  Everything else will be eradicated
in the process.
-Now comes the fun part after the ceiling collapses and the kikimore queen
finishes off Professor.  Portions of the tunnel need to be collapsed behind
Geralt using Aard to block the Kikimore Queen.  Why?  Because she kills in one
hit.  Be careful not to collapse the tunnel on Geralt.
-If not moving fast enough, there's a chance of getting swarmed by Kikimores
and dying.  But the body to the left on the way out really needs looted.  It
has the best rune on it, being the Moon Rune.  Grab it and take off to the
right.  It sort of dangerous to use Aard at this junture because the ceiling
above needs to be collapsed onto the queen.  Once out from underneath the area
with the dozen beams, when the queen breaks into the large hall, let an Aard or
2 go.  The ceiling will crumble on top of the queen killing her.  Loot her body
and head up the path.  Off to Chapter 4.

THE VIZIMAN CONNECTION
-This quest comes after finishing "Following the Thread"
-This area is located in the sewers.  Just use the map and Quest Track to find
the location.  Jethro gives the key to open the grate to access the area.
-After laying down some authority on Gellert, time to travel back to Jethro at
his normal location in the dungeon prison.
-Finishing this quest also updates "Witchers' Secrets" and "Lock and Key".

THE WYVERN CONTRACT
-Notice Board Quest
-Innkeeper of New Narakort wants 3 portions of wyvern meat. They can be found
near the druid grove in the Swamp.  There will be plenty of them during the
hunt for the unique monster Moa.
-Turn in the meat to him to collect the reward.

WANTED (Ongoing Quest from Chapter 1)
-Should be up to the part of "A Reward for the Brooches"
-This quest will update during encounters with Leuvaarden.  Its pretty much
just a quest that runs beside the others.  No real attention is needed for it.
It will finish up this chapter though.

WITCHERS' SECRETS (Ongoing Quest from Chapter 1)
-Should be up to Azar Javed portion with salamandra feeling at home in Vizima.
-Updates by finishing "The Viziman Connection" - Will show as Salamandra in the
Temple...
-Updates by finishing "Diplomacy and Hunting" - Will show as The Salamandra Camp
in...
-When both of the other quests are finished, this will be at Destroyed Cells
phase.
-After the confrontation with Professor and the kikimore queen, Geralt will be
wisked off to the next chapter and this will update again.

WON'T HURT A BIT
-This quest carries over into chapter 4 and can't be finished until chapter 5.
And its probably the trickiest quest there is.  The reason its so frustrating
is because it requires an item that can only be obtained in chapter 1.  So if a
Barghest skull from chapter 1 wasn't saved, this can't be finished.  The most
that can be done is getting a little experience and some extra gold from it.
-Starts from the dentist Zahin Schmartz that has taken up residence in Raymond's
place.  He can be found loitering around Shani's home in Temple District during
the day.  The items he'll take are as follows:
	-Barghest teeth. Its actually the whole Barghest head.  These are only
available in Chapter 1.  So if none were saved, this can't be finished.
	-The Jaw.  This is an item from a Cemetaur. They are located in numerous
places throughout chapter 2 and on.
	-Fleder Fangs.  Naturally, they come from Fleders found in different
places throughout chapter 2 and on.
	-The Beast's Teeth.  These are drops from numerous creatures including
wolves and dogs. Can get them in just about any chapter.
	-Alp Fangs.  These creatures do not show up before chapter 3.  And
there's a possibly none will be seen during chapter 3 either.
	-Cemetaur Jaw.  As the name states, comes from Cemetaurs.  Can be found
from chapter 2 and on.
	-Devourer Teeth.  These cannot be found anywhere but chapter 4.  So
after getting a tooth from them, drop it in storage till chapter 5.
	-Zdenek's Tooth.  This is acquired from the fistfighter Zdenek in the
swamp cemetary during chapter 5 after beating him twice.  And in order to fight
him, Geralt needs to be trouncing the local brawler during each chapter in
"Fistfight".

===============================================================================
Chapter 4++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===============================================================================
Note on this chapter.  The quest steps can get quite jumbled because there's
many instances of forced dialogue.

If the vodyanoi beastiary entry is still needed, talk to the female innkeeper.
Ask her some questions and then run through them till there's a chance to ask
her directly about the vodyanoi.  After the discussion, the beastiary entry for
them will update saving a little cash and hastle of hunting the book down.  And
for some strange reason, the female innkeeper only charge 5 orens a night, but
the male innkeeper charges 7.  Mind boggling.

	+Monster Hunts+
	THE VODYAN PRIEST
	-This creature, named Teyu, is found in the fields a little north of the
druid circle.  Comes with 2 other Vodyanoi.
	-Careful with this guy.  He heals the other 2 and himself, so it might
be best to kill his friends first or just go with group style silver, then
switch to fast style once Teyu is alone.  Once his head is taken, return it to
the town chief for the 800 oren reward.

	THE ANCIENT CEMETAUR
	-This guy, Ureus, is inhabiting the crypt in the the Fields.
	-This guy really isn't anything special.  Shouldn't give too much
trouble.  Just go with strong silver.
	-After he's dead, take the head to the town chief for the 800 oren
reward.

A GAME OF DICE (Ongoing Quest)
-There is 4 people to play dice against during this chapter.
Dandelion who can be found at the Inn, a wraith that can be found by clicking a
skeleton at the storybook ruins.  Its also possible to be forced into a game
with the wraith if Alvin was sent to Triss in chapter 3.  Chireadan at the elf
cave in Lakeside and the Hermit in the Feilds.

ALVIN
-Automatically get this quest on the first trip to Murky Water.  Dandelion will
be waiting at the entrance.
-Find Alvin in town at Alina's house.  Upon entering the house, there will be
forced dialogue with Alina.  It'll open the quest "The Heat of the Day"
-Have a chat with Alvin and then speak with Julian at the Inn.  Its possible to
run across Dandelion first in a forced dialogue.  He'll hand over a necklace to
give to Alvin.  There are 2 possible locations for Alvin to be at depending on
whether he was sent to Triss or Shani in chapter 3.
	-If sent with Triss, Alvin is off playing with a wraith at the storybook
ruins.  Save the game before getting too close.  The wraith won't let him go
unless beaten in a game of dice.  The wraith also counts toward "Dice Poker:
The Sharper".
	-If the Shani path was taken, Alvin should be found near the river with
a dog.  Nothing special, just have to kill a normal creature.  A devourer if
night, though could very during the day.
-Once Alvin is safe, he'll go into demon-boy mode and spout some garbage.  "The
Heat of the Day" should update.
-When all 5 pieces of Alina's mirror are found, Alvin is going to force
dialogue. There is a choice of three things to tell him.  The answer has no
consequences.
-The next update comes after killing Dagon and talking to Lady of the Lake.
-This quest has nothing more that can be done till the skirmish in the village
between scoia'tael and the order.

ARMOR
-This quest begins with Berengar when speaking to him at his fire after leaving
the crypt.  Make sure to get the piece of armor from the sarcophagus inside the
crypt.
-Also, this quest will carry over into the next chapter.  The most that can be
done is to get 1 piece of the armor from the crypt and a little information
about it.
-Have a chat with the elven craftsman and then talk to the blacksmith in town.
After that, this quest goes on hold till Chapter 5.

BERENGAR'S SECRET (Ongoing Quest)
-This should be at Berengar is Alive!
-This time, a meeting with the fabled Berengar will occur.  He is located in
the crypt, and he'll tell of a nifty suit of armor that can be made in the next
chapter.
-After chatting with the Lady of the Lake during "The Path's of Destiny", head
back to Berengar at his campfire.  When talking to him this time, he divulges
that he actually cooperated with Salamandra for a nice payday.
-The next update comes after killing Dagon and informing Lady of the Lake about
the successful mission.  This quest then goes on hold till late in Chapter 5.

DAILY BREAD
-Quest starts from Toruviel in the elf cave.  Yep, same chick that gave
Dandelion his lute.
-Very simple quest.  Just go snag five loaves of bread from town.  She gives
20 orens and it'll run 25, but that shouldn't be a problem.  There are actually
4 loaves of bread in the wardrobe inside the baker's house.  Just buy 1 more for
a total of 5 to get the favorable reply from her.
-When returning, there's a choice of whether or not to give her 4 loaves or 5.
Give only 4 and she'll call you greedy.  Giving 5 gets a favorable reply.
-Bring some chunks of meat when turning this quest in.  Its possible to feed
all the elves if the desire hits after turning the bread in.  They tend to get
hostile if given fruit, fish, or candy.
-Feed the elven woman in the cave to get her sex card.  She's also rather
comical.  Give food to the other elves and most will tell of the mandrake root
and han fiber.  Chances are they're already in the ingredients list so its
pretty much just a whim to feed them.

DICE POKER: THE PROFESSIONAL (Ongoing Quest)
-Have a chat with Dandelion, Chireadan, or the wraith to conclude this quest if
its still ongoing.

DICE POKER: THE SHARPER
-There is 4 individuals to play in poker this chapter: Dandelion, a Wraith,
Hermit in the Fields, and Chireadan at the elf cave.
-Dandelion can be found lounging around the Inn.
-The wraith can be a forced match if Alvin was sent with Triss in chapter 3. If
not, he's at the storybook ruins found between the abandoned bridge and the Inn.
-Ask Chireadan in the elf cave if he needs help.  This will open the dice poker
option for him.

FISTFIGHT (Ongoing Quest)
-At this time, Fat Fred, Butter Bean, and Andrewe Gablodda should be beaten.
-Head on over to the Inn and have a throw down with The Rock.  After beating
him, he'll give a choice between meteorite steel, a rune, or gold.
	meteorite steel = Yellow Meteorite > 20% damage and critical effects of
pain, stun and precise hit +30%
	rune = Sun Rune > Increases opponents sensitivity to silver
	gold = 500 orens plus the original wager of 500
-That's it for this chapter.  Quest can finally be completed next chapter.

* FREE ELVES *
Choices on this quest will decide alliances for the rest of the game and the
ending.  And the choices possible are affected by the previous decision at the
bank in Chapter 3.
-White Rayla starts this quest after returning to Lakeside from slaying Dagon
and telling Lady of the Lake about it.
	-If the scoia'tael were chosen at the bank, the opportunity to side with
them for the rest of the game is given as well as the chance to go neutral.
	-If the order was chosen at the bank, the opportunity to side with them
for the rest of the game is given as well as the chance to go neutral.
-Upon entering Murky Water, there is a forced dialogue with Dandelion.  He'll
say that Toruviel and the other elves have pretty much taken the village
hostage, along with Alvin.  So now come the negotiations.  Head into town to
chat with Toruviel.
-Go into the center of the group of elves and approach Alvin to start things
going.  During the conversation with him, three choices come up.  They really
don't matter, but its best to go with the theme of Geralt's alliance.  It will
also update "Alvin".  When finished with him, Toruviel makes an appearance and
can now be spoken to.
-When speaking to Toruviel, there comes a choice.  Selecting to tell them White
Rayla wants them to lay down arms if the order has been sided with or telling
them to let the hostages go if the scoia'tael were sided with will lead to a
talk with Dandelion and also another choice:  Grab Alvin and run, or stay and
help whichever side was chosen at the bank.  Choosing to grab Alvin and run
makes enemies on both sides and its a battle royale with Geralt in the middle,
putting Geralt at a neutral stance.  Chosing to help whichever side was selected
during the bank heist will align Geralt with them and make an enemy of the other
side.
	Regardless of the choice, the available options and what needs doing in
Chapter 5 will change depending on Geralt's stance.
-Once everyone that needs to be is dead, head toward the boat at the Fisher
King's place to progress.  Talk to White Rayla to learn she didn't go back on
her word.  Trot over to the boat and give Dandelion the good news that Alvin has
finally vanished and then head to the Dike.
-Chat with White Rayla and she'll tell of how the Order fanatics relieved her of
her post and attacked.
-Head to the boat and depart to Vizima. After going to Vizima, Chapter 5 doesn't
quite start, but to help clear up quest confusion and clutter, this guide skips
to Chapter 5 once back at the Dike.  

HUNTING THE WILD HUNT
-This quest is given by the Hermit in the fields.  He'll also tell of the holy
grail, which is part of the path to getting the sex card for Lady of the Lake.
-Pick up the mandrake root from the barrow's.
-Head over to the druid ruins at night.  Just use the Quest Track.  To make the
fight a lot easier, use specter oil on the silver sword and go with group style.
This fight can suck a lot.  There's a chance the specters will nail Geralt 2 or
3 times in a row with pain, so save before attempting it.  They also have a
tendency to dodge group style 3 or 4 times.  And they must be killed in the
druid circle.
-Light the mandrake root on the druid lantern, then kill 3 wraiths.  When they
die, light another mandrake root and kill the next 3.  Repeat till 9 are killed
in total.
-Go back to the Hermit for the reward which is 1 of 3 things.
	-1. Book on vampires - chances are this is already in the beastiary. Its
just a monster journal on alps, bruxae, fleders, and garkains.
	-2. A very lovely little hut for some R&R right next to his.  Not really
any point to this one.  Becomes totally useless after this chapter and the time
spent in the Feilds is short.  The cabin does contain a centipede rattle, Rivian
Program book, some stammelford's dust for bombs and a few other peices of
worthless food.  Not really a great reward.
	-3. Wreath of Immortelles > This is used at the end of "The Heat of the
Day" to free Celina.  If going neutral and she's given this item, she will help
out later during the Epilogue.
-Take whatever catches the eye.  He also gives a Pouch of Salt (ring item) that
wards off wraiths.

IDENTITY (Ongoing Quest)
-This quest is kind of impossible to track.  It all depends on choices
throughout the game.  Several more updates will come through conversations with
Alvin and completion of other quests.

OLD HABITS DIE HARD
-Pick this quest up from Naiad, a water nymph.  She looks just like the dryad
Morenn.
-Follow the Quest Track to hunt down the drowners that swiped her necklace. The
first group can be found near the elf cave.
-Second group is located on Black Tern Island.  A stop is required at the house
next to the river to get the Fisher King's approval to use his boat.  After he
mumbles a response, head on over there.  Lady of the Lake inhabits the area so
have a chat with her.  And kill the basilisk's to the left of the Lady of the
Lake.  They're hiding behind a rock wall.  This is the only place in the entire
chapter they can be found and the Basilisk Hide is need for a notice board
quest.  Not to mention, they're good for about 1400 exp a kill.
-The last group is in Murky Waters between the village and the collapsed bridge.
Once that group dies, Zephyr will pop up.  Kill him and loot the pendant.  He's
really no different than a normal drowner aside from him being able to take a
little extra abuse, and hit a bit harder.  Fast silver will make short work of
him.
-Naiad can be found past the Lady of the Lake statue.  3 choices are given as a
reward:
1. Book on the Vodyanoi - Just a bestiary of them
2. Life-long healer - Not as good as it sounds
3. Earth rune
She'll also give an amulet (actually a ring slot item) to protect against
drowners.  It just keeps them from attacking, but if they are close, Geralt
will still be locked in combat so they have to be killed anyway.

RIPPLES
-Pick this quest up from the Vodyanoi Priest standing around the altar to Lady
of the Lake or get it from Fisher King.
-Head down to the crypt and finally come face to face with Berengar. "Berengar's
Secret" will update and a new quest "The Paths of Destiny" will begin.
-After following him to his campfire and running through the dialogue, he'll
condede the quest he was hired for.  Now a chat with each of the factional
leaders, Julian and the friendly little Vodyanoi Priest, is needed but not
required.
-Head on over to the priest for a talk.  If he's not there, wipe out the dagon
worshippers by the fisher king's house and down by the elven cave.  Then go into
the fisher king's house and back out.  He should be available.  He says to
"dislove big blood cow" on the altar.  Not a good idea to sacrifice the
village's prize cow, so tell him its being considered. 
-Take a walk over to see Julian.  He says to sacrifice Dagon's followers on the
altar.  Not a bad idea, but before that, have a talk with the Lady of the Lake.
Her suggestion is much better.
-The Lady of the Lake offers a simpler, no slaying option that will keep both
sides from becoming angry.  Get a trinket from the vodyanoi priest and another
from Julian.  Her statue explains the exchange of gifts between the villagers
and the vodyanoi.  The original exchage was a gold bracelet from the village to
the fish people and a jade statue from the fish people to the village. So from
the priest get a golden bracelet.  From Julian, get an alabaster figure.
-Once the items are retrieved, take them to her and she'll give a drop of her
blood to place on the altar which will summon Dagon.
-When placed, the blood drop will summon Dagon. He can be tricky because mortals
can't kill gods. Like the beastiary says, his worshippers are his only weakness,
so they need to die.  It can be difficult to chain attacks depending on the
camera angle.  If problems persist, tap forward and leap over them or back them
off with Aard. The fight itself isn't too terrible.  Take a swallow and tawny
owl potion before beginning.  Applying diamond dust to the silver blade will
speed the fight up as well as drinking down a wolverine potion.  If looking to
make it a lot easier, get a stack of Samum bombs.  If Geralt is quick enough, 2
worshippers at a time can be slain with the use of one Samum bomb.  It takes
about a dozen dead worshippers before Dagon goes down.

IMPORTANT NOTE:  After killing Dagon, if the Lady of the Lake is told of his
demise, The end of the chapter begins and it won't be possible to speak to any
villager and Lady of the Lake vanishes.  And chapter 5 is much more linear and
somewhat pushes to a conclusion much more rapidly than other chapters.  Storage
is also nearly completely cut off with only 1 chance at the very beginning to
use it.  So now is a good opportunity to visit town and make up potions, finish
quests, or whatever needs done before seeing Lady of the Lake and telling her of
Dagon's death.

-Once ready, return to Lady of the Lake and claim the rewards to end this Quest.
She'll give 1 silver tablet to use on skills as well as Aerondight, a silver
sword with +60 damage, +10% attack, and +50% chance of critical effects: pain,
blinding, incineration, and Precise Hit. Naturally, Geralt can only carry 1
silver sword, so if he has another on him, its going to get left behind on the
ground.  There are also updates in "The Path of Destiny" and "Alvin".

SMALL PROBLEMS
-Starts with Mason Ham at the collapsed bridge.
-He offers to trade services for figuring out a way to drive off Griggs, which
sort of resemble keebler elves.  He suggests visiting the witch for a method to
get rid of them.  Its possible to already have the harness, which will jump the
quest to instructions on seeing a healer.  Its also possible to already have the
four-leaf clover which after visiting the healer, the quest will jump to giving
it to Ham.
-Either way, its off to the healer hut where instructions are given to find a
cat harness in the crypt in the Fields.  The cat harness is all the way in the
back on a mini totem poll called a Santon.  Return to the healer and she'll say
to leave it at the Santon near the bridge as an offering.  The Santon is
surrounded by more keebler elves and is to the left of the bridge.
-Now armed with the four-leaf clover, hand it over to Ham and take the choice
of a book on specters, Ham's son, or 400 orens.

TEMPTATION
-Starts with the blacksmith's wife.
-Talk to the wife and she'll say that her husband is having a bit of fun with a
succubus.  She wants 9 shimmering dusts from noonwraiths.  Her offer is the herb
book, Plants of Barren Lands.
-Now, talk to the blacksmith.  Turns out he was eavesdropping and really doesn't
want to stop frolicking with the succubus.  He offers red meteorite steel or 500
gold.  In return, he wants devourer shadow dust.
-Taking the offer from the blacksmith cancels the contract with the wife. There
is absolutely no detriment to chosing one over the other.
-Both devourers and noonwraiths can be found in The Feilds.  Noonwraiths during
the day, and devourers at night.

THE ALP CONTRACT
-Notice Board Quest
-Collect 5 Alp fangs and bring them to the village chief.  Alps can be found
in the crypt with Berengar.
-Take them to the chief in the village during the day for turn in.  He's hard
to locate at night.

THE BASILISK CONTRACT
-Notice Board Quest
-Collect 3 basilisk hides and take them to Julian at the Inn.  Basilisks can
only be found on Black Tern Island to the left after crossing over to the main
island.  They are near the circle of magic and can range from 2 to upwards of 6
at any one time.
-Run them to Julian at the Inn for the reward.

THE DEVOURER CONTRACT
-Notice Board Quest
-Collect 10 teeth.  Devourer's sometimes waddle along the road in Lakeside
toward Murky Water, but mostly get them in the Field at night.
-Take them to the witch's hut who is in a house directly next to the Inn.

THE GIANT CENTIPEDE CONTRACT
-Notice Board Quest
-These annoying bugs can be found around the storybook ruins where Alvin was
playing with a wraith if Triss was is the love interest. Careful with them,
they like to gang up in groups of three and can break chains by going into
the ground. Strong silver works well.
-Once 4 have tasted dirt for the last time, run the carapaces to the elf
craftsman at the cave in Lakeside.

THE HEAT OF THE DAY
-Started by Alina
-Head over to the Inn where an arguement is taking place between Celina and
Julian. When allowed, approach Celina and she'll go off on a rant.  Eventually
she'll straight out proposition Geralt and ask for a ring.  Give her pretty much
any ring and she'll give up her sex card. Now have a chat with Julian who should
be back inside the Inn.
-If the quest "Alvin" isn't far enough along, this one goes on hold.  Follow
"Alvin" until he rattles off a dream about Alina and then switches to the super
scary Alvin voice and runs off.
-Now that the annoyance of Alvin is out of the way...for now...head over to the
Inn to chat with Julian who is a wee bit disturbed.  He should be outside.
-Seems Alina went for a walk and hasn't shown back up.  For some fun, go find
Adam in town and talk to him. Afterwards, journey to the Fields, where Alvin is
going to follow like a stray mutt.  Get use to it now.  He's going to be doing
it a lot.
-After finding Alina in her psuedo human form, and watching Adam go middle ages
on Celina, head back to the Inn to deliver the news to Julian. On the way there
Adam will pop up and confess to killing Celina in a fit of anger.
-While talking to Julian, there's an option to tell him how Celina died. Either
turn Adamn in, or just blow the question off.
	-If the question is blown off, Adam's house remains open and he'll be
sitting in the Feilds. And this quest takes a completely different turn
later on.
	-If he is turned in for killing Celina, he'll be arrested and his house
gets locked.
-Find someone with knowledge of curses.  Two guesses at who that is.  Nope, not
the Hermit or the healer.  Its Dandelion.
-After consulting with Dandelion, you now have to find the broken pieces of the
mirror in the feilds.  These are held by Midday Brides in a couple locations.
-First bride is on top the old mill. Take the stairs up and then there's a pile
of barrels and boxes to walk up.
-Second bride is hanging out around a campfire where the vodyan priest, Teyu is
or was depending on if he's been hunted yet.
-Third bride is kicking it at the druid circle where the wraiths for "Hunting
the Wild Hunt" took place.
-Fourth bride is standing around just outside the hermit's little homestead.
-And the last bride is just standing around near the passage to Lakeside.
-Now that the mirror portions have been collected, need to find a craftsman to
put them together. Employ the town's blacksmith who will assemble the mirror for
100 orens.
-Armed with the mirror, go back to the tree at the rasberry patch in the Fields
during the day.  Have a chat with Alina and she'll remember who she is. Still
doesn't understand that she's dead but she knows who she is. So back toward town
and to learn some folklore.
-Talk with Berengar and he'll advise talking to Lady of the Lake or a diviner.
Julian will advise also speaking with Lady of the Lake or a healer.
	-If Adam wasn't turned in, at this point go see the Lady of the Lake.
She'll say that only the dead can hear the dead.  Head back over to the Fields
and find Adam.  Ask him if he wants to help Alina.  Naturally he does.
	-Once the dialogue between Adam and Alina finishes, with the nice cut
scene following that, head back to Julian to give him the news and finish the
quest.  Also, if the wreath of immortales is in Geralt's possession, 
-If Adam was turned in and arrested, go see the healer who will suggest a
"poetic argument". So if going with that suggestion, back to the inn and to see
Dandelion.  If going with Lady of the Lake, she'll say that poetry will halt
Alina long enough to see her damned sister.  All in all, its unanimous that
Dandelion finally has something to do other than provide comic relief.  This
entire step can be skipped by going straight to Dandelion as well.
IMPORTANT NOTE:  If wanting to end this quest on the best possible outcome, go
to the Hermit in the Fields and complete "Hunting the Wild Hunt".  Take the
Wreath of Immortelles at the end as the reward.
-Now that Dandelion's skills have been employed for something more than bedding
the local ladies, head over to the field before dusk.  So head to the Field and
meditate at one of the campfires near the rasberry patch and roll the timer 1
hour back from dusk.  Dandelion will come running right about 6:30. Talk to him
and he'll start his poem, that Geralt is now a part of.  The answers to his
questions are "The Deceased" and "A Ghost".
-Now that frees Alina, but there's still the question of Celina. If "Hunting the
Wild Hunt" was completed and the wreath taken as reward, talk to the nightwraith
(Celina) that will now be wandering at the tree.  Offer help and she'll notice
the wreath, immediately asking to be crowned.  Give it to her and she vanishes.
With both wraiths put down, go see Julian to finish the quest.
	-Even giving Celina the wreath doesn't actually read as freeing her.
It will still say there's nothing that could be done for Celina.

* THE PATHS OF DESTINY *
-Quest starts after finding Berengar in the crypt at lakeside.  Just follow him
around the crypt for now.
-After killing 3 groups of monsters, he'll finally say to come outside and sit
by his fire to talk.  Be sure to loot the crypt first.  There's a piece of armor
in a sarcophagus needed next chapter for some very nice gear.
-Go outside and talk to Berengar at his fire.  Go through all the chat and there
will be updates on "Alvin", "Ripples", "the Paths of Destiny", and opens a new
quest "Armor".
-The next step is to take a jaunt over to see Lady of the Lake.  Tell her she
looks pensive to get the update.
-Back to Berengar for a conversation about destiny.  This little heart to heart
will also update "Berengar's Secret".
-After playing the worlds smallest violin for Berengar, go back to the Lady of
the Lake and let her know that he's about as useful as a bag full of toenail
clippings.
-The Lady of the Lake offers a reward later when the right time comes.  And that
time is after killing Dagon.  And that gift is the very useful Aerondight, a
silver sword with +60% damage, +10% attack, and +50% chance of critical effects:
pain, blinding, incineration, and precise hit.  Due to "Ripples" running right
alongside this quest, a silver tablet will be given at the same time to use on
skills and finally an update for "Alvin" as well.
	=See "Ripples" for notes on fighting Dagon and information about the
progression of this chapter.
IMPORTANT NOTE:  The choice on this next part will effect a major fight later in
Chapter 5.
-After killing Dagon and telling Lady of the Lake of it, on the way back to the
boat to leave Black Tern Island, Berengar shows up.  Decision time.
	-If he's answered with the top choice both times, he'll fork over the
Dagon Sap recipe, The Book of the Full Moon, and a letter. He'll also pop up at
a most useful time later on in chapter 5!
	-Now, if the bottom choice of calling him a traitor is selected, he'll
take offense and a fight ensues.  And Berengar is no slouch as he'll attack at
the same time he's being attacked.  He is rather easy to stun with Aard or a
Samum bomb and has very little health.  Once he's dead, loot him to get his
letter, his witcher amulet, the Dagon sap recipe, The Book of the Full Moon, and
a nice chunk of change.  Naturally, if he's killed, he won't be showing up in
chapter 5.
This quest will finish and "Berengar's Secret" will update. Whether killing him
or not, his quest won't finish just yet.  This quest will complete after the
choice is made.

THE ROYAL WYVERN CONTRACT
-Notice Board Quest
-The innkeeper wants some royal wyvern eggs.  If some were saved from hunting
Moa on the last chapter, just pull them out of storage and hand them over.  If
none were saved, head to Black Tern Island.  Many royals roaming around there.
They can also be found in the Fields as well.
-Once three are sitting in inventory, take them to the male innkeeper in Murky
Water for a reward.

WITCHERS' SECRETS (Ongoing Quest)
-Should be at the phase: Second Wind
-This quest won't update until the very end of the chapter when deciding which
side to take during the battle in the village.

WON'T HURT A BIT (Ongoing Quest)
-There isn't anyway to turn in teeth this chapter, so just collect some.  A
devourer and alp tooth should be needed.  Put them in storage so they aren't
accidentally used up in alchemy or thrown away.  Devourers don't appear anywhere
but this chapter so if they get used up, tossed out, or whatever, the quest
can't be finished and the easiest way to obtain the best steel sword is lost.

====================================================================
Chapter 5+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
====================================================================

Once land is reached, Dandelion is going to offer to store items. This is the
only time to use storage during chapter 5.  So its best to pick up everything
that will be needed now, such as the alp and devourer teeth for the sniffling
dentist.  The druids in the swamp cemetary will also trade items for potions.
The item on the left is what they want and the item on the right is what they
give in return.
	white roses > white honey
	fool's parsley > swallow potion
For gemstones they want a few different kinds for which they reward based on the
stone:
	Diamond > 3 De Vries extracts
	Amber > 3 willow potions
	Ruby > 3 white raffard's decoctions
	Sapphire > 3 full moon potions
Finally there's women's shawls.  Just like the precious stones, they'll reward
a few different things:
	A shawl > 3 blizzard potions
	red kerchief (which is actually a red shawl) > 3 thunderbolt potions
	gold kerchief (actually a silk shawl) > 3 cat potions
Multiple items of the same kind can be turned in.  So its possible to give 3
amber gems to get 9 willow potions.

As a note, if Vincent was saved during chapter 3 rather than slaughtered,
Dandelion will go with him. However, if Vincent was killed, Dandelion supposedly
gets arrested, but he'll follow anyway to Old Vizima doorway.

A good idea is to sit at the campfire and pound out some potions, bombs, and
blade grease while access to Dandelion is possible.  Its best to have 2 stacks
of swallow, a stack of tawny owl; 2 stacks of tawny if a heavy magic user, a
stack of white honey to get rid of toxin's because camping isn't readily
available at all times like other chapters, some wolverine potions to help kill
faster, Samum bombs or some king and queen bombs help to alleviate the stress of
having multiple enemies swarming at one time, little vampire and necrophage
grease for the monster hunts and crypt crawls is helpful as well.  Make some
willow potions or bring some amber gems to give the druids for willow potions.
Also make a few full moon potions and at least one golden oriole potion.  Its a
lot, but it will help out in the long run later on and cut down on clutter in
the inventory since raws can be cut back to make more room for other items. When
ready, head toward the upper boardwalk to run into Zoltan.  Once again,
depending on how the choices were made ealier, a new quest will open that can
either be "Under a Fiery Sky"-neautrality quest, "Hope Burns Bright"-scoia'tael
quest, or "The Flame That Cleanses"-order of the flaming rose.  "Sweet Revenge"
will also start.  At this point, if neutrality was chosen, Geralt is on his own.
If siding with the scoia'tael, good ole Zoltan is going to ride shotgun, and if
siding with the order, Zoltan is going to be a little upset.  And it appears
Shani isn't too keen on the decision either.
 
After conversing with Zoltan and potions, bombs, oils, and needed items are
squared away, head up to the boardwalk and fight through the enemy.  This will
either be the nonhumans, the knights, or both.  Work toward the Old Vizima door
to progress.  Enemies do not stop for long during this period and more will
continue to come out of the doors.  Scoia'tael come from the Old Vizima gate
while Order soldiers come from the Temple Quarter gate.

After the cutscene, Geralt will find himself in the castle speaking with
Foltest.  After the conversation, "Her Highness the Striga" starts.

	+Monster Hunts+

	BLOODWING
	-Vesper is the first target.  This guy is found at the cemetary with
the chapel in the swamp cemetary right on the path.  He is only encountered at
night.  He's really not difficult, just draw the two garkains in front of him
away and kill them seperately.  This fight is really no different than a normal
garkain fight.  Strong style silver will do quite a bit of damage to him.
	-Once his head is dangling from Geralt's belt, take it to the Royal
Huntsman that is in the druid cave for a 1000 oren reward.

	THE VAMPIRESS OF THE SWAMP
	- Lilly is found near the chapel in the swamp cemetary as well.  Just
like Vesper, she's only available at night, but there are fireplaces directly
at the bottom of the path to rest till nightfall.
	-Be sure Vesper is dead first because Lilly is found behind him.  They
are very close to one another and only one trophy can be carred at a time. She's
actually easier than a normal bruxa, but she is surrounded by a bunch of Bruxae.
Pull them away one at a time or go in group style silver and massacre the lot at
one time.  Once her head is squared away, take it to the Royal Huntsman in the
druid cave for the 1000 oren reward.

	-After these 2 monsters, all 10 should be dead, so get ready for a
banging reward.  Its a choice of two swords: Either the silver sword Moonblade
that has +100 damage, or the steel sword Mahakaman Rune Sihill that has +100%
damage and penetrates opponent armor.  This is the only possible way to get the
Moonblade.  Mahakaman Rune Sihill can be obtained with other methods.  Look to
"Mud and Velvet" and "Won't Hurt a Bit" for details on getting it.

A GAME OF DICE (Ongoing Quest)
-King Foltest is a dice player.  But there is only 1 single chance to play him,
so save before going into his chambers in case of a loss.
-First word of warning, the king bets HIGH.  The pot can easily reach in the
thousands with him if betting the maximum amount.  Its fairly easy to lose
upwards of 3000 oren against him, and he's no slouch either.
-Beat King Foltest and this quest finishes, leaving Geralt a dice poker legend.

A GNOMISH DEVICE (Scoia'tael Alignment Specific)
-This quest is only available from the dwarven armorer if running the scoia'tael
path.  It is needed to create Raven's Armor.
-Once in swamp cemetary, follow the Quest Track to a mine with a large pulley
out front.  Inside, follow the path till it opens up into a larger room,
slaying the kikimores with strong silver along the way.  A few fleders may pop
up as well if going for the chests.  Once done looting everything, go to the
wayfarer stone and use Igni, Igni, Aard to be transported to the crypt.
-The crypt is inhabited by mainly alps and bruxa, with a fleder or 2 and a
wraith.  The item needed is in the last room on the left.
-Once its retrieved, head back to the wayfarer stone and hit it again with Igni,
Igni, Aard to get out.  Then its back to the dwarven armorer or the end of this
quest. He'll request the other items from Armor if they haven't been gotten yet.

A MAGIC FORMULA (Neutral Alignment Specific)
-This quest is only available from Kalkstein if running the neutrality path. He
will be the crafter of Raven's armor.
-Throw up the Quest Track and head out in the swamp cemetary once access is
possible.
-The piece needed for this is in the refugee cave with Cousin Ramerot for "Mud
and Velvet" and Zdenek for "Fistfight". Use the magic recipe Kalkstein mentioned
on the wayfarer's stone of Aard, Igni, Aard.  If a mess up occurs, cast another
spell till Geralt says something about having to find a different combination
and then start fresh.  As soon as the right combination is hit, Geralt will be
ported to the crypt.  Its infested with a few basilisks, alghouls and cemetaurs.
-Follow the Quest Track to find the box with the item in it.  Explore the rest
of the crypt for the experience and loot, though it is fairly small. After that,
return to wayfarer's stone and hit it with the same combination of magic that
got Geralt in.  Then head back to Kalkstein or continue with other quests in the
swamp.
-Turn this in and he'll request the rest of the materials from "Armor" if they
haven't been retrieved yet.

ARMOR (Ongoing Quest)
-This can  finally be completed.  If neutral, talk to Triss and ask her about
armor while in the castle. She'll point her thoughts toward Kalkstein. If either
the order or the nonhumans were chosen, they each have an armorer that can tell
everything once in Old Vizima.
-Once free to move about Old Vizima, stop in on the person Geralt is aligned to
and they'll update this quest and tell what's needed and where to find it.
	-If nuetral,Kalkstein is the choice and he'll give "A Magic Formula".
	-If scoia'teal, then the dwarven blacksmith in the makeshift forge is
the choice and he'll give "A Gnomish Device".
	-If with the order, the choice is the order armorer in the makeshift
forge.  He'll give "Saint Gregory's Litany".
-Regardless of which alignment, there's some exploring to do in the swamp
cemetary.  So head over that way once updated and know exactly what's needed.
Quest track will lead to all the areas needed.
-First stop is Raven's crypt.  Fairly easy to find along the eastern wall near
the old manor entrance.  Once inside, blast the crumbled pillars aside and find
a trapped treasure hunter.  He chatters on a bit and then runs off.  Now blast
the other stones away and start the search.  This crypt has fleders, wraiths,
and a basilisk.  If taking the right path from the entrance, a meteorite sword
an a piece of armor (quest item) can be found.  The left path leads toward the
main item and Raven's sarcophagus.
-Next stop is the chapel.  Don't forget, there's also a striga in there and
once inside, there's no coming out till she's dead or cured.  So if Geralt is
up to snuff, head on over to the chapel.  The only monster found in this crypt
is Adda.  Details on fighting her can be found in her quest "Her Highness the
Striga".
-The part needed from this crypt is the second left straight back from the
entrance.  Dig it out of the sarcophagus. Now head back to whoever is doing the
armor and get some shiny new threads with 3 belt slots and 2 dagger/torch slots.

BERENGAR'S SECRET
-This quest will finish during the fight with Azar.

FISTFIGHT (Ongoing Quest)
-Can't actually do anything with this quest until access to the swamp cemetary
is attained.
-This guy is found in the cave with Cousin Ramerot for the "Mud and Velvet"
quest.  He's all the way in the back and is named Zdenek.
-He's really no more difficult than the others.  Use whatever tactic has worked
well up till now, just know this guy has a tendency to dodge more often.  After
beating him, he'll tell that he's actually been beat a few times, but never
twice.  So, have to go back and have another fight with him.
-The second time around, he gets a bit tougher.  He even has a windup punch.
Beat him the second time and this quest finally comes to a close. The reward is
one of his teeth.  Remember who likes teeth?  Zdenek is the last piece in the
"Won't Hurt a Bit" quest.

* HER HIGHNESS THE STRIGA *
-This quest is started by Foltest.  It seems dear old Adda has reverted to her
beastial ways and is enjoying a menu of refuges.
-Speak to Triss, Velerad and De Wett.
	-Triss will have a choice of chosing to tell her whether you want to be
with her or not if you sent Alvin with her in Chapter 3.  Doesn't really matter
what is chosen.
	-Talk to her about armor to get an update on that if neutrality is the
aligned path.
-Discuss Adda with her, then have a dialogue with Velerad.  He'll suggest that
the king wants the curse broken rather than his little girl sleeping with the
fishes.
-so, onward to De Wett to hear what he has to say which can be two different
things depending on alignment.
	-If not with the order he has very little to say, but hints at a
seperate reward aside from the one Foltest promised if she's killed.
	-If aligned with the order he'll tell about the addition reward for
killing Adda which is 5000 orens.  Not bad.  He also mentions that Siegfried
would be pleased if king is kept from disbanding the flaming rose.  Insinuating
that Geralt could call in a favor after dealing with Adda.
-Now to have a chat with Foltest.  He makes things pretty clear:  flat out kill
Adda and there is neither gain nor loss, make her suffer and he'll turn Geralt's
world into a living hell, or finally, lift the curse and get a nice reward.
He'll also ask to play dice which can finish "A Game of Dice".  Once done with
Foltest, talk to his Chamberlain to get a one-way trip to Old Vizima.
-As soon as Geralt touches down, there will be an update to search the
surrounding houses for Adda.
-After prompted at the hospital to follow the soldier, do so and he'll lead to
a tower. Kill the creature there with fast style steel and afterwards Kalkstein
will fill in all details, updating this quest, "Sweet Revenge", and whatever
quest alignment has given.
-The next part after killing the mutant says to consult friends.  This is kind
of tricky since there aren't many choices of people to consult.  Kaulkstein has
some interesting things to say and he's about it.
-Once in the swamp cemetary, an update to find the striga near the old chapel at
the cemetary will come.
-Upon reaching the area with the chapel in the swamp cemetary, approach the
desperate father and he'll tell about how Adda, the striga, attacked another.
-Once ready, head into the chapel.  There is a campfire inside, so its possible
to go in during the day and camp till night.  Doesn't really matter what time of
night, so just camp till midnight for the sake of being punctual. There's a few
ways to go about this depending on whether the plan is to kill her or save her.
Regardless of which path, take a swallow to keep health up.  If planning to kill
her, suck down a wolverine potion if available and treat the silver blade with
some diamond dust.  If going for the knightly save, take a tawny owl so if she
gets out of hand, its easy to put her in place with a few blasts from Aard. She
has a tendency to use pain as a means of trashing chain attacks, so watch out
for that.
IMPORTANT NOTE: If cured of her striga condition, Adda will help out a bit
during the epilogue.
	-If going in for the kill, hit her with strong silver style.  If she's
getting too many good hits in, blast her back with Aard and go in again or use
Quen and drink a white raffard's decoction to get some health back.  Just be
mindful of toxcicity level.  Pain will be the greatest problem because she'll
interrupt chains with it and it renders Geralt vulnerable for a few moments. 
She has a lot of health and is immune to just about every status effect
including knockdown, stun, and fear.  The good part is she doesn't hit too hard.
After killing her, head outside to talk to Velerad and claim a reward of
absolutely nothing.  Not only is there no reward, Velerad is quite disappointed.
The only thing to walk away with is her heart for a potion.
	-Now if going for the cure, focus on defense. Keep her on opposite sides
of the sarcophagus if possible and use Aard to push her if she's crowding. There
are 5 candles on her sarchophagus and day comes when the fifth one goes out,
which takes roughly six minutes in total.  Each time a candle burns out, Geralt
and Adda will be moved to a position where she can attack more easily. Use Aard
and then take up position behind the sarcophagus. There's a good chance she'll
hit with pain at least once, but its no worry.  She won't do enough damage to
kill.  Just blow her back and take up a defensive position till the next candle
goes out.  After they all burn out and she turns back to a human, have a chat
with her and loot her sarcophagus for Ostrit's Diary.  Head outside to chat with
Velerad and recieve a brand new, very pretty steel sword D'yaebl that has +30%
damage, critical effect pain +50% and critical effect disarm +25%.
-Don't forget to pull Ostrit's Diary out of her sarcophagus and give it a read
to see that someone was making notes on the bind.
-Now that Adda has been either killed or saved, go outside to talk to Velerad.
This quest will update and freedom to explore once again is given.  This quest
is now done till reaching the Old Manor.  "Sweet Revenge" will also update.

HOPE BURNS BRIGHT (Scoia'tael Alignment Specific)
-Starts from Zoltan after reaching the Dike.  This quest is only available if
siding with the scoia'tael.
-First is to break through the knight barricade and get to Old Vizima.  Once
hitting the door, this quest goes on hold till out of the castle and in Old
Vizima.
-Once in Old Vizima, head to the bottom of the stairs and talk with Zoltan. He
wants to escort 2 groups of refuges to Shani's hospital. Pull up Quest Track to
find them.  Some of the funniest dialogue comes when finding the second group.
Once they're in tow, head for the hospital in the center of town.  Once inside,
Zoltan will give a tip on Raven's armor, saying talk to the dwarven blacksmith.
After a quick chat with Shani, a knight will come in and ask Geralt to help slay
the striga.  Head outside and follow him to the tower where a mutant, not a
striga, is wreaking havoc.  Use fast steel to cut it down, then listen to
Kalkstein and head back to the hospital.
-After a quick talk with Shani, knighs will break in. Slaughter the knights and
listen to Shani a bit more.  When her dialogue finishes, head out front to kill
some more knights.
-After the knights are dead, follow Toruviel to the scoia'tael hideout.  Once
inside, an elf will chatter on.  When the opportunity arises, tell him "I must
speak to Toruviel".  Then go upstairs. During the conversation with her, choose
"I see"  and then "Your wish is my command" for her sex card.  Once done with
Toruviel, go outside to run into Zoltan.  Time to cut a path to the swamp
cemetary.
-Follow the Quest Track which leads to right in front of the order's base and
slaughter the knights waiting there.  Once they die, head to the right of the
burning buildings and up a small alley. Blow the rubish out of the way with Aard
and then go to the left.  Several knights have Toruviel surrounded, so pick em
off.
-Once Toruviel is free, head up and to the right, blowing the garbage out of the
way with Aard.  More knights await some steel content for thier diet.  Many more
knights this time around including 2 commanders and several archers. Group style
tends to fail quite often, so just go with strong steel and switch between
targets when the need arises.
-After the cut-scene, Geralt will end up in the swamp cemetary with a whole
bunch of bloedzuigers coming.  Chop em down with group silver or strong silver,
but remember to watch health.  When they die, if too close, they'll take a chunk
out.  After all the bloedzuigers are gone, the grand master will make an
appearance.  This quest comes to an end.

IDENTITY
-While speaking with the King in his chambers, the girl chosen during chapter 3
as a love interest comes up.  Depending on the answer, there will be an equal
update.

MUD AND VELVET
-This quest starts with Antoinette in the castle. She wants some cash delivered
to her 3 cousins in the swamp cemetary.
-Each cousin is in a different cave within the swamp cemetary.  Use Quest Track
to locate them easily.
-Once they've all been tracked down, head back to Old Vizima to talk to
Jean-Pierre.  Kind of a big choice coming.
-There are two ways to turn this quest in.  Telling Jean-Pierre all three
cousins were found nets 3 Dragon's Dream bombs.  These are kind of dangerous
because after they've been dropped, they need to be ignited with Igni. The other
way is to tell him only two cousins were located which gets some devil's
puffbombs and a fight if refusing to give back the gold.  The benefit of the
fight is he does have arguably the best steel sword in the game which is
Mahakaman Rune Sihill that has +100% damage and penetrates opponent armor. The
Sihill can be obtained other ways though.  It the reward for "Won't Hurt a Bit"
and can also be chosen by killing all 10 trophy monsters and talking to the
Royal Huntsman in the druid cave, which gives a choice between a steel or silver
sword.  The steel sword from him is the Sihill sword.
-Anyway, if planning to fight, there's an important piece of information about
him.  He has a notice board quest.  Make sure its turned in before telling him
of this quest.  Also, he hits like an atomic bomb.  Seriously, this guy is a
freaking monster, so save before turn in cause there's a good chance he's going
to win the first round.  Strong steel works best and he can be stunned, but its
short lived.  Defeat him and claim your steel sword.

SAINT GREGORY'S LITANY (Order of the Flaming Rose Alliance Quest)
-This quest is only available if the order was taken as Geralt's alliance.
-Access to the needed chamber is through a wayfarer stone in the chapel.  It
can be found in the very last room on the right.  The letter from the armorer
contains a riddle in order to find the 3 spells needed to gain access.  The
letter reads, "It is said the mob twice attacked Saint Gregory like a wailing
wind".  This is Aard twice.  Then it says "Gregory sang the litany, summoning
the Eternal Fire". This is Igni. So the proper combination is Aard, Aard, Igni.
-Once inside, there's only 1 path to take so follow it back.  Strangely, there
shouldn't be anything but a basilisk at the very back.  Loot Gregory's tomb for
the prayer and then head back out to face Adda if she's still a striga.
-Take this back to the order armorer for turn in at the earliest convinience.

SWEET REVENGE
-Time to hunt down Javed.  The first update comes from the king in his chambers
while in the castle.
-The second update will come after dealing with Adda. It doesn't matter if
she's killed or cured, the same basic update is still given which is the
problem lies at the Old Manor.
-Head to the old manor through the swamp cemetary when all other quests are
done. There's going to be a lot of mutants, a nasty Koshchey, and Azar while
there. So get ready with potions or other items.
-Upon zoning in, De Wett will be there to roll out the welcoming mat.  Guess
what he wants?  Yup, he's itching to see if that white light story everyone
talks about is really true. Kill him and his little lackey's to update this
quest and "Her Highness the Striga". Switch to silver sword at this point and
wade through the piles of drowners, bloedzuigers and drowned dead till land is
reached. Switch to the steel sword and make for the path going to the right.
There's nothing to see or do here so go straight for the hill.
-Halfway up, there will be an encounter Azar and a newly revived Mutant Rayla.
Yup, he put her back together and she can be nasty. Azar will once again run off
like a momma's boy with a bee sting and leave Rayla to fight.  She's fast and
likes to use blind.  Fast steel is needed to hit her.
-While ascending to the top, there will be an update just before running into
the greater mutants.  After killing the mutants, a friendly visitor shows up. If
neutral, Triss will come to lend a hand.  If scoia'tael, Yaevinn comes to help.
And if aligned to the order, good old Siegfried shows up.  After looting the
trunk and barrels, chat with the helper to learn another way in.  If its Triss,
she'll lead to the catacombs.  If its Yaevinn, he'll lead to the old well at the
bottom where Geralt first came out of the water. If its Seigfried, he too uses
an old well, but its around the back side right before the fight with Rayla took
place.
-Regardless of how entrance is gained, it all leads to the same place eventually
so push forward. When a room with steel bars becomes visible, stop outside them.
There is going to be a nasty fight ahead with a Koschey.  Use a white honey to
clear any toxins off or turn around and go to the left at the T to find a fire.
If Siegfriend was the helper, there's a fire right where Geralt started after
dropping down the well.  Get battle ready.  The Koschey hits hard and really
likes to inflict bleeding.  So harden up with some tawny owl, swallow, wolverine
if possible, and a kiss potion. If possible, touch up the silver sword with
diamond dust.  Aard is handy if a quick breather is needed and Quen is useful
if a potion is needed during the fight.  Try to keep attacks chained to do
maximum damage as fast as possible with strong silver style.
-Once the Koschey is dead, grab its heard, staunch any bleeding with a kiss
potion and move on.  If lacking a willow potion, run back to the fire and make
one now.  It will make an upcomming fight a lot easier. Once ready, move through
the next room.  A few armored dogs needs to be fought off and then hang a right,
or a left if Siegfried is the helper, at which point another set of bars is
found.  This time, take a swallow, tawny owl, wolverine, and willow potion and
treat the steel blade with some diamond dust. Some Greater Brothers are waiting
and directly after they die, Azar himself.  If toxcicity is a problem, clear it
with a white honey and reapply all potions.
	-Now there is a trunk, fire, and crate in this room.  If they are a
priority, kill off one of the brothers. Then lure the other brother to the front
of the room near the entrance Geralt came in. Either knock the brother down with
Aard or stun him with some Samum bombs.  Run to the back and the fight should
break. Once the brothers die, there is no opportunity to do anything else before
immediately being drawn into the fight with Azar.
-Fighting Azar can be difficult. He hits hard and absolutely loves to knockdown,
hence the willow potion.  He also has a tendency to blind, but its minimal.
	-If Berengar wasn't killed at Black Tern Island, he's going to jump in
and help out.  Seems he doesn't like Azar all that much either. This will
complete "Berengar's Secret". Berengar can die during the battle but whether he
lives or dies makes no difference.
	-If Berengar was killed...well...there's only one target for Azar to go
after.  This will complete "Berengar's Secret".
-Fighting Azar can be difficult, but using Yrden can severely weaken him. As
stated previously, he really likes to use knockdown, so willow is a must.
He may also blind once or twice, but its nothing to worry about. He's immune to
knockdown effect and stun, so there won't be any one shot kills.  Use strong
steel and if a combo gets interrupted, knock him down with Aard and start
again. The fight takes roughly 2 minutes if using the rune sihill blade. Do
keep an eye on where he is as well. There is the possibility of actually
knocking him off the platform when he dies which can make retrieving his body
very difficult.  And in order to progress, there is a quest item that must be
taken from his corpse.
-After he's dead, walk near the mirror and to get a most unexpected surprise.
"Witchers' Secrets" will update after the little chat with the mirror, then
Geralt stereotypically breaks the mirror and will pop up back outside.  Talk to
the helper and then meet them at the docks when ready to leave. Time to go back
to the Temple Quarter and so ends chapter 5 and the Epilogue begins.

THE BLOEDZUIGER CONTRACT
-Notice Board Quest
-The druids want 10 vials of bloedzuiger blood.  Plenty roam the swamp cemetary.
-Once 10 vials are in hand, head over to the druid cave in the swamp cemetary.

THE BRUXA CONTRACT
-Notice Board Quest
-The mercenary captain, Jean-Pierre, that will be standing at the entrance to
the swamp cemetary, wants 6 bruxae blood.  They can be found in some of the
crypts during the Raven's armor hunt.  Also, good many of them roaming near the
chapel at night.
-Once 6 have been maimed and drained, visit Jean-Pierre in Old Vizima.

THE CEMETAUR CONTRACT
-Notice Board Quest
-Refugees in the swamp cemetary, sitting directly next to the chapel in the
graveyard, want 5 cemetaur jaws.  Its their version of revenge for the cemetaurs
eating their friends.  If neutral, during the journey to take Shani to the Swamp
Cemetary, many should bar the path.  If not, they can be found in the alley next
to Kalkstein's place and in the crypts of the Swamp Cemetary.
-Once all 5 have been nabbed, head over to the chapel to deliver the jaws and
collect the bounty.

THE GARKAIN CONTRACT
-Notice Board Quest
-Kalkstein wants 2 saliva for who knows what.  Once again, if neutral, plenty
can be found on the way to lead Shani to the swamp.  If not, they're in the
crypts in the swamp cemetary, and near the chapel at night.
-Once 2 have been slain, head over to franken-Kalkstein's for the reward.

THE FLAME THAT CLEANSES (Order of the Flaming Rose Allegiance Quest)
-First order of business is to make sure the order isn't slaughtering civilians
like Zoltan claims.  So up to the boardwalk to fight through some scoia'tael.
-At the bottom of the stairs once reaching Old Vizima, White Rayla is waiting.
Turns out she caught Toruviel and did some rather unpleasant things to her. She
then makes a bet that Geralt can't kill more Soia'tael than her.  So time to
collect some tails on the way to the hospital. 20 are needed which can be a bit
difficult to get with the scoia'tael constantly attacking.  Just back off into
an alley till out of combat and then go after bodies.  Any nonhuman that Rayla
fells won't have a tail on them.  But just about any other one killed by Geralt
or a knight aside from Rayla will have a tail.
-After getting into the hospital, Rayla will throw a fit about how Geralt
couldn't possibly have killed more squirrels than her and then she'll mention
Raven's armor and point out their armorer.  Now for some great fun in getting to
watch Siegfried writhe a bit. when he's done whining, its Shani's turn, then
time to follow a knight to a striga.
-After dispatching the mutant, talk to Kalkstein and get updates to this quest
as well as "Her Highness the Striga" and "Sweet Revenge".  Go back over to the
hospital for a nice little chat and fight.  Then its time to take care of some
more interlopers outside the hospital.  After helping Rayla, she'll lead to the
order base of operations for a nice little cut scene.  A soldier will say to
help with the barricade.  Tell him in a minute and speak to Rayla.  Choose the
first option as saying she means herself and then choose the option to tame her
another way to claim her sex card...which is rather disturbing.
-After meditating, go outside for a cut scene with Siegfried.  He tells how
Rayla is trapped at the barricade and take the left path to reach her. After
wiping out 2 groups of scoia'tael, potty mouth Rayla will show up.  Continue
along the same path with the little knights in tow trouncing anyone in the way.
Once the barricade is reached, Rayla falls to an assassin's arrows.
-Now finally in the swamp, mop up the bloedzuegers and then its freedom to do
whatever for a while.  Might want to swing around and go back to the hospital to
pick up the notice board quests. It would also be a good idea to visit the order
armorer to get some details on Raven's gear.  Taking a trip by the sniffling
dentist to drop off teeth is another good idea so they don't accidentally get
used in alchemy.  Now is also the best time to take care of all side quests and
monster hunts.
-Once everything is out of the way, head on over to the Old Manor and follow
"Sweet Revenge" to progress.

THE WRAITH CONTRACT
-Notice Board Quest
-Once again, Kalkstein baffles with his strange requests.  This time he wants 4
death dusts from wraiths.  They can be found near the chapel at night.
-After a few have been laid to rest, take a walk over to Kalkstein for some cash
and experience.

UNDER A FIERY SKY (Neutrality Quest)
-This is only available if neutrality was chosen in Murky Water.
-Zoltan says Shani is stuck at a field hospital in Old Vizima. So naturally,
Geralt needs to break through the fighting and pull her out.
-Head up the path and onto the boardwalk when ready to commence. Fight through
the throngs of knights and nonhumans.  Once the door is reached, a cute little
cutscene shows and strangely enough, off to the castle Geralt goes.
-Once done in the castle and in Old Vizima, time to pick up and head toward the
hospital.
-Right after stepping onto soil from the stone wall, a nurse will approach.
She'll ask to be escorted to the hospital.
-First up, a group of scoia'teal and soldiers are going to halt progression.
Kill them all till this quest updates and then talk to the nurses again to get
them to move.  Most often, they will just stand around after the fight unless
spoken to.  Take them to the back entrance of the hospital where no one is
fighting.  Once inside, a soldier will come along after some forced dialogue
with the nurses and Shani and say they've found Adda, updating "Her Highness the
Striga".  No other option, so go deal with that immediately.  Follow the soldier
out the door.  Careful on the way out.  Most likely will run directly into a
fight at the front door.
-After coming to a tower, a cut scene will show with a creature, not Adda.  It
will jump down from the tower and engage in some wetwork. Fast style steel works
well.  After its dead, Kalkstein will explain about the nasty bugger.
-With the mutant dead, go back to the hospital.  On the way there, stop at the
notice board if outside of fighting and pick up the quests.  Once back inside,
there will be a conversation with Shani.  Get ready though, a fight is about to
break out.  Some scoia'tael come to cause trouble.  Kill them all.  Immediately
afterward they're all dead, some knights come for a lesson in learning to knock
before entering.
-Follow Shani out the back and do away with a lot of necrophages. They shouldn't
prove a problem though, so just truck on through the first crowd with group
silver and then blow the carts out of the way with Aard.
-Wipe out the next gaggle with group silver again and then blow the rubish
blocking your path away and take on some more.  Once again, group silver works
very well.
-Now after the third group, there's only 1 group left.  Take a moment to get any
health that's gone back and then carry on like the machine Geralt is. Once more,
a cute little cut scene commences, this time involving White Rayla and then
finally the swamp cemetary is open.
-This quest finally finishes.  Kill the bloedzuiger's that are coming and after
they go down, get draw into a conversation with the master of the flaming rose.
After that, Shani leaves for the druid caves.  Turn immediately around and go
back to Old Vizima.  There's a few things to finish.  If some fun is on the
itinerary, go back to the hospital and head upstairs.  The front door is locked
so enter through the back.  Remember the nurses?  They now have a special gift
waiting with Shani out of the way.  Talk to them for some strange conversation
involving a hedgehog and then their sex card.

WITCHERS' SECRETS (Ongoing Quest)
-This quest will finish during the fight with Azar.

WON'T HURT A BIT (Ongoing Quest)
-Once the swamp cemetary is open, free reign is given, so go back to Old Vizima
and locate the executioners tower.  It should be right near the entrance to the
swamp cemetary.  The sniffling dentist is awaiting his teeth.  Right now he
should have:
	Beasts Fangs > generic teeth found on dogs and other animals
	Barghest teeth > comes from a barghest head from chapter 1
	Cemetaur teeth > come from a cemetaur jaw
	Fleder teeth > comes from a fleder fang
-Hand over the alp fangs and the devourer teeth.  Nearly done.
-The last tooth needed is from Zdenek, the fistfighter!  In order to get it,
"Fistfight" must be finished.  For all of the gathering and saving and waiting,
the reward is the Mahakaman Rune Sihill.  A steel blade with 100% damage that
penetrates opponent armor. Arguably the best steel blade in the game. And
there's only 2 other ways to obtain it and both of them are not so great.

===============================================================================
Epilogue+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===============================================================================
This chapter starts with only 3 quests, but another is picked up with the first
dialogue.  Allegiance will dicatate who is present as well as a helper for the
first half.  If neutral, it'll be a chat with Triss.  The order gets Siegfried,
and the scoia'tael will get Yaevinn.  Dandelion is also present, thinking about
his next ballad.

FROZEN REFLECTIONS
-Starts once Geralt reaches the ice plains.
-Remember that white frost everyone was talking about? Here it is. This place is
a straight shot so run forward. Depending on who the love interest was, either
Triss or Shani will show up after the first encounter and explain that it isn't
really the white frost, but a vision conjured up inside the grand masters head.
Yeah, he's that crazy.  She'll also tag along to give a hand during the fighting
ahead.  Once the dialogue is over, head forward to deal with some skullheads.
Strong silver style works well on them.
-Abigail will be the second person encountered.
	-If she was helped in chapter 1 she'll throw some verbal abuse and
depeding on how she's answered, 5 tawny owls and swallows will be up for grabs.
	-Now if she was left to the mercy of the villagers, she's not going to
be so friendly and will attack. After she dies, a half a dozen barghest will
show up.  Kill all of them and move forward.
After the encounter with her, just before entering the cave, more skullheads
show up.  Once they're down, zip on in to the cave to have another chat with
the grand master.  He loves hearing his own voice.
-Inside the cave will be some Wild Hunt Wraiths.  At the end of the cave, if
neutral and gave Celina the wreath of immortelles in chapter 4, she's got a
little gift. Tell her its hard to act contrary to feelings and she'll give an
effect that restores vitality with every kill.  Isn't she sweet?  Now if
aligned with one of the factions, either Toruviel (scoia'tael) or White Rayla
(order of flaming rose) will help out.  Also, depending on the answer given to
them, they may not follow but beef up Geralt's swords.  Regardless of who shows
up, head upwards and deal with the skullheads and wraiths switching between
strong and quick silver styles. Yet another confrontation with the grand master.
And just like before, all he wants to do is talk.
-Now after the grand master leaves again, its mutant time.  Switch up to fast
steel style and push forward.  Halfway up the hill, some old friends are going
to pop up.  If neutral, both Siegfried and Yaevinn along with a few knights of
the order are going to bar the path.  If aligned with the order, Yaevinn shows
up with a few scoia'tael, meanwhile if aligned with Yaevinn, Siegfried is there
with some knights.  Once they're done, move onward.
-After chopping down another mutant or two, Alvin shows up. He doesn't say
anything and just vanishes after a moment.  Push onward some more and have
another conversation with the grand master.  After a few more mutants, a bridge
looms ahead.  If Adda was cured in chapter 5, she's going to lend a hand in
striga form no less!  If Adda was killed, but Vincent was cured, he's going to
help in werewolf form!  If both were killed, De Wett of all people shows up to
help out.
-Now after crossing the bridge there's a battle with an order commander that
loves to stun and some greater brothers that use knockdown.  Drink down a full
moon during the fight.  It will double health and leave vitality half filled.
There's a reason for this being taken now. When all the enemies are finally
dead, all of the helpers will part company and one last meditation session is
given.  This is it, the final fight.  The reason for drinking the full moon was
to allow health to completely replenish before the last fight.  Full moon also
has a fairly high chunk of toxcicity attached to it, so meditating for a hour
clears all toxcicity and the potion will still be active due to its long running
duration.
-Once done meditating, throw on some wolverine, swallow, tawny owl, willow, coat
both blades in diamond dust and prepare for a nasty fight.
-The grand master is going to try to convice Geralt once more to side with him,
so choose whatever answer catches the eye. When that finishes, the grand master
is going to run off like a girl and leave the fighting to a group of mutants.
Group steel works very well to thin their numbers and once down to a manageable
state, switch up to fast and finish them off individualy. After the mutants are
dead, its finally a face-to-face with the grand master and a bunch of ifrits.
Best to swap out to fast silver to get the ifrits down.  They'll become active
1 at a time while the grand master is still pounding away. If two or more join
the fray, don't bother switching to group silver. They have a high dodge rate.
Simply focuse on one ifrit at a time using Aard to push the grand master back.
If focusing solely on the grand master, the ifrits will constantly break
chains and possibly wittle health down far enough to kill. Also, do not get
surrounded by the grand master and ifrits. If they are able to surround for any
extended amount of time, they'll drain health fast. Once all the ifrits go down,
if the grand master is still standing, switch out to strong steel and finish him
off.  Alone, he's quite the pansy. At this point the Wild Hunt shows up.
-There is a choice to make after listening to the Wild Hunt. Either turn the
grand master over to the Wild Hunt, or don't.
	-If refusing to give up the grand master, the Wild Hunt must be killed.
For one reason or another, he's actually very easy. Use strong silver and pound
away at him. The hits he gives should be few and far between. The only possible
worry is that he summons wild hunt wraiths to help him. Ignore them if there's
only 1, but if he gets 2, then switch to group silver. When they're dead, go
back to strong style and finish him off. After that, its finally time to kill
the fanatical grand master.
	-If giving the grand master over to the Wild Hunt, Geralt still gets to
kill him, but the Wild Hunt gives a little teaser about who the grand master
really is. After the cut scene, Geralt is back at the order cloister with the
grand master's lifeless body lying on the ground.
-After the chat with Dandelion, loot the body to finish "Witchers' Secrets".
Go to the door Dandelion is standing at to talk with him and learn something
interesting.  Then there will be a choice from Dandelion and it really doesn't
matter what is taken as the answer. Dandelion will give a narration of events
and then a lovely little fmv cut-scene will play showing Geralt finally getting
paid the 8 thousand gold and a teaser of things to come. Congratulations, Game
Over.

HER HIGHNESS THE STRIGA (Ongoing Quest)
-Its time to tell King Foltest about either killing or saving Adda.
	-If she was saved, a lot of thanks come.  There will also be a nice
cut-scene telling of how Witchers get more satisfaction from curing rather than
killing.
	-If she was killed, Foltest is a bit on the mean side and Radovid is
none to pleased either, but no dire consequences come from cutting her down
aside from some political strife between Foltest and Radovid.
-After speaking with Foltest this quest will close.

IDENTITY (Ongoing Quest)
-Right now there should be something concerning Triss or Shani depending on
which one was selected as the love interest.

THE ASHES OF VIZIMA
-Walk toward Foltest to have a long chat.
-After the talk, "Witchers' Secrets" will update along with this quest and "Her
Highness the Striga" will finish.
-The new mission is to kill the grandmaster.  Walk over to Dandelion who will
store things and when ready, go past Dandelion with helper in tow. Another
option is presented at the corner.  
	-If neutral, Siegfried is going to come along with some mutants.  Chose
the top option about turning civilians into food and he'll attack.  Choose the
other option and he'll let the civilians go and Geralt can pass without a fight.
	-If aligned with the Scoia'tael, he's going to attack.
	-If aligned with the order, there will be a couple knights and a greater
brother that must be killed.
-After the confrontation, head over to the Refugee and into the door to find
some very familiar faces.  Have a seat at the fire and make a Golden Oriole. A
fight involving a creature that loves to poison is coming.  After resting up,
talking to everyone, and taking care of any potion or talent needs, head
downstairs and loot the box for a key to the sewers and a recipe that will be
used very soon.
-Going through the door opens into another home with some wraiths and a bruxa
(could vary).  Do away with them using group style or fast style steel and head
upstairs. The madman will point toward the window as the way out. Once outside,
another encounter awaits.
	-If neutral, Yaevinn will be waiting.  The top option makes him attack.
The bottom option keeps a fight at bay and he'll even help out on the next group
of mutants that is coming quickly.
	-If aligned with the order, Yaevinn spouts a few words about Toruviel
and then attacks.
	-If aligned with the scoia'tael, Vizima guards will be outside to give a
short lived hand.
-After the encounter, a wounded knight will be paused upon. Go check him and get
a key to the sewers, then head into the door behind the pillar.
-Remember that Golden Oriole potion? Its going to be used in the fight with the
Zeugl.  Go down the stairs and empty out into the sewers.  Whoever the helper is
will have a few things to say.
-Buff up with some wolverine, swallow, tawny owl and golden oriole. Treat the
silver sword with some diamond dust if available. Now, in order to attack the
Zuegl directly, its tentacles in the middle of the room have to be killed off.
Once about a half dozen tentacles are cut off Zeugl will sprout his ugly head.
Use strong style silver for both the tentacles and his head. If there happens to
be three tentacles bunched together, go group style silver, but be sure to
switch back to strong style when his head shows. It will take about three to
five rounds of chopping up tenctacles before it dies. With the golden oriole
making Geralt immune to poison, the fight is rather simple.
-Once Zeugl is dead, move on toward the exit from the sewer. Stop at the
campfire and whip up the zeugl venom into a potion before it eludes memory.
There is only two or so more places to meditate before the end fight. When done,
take the door out.  There's still a few greater brothers barring the path to the
order cloister, but nothing serious. They go down rather fast with strong steel.
-Once making it to the cloister doors, get ready to go at it alone. By one means
or another, the helper is not coming with. Head inside the cloister and talk to
the guards at the door. They'll of course deny entrance, so kindly stop their
lives short for them. Take the key from either body.  There is a fireplace for
meditation if any last needs arise.  There is only 1 more chance to meditate
after this one and it can only be done once and is forced.  When ready, go
through the doors for a very long cut-scene.
-Once inside ice plains, take a swallow if one isn't active and then move
forward for a chat with the grand master.  After he prattles on a bit, he'll
run off like a little girl being bullied but leaves some ifrit's for Geralt to
play with. This quest finishes and "Frozen Reflections" begins.

WITCHERS' SECRETS (Ongoing Quest)
-Kill the head hauncho in order to get everything back.  Follow "The Ashes of
Vizima" till reaching the ice plains, then follow "Frozen Reflections" to reach
the last fight.
-This quest will finally finish after killing the grand master of the order and
looting his corpse.

========================================================
Sex Cards
========================================================
Prologue:
	Triss - When going to her room to give her the potion, choose the top 
option both times.

Chapter 1:
	Abigail - Available at the very end of the chapter while in the cave.
When speaking to her, offer to know her better.  If she's told the townspeople
will be talked to, opportunity missed.
	People of the Outskirts - Find a peasant woman wearing mostly green in
the village before getting to the portion guarded by militia.  She'll say how
she likes travellers because the last one showered her with flowers.  Give her
some tulips and tell her you want to go somewhere more befitting her beauty.
	Vesna Hood - To get her, intervene outside of the fort surrounding the
Inn at midnight. She'll be right in front of the sign post with men encirlcing
her.  Escort her home and when she gives her thanks, ask to meet her again. Go
to the old mill at dusk with a bottle of wine. Her scene is actually quite
entertaining.

Chapter 2:
	Half-Elf - To get her card, do the quest "A Ghost Story" from the thug
directly across from the warehouse near the Hairy Bear.  After finishing that
quest, take a trip over to the non-human area.  Her house will show on the map.
She'll talk to you about the elder language, so select to try, then go with
sunchild, then finish with no idea what she's said.  She'll become embarrassed
and then her card comes up.
	Morenn - This little dryad can be found in the swamp forest at the druid
grove.  In order to get her card, visit her during the quest "A Lost Lamb" given
by Vaska. She'll tell of how only girls can be dryads and then she opens the
door to obtaining her card.  She wants a wolf pelt (actually looks like a head)
to prove strength.  The pelt naturally comes from a wolf that can be elusive at
times.  They can be found in the cave and sometimes around the druid grove. Once
she gets the pelt, she mentions that witcher's are sterile. So now onto
convincing her.  Answer with "Intimacy without procreation can be good." then
answer with "sex relieves stress..." to acquire her card.
	Poor Townsfolk - There is a lady walking around by the name of Gossip.
Keep asking her about the witcher in town.  Eventually Geralt will admit that
the witcher she's talking about is him.  She'll ask for a gift to show her
friends and the choice of a frock or a precious stone comes up.  If going with
the frock, she wants a pair of gloves.  Either gold or red will work.  If going
with the precious stone, she wants a diamond. After the gift, her card comes up.
	Prostitutes - This includes the harbor whores, whores, prostitutes, and
courtesans found throughout Temple Quarter and the Dike.  Simply pay them or if
the quest "Working Girls" has been finished and the reward chosen was for favors
instead of the gold, give them any flower.
	Shani - After the party she puts together in "Old Friend of Mine", bring
her red roses.

Chapter 3:
	Blue-eyed Girl - She can be found at the House of Ill Repute.  Simply
pay her 500 gold or show her the signet ring obtained from Erkyl to lessen the
amount to 300.  She will also accept a saphire.
	Clerks - Locate these mischievous girls upstairs in town hall.  They go
by the name Townclerk.  Talk to them until one doesn't go for your pickup line.
Tell her she's a naughty girl and she'll say to bring her something.  Her only
hint is "Guess what naughty, spoiled girls like?"  Give her a diamond to get the
card.
	Courtesan - Simply pay them the 500 gold or show them the signet ring
obtained from Erkyl to lessen the amount to 300.  They'll also take diamonds.
Their card is identical to the Blue-eyed Girl.
	Merchants - A noblewoman around Triss' house will ask for a part of a
monster.  Give her a kikimore claw to get her card.
	Shani - Send Alvin to her during "The Source".  She'll want a Silver
Amber Ring.  Also, a few conversations with Alvin may be necessary before she
accepts the ring.
	Triss - Send Alvin to her during "The Source".  She wants a Gold Ruby
Signet ring.  Like Shani, a few conversations with Alvin may be necessary before
she accepts the ring
	Vampiress - During the quest "Blue Eyes", while in the House of Ill
Repute, agree to not kill them.
	Townsfolk - Acquire this during "Dandelion's Lute" from Rozalind
Pankiera in her home.  Tell her "You demonstrate that your..." followed by "If
you give up..." continued with "I would stop short of..." and finish with "Can
I cheer...".  She'll tell an interesting little bit of gossip she's heard and
then answer that with it causes tingling to get her card.

Chapter 4:
	Celina - She can be encountered simply by going to the Inn during the
quest "The Heat of the DAy". She will be having an argument out front with
Julian and then he'll leave her alone.  Just approach her and she'll flat out
proposition you.  Give her any ring to get the card.
	Elves of Murky Water - Find the elf woman in the cave and give her food
such as a chicken, mutton leg, etc. after finishing "Daily Bread".  If she's
given fruit or fish, she'll get extremely mad.
	Lady of the Lake - She takes a little time. First ask her what happened
to the hosts of knights.  She'll tell of the holy grail.  Afterwards, take a
trip over to the Fields and ask the Hermit there all about the grail.  Listen to
his 3 stories on them, then go back to the Lady of the Lake and tell her of a
quest of tantamount importance that must be undertaken. When she gives her stern
warning, tell her it was just a jest. It'll lead to some rather amusing dialogue
and her card.  This needs to be done before killing Dagon.  Once Dagon dies and
she's told of it, she vanishes.
	People of Murky Water - One of the peasant women wandering around will
ask for something sweet.  Give her a sugar doll to get her card.  She tends to
be very difficult to find.

Chapter 5:
	Nurses - (Only available if neutral) After seeing Shani off in the swamp
cemetary, head back to the hospital.  Use the back door and go upstairs.  Talk
to the nurses for some strange conversation involving a hedgehog and then their
sex card.
	Toruviel - (Only available if aiding the scoia'tael) Wait until after
the fight directly outside the hospital with her.  She'll lead to the scoia'tael
base.  An elf will immediately start to chatter once inside.  When the
opportunity arises, tell him "I must speak to Toruviel".  Then go upstairs.
During the conversation with her, choose "I see"  and then "Your wish is my
command" for her sex card.
	White Rayla - (Only available if aiding the order) After helping her
outside the hospital, she'll lead to the order base.  Once inside, a knight will
chatter on. when the opportunity comes up, tell him "I must speak to White
Rayla".  Head upstairs and during her conversation, choose the first option as
saying she means herself and then choose the option to tame her another way to
claim her sex card.

========================================================
Credit Where Its Due++++++++++++++++++++++++++++++++++++
========================================================

Seorin's Alchemy Combination Guide - Fisstech recipe taken from this lovely
guide. 

Leave a Comment

Your email address will not be published. Required fields are marked *