The Witcher 2 vergen walkthrough. Complete walkthrough of the main and side quests of the second chapter

In the clutches of madness

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

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

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

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

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

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

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

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

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

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


Hangover

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

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

contract for nakers

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

Location of naker tunnels



Contract for Endriag

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

Location of endryag cocoons



Poker game - Flotsam

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

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

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

Hand wrestling - Flotsam

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

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

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

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

One on One - Flotsam

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

Fight club

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

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

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

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

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

Trouble with the troll

the witcher 2 assassins of kings troll

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

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

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

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

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

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

The smell of incense

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

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

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

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

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

Malena

the witcher 2 assassins of kings walkthrough

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

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

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

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

Heart of Melitele

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

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

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

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

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

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

Location of Aneshka - witches


mystic river

Chapter 1

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

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

Chapter - 2

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

Chapter - 3

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

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

With a trembling heart

the witcher 2 assassins of kings walkthrough

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

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

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

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

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

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

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

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

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

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

Nightmare Baltimore

the witcher 2 assassins of kings walkthrough

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

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

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

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

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

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

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

Poker game - Vergen

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

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

Fisticuffs - Vergen

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

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

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

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

Hand Wrestling - Vergen

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

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

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

Contract for the Harpy Queen

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

Harpy Contract

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

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

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

Dirty work

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

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

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

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

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

little sisters

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

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

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

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

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

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

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

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

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

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

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

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

Ave Henselt

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

Contract for rotten

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

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

Poker game - kaedweni camp

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

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

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

Hand Wrestling - Kaedweni Camp

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

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

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

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

Against Blue Stripes

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

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

Additional/Side Quests Chapter - 3

Hunting for gargoyles

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

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

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

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

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

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

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

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

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

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

The hall in the ruins, located near the amphitheater:

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

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

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

Mystery of the manuscript

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

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

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

Arm Wrestling - Loc Muinne

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

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

old abacus

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

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

Poker game - Luke Muinne

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

If you choose to side with Iorveth and the Scoia'tael, you will start the chapter playing as Stennis, Prince of Aedirn. You are sent to a meeting between King Henselt and Aedirnian nobles who want to sell the country. The King of Kaedwen and his troops will publicly attack you and your allies. As in the case when you played Iorveth, Stennis has all of Geralt's combat skills at his disposal, except for magical signs. Focus your attack on the king while Saskia and the others deal with the troops and mages.

Now you are playing as the Witcher again. You are surrounded by ghosts and draugs. Let Iorveth deal with smaller enemies, and you take on a large enemy with a shield. For protection, use Quen to keep him at a distance - Aard. If you have upgraded the Windmill and Reflection of Pain skills, then this fight will not be difficult.

Now Philippa will lead you across the cursed field, surrounding you and allies with a magical shield and shooting off most (if not all) enemies with lightning. Sometimes spirits and draugs will get in your way. In this situation, it pays to quickly and effectively deal with the spirits that support the spell while your allies fight the draug.

Soon you will reach Vergen where you will be guided by Skalen Bourdon. Follow him to the tavern where he will show you to your room. After that, you can go to the war council to hear about Saskia's plans. Eventually the leader of the resistance will drink from the poisoned cup, and you will need to look for an antidote.

Immortelle

The first ingredient in the antidote is immortelle, which grows deep in the mines of Vergen. Go to the tavern and talk to the dwarves Zoltan and Yarpen. They will want to help you find a cure and will take you to the entrance to the mines. Before entering, stock up on Cat and Swallow elixirs.

Almost pitch darkness reigns in the mines, so the Cat's elixir will greatly facilitate your work. Dwarfs will also be with you, which will greatly facilitate the battle. You will mainly fight regular and large corpse eaters. Keep in mind that they explode before they die, so after killing each of them, quickly roll to the side.

First, go to the corral to the west (according to the map) of the mine, where you will find the corpse of a miner. Search the corpse and you will find the key to the upper shafts. With this key, go to the northeast part of the mines. Head to the dead end to the north and you'll find another corpse and a key to the middle shafts.

Use this key to open the door in the center of the map. Here you will find good weapon and a third corpse with a key to the lower shafts. Exit the room and follow the corridor a little to the west. This passage leads to the southeast, where immortelle grows.

The grass is heavily guarded by the duckbill and a pack of corpse-eaters. Your allies will serve as a good distraction for the creatures. You, under the influence of Quen, will have to stun, lure into traps and in every possible way beat a healthy duckling. Yrden will help you keep it under control. You can also use bombs to kill corpse eaters around the platypus and thereby damage it with explosions from both dying corpse eaters and bombs.

When the enemies are finished, take the immortelle and other treasures. Like, for example, the recipe for a silver sword made from a red meteorite. When you're ready, get out of the mines, killing enemies that might reappear along the way.

Harpy nest

If you bring the immortelle to Philippa, she will help you find the next ingredient. Find Cecil Bourdon and ask him where to find the magic stone. He will offer to go to the tower, which is located in the forest.

Before you set off, upgrade your weapons from merchants. If you find drawings of a silver sword from a red meteorite in the mines, be sure to use the services of a blacksmith. Go to the back gate of Vergen. You will be attacked by 4 Scoia'tael.

It turns out that not all of Iorveth's followers are loyal. First kill the archers, then the enemy with two weapons, and finally the dwarf with the axe. As long as you use Quen, you will be safe.

Now go along the shallow part of the river and to the right up the hill. If you are attacked by harpies or soldiers, be sure to deal with them, otherwise during the battle you will not be able to jump over the cliff. Jumping from one hill to another, you will eventually reach the tower that Cecil was talking about.

You will be attacked by a flock of harpies led by a harpy keleno. Use Aard to disperse the group and defend with Quen. Defeat the little harpies first and then their leader. After the battle, take the stone in the tower and head back to Vergen.

Talk to Philippa and Cecil and you'll find out that the stone you found isn't powerful enough and you'll have to head to the harpy nest. Persuade Cecil to give you the key and move forward.

As the name suggests, the harpy den is infested with these creatures. Make sure that all your items, elixirs and traps are suitable for fighting these enemies. Because they fly, harpies are virtually immune to some common tactics.

In the lair you will find several crystallized dreams, one of which turns out to be a dragon's dream. There will also be dreams of Iorveth and the peasant. Be sure to search the dead soldier inside. You will find excellent Kaedweni armor on him, which will come in handy for the next battle.

At the end of the lair, you will find a projector that contains Summer's dream. Drink elixirs and set traps before taking sleep. Because then you will be attacked by an army of keleno and the queen of harpies, a total of 8 enemies.

The traps that you set before the fight will help you weaken the pack. Use Aard to control enemies and Quen with Reflect Pain. Due to the limited space in the lair, you will have to run around the column in the center and lead the harpies behind you. It will also give you time to regain energy and health. As with most boss fights, deal with the smaller enemies first and then the queen.

When the harpies are done with, play the crystallized dreams in the projector to find the dragon's dream. Then head back to Vergen and talk to Philippa.

Trolls and Mercenaries

Go to the tavern and talk to the drunken gnome in the bar. He has information about the whereabouts of Triss, but he will only share it if you treat him with a beer. Give him about 20 orens and he will tell you where your girlfriend is. So you will get into the gorges near Vergen.

At the familiar crossroads with the altar, turn right. Here you will meet the troll who looked after Triss. You will have the choice to kill him, but it is much more useful to talk to him and agree to help get his wife back. After talking with the monster, go further deep into the gorges, and in the end you will find the troll's wife, who was attacked by Pangratt and his mercenaries.

You can make a deal with people and kill her, or you can keep your word and help her. In any case, you will have to fight, and you will have one or more allies on your side. As before, use Quen, let your allies take the main hit, and you deal with enemies one at a time with rolls and quick strikes.

Whether you killed the troll or Pangratt escaped, you must return to your husband and report what happened. If you killed his wife, he will attack you. His fighting style will not differ from his wife's. However, if you helped them reunite, they will give you the Triss ribbon and become Vergen's allies.

peasant riot

Upon returning to Philippa with the ribbon of Triss, we learn that the peasants are indignant and want to kill Prince Stennis. The sorceress will remind you that for Saskia's medicine you need royal blood... the blood of Stennis or Henselt.

Go to the prince's chambers, where you can listen to the opinions of nobles, commoners, soldiers, as well as the prince himself. You will only be able to interview 5 people before you are asked to make a judgment.

The prince himself will not tell you much, as well as the peasants who want to deal with him by lynching. However, you can find out a lot of interesting things by talking to the blacksmith who made Saskia's goblet and the servant who poured the wine. But the discovered evidence in any case is not enough to name the perpetrator.

You can choose between lynching and a fair trial of Stennis. In the first case, you will be able to get a king rabbit, in the second case, you will have to take blood from the Kaedweni king. Although this quest is not resolved in any way in the second chapter, in the third you can find out that he is actually guilty.

Kaedwen and Nilfgaard

You will have to go to the other side of the cursed battlefield to find Triss and maybe even get royal blood. First talk to Philippa and she will agree to take you through the fog. Exit Vergen, follow the road down and to the right, into the ghostly fog.

As at the beginning of the chapter, you will need to be within the magical field. Also, since Iorveth is no longer with you, you yourself will have to protect Philippa. As before, when the sorceress's spell is interrupted, quickly deal with the ghosts with powerful blows, rolling from one to another. You don't have to worry about the draug.

You will end up on the other side of the fog. After a short conversation with Roche, you will learn that there are two ways to get into the Nilfgaardian camp: sneak through the Kaedweni camp or bribe the courtesans on the hill.

Bribing requires a considerable amount of orens, so it is recommended to save money and choose the second option. Travel to the coast to the northeast (on the map) and infiltrate the Kaedweni camp.

You will need to move very carefully, because if you are noticed, then after a while the game will automatically end with your death. First, wait for a group of drunken soldiers to leave the bar. Run behind the tents and move on. A patrol will come out of the gate and head to the center of the camp. When they stop, knock out the lone soldier at the armory and continue west, hiding behind the tents.

Now wait for the guard to relieve himself and return to the fire in the center of the camp. Keep moving forward, the cook will notice you. Quickly run up to him and use the Axii sign on him to convince him that he needs to rest and go to bed. Walk right. A patrol will come out of the gate. Wait for the soldiers to leave and use the same door. Knock out the soldier on the cliff and go down. Walk along the beach and enter the caves.

There are a few corpse eaters waiting for you here - nothing dangerous or new from your adventures in the mines. Move through the caves, and when you get to the Nilfgaardian camp, you will be caught by the guards and taken to Shilard. After the conversation and cutscenes, Roche and Bianca will join you to deal with the remaining enemies.

While your allies are taking the brunt, use Quen and focus on the wizard. Dodge his fire magic, and when he uses protection, switch to weaker enemies. As soon as the magician's defense falls, use Aard and hit him with all your might.

When the wizard is finished, Roche will help you get through the Kaedweni camp. If you let Stennis die, you will have to play along with the fact that you are a prisoner and answer the questions of the guard at the gate. In the first case, select "Game", in the second - "Silence".

If you didn't let Stennis die, you'll have to sneak into Henselt's tent. Hide behind the crates and wait for the soldiers to leave. Here, without leaving the boxes, move to the right along the cliff and behind a large tent with two guards. Use Aard on the barrels, the guards will go to see what happened. Go around the tent in a clockwise direction and go inside.

In the end, you will find yourself outside the camp. Meet Philippa and head back to Vergen to heal Saskia.

Symbol of Death

Now that Saskia is alive and well again, you need to put an end to the curse on the battlefield. You need to get certain relics in order to put an end to the Eternal Battle. After talking with Sasky and Philippa, you will receive 3 necessary items: Vandergrift's sword, Seltkirk's armor and a magic medallion. The last part of the puzzle is the banner of the Brown Banner in the forest in the catacombs.

Use the upper (on the map) exit from Vergen, cross the familiar lake, pass familiar hills and enter the catacombs. Come on down. Many walls can be broken by Aard, but there is almost nothing of value there.

You need to go down to the lowest level of the crypt. Kill ghosts on your way. And in the end you will meet with the ghost of Eckhart. You can talk to him and convince him that he is right by answering a few questions. First answer that he is wrong, then - Manno Coehoorn, then - Manno was killed near Brenna. The army commanders are Vandergrift and Zeltkirk. And finally, that Bigerhorn took you prisoner.

If you make a mistake with the answers or do not want to talk at all, then you will have to kill the ghost. The Yrden sign helps well against him, which will allow you to go behind your back and deliver powerful blows. Also, do not forget about Quen and rolls. If you pumped Power and you have a strong sword, then you will quickly cope with it. In any case, take the banner from the coffin and return back to Vergen.

If you didn't get the other three relics, talk to Saskia again. Then talk to Philippa one last time to go to the cursed battle.

Eternal fight

You will be possessed by various spirits, during which you will be deprived of witcher abilities, such as magic and elixirs. First, an Aedirnian soldier will take possession of you. While your allies fight the Kaedweni soldiers, concentrate on the standard bearer. Parry and strike quickly, and you can handle it.

Now you will be taken over by a Kaedweni soldier, who needs to run to the commander and report what happened. However, your allies don't know you're coming and won't stop firing arrows. Use barriers to take cover from a volley of fire arrows and quickly run to another cover when the archers are reloading. As a result, you will reach Vandergrift with a report.

Then you will be taken over by the Zeltkirk. There will be many enemies, but, as in any non-Witcher battle, the tactics are the same: parry and counterattack with quick strikes. In the end, you will meet the draug and be able to play as Geralt again. Kill the standard bearer and prepare for a boss fight.

Sabrina will bring down the battlefield fireballs, and from the direction of Vandergrift, arrows and volleys of trebuchets will rain down. Quen will be enough to block many of these attacks. In a defensive stance, Vandergrift will often counter-attack, so it's best to just wait out this moment before attacking.

With a fully pumped Quen and a lot of energy, you will be able to avoid up to 15 attacks in a row. This is very handy, as every hit from Vandergrift can be fatal. First, focus on breaking the Draug's shield with relentless attacks. If you run out of energy, hide behind the rubble and wait until one or two strips are restored. Use Quen and attack Vandergrift again. Use a combo of three quick hits. Then run away again to restore energy.

It will take a long time before you deal with Vandergrift, but the above tactics are very simple and safe. After the battle, you will play for one last spirit - a Kaedweni priest. Avoid Sabrina's fireballs and exit the fog to end the curse.

Siege of Vergen

Now that the curse is over, Henselt will attack Vergen. At first, his troops will attack from the main gate, but Zoltan has an idea on how to stop the first wave. Use Quen and go up the stairs on the right. There is a lever here, by turning which you will pour boiling oil into the main entrance. While you have Quen, enemies will not be able to interrupt the interactive scene.

After a few cutscenes, you will find yourself on the wall of Vergen with Saskia, Zoltan and a crowd of allied soldiers. The Kaedweni troops will set up ladders and their soldiers will start climbing the wall. Allied troops will damage them with arrows, but when it comes to hand-to-hand combat everything will depend on you.

Thanks to the huge number of allied troops, we will not have to resort to sophisticated strategies. Enemies will often be distracted and you will be able to backstab and use Igni and Aard. In fact, you will be able to land 6 or more hits on the enemy before they switch to you. By that time, however, the enemy may already be dead and will not be able to fight back.

After two waves of attacking the wall, Saskia will ask you to go with her to the mines. She will guide you, so just follow her. Kaedweni troops have already infiltrated the mines, and you will have to clear several rooms of enemies. They are easily downed by Aard and should die with a couple of heavy sword blows.

In a large hall in the mines, we meet with Detmold and another crowd of soldiers. Use Quen and let Saskia take the main attack. With any luck, she will push them to the edge of the room, giving you time to deal with them one by one. Although Detmold is a big threat in this fight, it is not necessary to kill him. It will be much more practical to dodge his spells and focus on his henchmen. When only two enemies remain, a cutscene will play and the battle will end.

You will return to the wall and clash with another wave of soldiers. The strategy is the same. There are many allies, so there will be no difficulties with enemies. After you deal with the first wave, go after Zoltan and meet up with Iorveth. Cover Zoltan and he will break the gate mechanism. War is over.

After the heroes have negotiated the terms of the peace treaty, explore Philippa's room and talk to Iorveth to end the chapter.

ROCHE'S PATH

Prelude to War: Kaedwen

If we helped Roche kill commandant Loredo, then we leave Flotsam on the ship of a special detachment of Temeria. We are going to the border of Aedirn and Kaedwen. As far as we know, Leto fled there with Triss. In the same place, near the city of Vergen, the Kaedweni army is preparing an invasion of Aedirn...

We start Chapter 2 playing as the Kaedweni King Henselt. Accompanied by Sheala de Tanserville, the sorcerer Dethmold and the Kaedweni knights, we set out to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

The famed Maiden Saskia, the dragon slayer mentioned by Iorveth in the first chapter, intervenes in negotiations with the barons. After a mutual exchange of "courtesies", the girl challenges the king to a duel. It is up to us whether we accept this challenge or follow the advice of Detmold and try to capture Saskia, which will lead to a big battle. [Combat] We shouldn't have any problems, just block enemy attacks and deal heavy blows with a steel sword. AT certain moment the priest of Kreva will try to stop the battle, but Henselt kills him in a fit of rage... The sky darkens, fog thickens, and spirits emerge from it.

Geralt and Roche approach the gates of the Kaedweni camp. The witcher's medallion begins to tremble, warning of impending danger. Suddenly, a ghostly haze covers the area. In it we meet Henselt and his companions. We must take the king out of the phantom battlefield and get to the camp. Detmold shows us the way and surrounds everyone with a protective magical barrier. [Combat] The ghosts that attack us quickly die after entering the protective dome of Detmold. We shouldn't go outside the safe territory - we won't last long outside.

In the fog, Detmold is stopped several times by ghosts. We will have to defeat them all in order to free the mage from their spells. So, we get to the Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

Zyvik leads us through the camp, showing us the blacksmith, the canteen, the hospital, and the fighting arena. If we have no desire to tour the camp with a guide, we can try to convince the old campaigner to take us right away to the upper part of the camp.

At the royal tent, we meet the Nilfgaardian ambassador - you can talk to him. Then we go to meet with Henselt. The king asks us about the murders of Foltest and Demavend and asks us to remove the curse from the battlefield. He also tells us about the events of three years ago. When we leave the royal tent, Detmold approaches us and asks us to give him some time.

Conspiracy Theory (Part One)

The task regarding the conspiracy in the camp begins after talking with Detmold: the sorcerer will come to us when we finish talking with Henselt.

[Choice] We can track down the conspirators in two ways: help the son of Manfred [A] or find a certain Audrin and gather his drinking companions [B].

Butcher of Cidaris

[A] Wandering around the camp, sooner or later we will end up in the dining room. There, among others, we meet Manfred, who is drinking vodka alone. If we talk to him, he will tell us about his son Sven, who is waiting for a duel with a certain Letande Avet, also known as the Butcher of Cidaris. If we offer our help, Manfred promises to do his best to thank us. We're leaving to talk to Sven. At first, he tries to get rid of us, but in the end we convince him to fight the Butcher together. We go to Avet to pitch our idea for a 2v2 fight to him. He agrees and we return to Sven. When we say that we are ready, we will be transported to the arena, where Avet and his partner are already waiting for us. [Combat] In combat, the main thing is to repel the attacks of the Butcher and deliver strong blows with a steel sword. You can immobilize the enemy with the Sign of Yrden and stab him in the back. At the exit from the arena, we will meet Manfred, who will thank us for trying to save Sven or for saving him - depending on the outcome of the battle. We can ask him about people with square coins. Manfred is true to his word: she gives us a square coin. In addition, he advises us to go to Madame Karol's brothel and ask for Zosya the Whistle. We must ask that "her smile will open the gates of paradise for us." This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a jousting tournament. Proxim invites us to take part in the tournament, and this will be the beginning of a new task (Ave Henselt!).

Truth in beer

[B] We can also find out about Whistle Zos if we help the drunkards who roam the camp in search of their friend Audrin. To do this, we need to talk to one of the three drunken soldiers. We can go around the whole camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We're leading the drunk soldier back to the camp. Guards stop us at the gate. We can tell them that we got Audrin drunk as he is an important witness in the investigation we are running, or just bribe them. In any case, they will let us into the camp. We will have to wake Audrin twice: to find his comrades and to take him to the dining room. If we found all three of Audrin's friends, then we can go to the dining room to drink beer. If we build a conversation correctly, these gentlemen will relax and loosen their tongues. They will tell about the brothel, Zosya's Whistle and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise, we won't get anything from them.

[Choice] When we have a square coin and information about Whistle Zosa, we can go to Detmold and tell him everything we learned. The matter will end with the fact that his soldiers will help us in the battle with the conspirators. However, we can continue to investigate the conspiracy on our own.

So, we go to Madame Carol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosya. We say to Wendy: “I want your smile to open the gates of paradise for me,” and she will open a secret passage to the lair of the conspirators.

Downstairs we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the ghost battle - the Seltkirk Armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important not to forget to search Trout's body after the battle and pick up the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of Master Buttercup's style... Looks like we'll have to talk to the poet in the camp. The first part of this quest ends with a conversation with Buttercup. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and other conspirators, we can go to Detmold and tell him about everything. The sorcerer will pay us a reward for each killed conspirator, so that we can make good money.

Blood Curse

Complete walkthrough main and side quests of the second chapter


Complete walkthrough of the main and side quests of the second chapter

The king will tell you that three years ago his former adviser, Sabrina Glevissig, cursed him when he sent her to the stake on charges of betrayal. We decide to help the monarch and remove the curse from him. To do this, we need to look at Detmold and ask him a couple of questions. The sorcerer gives us a lot of valuable information about the curse, Sabrina and the spirits that attacked us in the fog. Among other things, we learn: in order to remove the spell from the king, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

We are going to the place indicated by Detmold. At the exit from the camp, foreman Zyvik asks us to look for two missing soldiers at the same time. We must order them to return to the camp as soon as possible.

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, drowners will attack us. [Combat] The silver sword and the Aard Sign will help us against them.

We approach the circle and meet the soldiers Zyvik is looking for. They ask to be taken to the camp. But before we help them or leave them to their fate, we must inspect the place of execution. If done carefully, we will find a letter from a soldier, square coins and a nail, and we will also notice curious marks in the ashes.

After inspecting the circle, you need to talk to the soldiers. They will tell us about the cult of Sabrina, led by a man nicknamed Inspirational, and about the execution that took place at this place three years ago. They will try to take the nail we found, and if we do not agree, then our dialogues with other admirers of Sabrina will change a little.

We lead the soldiers to safety, and along the way we fight drowners emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We've completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to speak with the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

In the circle we found some interesting clues. They must be used to remove the curse from Henselt. The soldiers mentioned the Inspirational One who lives in the gorges behind the camp, and the Relic Vendor that can be found at the canteen. So, we return to the camp. On the way to the dining room, we meet soldiers who are arguing over a relic. If we have the nail we found in Sabrina's circle, we can compare it to what they have. It will immediately become clear that their relic is an ordinary fake.

We'll find a merchant in the canteen. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The wandering merchant will tell you that Yagon pierced the dying Sabrina with a spear to end her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for the corpse-eaters, scouring the battlefield. [Combat] Monsters will attack in groups, and when they die, they will grab their heads and explode. It is best to use the Aard Sign against them and finish off stunned and knocked down creatures with a silver sword. If the corpse eater grabs its head, you need to quickly jump away from it to a safe distance - it will soon explode.

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse is empty and we are ready to deceive the head of the cult, we will have to pass the test - drink the potion that the Inspirational will give us and spend the night in a crypt in a hollow nearby.

We're going to perform the ritual. In the hollow we are attacked by rotten ones, and we deal with them in the same way as with the previous ones. We find a crypt between two lakes. When it gets dark (at 21:00), you can start the ritual. We drink the potion we received from the Inspirational. We will remember what we saw for a long time ...

When it's all over, we'll return to the Inspirational's hut. As new believers, we will ask him about the events of three years ago. He will tell us about the curse that Sabrina placed on Henselt. If we ask about the artifacts needed to end the ghostly battle, the Inspirational will tell us about the Zeltkirk of the Gulet and say that his armor may be the symbol of courage we are looking for. We should also ask him about Yagon's spear, which is needed to remove the curse from King Henselt. We learn that the relic dealer must have it...

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had the spear with which Iagon ended Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in the bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, Iorveth ... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe even now the sorcerer will be of some use to us.

Get out, evil spirit!

We inform Dethmold who now has the spear needed to break Sabrina's curse. The sorcerer recommends that we go to Vergen, a fortress on the other side of the ghostly haze. He will give us a medallion that will show us the way in the fog, and an embassy flag, which (in theory) will open the way for us to the city of dwarves.

At the exit from the upper camp, we will encounter Zoltan, grumbling about the racism that flourishes in the camp. Our friend will be happy to know that there is an opportunity to get to Vergen, although he will be wary of this venture. Thus, we find a companion for a dangerous journey. Together we step into the ghostly mist.

Before our eyes appears the battlefield of three years ago. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of fallen soldiers and draugirs - demons made from the armor and shields of the fallen. [Combat] We will have to fight for our lives. Trying to kill all opponents in the dark does not make sense. Our goal is simply to get to the other side. Against the spirits, a silver sword and the Signs of Aard and Quen should be used.

Coming out of the fog, we will follow Zoltan to the city of dwarves. In the burnt village beyond the ravine, we will encounter a squad of Scoia'tael. Thanks to Zoltan's presence, the elves won't kill us. They will advise us to meet with their commander on the outskirts of the city.

In the mentioned suburbs we meet our old friend, Yarpen Zigrin. This dwarf now serves as the commander of the guard. In a conversation with him, we learn that the banner of the Brown Banner - the symbol of death that we are looking for - can be found in the catacombs in the forest beyond Vergen. Yarpen cannot let us into the city as parliamentarians, but Zoltan decides to stay in Vergen and not return to the Kaedwens. He promises us to get the sword of General Vandergrift from Saskia - another memorable item needed to remove the curse. We agree with Zoltan that we will meet in the abandoned mines under the city. You can get there from the gorge.

Symbol of death

So, we decide to search for the banner of the Brown Banner. To do this, you need to explore the catacombs in the depths of the forest. At the entrance to the catacombs, ghosts can attack us. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal with them.

We have to get to the lower level. There, in one of the halls, we meet the spirit of the standard-bearer Brown Banner. [Choice] [A] We can trick him into claiming that we once entered Buruya, or [B] we can fight him.

[A] If we claim to have served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is wrong. The next answer is Manno Coehoorn, and the third answer is Manno Coehoorn was killed near Brenna. The answer to the question about the generals in the battle for Vergen is Zeltkirk and Vandergrift. The last answer is that Bigerhorn took us prisoner. So we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a cloak of the Brown Banner, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them in dice from Scalen Bourdon.

[B] If we're not in the mood to chat with the spirit, or we give the wrong answer to one of its questions, we'll have to fight. [Combat] This is a very difficult fight to prepare for. The sign of Yrden will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner.

But that's not all. If we deceived the ghost, he will periodically pursue us in other battles.

Symbol of hate

We've done our part. Let's hope that Zoltan did his job and got a sword... We're going to meet the dwarf. We pass through the outskirts of Vergen and the burnt village and find ourselves in the same place where we left the fog. At the crossroads we turn left, towards the gorges, and after passing through the old gate, we turn left again. So we reach the secret entrance to the mine.

Complete walkthrough of the main and side quests of the second chapter


Complete walkthrough of the main and side quests of the second chapter

Dwarven mines are a real labyrinth. We will probably get lost more than once before we begin to navigate them and find the way. Not only that: the dungeon is dark, and the oil lamps are of little use. I advise you to stock up on potions in advance that will allow us to see in the dark. In the mines we will encounter corpse-eaters. [Combat] We use tried and tested methods: knock them down with the Aard Sign and finish them off with a silver sword, remembering to jump to a safe distance when they die. After a long wandering in the mines, we reach a room where we will be attacked by a two-meter duckbill. This corpse eater is big and strong like a troll. [Combat] The easiest way to deal with him is with the Sign of Yrden and a finishing blow to the back. In the corridor behind the door we will meet Zoltan and Saskia, the Dragon Slayer.

To our surprise, the girl herself will give us the sword in the hope that we will remove the curse from the battlefield. In addition, Zoltan will tell you that Iorvet lost the spear we needed in the bone. Its new owner, Scalen Bourdon, is the young dwarf we met in the suburbs.

Looks like luck is on our side. We need to take advantage of this and play dice. We return to the city and challenge the dwarf. He immediately agrees, warning that we will lose anyway. We need a spear, so we play until we win. Then we return to Henselt's camp through the mist.

Like the first time, we use our medallion in the fog and follow its instructions. This time it will be much easier to get through the fog as we can see the camp in the distance. Spirits and ghosts will meet us again. [Combat] We deal with them with quick blows of the silver sword, and if necessary, use the Signs of Aard, Quen and Yrden. Coming out of the fog, we meet Rocher with a detachment.

Vernon says that a woman came out of the mist shortly before we arrived, and that the Blue Stripes were attacked by the Nilfgaardians who met her. It looks like it was Philippa Eilhart's maid, whom the sorceress sent here in search of Triss ... Or maybe she is spying for the Empire? We hurry to the camp: perhaps Ambassador Shilard will explain everything to us. In the camp it turns out that the Nilfgaardians have already sailed ... We must talk to Henselt. Perhaps he will let us follow the Blacks.

We go to the king and tell him about the artifacts that we got on the other side of the fog. The king wants us to begin the ceremony immediately. He and his guards head to the site of Sabrina's execution. We need to meet with Detmold to get magic powder from him. With them we will draw the runes that we read about in the book taken earlier from the sorcerer. Having received everything we need, we go to Sabrina's circle.

After a brief conversation, the king leads us to a hill that overlooks the area. There we have another conversation with him. We need to accurately recreate all the events of three years ago. Under our guidance, Henselt must draw the runes that are needed for the ceremony.

It's kind of like a mini-game. If we read the book that Detmold gave us earlier, then we can easily draw the signs in the correct order. We need to create a kind of goat skull inscribed in a circle. To do this, we advise Henselt to start at the witch circle and move towards the petrified bread. Then we ask the king to go to the charred tree, and then to the carcass of the raven, curdled milk, and finally again to the witch's circle.

Now we need to set fire to the runes - this will allow the rite to begin. The signs on the ground will light up with blue flames and ghosts will appear outside the circle. In time, the barrier protecting the king and us will disappear, and evil spirits will enter. We must protect Henselt until Sabrina's spirit speaks the last words of the curse. [Combat] We fight off the attacks of ghosts with a silver sword and use Signs as necessary. Soon the king pierces the spirit of the sorceress with a spear, completing the ritual and removing the curse from himself. Henselt will be so grateful to us that he will promise to hand over the medallion - a symbol of faith needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation...

Kingslayers

Complete walkthrough of the main and side quests of the second chapter


Complete walkthrough of the main and side quests of the second chapter

When we remove the curse of Sabrina Glevissig from the king, Henselt invites us to a feast. Arriving at the upper camp, we see that the monarch is receiving the Redanian ambassador. The guards won't let us into the king's tent, and we'll have to wait until evening. After 22:00 we make another attempt. The ambassador informs Henselt that after the death of Foltest and as a result of the tragic death of Prince Bussi, his sister Anais may become the heir to the throne. The king asks us about some details of the siege of the castle of La Valette. However, the conversation is interrupted by the killer, from whose hand the ambassador will fall. We save the king with the Sign of Aard. We are waiting for a fight with two killers. [Combat] Our opponents are strong enough. In a fight with them, it is worth using blocks and the Yrden Sign.

At a certain point, Sheala intervenes in the fight, and one of the assassins manages to escape. Henselt wants to talk to us again, and this time he invites his court sorcerers - Sheala and Detmold. The latter wants to resort to necromancy, magic forbidden by the Chapter. This is the only way to get at least some information from the dead killer.

Now we are free. We can finish other tasks or wander around the camp. But if we want to know more about the killers, it's time to visit Detmold. We'll find him at the field hospital in the lower camp. He proposes to conduct a necromantic ritual together. To participate in it, we need Rook potion. If we do not have its recipe, we can buy it from one of the merchants in the camp. The ingredients can be easily found on the field next to the camp. When we prepare the potion and drink it, we need to talk to the sorcerer again. Dethmold begins the ritual...

Thanks to necromancy, we now see the world through the eyes of a killer - Egan. We are in a gorge, far from the camp. We have another kingslayer with us, Zerrit. We need to get to the hideout. Along the way, we encounter harpies that live in the gorges. [Combat] Strong blows of the silver sword will clear the way for us. Soon, Serrit leads us to the hideout. We go strictly behind him, trying not to touch the traps with which it is surrounded. So we will reach the place where the main killer is located - Summer. We talk to the Kingslayer and learn that Sheala de Tanserville is also involved in the plot and that the assassins no longer need her. Also, Leto says he's going to Loc Muinne.

Then, still under the influence of Detmold's spell, we are transported to Henselt's camp. Zerrit is walking along the wall, and we need to sneak on the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a stone on the left and wait for the sentries to finish talking and leave. Now you need to get to the end of the passage between the tents and the palisade. If we succeed, we will find ourselves in a cave under the camp, where Zerrit will voice his ideas regarding the creation of a new Council and Chapter of Sorcerers at a meeting in Loc Muinne. Then the spell will take us to the upper camp, where we will have to fight to get into Henselt's tent. [Combat] We need to deal with the two-handed guards and shieldmen armed with two-handed swords. We must parry their blows and deliver power blows with a steel sword.

The action of necromancy ends, and we come to our senses in the hospital. We briefly retell everything we saw, and go to the hideout of the killers. The wounded Zerrit is probably there. First we can wander around the camp and finish the rest of the tasks. After that, we go to the cave of the killers along the path that we walked during the vision. We find a dying Zerrit in the same place where we met Leto in the vision. We briefly talk with him about Sheal. Now we must return to Detmold and tell him about everything. The sorcerer tells us that it's time to remove the curse from the battlefield, and gives us Henselt's medallion - a symbol of faith that we need to dispel the darkness. After that, it remains for us to uncover the conspiracy. If the plot is already revealed, you can remove the curse from the battlefield.

Eternal fight

We promised Henselt that we would at least try to lift the curse from the battlefield. Only by getting rid of the ghostly haze will we be able to leave the king's camp and go in pursuit of the Nilfgaardians who kidnapped Triss.

Throughout the second chapter, we will collect information and look for a way to get rid of ghosts. Thanks to our own experience and the help of the sorcerer Detmold, we find out that we will need four artifacts related to the battle three years ago: symbols of faith, courage, hatred and death. When we complete the earlier quests that make up the 74th main storyline, we will come to the conclusion that the following artifacts are needed for nm: Henselt's medallion, Seltkirk's armor, Vandergrift's sword and the banner of the Brown Banner. We will receive the medallion from Henselt when we complete the Assassins of Kings task, the armor after the battle with Vinson Trout and the conspirators (Conspiracy Theory), and in Vergen (Blood Curse) we will get the sword and banner.

Having obtained all four artifacts, we go to Detmold's tent and ask him for the last advice. Then we go into the darkness.

In the mist, the spirit of an Aedirnian soldier takes possession of us. Our commander gives orders to the archers and sends us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs. After that, the spirit of the Kaedweni soldier is instilled in us.

We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. This is how we get to our general. Vandergrift. Draugh. The General enters into battle with Sabrina Glewessig, court sorceress of King Henselt.

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] The fight with the draug is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call in a volley of archers, and finally send Sabrina's fire hail at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, the spirit of the Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind covers, we head towards the edge of the fog...

Conspiracy Theory (Part Two)

Complete walkthrough of the main and side quests of the second chapter

Complete walkthrough of the main and side quests of the second chapter

After we have removed the curse from the battlefield, Dandelion will wake us up. He tells what happened in our absence. The soldiers are dissatisfied with Henselt's agreements with Nilfgaard, and Detmold has arrested several conspirators, and if we do not do something immediately, he will send another half of the camp to the rack. Henselt went with the army to Vergen. In addition, Buttercup informs us that the conspirators are hiding in the house at the top of the hill.

We hasten to the place the poet spoke of. To our surprise, we meet Vernon Rocher there. We have no choice: we must help Roche. Together we rush to the Temerians' tent in search of Bianchi. At the Blue Stripes camp we are attacked by Kaedweni soldiers. [Combat] We will win if we skillfully parry blows and use the Signs of Aard and Yrden. We see that the tent is empty. The camp whore reveals that Detmold has invited Roche's men to a banquet in the camp dining room. We go there, but on the way we run into Kaedweni soldiers left in the camp. [Combat] Our enemies are numerous, some of them have halberds, so we will have to be careful. You need to put blocks and dodge. The signs of Yrden, Quen and Aard will also come in handy. When we arrive, we'll find all of Roche's people... hanged. Only Bianca survived. She tells who did it. Burning with a thirst for revenge, Rocher rushes to Vergen to find and punish Henselt. Geralt is more interested in Sheala de Tanserville, who also fled to Vergen. It's payback time...

Assault on Vergen

Complete walkthrough of the main and side quests of the second chapter

Complete walkthrough of the main and side quests of the second chapter

So, we are heading to the besieged Vergen. Our path leads through the gorges, which we are familiar with on the assignment of the Assassins of Kings, so we are again looking forward to meeting with the harpies. In the depths, where there used to be fog, we find ancient debris, and next to them is a troll.

[Choice] We can talk to her politely and find out that her husband recently met someone going to Loc Muinne. Or we can kill her to save time. On the way to Vergen, near the old quarry, we should be ready to meet harpies. Then, in the hollow, we will have the opportunity to save the troll's husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shieldmen. [Combat] Don't forget about blocking and strike hard with the steel sword. After the fight, we will notice one of Detmold's men nearby. It turns out that the sorcerer also knows about the secret passage to Vergen.

Wasting no time, we hurry to the cave. We don't have to look long for a runaway soldier. We face him... and his comrades. This is revealed to be one of Adam Pangratt's men. We have already seen him in the camp. He will order his people to kill us, and he himself will go deeper into the caves. We'll have to draw our sword again. [Combat] This is a rather difficult fight. It is best to block enemy attacks and use a combination of powerful and speedy strikes with a steel sword. The signs Aard and Igni will also come in handy. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Dethmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We rush forward: Vergen should be close by. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress - Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth . It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Chivay was talking about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will face a large force of Kaedweni. [Combat] In this fight, you should not forget about blocks and strong blows. After the victory, Iorveth will have a short talk with us.

[B] Now we just have to find Sheala de Tanserville. On the way to Philippa's house, we will come across a few more soldiers. Then, after a couple of steps, we will have to face the monster that the sorceress summoned. [Combat] It is important not to forget about blocks: this monster can easily knock Geralt down. The Sign of Igni and the strong blows of the silver sword will help us. We get to Philippa's house only to see the sorceress open the portal. Sheala de Tanserville will advise us not to look for her again. She will disappear along with Saskia, and Henselt will appear instead. The king will order us to be killed. [Combat] In this battle, we will need a combination of blocks, the Sign of Igni, and strong strikes of the steel sword. After defeating the enemies, we will have to deal with Henselt. Meanwhile, Roche will break into Philippa's house. [Choice] It's time to decide what to do with the king of Kaedwen. We have a choice. [A] We can spare him and tell Roche it's better to keep our hands clean, or [B] let Roche kill the king. This decision will have serious consequences in the third chapter.

Looks like all roads lead to Loc Muinne...

As Skalen Bourdon said, they buried the banner of the Brown Banner along with the standard bearer. Burials are located in the catacombs of the red people on the opposite side of the lake from Vergen. We go into the catacombs, beat the ghosts until we meet the spirit of Eckhart Heneisi, the standard-bearer of the Brown Banner. If we asked Zyvik about his service in the Brown Banner, then we can go for a little deception and get the banner. To do this, choose the following phrases:

  • You take it wrong;
  • Manno Coehoorn;
  • Koehoorn is not alive;
  • Vandergrift and Zeltkirk;
  • The priest brought us out.
You can also simply, without deceit, but in a rude way, deal with him as with the rest of the ghosts. But it will be somehow not human, or something.

HATE SYMBOL

Vandergrift's sword belongs to Saskia. And Zoltan followed him, who joined his dwarf brothers and would remain in Vergen. They agree on a meeting place with Geralt after Zoltan gets the sword. We go to a meeting with Zoltan through the dungeons and on the way we paint out all kinds of evil spirits. And here is Zoltan... and Saskia! Saskia knows why Geralt needs this sword, so she gives it herself. After a little conversation, Geralt asks Saskia to arrange a meeting with Iorveth, because he has a spearhead, which is also needed to remove the curse. Saskia reports that Iorveth lost him in dice, and now he is with Skalen Bourdon, who has quite a few artifacts in his stash. At this they part, wishing each other good luck.

HOLY LANCE

We return to Skalen Burdon. The spearhead can only be won at dice. We play. Stock up on money. When the spear is won, then you can continue to play. If at the same time you win a couple more, three antique gizmos from him, then our dwarf will stop playing altogether. Having received all the necessary characters "Hate Symbol" - Vandergrift's Sword, "Symbol of Death" - Banner of the Brown Banner, "Spear of Destiny" - Spearhead, Geralt returns to the Kaedweni camp through the mist.

WHERE IS TRISS

Coming out of the darkness, Geralt sees Roche and the corpses of the Nilfgaardians. Roche explains that they were watching the nilfs who were clearly waiting for someone who was supposed to come out of the darkness. Questions were not answered. Finally, a girl appeared from the darkness, exhausted, fell into the grass, while dropping a small jade figurine. Roche is ready to swear that the figurine was Triss Merigold, but in his opinion this is not possible. Geralt, on the contrary, knew that it was possible. They rush to the Nilfgaardian camp. But too late, the ship of the Nilfgaardians is sailing to Loc Muin. Geralt asks Roche to immediately follow, but Roche says that until Geralt removes the curse, their ship will not be released.

BLOOD CURSE

It's time to end the curse: the Witcher goes to Henselt and together they return to the place of Sabrina's execution. There, the king must draw a symbol, and Geralt must say where and what to draw. He tells Henselt through which objects to draw a line.

  1. witch circle,
  2. black candles,
  3. goat skull,
  4. charred tree,
  5. carcass of a crow,
  6. Yogurt in a stone bowl
  7. witch circle;

You can start the ritual, for this, with the help of the Igni sign, we set fire to the circle itself, drawn around the place of execution. The ghost of Sabrina Glevissig appears on the wheel. The ritual has begun. The circle blazing with blue flame was supposed to protect Geralt and Henselt from the invasion of ghosts while they were inside the circle. But Henselt, that fat pig in the crown, manages to break the circle. Geralt will have to brush off a dozen ghosts. Finally, the right moment comes, you can plunge the spear into Sabrina, thereby killing her spirit. Henselt handles it. The curse has been lifted. But only from Henselt himself. He invites us to his tent to celebrate with the best wine.

KING KILLERS

We go to the tent to King Henselt. In the tent, besides Henselt himself, the ambassador of Redania, who reads a note from King Radovid. But we do not have time to listen to Henselt's objections to the end, as the killer breaks into the tent. Geralt, with a sign from Aard, throws the stranger out of the tent and follows him.

Before us are two witchers, those very killers of kings, or rather assistants of the killer, since in fact, only Leto killed the kings. We start to fight. You can only soak one, by the way Sheala intervenes in the matter. The second witcher hurried off. Detmold conducts a necromancy ritual and we have the opportunity to see everything that happened to the murdered shortly before his death. Before going into a trance, we must use the Mallard Elixir. And if it is not in the inventory, then you have to do it. After being a little witcher Egan, we find out where their lair is, We also learn that Sheala ordered the assassination of King Demavend. The visions end with a fight with Geralt.

Waking up, Geralt shares with Detmold what he saw. Mentions Sheale. Detmold says that Sheala came in during a trance and left in search of the escaped witcher. Realizing why she needs him, Geralt hurries to the lair of the witchers. But he finds the already dying, Zerrit, the second witcher. Before he died, he only had time to say that Sheala covered her tracks. We return to Detmold.

If we helped Roche kill commandant Loredo, then we leave Flotsam on the ship of a special detachment of Temeria. We are going to the border of Aedirn and Kaedwen. As far as we know, Leto fled there with Triss. In the same place, near the city of Vergen, the Kaedweni army is preparing an invasion of Aedirn ...

We start Chapter 2 playing as the Kaedweni King Henselt. Accompanied by Sheala de Tanserville, the sorcerer Dethmold and the Kaedweni knights, we set out to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

The famed Maiden Saskia, the dragon slayer mentioned by Iorveth in the first chapter, intervenes in negotiations with the barons. After a mutual exchange of "courtesies", the girl challenges the king to a duel. It is up to us whether we accept this challenge or follow the advice of Detmold and try to capture Saskia, which will lead to a big battle. [Combat] We shouldn't have any problems, just block enemy attacks and deal heavy blows with a steel sword. At a certain moment, the priest of Kreva will try to stop the battle, but Henselt kills him in a fit of rage... The sky darkens, fog thickens, and spirits appear from it.

Geralt and Roche approach the gates of the Kaedweni camp. The witcher's medallion begins to tremble, warning of impending danger. Suddenly, a ghostly haze covers the area. In it we meet Henselt and his companions. We must take the king out of the phantom battlefield and get to the camp. Detmold shows us the way and surrounds everyone with a protective magical barrier. [Combat] The ghosts that attack us quickly die after entering the protective dome of Detmold. Don't go outside the safe territory, we won't last long outside.

In the fog, Detmold is stopped several times by ghosts. We will have to defeat them all in order to free the mage from their spells. So, we get to the Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

Zyvik leads us through the camp, showing us the blacksmith, the canteen, the hospital, and the fighting arena. If we have no desire to tour the camp with a guide, we can try to convince the old campaigner to take us right away to the upper part of the camp.

At the royal tent, we meet the Nilfgaardian ambassador you can talk to him. Then we go to meet with Henselt. The king asks us about the murders of Foltest and Demavend and asks us to remove the curse from the battlefield. He also tells us about the events of three years ago. When we leave the royal tent, Detmold approaches us and asks us to give him some time.



Conspiracy Theory (Part One)

The task regarding the conspiracy in the camp begins after talking with Detmold: the sorcerer will come to us when we finish talking with Henselt.

[Choice] We can track down the conspirators in two ways: help the son of Manfred [A] or find a certain Audrin and gather his drinking buddies [B].

Butcher of Cidaris

[A] Wandering around the camp, we will sooner or later end up in the dining room. There, among others, we meet Manfred, who is drinking vodka alone. If we talk to him, he will tell us about his son Sven, who is waiting for a duel with a certain Letande Avet, also known as the Butcher of Cidaris. If we offer our help, Manfred promises to do his best to thank us. We're leaving to talk to Sven. At first, he tries to get rid of us, but in the end we convince him to fight the Butcher together. We go to Avet to pitch our idea for a 2v2 fight to him. He agrees and we return to Sven. When we say that we are ready, we will be transported to the arena, where Avet and his partner are already waiting for us. [Combat] In combat, the main thing is to repel the attacks of the Butcher and deliver strong blows with a steel sword. You can immobilize the enemy with the Sign of Yrden and stab him in the back. At the exit from the arena, we will meet Manfred, who will thank us for trying to save Sven or for saving him, depending on the outcome of the battle. We can ask him about people with square coins. Manfred is true to his word: she gives us a square coin. In addition, he advises us to go to Madame Karol's brothel and ask for Zosya the Whistle. We must ask that "her smile will open the gates of paradise for us." This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a jousting tournament. Proxim invites us to take part in the tournament, and this will be the beginning of a new task (Ave Henselt!).

Truth in beer

[B] We can also find out about Whistle Zos if we help the drunkards who roam the camp in search of their friend Audrin. To do this, we need to talk to one of the three drunken soldiers. We can go around the whole camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We're leading the drunk soldier back to the camp. Guards stop us at the gate. We can tell them that we got Audrin drunk as he is an important witness in the investigation we are running, or just bribe them. In any case, they will let us into the camp. We will have to wake Audrin twice: to find his comrades and to take him to the dining room. If we found all three of Audrin's friends, then we can go to the dining room to drink beer. If we build a conversation correctly, these gentlemen will relax and loosen their tongues. They will tell about the brothel, Zosya's Whistle and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise, we won't get anything from them.

[Choice] When we have a square coin and information about Whistle Zosa, we can go to Detmold and tell him everything we learned. The matter will end with the fact that his soldiers will help us in the battle with the conspirators. However, we can continue to investigate the conspiracy on our own.

So, we go to Madame Carol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosya. We say to Wendy: “I want your smile to open the gates of paradise for me,” and she will open a secret passage to the lair of the conspirators.

Downstairs we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the ghost battle, the Seltkirk Armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important not to forget to search Trout's body after the battle and pick up the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of Master Buttercup's style... Looks like we'll have to talk to the poet in the camp. The first part of this quest ends with a conversation with Buttercup. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and other conspirators, we can go to Detmold and tell him about everything. The sorcerer will pay us a reward for each killed conspirator, so that we can make good money.

Blood Curse

The king will tell you that three years ago his former adviser, Sabrina Glevissig, cursed him when he sent her to the stake on charges of betrayal. We decide to help the monarch and remove the curse from him. To do this, we need to look at Detmold and ask him a couple of questions. The sorcerer gives us a lot of valuable information about the curse, Sabrina and the spirits that attacked us in the fog. Among other things, we learn: in order to remove the spell from the king, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

We are going to the place indicated by Detmold. At the exit from the camp, foreman Zyvik asks us to look for two missing soldiers at the same time. We must order them to return to the camp as soon as possible.

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, drowners will attack us. [Combat] The silver sword and the Aard Sign will help us against them.

We approach the circle and meet the soldiers Zyvik is looking for. They ask to be taken to the camp. But before we help them or leave them to their fate, we must inspect the place of execution. If done carefully, we will find a letter from a soldier, square coins and a nail, and we will also notice curious marks in the ashes.

After inspecting the circle, you need to talk to the soldiers. They will tell us about the cult of Sabrina, led by a man nicknamed Inspirational, and about the execution that took place at this place three years ago. They will try to take the nail we found, and if we do not agree, then our dialogues with other admirers of Sabrina will change a little.

We lead the soldiers to safety, and along the way we fight drowners emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We've completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to speak with the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

In the circle we found some interesting clues. They must be used to remove the curse from Henselt. The soldiers mentioned the Inspirational One who lives in the gorges behind the camp, and the Relic Vendor that can be found at the canteen. So, we return to the camp. On the way to the dining room, we meet soldiers who are arguing over a relic. If we have the nail we found in Sabrina's circle, we can compare it to what they have. It will immediately become clear that their relic is a common fake.

We'll find a merchant in the canteen. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The wandering merchant will tell you that Yagon pierced the dying Sabrina with a spear to end her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for the corpse-eaters, scouring the battlefield. [Combat] Monsters will attack in groups, and dying grab their heads and explode. It is best to use the Aard Sign against them and finish off stunned and knocked down creatures with a silver sword. If the corpse eater grabs its head, you need to quickly jump away from it to a safe distance it will soon explode.

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse is empty and we are ready to deceive the head of the cult, we will have to pass the test drink the potion that the Inspirational will give us and spend the night in a crypt in a hollow nearby.

We're going to perform the ritual. In the hollow we are attacked by rotten ones, and we deal with them in the same way as with the previous ones. We find a crypt between two lakes. When it gets dark (at 21:00), you can start the ritual. We drink the potion we received from the Inspirational. We will remember what we saw for a long time ...

When it's all over, we'll return to the Inspirational's hut. As new believers, we will ask him about the events of three years ago. He will tell us about the curse that Sabrina placed on Henselt. If we ask about the artifacts needed to end the ghostly battle, the Inspirational will tell us about the Zeltkirk of the Gulet and say that his armor may be the symbol of courage we are looking for. We should also ask him about Yagon's spear, which is needed to remove the curse from King Henselt. We learn that the relic dealer must have it...

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had the spear with which Iagon ended Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in the bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, Iorveth ... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe even now the sorcerer will be of some use to us.

Get out, evil spirit!

We inform Dethmold who now has the spear needed to break Sabrina's curse. The sorcerer recommends that we go to Vergen, a fortress on the other side of the ghostly haze. He will give us a medallion that will show us the way in the fog, and an embassy flag, which (in theory) will open the way for us to the city of dwarves.

At the exit from the upper camp, we will encounter Zoltan, grumbling about the racism that flourishes in the camp. Our friend will be happy to know that there is an opportunity to get to Vergen, although he will be wary of this venture. Thus, we find a companion for a dangerous journey. Together we step into the ghostly mist.

Before our eyes appears the battlefield of three years ago. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of the fallen soldiers and draugirs demons made from the armor and shields of the fallen. [Combat] We will have to fight for our lives. Trying to kill all opponents in the dark does not make sense. Our goal is simply to get to the other side. Against the spirits, a silver sword and the Signs of Aard and Quen should be used.

Coming out of the fog, we will follow Zoltan to the city of dwarves. In the burnt village beyond the ravine, we will encounter a squad of Scoia'tael. Thanks to Zoltan's presence, the elves won't kill us. They will advise us to meet with their commander on the outskirts of the city.

In the mentioned suburbs we meet our old friend, Yarpen Zigrin. This dwarf now serves as the commander of the guard. In a conversation with him, we learn that the banner of the Brown Banner the symbol of death that we are looking for can be found in the catacombs in the forest beyond Vergen. Yarpen cannot let us into the city as parliamentarians, but Zoltan decides to stay in Vergen and not return to the Kaedwens. He promises us to get General Vandergrift's sword from Saskia, another memorable item needed to remove the curse. We agree with Zoltan that we will meet in the abandoned mines under the city. You can get there from the gorge.


Symbol of death

So, we decide to search for the banner of the Brown Banner. To do this, you need to explore the catacombs in the depths of the forest. At the entrance to the catacombs, ghosts can attack us. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal with them.

We have to get to the lower level. There, in one of the halls, we meet the spirit of the standard-bearer Brown Banner. [Choice] [A] We can trick him into claiming that we once entered Buruya, or [B] we can fight him.

[A] If we claim to have served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is wrong. The next answer is Manno Coehoorn, and the third answer is Manno Coehoorn was killed near Brenna. The answer to the question about the generals in the battle for Vergen Zeltkirk and Vandergrift. The last answer we were taken prisoner by the Bigerhorn. So we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a cloak of the Brown Banner, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them in dice from Scalen Bourdon.

[B] If we're not in the mood to chat with the spirit, or we give the wrong answer to one of its questions, we'll have to fight. [Combat] This is a very difficult fight to prepare for. The sign of Yrden will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner.

But that's not all. If we deceived the ghost, he will periodically pursue us in other battles.


Symbol of hate

We've done our part. Let's hope that Zoltan did his job and got a sword... We're going to meet the dwarf. We pass through the outskirts of Vergen and the burnt village and find ourselves in the same place where we left the fog. At the crossroads we turn left, towards the gorges, and after passing through the old gate, turn left again. So we reach the secret entrance to the mine.

Dwarven mines a real labyrinth. We will probably get lost more than once before we begin to navigate them and find the way. Not only that: the dungeon is dark, and the oil lamps are of little use. I advise you to stock up on potions in advance that will allow us to see in the dark. In the mines we will encounter corpse-eaters. [Combat] We use tried and tested methods: knock them down with the Aard Sign and finish them off with a silver sword, remembering to jump to a safe distance when they die. After a long wandering in the mines, we reach a room where we will be attacked by a two-meter duckbill. This corpse eater is big and strong like a troll. [Combat] The easiest way to deal with him is with the Sign of Yrden and a finishing blow to the back. In the corridor behind the door we will meet Zoltan and Saskia, the Dragon Slayer.

To our surprise, the girl herself will give us the sword in the hope that we will remove the curse from the battlefield. In addition, Zoltan will tell you that Iorvet lost the spear we needed in the bone. Its new owner, Skalen Bourdon, is the young dwarf we met in the suburbs.

Looks like luck is on our side. We need to take advantage of this and play dice. We return to the city and challenge the dwarf. He immediately agrees, warning that we will lose anyway. We need a spear, so we play until we win. Then we return to Henselt's camp through the mist.

Like the first time, we use our medallion in the fog and follow its instructions. This time it will be much easier to get through the fog as we can see the camp in the distance. Spirits and ghosts will meet us again. [Combat] We deal with them with quick blows of the silver sword, and if necessary, use the Signs of Aard, Quen and Yrden.

Coming out of the fog, we meet Rocher with a detachment. Vernon says that a woman came out of the mist shortly before we arrived, and that the Blue Stripes were attacked by the Nilfgaardians who met her. It looks like it was Philippa Eilhart's servant, whom the sorceress sent here in search of Triss ... Or maybe she is spying for the Empire? We hurry to the camp: perhaps Ambassador Shilard will explain everything to us. In the camp it turns out that the Nilfgaardians have already sailed ... We must talk with Henselt. Perhaps he will let us follow the Blacks.

We go to the king and tell him about the artifacts that we got on the other side of the fog. The king wants us to begin the ceremony immediately. He and his guards head to the site of Sabrina's execution. We need to meet with Detmold to get magic powder from him. With them we will draw the runes that we read about in the book taken earlier from the sorcerer.

Having received everything we need, we go to Sabrina's circle. After a brief conversation, the king leads us to a hill that overlooks the area. There we have another conversation with him. We need to accurately recreate all the events of three years ago. Under our guidance, Henselt must draw the runes that are needed for the ceremony.

It's kind of like a mini-game. If we read the book that Detmold gave us earlier, then we can easily draw the signs in the correct order. We need to create a kind of goat skull inscribed in a circle. To do this, we advise Henselt to start at the witch circle and move towards the petrified bread. Then we ask the king to move on to the charred tree, and then to the raven carcass, curdled milk, and finally back to the witch's circle.

Now we need to set fire to the runes this will allow the rite to begin. The signs on the ground will light up with blue flames and ghosts will appear outside the circle. In time, the barrier protecting the king and us will disappear, and evil spirits will enter. We must protect Henselt until Sabrina's spirit speaks the last words of the curse. [Combat] We fight off the attacks of ghosts with a silver sword and use Signs as necessary. Soon the king pierces the spirit of the sorceress with a spear, completing the ritual and removing the curse from himself. Henselt will be so grateful to us that he will promise to give the medallion the symbol of faith needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation…

Kingslayers

When we remove the curse of Sabrina Glevissig from the king, Henselt invites us to a feast. Arriving at the upper camp, we see that the monarch is receiving the Redanian ambassador. The guards won't let us into the king's tent, and we'll have to wait until evening. After 22:00 we make another attempt. The ambassador informs Henselt that after the death of Foltest and as a result of the tragic death of Prince Bussi, his sister Anais may become the heir to the throne. The king asks us about some details of the siege of the castle of La Valette. However, the conversation is interrupted by the killer, from whose hand the ambassador will fall. We save the king with the Sign of Aard. We are waiting for a fight with two killers. [Combat] Our opponents are strong enough. In a fight with them, it is worth using blocks and the Yrden Sign.

At a certain point, Sheala intervenes in the fight, and one of the assassins manages to escape. Henselt wants to talk to us again, and this time he invites his court sorcerers - Sheala and Detmold. The latter wants to resort to necromancy, magic forbidden by the Chapter. This is the only way to get at least some information from the dead killer.

Now we are free. We can finish other tasks or wander around the camp. But if we want to know more about the killers, it's time to visit Detmold. We'll find him at the field hospital in the lower camp. He proposes to conduct a necromantic ritual together. To participate in it, we need Rook potion. If we do not have its recipe, we can buy it from one of the merchants in the camp. The ingredients can be easily found on the field next to the camp. When we prepare the potion and drink it, we need to talk to the sorcerer again. Detmold begins the ritual...

Thanks to necromancy, we now see the world through the eyes of the killer, Egan. We are in a gorge, far from the camp. We have another kingslayer with us, Zerrit. We need to get to the hideout. Along the way, we encounter harpies that live in the gorges. [Combat] Strong blows of the silver sword will clear the way for us. Soon, Serrit leads us to the hideout. We go strictly behind him, trying not to touch the traps with which it is surrounded. So we will reach the place where the main killer is located Summer. We talk to the Kingslayer and learn that Sheala de Tanserville is also involved in the plot and that the assassins no longer need her. Also, Leto says he's going to Loc Muinne.

Then, still under the influence of Detmold's spell, we are transported to Henselt's camp. Zerrit is walking along the wall, and we need to sneak on the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a stone on the left and wait for the sentries to finish talking and leave. Now you need to get to the end of the passage between the tents and the palisade. If we succeed, we will find ourselves in a cave under the camp, where Zerrit will voice his ideas regarding the creation of a new Council and Chapter of Sorcerers at a meeting in Loc Muinne. Then the spell will take us to the upper camp, where we will have to fight to get into Henselt's tent. [Combat] We need to deal with the two-handed guards and shieldmen armed with two-handed swords. We must parry their blows and deliver power blows with a steel sword.

The action of necromancy ends, and we come to our senses in the hospital. We briefly retell everything we saw, and go to the hideout of the killers. The wounded Zerrit is probably there. First we can wander around the camp and finish the rest of the tasks. After that, we go to the cave of the killers along the path that we walked during the vision. We find a dying Zerrit in the same place where we met Leto in the vision. We briefly talk with him about Sheal. Now we must return to Detmold and tell him about everything. The sorcerer tells us that the time has come to remove the curse from the battlefield, and gives us Henselt's medallion a symbol of faith that we need to dispel the darkness. After that, it remains for us to uncover the conspiracy. If the plot is already revealed, you can remove the curse from the battlefield.

Eternal fight

We promised Henselt that we would at least try to lift the curse from the battlefield. Only by getting rid of the ghostly haze will we be able to leave the king's camp and go in pursuit of the Nilfgaardians who kidnapped Triss.

Throughout the second chapter, we will collect information and look for a way to get rid of ghosts. Thanks to our own experience and the help of the sorcerer Detmold, we find out that we will need four artifacts related to the battle three years ago: symbols of faith, courage, hatred and death. When we complete the earlier quests that make up the main storyline, we will come to the conclusion that the artifacts we need are the following: Henselt's medallion, Seltkirk's armor, Vandergrift's sword, and the banner of the Brown Banner. We will receive the medallion from Henselt when we complete the Assassins of Kings quest, armor after the battle with Vinson Trout and the conspirators (Conspiracy Theory), and in Vergen (Blood Curse) we will get the sword and banner.

Having obtained all four artifacts, we go to Detmold's tent and ask him for the last advice. Then we go into the darkness.

In the mist, the spirit of an Aedirnian soldier takes possession of us. Our commander gives orders to the archers and sends us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs.

After that, the spirit of the Kaedweni soldier is instilled in us. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. This is how we get to our general. Vandergrift. Draugh. The General enters into battle with Sabrina Glewessig, court sorceress of King Henselt.

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] Draugh combat is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call in a volley of archers, and finally send Sabrina's fire hail at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, the spirit of the Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind cover, we head towards the edge of the fog...

Conspiracy Theory (Part Two)

After we have removed the curse from the battlefield, Dandelion will wake us up. He tells what happened in our absence. The soldiers are dissatisfied with Henselt's agreements with Nilfgaard, and Detmold has arrested several conspirators, and if we do not do something immediately, he will send another half of the camp to the rack. Henselt went with the army to Vergen. In addition, Buttercup informs us that the conspirators are hiding in the house at the top of the hill.

We hasten to the place the poet spoke of. To our surprise, we meet Vernon Rocher there. We have no choice: we must help Roche. Together we rush to the Temerians' tent in search of Bianchi. At the Blue Stripes camp we are attacked by Kaedweni soldiers. [Combat] We will win if we skillfully parry blows and use the Signs of Aard and Yrden. We see that the tent is empty. The camp whore reveals that Detmold has invited Roche's men to a banquet in the camp dining room. We go there, but on the way we run into Kaedweni soldiers left in the camp. [Combat] Our enemies are numerous, some of them have halberds, so we will have to be careful. You need to put blocks and dodge. The signs of Yrden, Quen and Aard will also come in handy. Arriving at the place, we will find all the people of Roche ... hanged. Only Bianca survived. She tells who did it. Burning with a thirst for revenge, Rocher rushes to Vergen to find and punish Henselt. Geralt is more interested in Sheala de Tanserville, who also fled to Vergen. It's payback time...

Assault on Vergen

So, we are heading to the besieged Vergen. Our path leads through the gorges, which we are familiar with on the assignment of the Assassins of Kings, so we are again looking forward to meeting with the harpies. In the depths, where there used to be fog, we find ancient debris, and next to them is a troll.

[Choice] We can talk to her politely and find out that her husband recently met someone going to Loc Muinne. Or we can kill her to save time. On the way to Vergen, near the old quarry, we should be ready to meet harpies. Then, in the hollow, we will have the opportunity to save the troll's husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shieldmen. [Combat] Don't forget about blocking and strike hard with the steel sword. After the fight, we will notice one of Detmold's men nearby. It turns out that the sorcerer also knows about the secret passage to Vergen.

Wasting no time, we hurry to the cave. We don't have to look long for a runaway soldier. We face him... and his comrades. This is revealed to be one of Adam Pangratt's men. We have already seen him in the camp. He will order his people to kill us, and he himself will go deeper into the caves. We'll have to draw our sword again. [Combat] This is a rather difficult fight. It is best to block enemy attacks and use a combination of powerful and speedy strikes with a steel sword. The signs Aard and Igni will also come in handy. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Dethmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We rush forward: Vergen should be close by. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth . It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Chivay was talking about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will face a large force of Kaedweni. [Combat] In this fight, you should not forget about blocks and strong blows. After the victory, Iorveth will have a short talk with us.

[B] Now we just have to find Sheala de Tanserville. On the way to Philippa's house, we will come across a few more soldiers. Then, after a couple of steps, we will have to face the monster that the sorceress summoned. [Combat] It is important not to forget about blocks: this monster can easily knock Geralt down. The Sign of Igni and the strong blows of the silver sword will help us.

We get to Philippa's house only to see the sorceress open the portal. Sheala de Tanserville will advise us not to look for her again. She will disappear along with Saskia, and Henselt will appear instead. The king will order us to be killed. [Combat] In this battle, we will need a combination of blocks, the Sign of Igni, and strong strikes of the steel sword. After defeating the enemies, we will have to deal with Henselt. Meanwhile, Roche will break into Philippa's house. [Choice] It's time to decide what to do with the king of Kaedwen. We have a choice. [A] We can spare him and tell Roche it's better to keep our hands clean, or [B] let Roche kill the king. This decision will have serious consequences in the third chapter.

Looks like all roads lead to Loc Muinne...

Prologue | Chapter I

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