A detailed walkthrough of the main and side quests of the first chapter. Detailed walkthrough of the main and side quests of the first chapter of The Witcher 2 assassins of kings extended walkthrough

Bad Reception

Spoiler

The ship sails to Flotsam and stops near the city. Geralt, Triss and Vernon go forward to the settlement, but on the way they meet a detachment of Scoia "taels, led by Iorveth, the local leader of the squirrels. Regardless of the actions of the Witcher, the elves will launch an attack.

Triss creates a small dome, but it takes a lot of strength, and Roche has to carry the sorceress, and Geralt to protect them both; the barrier will move with Triss.

Having made their way through the opponents, the three arrive in Flotsam.


By the Will of the Gods and Executive Fools

Spoiler

Upon arrival in the city, Geralt sees that he has come in the midst of the execution. Everything would be fine, but some of the condemned are his old friends, Dandelion and Zoltan.

Without hesitation for a long time, the Wolf decides to release the bard and the dwarf. You can either intimidate the guards, or immediately get into a fight. One way or another, the case will turn into robbery, the difference is only in the number of victims.

After a while, Loreda appears. No matter what Wemak says to him, he will let Geralt's friends go and invite him to his residence.


Indecent Proposal

Spoiler

The Witcher comes to Loredo's residence in the evening (at 10 o'clock) together with Roche, and they get inside (you can't enter there with a weapon, so it will wait for the Witcher outside, in a chest near the gate).

Roche distracts one of the guards in order to give the Witcher the opportunity to get into the backyard. The wolf goes ahead and hides behind a large rock and, as soon as the guard turns around, stuns him. The next guard retreats at the call of nature, becoming an easy target (act quickly, otherwise you will not have time to stun him). The gates are locked, so the Witcher has to move around; The wolf climbs up the ledge and goes forward. Three guards are waiting for Geralt in the next location. He bypasses them (although you can knock someone out) and climbs the stairs, eavesdropping on the conversation between Sheala and Loredo. Having learned everything that is needed, the Wolf returns to Roche the same way and ends up in Loredo's house, but Vernon will not be allowed in.

If the Wolf was caught during the penetration into the backyard, then he will immediately be sent to Loredo.

During the conversation, you can tell the commandant why you arrived in the city, find out a little about Iorvet's plans, but most importantly, talk about Zoltan, since he has connections with squirrels. Loredo will allow him to leave the city, and therefore help in the case with the Skoya "taels, when the Witcher finishes off the monster Kayran (if the Kayran is already killed, then he will let the dwarf go just like that).

The wolf leaves Loredo's residence, picks up his things, and the quest ends.


Keiran

Spoiler

Geralt, having learned about the attack of the monster on the pier, hurries there and, when he gets there, he sees how Sheala de Tanserville is fighting the monster. Nearby is a crowd of people; The wolf strikes up a dialogue with one of the people, dissatisfied with the fact that the sorceress did not save his friend. We get rid of it by persuasion, intimidation or Aksy. When the inhabitants leave the pier, Ludwig Merce will approach the Witcher, offering to kill Kayran, who is rather fed up with the merchants. Next, Triss Mrigold will introduce Sheal to the Wolf, and, I must say, Merigold does not have a better opinion of her. From the conversation, Geralt learns about the elf Cedric, who has information about the monster.

Cedric usually sits on the watchtower in Bindyug. On the way there, the Witcher meets Triss, who asks him not to mess with Keiran - this conversation does not give any result.

After talking with Cedric and not really knowing anything, the Wolf decides to go to the monster's lair and explore everything himself. Triss teleports immediately.

On the way, Geralt may meet robbers, but they are not a serious problem. Later, he finds the sorceress, and together they go down to the river. At the very end, drowners await the couple; do not climb on the rampage and do not attack everyone at once. Once all the inhabitants of the depths have been destroyed, Triss will conduct a study using magic and establish that the Keiran is sick and dying, but still poisonous. Merigold advises to create a potion from tenecost to neutralize the poison, and also gives him the formulas for the "mongoose" elixir.

To continue the task, you need to go to Sheala (or you can first prepare the elixir) and start the battle with Kayran. Tanserville lives above the inn; The wolf speaks to her and goes to the monster's lair.

A monster lures out at the river Sheala, and Geralt will only have to finish off Kayran. To begin with, it’s worth understanding one thing: you don’t have to stand directly in front of the monster, as he will spit the Witcher with poison; better stay close to the edge. Kayran will beat the tentacles on the ground until part of the bridge collapses. At this point, you should stop (closer to the edges), set the Yrden sign and wait for the Kayran to swing his swollen tentacle. Dodge and watch as Kayran's tentacle falls into a trap; now it is worth acting quickly and attacking the swollen piece. After destroying the swelling, you can chop off the tentacle itself with a QTE. We repeat this operation three times. Next, you should jump on Kayran's tentacle when it is close, and quickly pierce him with a sword, then jump off. If everything is done correctly, the bridge will collapse on Keiran, if not, we start this all over again. now we move along the collapsed bridge to the head of the monster. Beware: he throws stones! Getting close to the head, Geralt kills Kayran with a bomb.

The monster has been eliminated, for a reward we go to Ludwig Merce.


Keiran: Tenecost

Spoiler

Keiran is extremely poisonous, so Triss advises Geralt to create the "Mongoose" potion from tenecost. The wolf should go to Cedric (he, as usual, sits on a tower outside the city) and ask about the ingredient. The witcher receives the necessary information and goes to the waterfall in the south of the forest. Behind the waterfall is a cave densely populated by nakers. The tenecost itself is protected by rottenness.

After finding the tenecost and collecting the rest of the ingredients, Geralt creates a potion that will help him in the battle with the Kayran.


Keiran: A Matter of Price

Spoiler

Killing monsters is Geralt's profession, for which he gets paid. In this case, it is worth going to one of the merchants, who is located near the port.

Since the merchant has already paid Sheale, he will not do this again and offers to share the reward equally. The Wolf has a bunch of counter-proposals:

Option 1: Double the reward with Axius or Intimidate, resulting in the Witcher getting 2000 orens.

Option 2: Ask for a deposit of 200 orens and a reward of 1300 orens after killing Kayran.

Option 3: try to leave unsatisfied with the conditions, to which the trader reacts quite expectedly, making a counter, more profitable proposition. Again, you can ask for an advance payment.

After killing Kayran, the Witcher returns for his well-deserved reward.


Rose of Memory

Spoiler

The quest starts automatically after talking with Kiaran on the prison barque.

The purpose of the quest is to find the rose of memory, as with its help you can return the lost past to the Wolf. The Witcher can search with Triss or alone.

Option 1: Geralt and Triss go to the waterfall, not far from which the elven ruins are located; there is a rose. The witcher picks the rose, and now it would be possible to return to the city, but it was not there: the robbers attack Triss and the Wolf. They are poorly armed, so it will not be difficult to kill them. At some point, one of the bandits jumps on Triss, but the Witcher manages to deal with him, but, unfortunately or fortunately, the sorceress and the Wolf fall into the elven pool. Further, the Wolf can offer the witch to swim (and indulge in carnal pleasures), or find a way out of the cave. In the first case, after some time after swimming, Roche will find a couple, and they will all be able to leave the pool. In the second, the Wolf only needs to use the aard on a not very strong door.

Option 2: Geralt decided to find the rose on his own, however, only the devil knows where to look. He goes to Cedric for information. Of course, the elf will demand something in return, and that something turns out to be vodka. Having given alcohol to the happy Cedric, the Witcher learns about the elven ruins near the waterfall and goes there. Having reached the ruins, he plucks the rose of memory, after which he returns to Triss.

Regardless of whether Geralt goes alone or not, Triss will offer to abandon all these assassins of kings and other problems. The witcher may refuse, wanting to find Foltest's killer, or he may agree. In the first case, you will need to go to Zoltan, and in the second - to Vernon (he is at the headquarters of the Blue Stripes or in the pool).


Kingslayers

Spoiler

As soon as the Witcher deals with Kayran and talks with Loredo, Triss will meet the Wolf at the entrance to the residence, and together they will go to the prison barge, where the scoia "tael Kirian, Iorvet's right hand, is located.

On the way, two guards will meet, who will let Geralt onto the barge without any problems if he accepted Lored's offer (if he did not accept, then intimidation will help you).

The witcher and the sorceress find a wounded elf at the very end of the barque. To begin with, it should be calmed down with axioms. He will tell that Summer - that is the name of the killer of kings - only used proteins for his own purposes, and now he intends to kill their leader - Iorveta. In order to find out the details, you can use the same axios or intimidation with persuasion.

At some point, a fragment of memory returns to Geralt; Triss will say that there is a flower, a rose of memory, which will help him remember more. The wolf, together with Triss, or alone, goes in search.

Having finished with the rose of memory, the Witcher goes to the tavern to talk with Zoltan, who was seen communicating with squirrels. Together they go to the meeting place with the Scoia "taels. Geralt, sensing the presence of non-humans, advises to quickly name the password. Iorvet's people will allow you to meet him, but in a different place. Of course, this turns out to be a trap: Geralt and Zoltan have to fight with the head-eye ( since we have Zoltan on hand, the fight shouldn't be too difficult.) Having defeated the monster, the two see Iorvet and finally enter into a dialogue with him. Geralt tells him that Leto is planning him. Although the elf does not believe, he decides to check anyway.

Iorveth will meet the Witcher at the elven ruins, where there will be a meeting with the killer of Foltest. The elf will pretend to be a prisoner. Finally, the two witchers are standing in front of each other, and it seems like it's time to put an end to all this. However, Roche and his men suddenly appear. Here you have to make a choice: give the sword to Iorweth and free him from his bonds (a massacre will begin in the city), or betray him by taking the side of Vernon (there will be a holiday in the city). Regardless of the decision made, the witchers fall into the pool, where they will bathe and fight. The fight with Letho will be quite difficult, so don't risk it, dodge more often. When the enemy has half health left, the witchers will try to use signs against each other, and it all ends with Geralt being stunned by an aard and unarmed; Summer follows Triss, and a little memory returns to the Wolf.


Where is Triss?

Spoiler

The witcher returns to the city and sees either a celebration arranged in honor of the capture of Iorvet, or a massacre. In the first case, the Wolf will come to the city with Roche. Regardless of the situation in Flotsam, Geralt goes to the tavern and meets Dandelion (if there is a massacre, you will have to save him and several non-humans from an angry mob). It turns out that Triss was last seen at Sheala, so the Witcher and the bard go to her (the room above the tavern).

There is no one in the room, but there is a mess everywhere, and the corpse is lying around. You should examine the bed, the dead body and the hole in the wall. Geralt and Dandelion go through the next door to talk to the locals.

Option 1: if the Wolf helped Roche, then there will be Dare in the room, who says that Triss talked with the sorcerer Detmold.

Option 2: if Geralt helped Iorveth, then Garvena will sit in the room, saying that Triss talked with the sorceress Philippa Eilhart.

Regardless of the choice, the Witcher learns that Cedric was seen walking into the forest, and, moreover, bleeding.

The wolf runs to the forest and notices traces of blood, which leads to an elf near the waterfall (it's better to drink a cat, then the tracks will be highlighted, and you will save time). Cedric, dying, will say that Triss asked him to kill Sheala's bodyguard, but then Summer came, which turned out to be extremely deplorable for Cedric, and the sorceress had to teleport the witcher to Aedirn.

Soon the Wolf will meet with Zoltan and Buttercup; it's time to get rid of Lerodo. With whose help, Vernon or Iorvet, Geralt decides.


At the Crossroads: Vernon Roche

Spoiler

Buttercup offers to turn to Roche for help in overthrowing Loredo. The Witcher goes to the blue stripes headquarters to listen to Vernon's plan. He can accept it, or he can go to Iorveth.


At the Crossroads: Skoya "taeli"

Spoiler

Zoltan offers to contact Iorveth in the case with Loredo; it is located in the elven ruins. You can take his side, or you can go and listen to Vernon (if the Witcher did not give the sword to Iorvet, then Zoltan will be in the ruins, not the elf).


Death to the Traitor!

Spoiler

The Witcher takes Roche's side and decides to kill Loredo.

According to the plan, Geralt waits for dark in the alley behind Loredo's house and climbs the stairs to the western part of the residence. Nearby there will be a merchant running after a whore. You can stun him, or sneak past.

You can also get into the garden of Loredo through a cave in the west of Flotsam, near the pier, without following the plan. On the way, the Witcher will meet monsters.

Next, you should find the prostitute Elena in the warehouse, climbing onto the scaffolding and jumping over the wall or tritely killing all the guards in the yard and taking the key to the warehouse from the body of one of them. Geralt learns from her that Bianca is being kept in the building. You can get there again quietly, through the window, or noisily, through the door, killing everyone (if the Wolf cut everyone before that, then there will be fewer problems).

Once in the house, Geralt goes down to the basement and meets Loredo's mother, who has the key to the upper floors. The witcher kills her and sneaks upstairs through the sleeping guards for the key to the last floor. You can slip past them, or you can kill them all.

Having reached the last floor, Geralt sees Bianca tied up, and only she warns of a trap, as Loredo runs out of the next room with an inspiring halberd. However, she does not help him, and the Witcher kills him (here, evasion will not work well, so use better blocks).

After releasing Bianca, Geralt goes to the next room, who was kidnapped nine months ago (yes, you got the hint right, she is pregnant). At the most inopportune moment, childbirth begins. Bianca and Moril are useless in this moment, so Geralt himself will have to clear the way down to the courtyard from the guards who have come running. And the yard is also fun: the Blue Stripes are fighting with the soldiers of Loredo. The wolf helps his allies, and when it's over, Roche will appear.

During a conversation with Vernon, he will talk about the fight with Iorvet; the action will move to Roche's memory, where you will need to control him and fight with the elf. The outcome of the battle doesn't matter. When the memory ends, Bianca appears with the child Moril, but the elf herself decides to commit suicide.

Be that as it may, Loredo is liquidated, and the Witcher, along with the Blue Stripes, sails to Aedirn.


Floating Prison

Spoiler

The Witcher decides to side with the non-humans. He meets them in the forest, on the road to the city, and prepares to attack.

Option 1: if the Wolf gave the sword to Iorweth (which means he is leading a detachment), then it will be possible to propose a plan according to which Geralt will take him as a prisoner to the prison barque. The witcher and the elf go to the barge, and as soon as they get there, a fight with the guards begins. Defeating them is not very difficult (use blocks).

Option 2: Scoia "taels and Geralt go through the rocks to the pier, killing the guards along the way (there will be crossbowmen with them - first get rid of them). Having reached the port, the squirrels begin the attack; the battle will be quite large-scale, and there will be more opponents, but you can use the environment to their advantage by throwing aard of guards into the water.If the Wolf did not give the sword to Iorveth, and he was captured, then you will need to get to the prison barge and free him.

Whatever you choose, Loredo will decide to set fire to the tower with the elves.

Option 1: The wolf decides to chase Loredo to the end and runs to the center of the city, to the gallows. First, a few guards will appear, and then, when they are killed, Loredo himself. The fight with him is not very difficult and if you use dodges in time, there should be no problems. Having dealt with the commandant, Geralt returns to the prison barge. Loredo is dead, so it's time to go to Aedirn.

Option 2: Geralt decides to save the elves and runs to the tower. On the way you may meet several guards and civilians; The wolf kills them. When you reach the tower, you should not hesitate. The wolf tries to get up as quickly as possible and, having reached, saves three elves (or not all), then they all jump into the water. Iorveth will help you get out of the water.

During the subsequent conversation, Iorveth may mention the fight with Roche in the forest. The player gains control of Iorweth and fights Vernon. The outcome of the battle does not matter.

One way or another, things are over in Flotsam, and the Witcher, in company with squirrels, goes to Aedirn.

Bad reception


The very beginning of the first chapter. We are being fired upon by "clouds" of arrows, Triss creates a protective field and we are moving towards Flotsam. But things don't go so well and Triss loses a lot of strength. Roche takes her in his arms and we slowly head towards the city. The main advice for this quest is to simply stay within the barrier. All our way to Flotsam, we protect Roche and Triss from the attacks of the Skoya "taels. There should be no problems with this quest. InSTEAM game version (and most likely will be in the Xbox 360 version), there is an achievement in this quest. To receive it, you must never go beyond the protective field.


By the will of the gods and executive fools


As soon as we get to Flotsam, we are immediately told, they say, "Come to the execution of criminals." It will take place on the Market Square. Having gone there, we find out that the "criminals" are people we know well, previously comrades - Dandelion and Zoltan.
We met with them in the first part of the game and had a very sincere time. ^_^ Let's get back to the task. Needless to say, friends need to be rescued. And we're trying to do something.

We have two solutions and they both lead to the same result:
1) Convince the crowd gazing at the execution to protest against such cruelty.
2) Intimidate representatives of the guard.

In any case, after that we will have a fight with the guards. And with an executioner. The duel is easy, there is nothing to describe here. After all this action, Mr. Loredo, the local bigwig, will come to the Market Square. He invites Geralt to his house to discuss some issues. The meeting is scheduled for the evening, or better to say closer to the night. Buttercup and Zoltan are released, but on the condition that they do not leave Flotsam.


Kay run

And so, the great and terrible Keiran. Terrible - because a lot of questions arise during the passage of this boss. In addition to the fight with Kayran itself, there are a lot of secondary actions and small tasks in this quest. To activate this quest, we need to go to the tavern and after talking with our comrades (Rocher, Buttercup, Zoltan, Triss) a frightened man will run into the room shouting “Keiran!” We have no choice but to go and see this Keiran. In general, there are a lot of ads in Flotsam with the words "Be careful" and a "river monster" painted over it. That's right, this monster loves water and lives there, annoying the local population for more than a dozen years. By the way, it gave us a lot of trouble. After all, it was because of him that we had to walk to Flotsam, through the forest. Where the Scoia'tael attacked us.

After leaving the tavern, we find out that the monster has already left Flotsam's pier. But despite this, we meet several people at the scene. One of them -Sheala de Tanserville. An enchantress who came to Flotsam to fulfill a contract for Kayran. Well, at the same time for the ingredients for their alchemical deeds. In addition to her, we meet - a few peasants. They are embittered at Sheala. A little later, we realize that Sheala tried to deal with the Keiran, but somehow prevented the peasants.

And we again have a choice, we can:
1) Enchant the peasants.
2) Intimidate the peasants.
3) Or just solve everything with a conversation and convince people that it was not Sheala who prevented them, but Cairna.

But a new participant enters the conversation,Ludwig Moers. He offers us to take a contract for this very monster and is convinced that Geralt and Sheala are the best option for massacring the monster.

Sheala and Geralt do not mind. The Enchantress sends the Witcher to negotiate a price and find out details about Kayran. She herself is absent until the battle itself. We run on the "order" of Sheala. Having come running, we learn that when the contract is fulfilled, the Merchant will pay us the money.

We can also agree with him:
1) Demand some amount in advance.
2) Ask for a big reward for completing the task.
3) Bewitch and negotiate.

Having finished discussing the price, the merchant will report that he himself does not know the details about the monster, but he knows who to contact. This someone is Cedric, you can find him after leaving the city. He usually hangs out in the vicinity of Bindyuga (a village between the forest and Flotsam).

Very often people do not understand exactly where Cedric is, so I will show you in the screenshots and in the video where to look for him:

Screenshots

Having gone after Cedric, at the exit from Flotsam, we will meet Triss. She tells us that, against the fact that we are doing business with Sheala. After that, she goes with us to Cedric. After finding and talking with Cedric, we find out that Keiran is very dangerous. He uses a strong poison and for this reason Geralt would do well to study it before the fight. For security. Well, collect it, for the elixir "Mongoose", which will help us survive in contact with the tentacles of Kayran.


Traces of the monster, Cedric saw near the broken ship, which is located in the depths of the forest. Now our task is to study the Keiran's poison. Triss will be waiting for us right at the ship. The ship is here:
Having reached the desired location, we again meet Triss and together we go down to the ship. There we are attacked by a bunch of utopians. Use a silver sword and the fight will be easier and faster. Having dealt with the "wickedness", we study the mucus of Kayran and find out that it is she who is poisonous. Triss states that to create the Mongoose Elixir, we will also need the tenecost plant. On this we say goodbye to Triss and in parting we get the recipe for this very elixir - "Mongoose".

We return to Cedric and talk to him. We learn that Cedric does not have a tenecost, but he knows where to look - in a cave behind a waterfall, in the South. It is not difficult to find it, but for those who cannot do it, I add a screenshot of the map with a mark on this cave:

Once in the cave, a crowd of nakers will attack Geralt, be careful, save more often. Nakers attack in droves, so they are quite difficult to deal with.

After destroying all the nakers, run to the very end of the cave, there, on the wall, there will be a tenecost, it’s very difficult not to notice it, but for those who haven’t noticed, I’ll post a screenshot where the place we need is marked: Now we can create the Mongoose elixir. To do this, we need to click Ctrl - Alchemy - Mongoose.

We return to Flotsam, for Sheala. It is located in the tavern building on the second floor. And the tavern itself is located on the Market Square. After talking with her, Geralt arranges a meeting not far from the wrecked ship.

The next stage is the fight with Keiran.
We follow to the meeting place, where we meet the sorceress. While she was waiting for us, a plan had already formed in her head. Sheala is upstairs and helps us lure Kayran out of the river, and at this moment we are fighting him below.
Before the fight, be sure to use the Mongoose elixir. It is done like this - Ctrl - Elixir - Mongoose . Fight with Kayran

The whole tactic for combat is to set traps with the sign of Yrden, catch tentacles in them and cut them with a silver sword until they are chopped off. In total, Keiran has six tentacles, we need to cut off three. Also, to save health, use the Quen sign, it will help you take the Kayran's blow without losing health. After that, a QTE scene will begin, where you will need to press the keys that are shown on the screen in time. If it is very difficult for you to play and you can't beat Kayran in any way, change the difficulty to "Easy" in the game options. After the QTE ends, you will have to climb the column destroyed by Kayran and finish him off. The whole difficulty is that the monster will constantly knock you down and at the same time take away the lion's share of health. So my advice is to use the Quen sign and climb the pillar. Have you been hit? Again Quen and again on the column. Thanks to this sign, the first hit on you will not take away Geralt's health, which will greatly simplify the task.

After completing this task, be sure to take everything that “falls out” of the Kayran, all this goodness will come in handy for you to create armor from the Kayran shell. Well, now return to Flotsam for the previously promised reward.

You can also help yourself in this quest, having created a trap for his tentacles before the battle with Keiran. True, get rid of everything with the help of it one tentacles, the other three will also have to be cut with a sword. To create a trap, you will need a frame, usually with its extraction, there are difficulties, so I will write where to look and where to go.
Rama can be taken in the quest "Bad Proposal" It is located on the territory of the Loredo mansion.
To be more precise, the frame lies in a chest, in a fenced-off part of the courtyard. (closer to the garrison gate). Even if the doors there are locked, you can jump over the low masonry.
From there, you can, having climbed onto the scaffolding, jump into the outer courtyard, so as not to circle in the opposite direction once again.

To make a trap, you need to buy a blueprint from Cedric.
You can create it at the blacksmith's assistant, in the quarter of non-humans, Berthold Candeleria.

To create a trap you will need:
- Iron frame (you can find it during the passage of the quest "A Vile Proposal", in the backyard of Commandant Loredo)
- Oil - 2 pcs.
- Iron ore - 1 pc.
- silver ore- 1 PC.

All ingredients, except for the frame, can be bought from merchants.

vile suggestion



Now Geralt is going to visit Commandant Loredo. You can go to him after 21.00, after talking with the guard in advance. The representative of the order will ask you to leave all the weapons with him, for a while. After handing over the weapon, we head to the territory of Loredo, and Roche comes right behind us. Having agreed with the guard, we go into the mansion, already together with Roche. As soon as we enter, Roche notices ballista. He doesn't like her and wants to deal with her. But I will write about this later, a little below. There is a feast in Loredo's courtyard. But that's not what we came here for, and that's why we're heading to Loredo's house. But here, as always, there is a guard, and this time he does not let us inside, the conversation ends with the phrase “Loredo has guests, come back later.” Rocher is interested in who these same guests are and what they are talking about with the commandant. In this regard, he directs us to reconnaissance. Our goal is to go around the house, imperceptibly, and eavesdrop on the conversation - "guests" with Loredo. One piece of advice- be careful with buckets, they often stand in the most inconvenient places and hitting them you will immediately attract the attention of the guards. Look under your feet.
Balista Roche will ask you to break the ballista so you won't be dependent on Loredo. Talk to the prostitute standing aside - Margarita. Ask her to serve the ballista guard. In order for her to agree to perform this service, she needs to pay! Kingslayers
After receiving the reward for killing Kayran and visiting Loredo, we will have a conversation with Triss. She will tell us that there is a ship (Floating Prison) in the harbor with imprisoned Scoia'taels. And one of the prisoners who are there, the "man" of Iorveth. Talking to him may help us learn some details about Iorveth himself and Foltest's killer.
Having gone to the ship, we will meet two guards. If you have previously agreed with Loredo(sq. vile suggestion)we will be let through without further ado. Well, if you did not agree with his proposal, you will have to go differently.

There are several ways to get inside the ship:
1) Convince the guards.
2) Intimidate the guards.
3) Bribe the guards.

From the choice of different options, the result will not change. Either way, we'll be let through. Next, we head to the lower deck, where we observe the captive Scoia'tael. He is clearly not in best form, barely alive. To question him, Triss has to use magic. In order to somehow restore the prisoner, since he is on the verge of death. Having revived the elf for a while, we have to ask him about everything that is sore. After the dialogue, it turns out that Foltest was killed by a certain Leto, and he also attacked Iorvet's detachment. And now they are not friends at all. And even vice versa. After talking with the elf, Geralt turns off, he is visited by a memory of his past life...

Rose of memory




After Geralt's flashbacks, Triss offers to restore our memory by giving us some kind of elixir. According to Cedric, you can make it from a certain “Rose of Memory”, well, in this case, we go after it. And I’ll immediately lay out a map with a mark of the place where we have to reach:
We can choose:
1) Go looking for a rose with Triss.
2) Go searching alone.

1) Having set off with Triss, we need to lead her and ourselves through the very wilderness of the forest. Surely you will meet both nakers and endryags, so be extremely careful. Do not hesitate to take an extra elixir and buy a couple of other bombs and traps before leaving. By the way, about the traps, they are placed in the forest great amount so watch your step. And you won't get there...
Approaching closer to the destination, Triss will begin to say that there is very little left. The garden we are heading to is located almost above the waterfall where we collected tenecost. Triss will show us the way up, deftly climbing up ledges and ledges. And here we are in an ancient, very beautiful elven garden. Before our eyes stands a beautiful elven monument of two lovers, and no less beautiful roses of memory bloom around it. What we need. We pluck a flower and then a trio of robbers breaks all the harmony. They came to dismantle the sculpture. Geralt and Triss do not like this and therefore a fight is started. During the battle, the ground under our feet falls through and we do not weakly fall into the room under the monument.

Looking around, we find out what it is elven bath. Get out of here, we can’t get out, everything is blocked. Let's go talk to Triss. Triss drags out a conversation about the future, about plans, desires and more. With this conversation, you can achieve a love scene. But if we talk about third-party affairs and things, this will not work. After the conversation, you can break the wall with peace of mind with the help of the Aard sign and get out. But if you preferred a love scene to a conversation, Roche will come for you, due to your long absence. According to Triss, Zoltan knows some important information about Iorvet. We return to Flotsam.

2) Let's go alone. On the way, we will meet a bunch of monsters and a mountain of traps placed according to the lemma, be careful. Having reached the waterfall, where the tenecost was collected, we climb up the ledges. There we observe a beautiful, elven garden and a magnificent statue of lovers. The whole thing is located almost above the waterfalls, if you find it difficult to find, the map is laid out above. Roses of memory grow near her. We tear off the flower and return to Flotsam. We meet with Triss and learn from her that Zoltan may know interesting information for us, and this information is somehow connected with Iorveth.

Kingslayers

Looking for Zoltan. It is located in the Tavern of Flotsam, which is on the Market Square.
We tell Zoltan that we need to meet with Iorvet and find out who this killer of kings is. Our old friend, of course, will help us and take us to a meeting with an elf. We run after Zoltan, Geralt feels that we are being watched. Running to the meeting place, Zoltan says the password. But things don't turn out so rosy. Bows are pointed at Geralt and sent to another place for a meeting. Zoltan realizes that this is a trap and warns the witcher.

So it is, we were sent to the lair of the head-eye. In a fight with him, try to keep your distance, use blocks and rolls, actively use magic, bombs, traps. After a successful victory over the head-eye, a detachment of elves led by Iorveth himself will enter the battlefield.

We talk with the elf, talk about Leto's betrayal and what a bad witcher he is. Iorveth has a plan to deceive Summer. Geralt agrees. Next, we lead Iorveth with his hands tied to meet Leto. Of course, the elves are looking after us, and if anything they are immediately ready to rush into battle. We go again to the monument of the beloved, where they got the rose of memory. Summer is waiting for us there. A conversation with Leto doest the I. And also gives us new information that Leto has assistants in Aedirn. The leader of the elves understands that we did not deceive him and Summer really wants to send Iorveth to another world. A crowd of elves flies out of their hiding places, but then suddenly a whole bunch of soldiers appear - the people of Vernon Roche.

And at this moment a very serious choice: Iorveth asks Geralt to hand over his sword. .
1) We can give the sword , in this case, Iorveth will attack Roche's people and run away from the place of the duel unharmed. However, all non-humans of Flotsam will suffer in the future.
2) We can hit Iorveth thus we will not give up the sword . In this case, the elf will be captured by Roche. And in Flotsam they will hold a feast in honor of the capture of such a wanted elf.

Let's go back to Summer.
Geralt enters into a difficult battle with him. And we fall into the ground, again into the bath! True, this time the company is less pleasant.

Battle with Leto




I will say right away that it will not be possible to defeat Summer. Therefore, do not worry if you see that Geralt has very little health left, and Summer has half. BUT if you die, you won't be able to go any further, so fight and fight again. When Leto's health is about a quarter left, a cutscene will start where Geralt will be thrown to the ground. But more about that later.. In the battle against Leto, protect yourself with the magic sign "Quen". But Summer is also not made with a finger, and most of the battle runs under the protection of the Quen sign. Therefore, wait until the effect of the sign ends and attack Summer with strong blows. Summer is quite slow and in a duel with him, it is very convenient to use rolls, once behind him, throw out a series of strong blows and again break the distance. It is also very useful to "recline" Summer with the help of the "Aard" sign. The enemy is lost and you will have time to deliver a couple of strong blows with the sword.

A couple of tips for those who can't beat Summer at all:

Before going into battle with Leto, level up.
- Run as much as you can. After some time, the video will start. But don't forget to attack Summer sometimes. 8)
- Change the difficulty to an easier one. You can do this right during the game, in the settings.
- Use throwing bombs, knives and more.
- Use Quen, use it all the time. It helps a lot to stay healthy.

The fight ends with our defeat. Geralt falls to the ground, but Summer does not kill him. A says that he is going to Aedirn and wants to teleport with the help of Triss. After that, the kingslayer leaves their baths. As you understand, we have to rescue Triss and get ahead of Summer. Otherwise, it is not known whether we will see her again ...

Where is Triss?


This is where our decisions come into play.
So, if in the Assassins of Kings quest you chose:

1) We can give the sword , in this case, Iorveth will attack Roche's people and run away from the place of the duel unharmed. However, all non-humans of Flotsam will suffer in the future.

Returning to Flotsam, we encounter a guard who does not want to let us into the city. If you previously agreed to work for Loredo (sq. vile suggestion), you will be allowed into the city without hindrance. Otherwise, they won't let you in. Then you will have to act with the old proven methods - to intimidate, bewitch, convince, bribe. Once in the city, we observe complete chaos. War with nonhumans. But we are not up to it, the safety of Triss is at stake.
We head to the tavern. And then we hear the cries of the familiar bard Dandelion, something has obviously happened to him. We hurry to the tavern and observe the picture of how a bunch of people stick to two elves, and Buttercup tries to help them. We can intimidate people or use magic, the sign of Axii. In case of failure, another fight will occur. After all this, we talk with Buttercup. Bard informs us that Triss went to talk to Sheala. Geralt, wasting no time, hurries to Sheala's room, on the second floor. Once in the room, it immediately catches your eye that something has happened here. And not the best. Blood, mess, a hole in the wall. Very suspicious and strange. We are heading to the owner of the brothel, we need to find out what kind of holes are in the wall, who was here, etc. We learn that Triss spoke with a certain Philippa Eilhart, also there was Cedric and apparently his blood.
Well, since Cedric was with Triss, we need to look for Cedric, the first thing that comes to mind of a witcher is to look for him in the wake of blood.
Here I can give advice.- for convenience and easier search for traces of blood, drink an elixir "Cat". The blood on the ground will stand out clearly, so much easier. True, one thing, traces of blood go beyond the city. And there they often lead in different directions. So be careful not to go astray. For greater convenience, I’ll immediately tell you where to go and at the same time post a screenshot:
You need to go to the waterfall, where earlier we collected tenecost. We find Cedric, his condition is terrible. At death's door. With his last strength, the elf tells us that a witcher broke into Sheala's room, forced Triss to teleport him along with her to the vicinity of Vergen. And Cedric himself was not weakly crippled. After that, the elf dies.

Now let's move on to another choice. If you chose this option:

2) We can hit Iorveth , sending him to a light knockdown ^_^, thus we will not give up the sword . In this case, the elf will be captured by Roche. And in Flotsam they will arrange a feast in honor of the capture of such a wanted elf.

Roche will come to the bath for us. He informs us that Iorveth was caught, but still managed to escape from Vernon. After the conversation, we are heading for Flotsam. Once in the city, we observe decorations all around, drunken faces, cheerful laughter, in a word - a feast. Loredo is pleased and arranges this holiday in honor of us. But we have no time ... Triss is in danger, so we run to the tavern. There we see Buttercup, he tells us that Triss went to Sheala's room. To the second floor. In Sheala's room, we observe a pogrom, traces of blood and suspicious holes in the wall. Geralt is sure that someone must have noticed people entering or leaving this room. This is true. In the next room we meet the owner of the brothel and the elf.
We learn that they were peeping at Triss in those very holes in the wall. But there was a reason, the noise behind the wall caught their attention. From the conversation, we learn that Triss tried to connect with some sorcerer. Then the sounds of battle rang out and the women went outside, at which point they saw Cedric weaving, bleeding. Well, if Cedric was with Tris, then we'll look for him. On the trail of blood on the ground.
Drinking the elixir "Cat", he will help us to see traces of blood and head to the waterfall. It is there that the wounded Cedric is located. (map just above). Having found the elf, we learn a lot of new, not pleasant information, for example, that some witcher forced Triss to teleport. And they teleported to the vicinity of Vergen, far away.
After the conversation, Cedric dies, he suffered too much in the fight with Summer, there could be no other development of events. Summer is a witcher, and far from weak.

At the crossroads



And this is one of the turning points, this is where the whole non-linearity of The Witcher 2 begins.
Cedric dies practically in our arms. Triss was kidnapped. Everything went wrong. But then our friends Buttercup and Zoltan appear.

Again a choice:
1) Buttercup invites us to help Vernon Roche, who is up to something against Loredo.
2) And Zoltan lures us to the other side, offering to help Iorvet and his people.

Choosing (1) option we stay with Roche and continue our journey with him.
By choosing (2) we will embark on the path of Iorveth and finish Chapter 1 with him. But there is one more important point.

Having made this or that choice, we will still find ourselves in different cities. And even some secondary quests for one side or another will be different. Therefore, I advise all players to go through The Witcher 2 twice. And the second time choose the opposite path. The second chapter will be completely different. By choosing Rocher, we will make a "political" coup, in other words, kill Commandant Loredo. (quest "Death to the traitor!") By choosing Iorvet, we will help the non-humans escape on the prison ship. (quest "Floating prison")

Death to a traitor! (Rocher)



By choosing option (1) in the Crossroads quest. We side with Roche.
Vernon has already come up with a plan, Bianca goes to Loredo undercover as a call girl. And Geralt at this moment should take Loredo by surprise and kill him.
At night we go to work. We run along the marker on the radar, climb the wall along the stairs and carefully make our way to the courtyard to Loredo. There we observe a man chasing a girl. The girl can help us, so we sneak up on the man from behind and stun him. The girl tells us that Bianca was taken to the Loredo estate, to the top floor. We're still on the radar. We climb onto a small platform and dive through the window. We are in the commandant's house. But we can’t go up the stairs, the door is locked. We go down to the basement. There we meet the mother of the commandant, she does not do the most “good” things there - she cooks fisshtekh. Geralt politely asks her for the key, Loredo throws powder into our eyes, grabs a knife and rushes at the witcher. Geralt does not think for a long time and decapitates his mother with a slight movement. We take the key from her body, go up the stairs.
We are shown a scene where Bianca is tied up, and the commandant clearly wants to torture the poor girl. But again the same trouble, we can’t get into Loredo’s room, again we need a key.
Therefore, we head to the floor below the commandant's room. There we see a handful of guards sleeping on the beds. We need to get past them and not wake anyone up. Be careful!If you hit a chair or table, you will create noise and the guards will immediately wake up, in which case you have to fight. But if you passed quietly and unnoticed, go to the chest and take the key.
Now we can run to rescue Bianca. We rise, open the door, we see the bound Bianca. Not having time to enter, we immediately enter into a QTE battle with the commandant. Having defeated Loredo, we free Bianca and go to the next room. There is an elf Moril and she is pregnant. Geralt decides to help her.
We go down and then Moril tells us that she is about to give birth! Suddenly! Bianca will rise with Moril back to Loredo's chambers. We are in search of help, hurry outside. The blue stripes are waiting for us there, Vernon Roche's people. Then we are shown a beautiful video. And we sail safely on a ship to Aedirn.
Congratulations! You have completed the first chapter!





Floating prison (Iorveth)

We complete this quest by taking the side of the elves. Having gone to meet the Scoia'tael, we learn a rough plan.
We have to get into Flotsam and steal the prison ship. Well, already on it we will go to Aedirn. They give us an efa to help us. Task- to get along the coast to Flotsam, one might say behind enemy lines.

But it was not there, the game again gives us the opportunity to make our choice:
1) We can act according to the plan of the elves.
2) We can act according to our plan.

Choosing (1) option, we head to Flotsam along the coast. In the distance we observe the outgoing ship Roche. A little further on, the elf who was "assigned" to us notices the guards. Here we can engage in combat or avoid it safely. The choice is yours. Arriving at the port of Flotsam, we observe a "bunch" of soldiers there. Gotta fight...

Choosing option (2), we head to Flotsam, straight into the open. Iorveth again plays the role of a caught criminal. But then the guards start pestering Geralt. They want to kiss the face of the famous elf in Flotsam. We can allow them to beat the "prisoner", or we may not allow it. Either way, we'll be let through. We're heading to the Floating Prison. And then the fight with the guards begins. After the fight, we are ready to sail, we have the ship. But before our eyes, Loredo sets fire to the tower.

Again a difficult choice:
1) Run to the tower and help everyone still alive, get out of there.
2) Or rush in pursuit of Loerdo.

Choosing (1) path, we run to the tower. We deal with the guards along the way. And we save the elfs who are in trouble. This will be a fairly easy QTE scene. One of these elves will meet us in the second chapter. After that, Geralt jumps into the water. The elves help Geralt get out of the water. And with peace of mind we go to Aedirn, to the second chapter.

If you chose the (2) path, then we are heading for the commandant. Having caught up with him, we have to fight. Use Quen, bombs, traps and everything else. Combat isn't the hardest in the game. Having dealt with Loredo and his people, we return to the port and go by ship to Vergen.
Congratulations on completing the first chapter!

Side quests

Hand Wrestling: Flotsam



Arm wrestling is a quest that will continue until the third chapter.
The essence of this quest is to win the fight according to the rules of "arm wrestling". In the game, it looks like this, a strip appears at the bottom of the screen, and in the middle there is a small area of ​​orange. Your goal is to keep the cursor in this area, the area itself moves and gets smaller and smaller over time. This is where the difficulty lies.

This quest can be picked up at the tavern in Flotsam's Market Square. We just have to talk with Zoltan on this subject, as it turns out that our comrade is himself a rather noble wrestler in his arms.
We start with Zoltan, then we head to the second opponent Janos Zhile, he is in the same tavern. At the same time fighting friend Janos. After that, we confront Fat Mikel, he is still in the same place, in the tavern.
Our next target is Bartholomew Barka. You can find it in Bindyug. It is located on the street near the coast, or in the house, again near the coast.

Having overpowered the strongest fighter Flotsam, we find out that there is such a person - Adam Pangratt, he was able to defeat Bartholomew. And that means that Adam, is suitable for the role of our next opponent. But that's in the second chapter...

One on One: Flotsam


In this quest, we have to wear our fists. Basically it's a fistfight. This task is closely related to the Fight Club quest, but more on that below.

To start this quest, we have to go down to the lower floor in the tavern and find people fighting. This is fistfighting. Having agreed on the rules and our participation in the "tournament", we proceed to the battles. Everything is simple here, we need to press the keys that appear on the screen in time. In a word, a simple QTE scene.
And so throwing opponents to the right and left, we will achieve the title of champion. 8)
After this triumph, a certain King Ziggy will come up to us and offer to participate in more serious battles. The battles will take place on the estates of Commandant Loredo.
By agreeing to Ziggy's offer, a new quest "Fight Club" will appear in your records. To start this task, you need to go to the tavern after 21.00. Ziggy will be waiting for you there.

Fight club



To activate this task, we need to defeat all opponents in the tavern. Read above(Quest "One on One")everything is written there.

So, we approach the tavern after 21.00. Ziggy is waiting for us there. We run after him to the Loredo mansion.
At the entrance we leave all the weapons, do not forget to take them later! It will be in the chest, near the gate.
Having come running, we see that the rivals here will be stronger, and the commandant Loredo himself is here. We begin to crush opponents, receiving fame and money for this. And here we are fighting with a certain Zhdan, for the “champion title”, but then Loredo calls us to him. He orders us to lose and intimidates Geralt with cheap threats.

Here comes the choice:
1) Agree with Loredo and lose the fight.(if you agree, the quest will fail)
2) Win the fight. Having made a choice, we go to battle.

If you decide to give in and lose to Zhdan (2), then the quest will fail.
In the other case (1), you will leave proud, but later on you will be attacked by a couple of commandant's henchmen.
After the battles, we go to Dandelion to discuss our achievement. Quest completed.

Poker game: Flotsam



When playing poker, we need to place a bet, roll the dice and try to make most of them match, that is, turn over on the same side. Whoever matches more is the winner. Of course, there are some nuances, but you yourself will figure it out.
We will meet this mini-game until the third chapter. Only partners and city names will change in the name of the quest.

So, this quest can be taken in the tavern that stands on the Market Square of Flotsam. All players sit on the lower floor.
It's hard not to notice them. But you won’t go out against the “champion” right away, this is understandable, so we start with weaker opponents. Well, gradually the fame of us is growing.
We win Casimir, then Benedict and only now Zyndrab. All these players are sitting in the same place and at the same table.
However, there are others. They will have to be searched. Einar Gussel, located in the artisans' quarter.

And the last, most serious player of Flotsam is Burnt.
He lives in Bindyug, a village near the walls of Flotsam. Look for him in the house, near the entrance to the village. Having defeated the Burnt One, we can take the winnings - with money, blueprints and the head of a troll. Yes Yes! It's the head.
Why do we need a head? Come in handy!
We will need the head of the troll for the quest"Troll Trouble", although you can complete this quest without a head, but the result will be slightly different.

Hangover



The quest is easy and not problematic. You can take it only after completing the story quest"Disgusting Proposal". It is taken in the building next to the tavern. Here is the map marked:


Entering the building, we learn that there is a feast in full swing. The blue stripes are resting.
Bianca invites us to compete in knife throwing. Leaving the knives, Geralt is about to relax, but then two peasants fly in. They are not friendly. And all because of the fact that Vernon Rocher defiled the landmark. Vernon does not agree with this and gets into a fight, we can stop him, but in this case there will be a fight between Geralt and Vernon.
After all this action, Bianca offers us a drink, we agree, and here we go, let's go ...
Geralt slowly gets drunk, and in the meantime he makes a bet with one of the soldiers. Whoever wins the arm wrestling gets the reward. From Geralt's side is a barrel of beer. From the side of the soldier - a good sword.
After the fight, Geralt swallows a couple more beers and passes out.

After a while, we wake up on the banks of the river, in nothing but our underwear. We were awakened by a peasant. We talk with him, find out that only the mistress of the brothel can tell about this situation in more detail.
We run to the tavern, and then we go down to the brothel, which is located on the lower floor. We talk with the hostess, we learn a lot of interesting things. ^_^ Well, let's go to Bianca. We learn all the details about what happened last night from her.
We also find a tattoo of blue stripes on our neck. And our lost things are waiting for us in the same place where we "feasted". In the corner, in the chest.

The tattoo can be reduced with Triss or Sheala. All ingredients can be purchased from merchants.

mystic river

Another "long" quest.You can only finish it in the third chapter. In each chapter, you will have to run over this quest. The Mystic River quest starts at the same place where we defeated the Kayran.
As everyone probably noticed, there was a broken ship. That's where we need to be.
For those who did not find it, I post a screenshot with a map:


Having reached the ship, we find a corpse on it. We take from him the key to the chest. The chest is located here on the ship.
We open it and take all the things. After examining the find, we find out that this is a report. And the captain clearly wanted to send him. After reading the document more carefully, it becomes clear to us that a group of people found a certain Vran artifact in Loc Muinne and that this ship was not the only one. It was a team.

Geralt decides to help the late captain and is about to send a report via royal mail. And as everyone already knows, Ludwig Moers is engaged in these matters, we are heading to him. It is located in one of the houses, on the Market Square of Flotsam.
Find it easily, follow the radar.
Having reached Merce, we speak with him. During the conversation, we use Aksy and Ludwig Merce no longer mind that we put the captain's report we found in the mailbox on his desk.
Report in the box, it's done. It's all in the first chapter.We will see the continuation of this quest in the second chapter..

contract for nakers

The contract for nakers can be found on the notice board, near the tavern, in the Marketplace of Flotsam.

Having taken the contract, we can run to kill nakkers or buy literature and read about them, so to speak, study them. Literature can be bought in a house not far from the blacksmith, it's hard to explain exactly, but I think you will find it. After reading smart books, Geralt learns that the Nakers use a system of underground tunnels to move around, as well as for sorties into the world.
And it is these tunnels that need to be destroyed in order to get rid of their inhabitants.

You can destroy the tunnels with the help of bombs - buckshot.
You can buy buckshot from Cedric in Bindyug.If you can't find Cedric, see the passage of the 1st chapter, a little higher.
There I posted a video and screenshots of where and how to find Cedric.

Buckshot take at least four pieces. Since there are four tunnels.
Now the hardest part is finding them.


Destroying them is extremely easy. Having bought buckshot, run up to the nest(hole in the ground), a button will appear on the screen that you need to press in order for Geralt to throw a bomb into the tunnel.
Five seconds and there is no nest. In this way, destroy all four nests.
After destroying everything, go to Ludwig Merce for a reward.

Contract for Endriag

We approach the tavern and take this quest from the bulletin board.
Again, we can read a book about endryags or learn all about them during the fight. The choice is yours. After we already know something about these creatures, we have to destroy their cocoons. Only there can we deal with the endriags once and for all. To facilitate the search, I post a map with cocoons marked on it:


Cocoons usually have a lot of endriagas.
In combat with them, use the magical signs Yrden and Quen. Yrden will stop the monsters for a while, and Quen will help you keep Geralt healthy, maximum level. Having broken the cocoon, the royal endriaga will crawl out to protect their children.
She is much larger than her offspring and prefers to attack while running. Here again, the magical sign Quen will help you. Thanks to him, in collisions with your mother, your health will remain in perfect order.
Having dealt with the first uterus, go to destroy another endriag cocoon, there again a fight with mother awaits you. Only two cocoons and two royal endryags.(map above)
After a successful "hunt", return to Flotsam, to Ludwig Merce, for a reward.

silver sword


A completely elementary quest, but questions about it are quite common on the forum. To make a silver sword(which is useful to you for killing evil spirits), you need to go to the blacksmith in the area of ​​​​inhumans and ask him to bungle a silver tool for you. That's it, quest completed.

The smell of incense

In the port we can find a man named Wenzel. After talking to him, you will start this quest.

After talking with the man, we get a task to go to the merchant and "get" one suspicious recipe from him.
We go to the Market Square, there we see a crowd of people nearby and trading shop with the seller inside. Coming closer to her, a woman will turn to us for help. She claims that in this shop, they sell not a weak drug, under the guise of a simple incense. From the conversation it turns out that addiction arises from this very incense. And moreover, addiction - be healthy!

We go to deal with the merchant himself.
We have a choice, intimidate or convince him to close this outlet. Or we can tell the incense seller about the task Wenzel asked us to do. In this case, the seller may give us not a real recipe, but a fake one.

Further, we can again go our separate ways, but before that I want to say that by choosing the option “persuade the merchant, close the shop”(previously), we can greatly please the common people and they, with gratitude, will throw us a piece of gold.

So with the recipe(fake or real), we have a small selection:
1) We give Wenzel the real recipe. He, of course, is overjoyed and suggests that we meet later to check the recipe for authenticity. And so we meet with him and head to a certain laboratory. Approaching her, Wenzel will offer Geralt to blindfold so that he does not know where this is located. secret laboratory. After waiting a little bit, Wenzel pleases us with the fact that the recipe has passed the test, everything is in order. We receive the promised reward ... That's it, the quest is over.

2) Having given Wenzel not a real recipe, a duel awaits us. Since, of course, this all pops up. A lie, no one loves. We fight, we win, the quest is completed.

3) We can refuse to be blindfolded. Then Wenzel will mark the location of the laboratory on our map and we will go there on our own. What happens next is up to you. Give a fake - there will be a fight, give - the original, everything will end well.

4) Leaving the recipe with you will make Wenzel angry. After that, you will not meet him in the city. But in the forest, it's easier than ever. Upon meeting, he and his servants will attack you. Dealing with him will complete the quest.

5) Leaving the recipe with you will make Wenzel angry. After that, you will not meet him in the city. But in the forest, it's easier than ever. Upon meeting, he and his servants will attack you. If they can defeat you, you will wake up right away in the laboratory. As it turns out already without a prescription and weapons. Grab the sword lying nearby and rush into battle. Defeating the enemies will complete the quest.

Heart of Melitele

A familiar quest. As I wrote above, in addition to the prologue, we also meet this task in the first chapter.

Let's move on to the essence of the quest, if you got the mysterious amulet of the Small in the prologue, you can learn more about this magical thing.
Surely you have wondered more than once why Geralt's medallion vibrates in Bindyuga .. It seems to be nothing magical ...
It wasn't there. The sorceress Aneshka lives nearby. And it is she who we need to start the quest "Heart of Melitele". I post a screenshot of the map where to look for Aneshka:


Find Aneshka and talk to her.
We ask about the magic amulet of Small.The sorceress offers to buy it from us. We can agree, but in this case the quest will end.
And we may not agree, then by “putting pressure” on Aneshka, we find out that she knows a lot about this amulet. From the conversation, we learn that this amulet is called the Heart of Melitele and it brings good luck to its owner.
However, a curse has been placed on our amulet, which makes the effect of the amulet the opposite, that is, the magical little thing brings bad luck.
And she wanted to buy it in order to remove the curse and turn our bad luck amlue back into the good old one that brings good luck. Like this.
We can ask Aneshka about the ritual, thereby asking for help.

To begin with, we have to get four ingredients: the essence of death, the eye - the head-eye, the organ of the endriagi and the tongue of the troll.
- Essence of death, can be taken from any ghost.(for example, in the quest "In the Claws of Madness")
- The eye of the head-eye, we can take the defeated head-eye from the body.(in the quest "Killers of Kings", towards the end of chapter 1, after meeting with Iorveth)
- Endriagi oragnes are taken from the body of a dead creature. And you can kill him in the forest, there are a lot of them.
- Troll language. (not a rainbow option, but at least something ... Kill the troll near the destroyed bridge in the forests, yes, the same troll that is present in the quest "Trouble with the troll." Alternatively, use the head of the troll, which can be won from the Burnt One, completing the task " Poker game: Flotsam". Look for the burnt one in Bindyug)

Having collected the ingredients, we run to Aneshka. We agree on a meeting place.
The meeting point will be the altar of Veiopathis, it is located in the forests, not far from the waterfall, where we mined tenecost(in the quest "Kairan: tenecost").Run around there and you will definitely find it, besides, the radar in the left corner of the screen will clearly indicate where you should go .. Therefore, there should be no problems.

At this place, Aneshka is going to conduct a ritual. Having met with her, we take the role of a "guard" and protect Aneshka during the ritual. And it will have to be protected from ghosts, as they will in every possible way interfere with the magical actions of our friend. Having overcome all the phantoms, we observe the completion of the ritual.
Aneshka thanks us for our help and gives Geralt back the Heart of Melitele amulet.
Now he brings us only good luck.

Malena

In the vicinity of Flotsam, we meet a captive elf and several guards. According to them, this same elf lured their comrades into a cave, and there she brutally killed them. The guards themselves do not dare to check this version and do not rush into the cave.
Who knows what's in there? But Geralt, the witcher without fears... And in general, he got used to such places. So he agrees without hesitation.

We head to the cave. Once inside, we move deep into the caves, there we find the corpse of a man, a guard.
Judging by the wounds, he was killed by the nakers. So it is, the cave is teeming with these creatures. Well, let's go deeper.

True, some difficulties will arise here, these are crowds of nakers. Fight them with your silver sword and bombs.
Also, don't skimp on magic.
For those who find it very difficult, there is another way. Attack the nakers and run into the corridor you came from.
Nackers won't be able to follow you, not the game's improvement. But those who find it very difficult can take advantage.

Having dealt with the monsters, we explore the cave. In one of the passages we find the corpse of a guard, with a Scoia'tael arrow in the back. Now everything is clear to us. Malena(captured elf)really involved in the murder of the guards.

Leaving the cave, we have to quickly make a choice:
1) Cover Malena by telling the guards that their comrades were killed by nakers.
2) Surrender Malena with all the giblets, proving that it was she who was involved in the loss of the guards.

Choosing option (1), Malena is released. And she invites us to meet her at the waterfall. The waterfall is located here:


We run at full speed to the waterfall. We see Malena, we speak with her.
However, she does not want to talk to us, but prefers to take our lives, saying "you know my secret, die."
Immediately a bunch of elves appear and then it becomes quite obvious that this is a trap.
Attention!If you are earlier in the quest"Killers of Kings"helped Iorveth, the elves will not touch you. And scold Malena. ^_^
But if you didn’t manage to complete the quest earlier or didn’t take the side of Iorevt, then you have to fight. By the end of the battle, when the ranks of the elves begin to thin out, Malena flees.
She runs away to the ruins of the psycho. hospitals. Many are having trouble finding Malena at this stage of the quest.
Therefore, I lay out a map of where you should go:


Having run around in the vicinity of this hospital, you will definitely find Malena.

And again the choice:
1) You can pardon Malena and let her go.
2) You can take her to Commandant Loredo. And he himself decides what to do with it.
3) You can personally kill Malena. Quest completed.

If you chose option (2) after exiting the cave, hand over Malena to the guards, telling about what they saw in the cave, in this case, you can take the life of an elf with your word. Just saying she deserves to die.
Or you can trust her by persuasion. She tries her best to get us to go with her and take a look at something. According to her, after seeing this, we will change our minds.
Okay, let's go. But in vain ... Having passed only a couple of hundred meters, from an ambush, a detachment of elves attacks us.
And again the battle. We defeat everyone and get a reward from the guards. Quest completed.

In the clutches of madness


This quest can be taken from a conversation with Cedric or when completing the quest"Malena". And you can also just stumble upon this place ... Here it is:


Approaching the ruins of the hospital, we will meet Rupert. He asks us for help. His comrade is inside these ruins.
He himself is afraid to go there. Well, Geralt, of course, agrees to look for a lost friend.

After descending into the ruins, we notice a ghost running away, everything around bursts into flames. We have nowhere to go, so we move along the corridor, behind that same ghost. Jumping into the doorway, we find ourselves in a hopeless situation. In the truest sense of the word. All exits are blocked by fire and it will not work to leave here.
Many do not understand at this moment, what to do?And do something here and nothing.Just open your eyes and find a chest standing near the wall. It's hard to see it, but it's there. Search.

Opening it, we take the documents. Ghosts appear, defeat them. The door previously blocked by fire is now open. We run into it.
So we run further, saving and taking elixirs. Along the way, in the corridors of the hospital, we will meet ghosts. We'll have to fight. After running along the corridors, we find Gridlya, Comrade Rupert.
Gridlya is out of his mind and therefore we are unable to carry on a conversation with him.
We need to find a cure. We run along the same corridor and turn right into the room. Chop the ghosts, take the elixir.
We hasten to Gridle and give the elixir to him.

After drinking it, the man comes to his senses. From a conversation with him, we learn about a certain curse and about some kind of ghost that is responsible for everything that is now happening in these ruins.
Looking for a ghost. Found? Well done. We talk to him. He says that he is ready to free this place from himself, but only under certain conditions, namely, if we bring him the eyes and hearts of Rupert and Gridley. We run upstairs to two friends. 8)

We can choose:
1) Fulfill the request of the ghost and bring him what he wants.
2) Bring the ghost the heart and eyes of pigs, which can be bought from the butcher in Flotsam. Then the ghost will not notice the deception and leave the ruins.
3) Or bring the hearts and eyes of the nakers. Then the ghost will notice the deception and we will have to fight it.

When the problem with the ghost is resolved, we will have to think about the fate of the two friends.
1) We can let them go.
2) Deal with them.
3) Give them to Commandant Loredo's mother. But I think it's even worse than option (2). ^_^

Trouble with the troll Additional content)


This is a task from the category"Additional Content". You can download this DLC .
To get it in the game, go to the notice board, near the tavern and activate it. Having taken the task, we learn that its essence is to kill the troll. But as everyone probably knows, the troll is a rational creature and usually the witchers do not touch them.

We run to Bindyuga. Looking for a man named Horab. He begs us not to touch the poor troll, they say, "He repairs the bridge and, in general, a good fellow." Okay, let's run further, to that very bridge. On the way we meet a man, we protect him from the forest evil spirits and we speak. He tells us that he is frightened by the behavior of the troll. That he became aggressive, does not repair the bridge and drinks, all day long. Let's go to the troll. He's terribly drunk and gets into a fight with us. Having attached him stronger, a couple of times, we finish the fight ahead of schedule. The troll asks to stop beating him.

We have a choice:
1) Kill the troll.
2) Pardon the troll.

By killing the troll (1), we can get a reward for completing the contract.
Having pardoned the troll (2), we learn that he drinks for a reason. He recently lost his wife.
The troll promises us to stop drinking and start repairing the bridge if we find and take revenge on the killers of his wife.

So that you do not waste time talking with Sheala and Zoltan, I will write where you need to go right away - in Bindyug. To the shack to the Burnt One.
Entering the house, we immediately notice the trophy of the Burnt One. The head of a troll hanging on the wall. We speak with a man. He will assure us that he did not touch the troll, but bought the head from a certain Dimitar. According to the Burned One, it is not difficult to find Dimitar's comrades. In the evenings they rub in the tavern.

By the way, we can win the head of the troll from Burnt, in poker. But before that, we must beat all the other players in Flotsam, since Burnt is the local champion. And anyhow with whom, he will not play. We approach the tavern of Flotsam in the evening. We go inside. We observe the punks we are looking for. Let's go to the conversation.
Dimitra's location can be knocked out of them or shaken out with intimidation, it doesn't matter.
As a result, we learn that Dimitar is hanging around the cemetery, near Bindyuga. Let's go there. We meet Dimitra and company, fight and win. After that, we head to the troll, tell him the good news and give the head of the troll, thereby encouraging him to repair the bridge and complete his drinking.
We run to Bindyuga, to Horab, we get a reward. Quest completed.

If you didn't import your saves from the first part, you may have problems with this. As you remember, we fled to Flotsam from prison, and on the way we could only grab some rusty steel sword. Therefore, you should think about buying good weapons. In this situation, there are a couple of ways to get a silver sword:

Perhaps when you got off Roche's ship, you already cheated nearby chests, then you already have a blueprint for such a sword. If not, then you have to leave. The only thing left is to collect the necessary rubbish and forge the blade. You can simply buy a silver-plated sword from Berthold Canderelia, this is the blacksmith's assistant, he will also take an order to make a sword according to your drawing. I repeat, this is only if there were no saves from the previous part.

Keiran: Tenecost

And so we figured out the utopians, let's proceed to inspect the area. Actually in this viper and it is impossible to find anything worthwhile. Triss immediately applied a magical scan of the area and came to the conclusion that the monster was sick and would die soon, but at the same time it was very poisonous. And therefore, Geralt must brew himself an elixir "Mongoose", which will be an antidote. Triss gives Geralt the recipe. Among other ingredients, there is a rather rare, tenecost moss. Triss advises to seek help from Cedric.

Mystic River

Let's examine the wreckage of the ship located here, what can we find there besides the skeleton. We examine both the skeleton and the ship. At the skeleton we find the key, and on the ship there is a chest, quite the expected result. Open the chest with the found key. In the chest we find a diary, which along the way should be sent by mail. The Royal Mailbox is in Flotsam, on the desk of Ludwig Moers. This is the type that first came to us with a proposal to get rid of the monster. launched Quest "Mystic River" will continue in the second chapter.

Geralt goes to Cedric, he probably knows where can i get tenecost. Cedric told me where you can get this ingredient. We go to the waterfall, located in the southern part of the forest, there is a cave teeming with nakers behind the waterfall. Although, we can meet a whole flock on the way, they will have supper with taels. Tenecost is guarded by a foulbrood, probably also wanted to eat it ...

vile suggestion

In the meantime, it got dark, it's time to pay a visit to Loredo. Listen to the local authority. We go to Loredo's residence, Roche joins Geralt, he also has a couple of questions. We are not allowed to enter the gate with weapons, there is nothing to do, we leave in a chest at the gate. Entering the yard, Roche assesses the ballista located here with a professional look. Geralt, too, already knows something about this weapon. Roche proposes to disable the ballista so that in the future it does not influence the adoption of certain decisions.

Geralt agrees with the arguments and begins to act. We approach Margarita, a local prostitute, who is bored nearby, and ask her to please her "friend" who has been at the ballista's post for so long. Margarita demands to be paid as for overtime. Or do her a favor by humiliating two thugs in the eyes of those around her, for which she agrees not only to satisfy our "friend", but in addition to give us a cool blowjob.

The thugs are Myron and Alphonse. (I can’t confirm her last sentence, because I forgot about her later, but to replay ... no, sorry!) In order for the thugs to be humiliated, you need to defeat them in arm wrestling. After that, Margarita will lead the guard into the nearest bushes, and Geralt can disable the ballista by stealing one piece.

Now, together with Roche, we rise to Loredo. We are not allowed. The host is busy, deign to talk with the mages from Kovir, Tobish Sheala de Tanserville. Roche offers to make a knight's move and eavesdrop. He distracts one of the guards, thereby allowing Geralt to get into the backyard.

We have no time limit, so we act slowly. We cut down (stun) everyone in the backyard so as not to interfere, we sneak up to the window and eavesdrop. From what we heard, we will not understand anything, and in the future Sheala herself will not want to let us into her affairs.

We return to Roche. Only the witcher is allowed to go to Loredo, the angry Rocher leaves. Loredo has the same claims to the monster. If there are no ships, then there is no income from taxes. We ask about Yorvet, about the opportunity to meet him. About the possibility of free movement for Zoltan, since the latter has some kind of connection with proteins. Loredo will remove these restrictions after the witcher has dealt with the Kayran. On this we finish the conversation and leave, taking the left weapon at the exit.

The walkthrough describes only story quests needed to move forward through the scenario up to end credits. This is just one of several possible ways to complete the game, not claiming to be the only correct one.

Prologue

After spending a little time in the role of a punching bag for two mindless guards, Geralt is taken out of the cell on the orders of his former colleague Vernand Roche, to whom he will tell his version of what happened in the interrogation room. Moreover, in case of refusal, Geralt will face public disembowelment in the square and other troubles. Selecting the first line “This morning the king called me to his place”, you will begin your first task in the game.

By the will of the king

Waking up in a tent in bed with Milady Merigold, the royal envoy arrived in time to pleasantly start the morning. King Foltest wants to see us right now, so we'll have to go. Leave the tent and walk through the camp until you meet His Majesty at one of the ballistas, surrounded by several advisers. Foltest wants to see you beside him during the assault on the castle and invites you to follow him to the siege tower. On the way to it, help the king aim the ballista to hit one of his enemies on the city wall. To do this, point the "crosshair" of the telescope into the gap between the fortress turrets, where the enemy sat down. If you miss, you will have to finish him off manually later. Now go inside the tower and climb the stairs to the very top. Here, your story will be interrupted for a while, and the Witcher will be transferred back to the interrogation chamber, where he will discuss social inequality in the world with Roche. Having done this, choose the “Beginning of the assault” replica and continue your story.

Having stepped on the fortress walls, engage in battle with the defenders of the citadel, helping the allied soldiers cope with them and protecting the king. As soon as you deal with everyone, you will face a serious obstacle. From the side of the nearest tower, your squad is mercilessly fired upon by archers, and a barricade prevents them from breaking through. To demolish it, go down the stairs from the castle wall to the courtyard and occupy the ballista standing there. It will be guarded by a small garrison of several soldiers, after killing them you will be able to approach the ballista. We cock its bowstring with rhythmic clicks on the LMB, again we fight with the defenders of the war machine. Similarly, we direct it to the target and continue the fight with the enemies. Having made a shot at the barricade, we rise back to the wall and break through into the opened tower. On its walls, we deal with the knights of Lord Echeverria (or not killed) that we killed earlier and approach the locked wooden gate, which the king's soldiers will cut with axes. There you will be warmly welcomed, and you, having thanked the opponents for their hospitality, climb the stairs not the wall.

You have a new challenge ahead of you. Climb a well-defended tower and bring the rebellious Aryan La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to surrender or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebellious baron remains alive, so it's up to you to choose. Having won and prompted the knights to drop their weapons, you are again transferred to Vernand Roche's spit-stained cell to listen to his comment on the fate of Aryan and continue your story by choosing the line "What happened to the dragon?". Especially since your listener was directly involved in the next story.

trial by fire

It begins at the last fortification of the enemy castle, where King Foltest tries in vain to force the defenders to open the gate, and the Witcher agitates Milady Merigold, who has come to the rescue, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher gets inside and opens the gates of the castle. He reports that loyal soldiers are already moving out in the city with might and main, and the baroness has been taken prisoner alive. But there were no children with her, probably they are somewhere in the vicinity of the monastery. Roche does not have time to tell anything else, as a dragon suddenly appears and attacks the squad and you have to rush through the city gates. Run forward under the wooden sheds, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gate, you will be glad that you did not have time to send the lady from the battlefield - she will smash them to pieces with the help of magic. Luckily for you, the flying dragon will be chased away with a ballista shot and this episode of the story will end. In a conversation with Roche, we choose the last remark “We split up near the monastery” and continue the story.

Blood from blood

Having buried themselves in the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Go down to the city streets and pay attention to a handful of townspeople captured by the royal soldiers. Next to this "meeting" there is a passage boarded up with wooden boards. They are no problem for your sword, and neither are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. The semi-flooded corridors here are inhabited by an undead called the drowners, for whose final resting place your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having raised it, you can calmly climb the stairs up, hitting the spiral staircase of the temple tower, where you will already be welcomed by its garrison. After eliminating them from your path, go through the bars and exit the tower corridor through a gap in the wall, overgrown with ivy. On fresh air again you will have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate that requires a key from you. Then we pass through the only open door, where you will find the right key in the courtyard, removing it from the corpse of one of the soldiers. True, it will be necessary before this to bring him to the desired condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel, which opens a large locked gate in the courtyard and let the king and his knights through them. The witcher will note that he saw a small detachment of elves by the river, but the king will dismiss this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon, and after saying "It all started with Arthur Tyles", you will begin the final part of the story about your adventures in the fortress.

You will meet with him to find out from him and the high priest where the king's children are. But this couple stubbornly wanders, not wanting to tell you the truth. Then the Witcher will use a special spell, and the priest, against his will, will inform you that you need to move to the monastery. As soon as the three of you follow in a given direction, your squad on the bridge is attacked by the returning dragon. Rocher will be cut off on the other side of the bridge, and you and the king under your arm will flee from the enraged flagship of the fantasy world Air Force. While escaping across the bridge, carefully press the keys that appear on the screen, after which the Witcher will shove his sword into the dragon's mouth and slam the gate in front of him. And finally, the long-awaited meeting of the king with his children, who were looked after by a blind monk during the assault. But the happy ending is not destined to come true. In fact, the monk turns out not to be who he claims to be, and even Geralt is not able to help the king this time ... The killer jumps out of the windows, and the Witcher is captured by the soldiers who have come running, suspecting him of murder.

Dungeons of La Valette Castle

Vernand Rocher is inclined to believe your stories, but he alone cannot influence the verdict of the court. And the court is guaranteed to sentence Geralt to the gallows. Then the commander of the special squad offers the Witcher help in escaping in exchange for the fact that he will immediately go in search of the real killer. I strongly recommend that you agree to this, otherwise nothing good awaits you. Saying goodbye to your new-old ally, you soon find yourself in your cell with the key to the handcuffs in the stash. The game gives you a choice - to simply free yourself from the shackles in a locked cell or provoke the guards and throw off your fetters suddenly when they are inside. The second version is more original. After some boxing in the QTE scene, leave your cell, taking the cell key from the pockets of the defeated guard and your sword from the chest in the corridor. A further escape can be organized covertly in the spirit of Solid Snake, or send all oncoming-transverse to a mass grave. With the second option, I think everything is clear, but we will concentrate especially on the inconspicuous passage. After leaving the chambers through the upper corridor, hide in an empty cell until a guard approaches the door. Now sneak up on him from behind and knock him out. Move forward, extinguishing the torches in your path, and soon this tactic will pay off. However, be careful when you climb the stone stairs to the top. Just outside the doorway there is a guard, so you need to quickly dive back into the darkness so that he does not understand who he saw in the dusk. A little ahead of you, a prisoner will almost give you away, yelling from the cell and calling the guards. Fortunately, the guard will not believe him, and when he returns to his post, he will receive a fist on the head for his skepticism. After leaving the room with barrels through the door, you will see how the Baroness is taken out of one of the cells - the mother of La Valette, who you killed, or himself, if he had survived earlier. In the second case, the boy will scatter his guards and you will only need to promise to return for him when you clear the road ahead, but in the first case, his mother will leave the cell, which is conducted by the Nilfgaardian ambassador. And in this case, the ambassador will notice the hiding Witcher and with a nod will invite him to follow them. In both situations, you will have to go ahead and quietly (or loudly) eliminate the guards along the way. At the end of the path, you will enter a room where the baroness and the ambassador are sitting, offering you their help. Soon the envoy departs, informing the guards that the Witcher has fled, sending them to the lower levels of the catacombs. Now you can fearlessly walk forward along the empty corridors and get out into the street. Run forward past the crazed guards (beat them with a baton if necessary) and meet with Milady Merigold and Roche by the boat to set sail in search of the killer. If you returned to the wounded La Valette, then he will remember the secret passage, starting a fire in the corridors and sending you forward along it to the exit from the dungeons to the treasured ship. As a result, you will sail away with the same composition.

Chapter 1
Bad reception

Moored to the shore, your company of three adventurers makes their way through the forest to Flotsam. Their sweet road chatter is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorveth. He is not very friendly towards Roche. The Witcher is trying to moderate the elven fervor of Iorveth, but Roche cannot stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by placing an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From now on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she holds the barrier with the last of her strength, preventing the elves from shooting you from afar. Well, as a Witcher, you need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one advice here - do not lag behind your companions, otherwise you risk leaving the barrier and will be hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the kingslayer will only have to quietly scoff at your trail. They welcome you here cordially - they offer to take a look at the quick public execution and have fun in the haunts of the city.

By the will of the gods and executive fools

Take this advice and go to the marketplace of Flotsam, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche's informant. Approach the scaffold of the gallows and speak with the guard. It does not matter what tactics of conversation you will follow with him. Will he get confused under the onslaught of your questions or get mad that the crowd will start to make fun of him - take part in fisticuffs still have to. But while you are fighting with the guard, the executioner has already begun to carry out sentences. Fight him too, interrupting the lynching process. After that, the commander of the garrison Loredo, who is surprisingly loyal to your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having inserted an unknown thief, the commandant will calm down and leave Zoltan and Dandelion alive. In exchange for this service, he wants to meet us at his mansion in the evening, where we will definitely go as soon as it gets dark.

vile suggestion

Approaching the gates of the Loredo estate in the pouring rain with Roche, you will have to surrender your weapon to the sentry in order to get inside. The guard walks with might and main and you can take your time to look around. Rocher notices the commandant's personal ballista, realizing that it would not hurt to damage it. Loredo is an unpredictable type and who knows, maybe he will want to direct this power to the detriment of your enterprise. But for this you need to distract the guard from the ballista. This can be done with the help of Margarita, a local prostitute standing nearby. She agrees to provide a service to the Witcher, but requires a kind of payment. As an option, Margarita will ask you to thoroughly humiliate the two lackeys of the commandant - Miron and Alfons. Fortunately, we will not have to beat the muzzles, since this task can be completely solved in a relatively peaceful way. Find the right soups at the table nearby and hook each of the guards in turn. Bickering will bring you to arm wrestling, which you can win by holding the marker within a special indicator with the mouse movements. After the victories, report back to Margarita about the successes and wait until she takes the guard away from the ballista. Now you can carry out a diversion and, together with Roche, climb the stairs to the entrance to Loredo's house. But they will tell you that the commandant is busy, so he cannot receive you now. Get down and discuss with Roche a further plan of action. Your comrade offers to inspect the backyard of the mansion and even volunteers to distract the guards for this purpose, but a random passer-by intervenes in the conversation and tells us about a terrible monster roaming the harbor area. You will probably be assigned to destroy, so the advice of this wanderer may be useful. You will learn from him that in the backyard of the house lies part of a trap designed to capture this monster. That's the reason to go there! As soon as Roche takes the guard aside, go along the path around the house, quietly knocking out 2 other guards along the way. Then climb over the stone ledges, and you will find yourself directly in the courtyard of the commandant. Stun another guard here and climb the stairs to the window on the second floor of the house to eavesdrop on Loredo's conversation with one witch. Do not forget to find a box with a part of the trap in the garden, standing against one of the walls, carefully cutting down all the guards. Now you can go back to Roche. True, the guard will not let him into the house anyway, so you will have to talk to the commandant face to face. And he has already received a letter for the capture and extradition of the murderer of King Foltest Geralt, that is, you. But he agrees to turn a blind eye if you help him capture the leaders of the wood elves of Iorveth. Zoltan, saved by you from the gallows, can lead you to him, but the commandant agrees to let him go outside the gate only after you catch the Keiran monster, terrorizing the approach to the harbor. Such are the things. When leaving the residence, don't forget to take your sword from the chest next to the guard.

Keiran

Go to the inn to discuss the current state of affairs with your friends. Your conversation will be interrupted by a run-in peasant, screaming in panic that a monster has attacked the harbor. Run there, especially since Triss felt that someone was using magic there. By the time you arrive at the harbor, the witch Sheala has already driven the monster away, saving the peasant Zosik. Because of him, a small buzz begins, which can be solved in radical ways (banal fight), persuasion or threat. Having solved one problem, take on the second. And she is much more serious. Luckily, you will be approached by a certain Ludwig Moers, who has offered you a reward for capturing Kayran. Its size still needs to be discussed with the merchants at the docks, where we will now go, remembering that our hunting companion stopped on the second floor of the tavern.

Keiran: a matter of price

Head to the docks to settle payment issues. You can get there through a large wooden gate on the trading square, located exactly opposite the scaffold. Go down the path and talk to the merchant about his hard life. Use any means to persuade the merchant to pay you for the capture of the beast, and at the same time ask him about it. Here he will not help you, but he will name the one who probably knows more. This is the elf Cedric, which can be found in villages near the city walls. Return to the market square, and through the gate on the right behind the scaffold, leave the city limits. On the forest path you will meet Triss, who went with her to the watchtower to look for the right elf. Climb after the young lady up the stairs, where you will meet with Cedric. He will tell you a brief biography of the monster and inform you that recently your potential prey sank an entire ship. His skeleton still lies under the bridge. Worth checking it out, you might find something important. The companion will immediately be poisoned in place thanks to teleportation, but you will have to get on your own two feet. Leave the village towards the river and turn onto the forest line, going upstream. Along the way, you will have to fight with several opponents around the fires, so be prepared for this. At the end of your path, you will meet Triss waiting for you, and you will overcome the last section together, jumping over boulders. Once in the swamp, your company will be attacked by already familiar drowners, for reprisals against which a silver sword is best suited. A little before reaching the abandoned ship, inspect the tree on the right in the direction of travel. It's all in monster slime. Moreover, Triss informs you that Keiran is terminally ill and his slime is poisonous. He will not die of his death soon, but the Witcher can easily be slammed with poison. An antidote can be made from the tenecost plant. Where to look for him should know Cedric. So, we return back to the village to the watchtower.

Keiran: tenecost

Cedric will inform you that there are caves in the south in the depths of the forest. This is where the tenecost grows, so your path lies in the same direction. By the way, Cedric may not be on the watchtower. In this case, he can be found in his village house nearby. wading through dense forest in a given direction, you will soon be attacked by several flocks of nakers - opponents are rather weak, but numerous. Once you deal with them, you can enter the cave through the entrance, hidden behind a small waterfall. In the dungeon, the path is not close, but if you follow the marker on the mini-map, then, in the end, you will get to the ill-fated tenecost, and numerous nakers will not let you get bored along the way. After picking the plant and getting the antidote, return to the city and visit Sheala on the second floor of the tavern. She will suggest tactics for the coming battle. The sorceress will use magic to lure Kayran to the shore, where you alone will be given the role of defeating the monster. Immediately after that, you will be transported to the place of the fight, where you will need to go down to the river and get ready for the fight.

The fight will not be easy. And what did you expect, because a monster the size of half a football field! But it is quite possible to defeat him if you learn a couple of rules. First, dodge its poisonous spit and tentacle strikes. Second, paralyze his limbs one by one, using the sign of Yrden, and cut them off with a silver sword. As soon as you deprive him of 4 limbs, grab one of the tentacles (you need to press the indicated key in time) and perform a simple QTE scene. After that, Kayran will be filled with boulders, and you will only have to jump on top of him from one of them and end the battle. It remains only to go to the merchant in the city docks for a reward and you can go tell the commandant about the first task.

Kingslayers

Near the house of the commandant Loredo, we meet Triss and learn from her that on the floating prison in the harbor, among other elves, Iorweth's closest associate named Kiaran is languishing. It is worth visiting him and asking about his senior comrade, and at the same time the big man who killed the king. Go along the pier to the distant ship, where two guards will stop you. If you have previously agreed to carry out Loredo's instructions, then they will let you through to the elf without talking. Otherwise, bribery, intimidation or persuasion will have to be used. Get down into the hold of the ship and use the sign of Axia on Kiaran lying there so that Triss can use magic. Upon regaining consciousness, the prisoner will tell you that the Witcher you are looking for is called Leto. He turned out to be a traitor and attacked Kiaran near the place where the roses of memory bloom. And now the danger threatens Iorvet himself. Tell him this information and you may have a new unexpected ally in the capture of the killer of kings. Immediately after this, Geralt will have another vision, after which Triss will offer to help restore his memory. But for this, she needs at least one petal of the rose of memory that blooms near the elven ruins. Further events will be slightly different, depending on whether you take Triss with you on the road or go alone.

Roses of memory

In both cases, your path lies along the forest road to the place where you entered the cave through the waterfall. Be careful not to fall into hunting traps and, as necessary, eliminate opponents that come across to you along the way. Next, we climb a hill with a waterfall and pick flowers from the statue of two lovers in the elven garden. But then it all depends on whether you came here alone or in the company of Triss. In the first case, you simply return back to the city and give the find to Triss, who will advise you to find Zoltan (in the tavern) and find out from him where you can find Iorvet. If you came together for flowers, then after a short conversation at the statue, three bandits will disturb your peace, with whom you will have to fight. After the victory, the earth will fall under you, and you will find yourself in a romantic elven font. It is quite possible to use this moment to pleasantly pass the time together, and only then talk about business. Roche, who came to the rescue, will free you from the sweet prison and you will only have to return back to the city to talk to Zoltan in the tavern.

We tell him that we want to meet with Iorvet, and he will agree to accompany us to the meeting point with the “squirrels”. Making your way through the forest, repelling the attacks of aggressive living creatures, your duet will finally reach the meeting place with the elves and Zoltan will say the password. However, the sentinels are not in a hurry to let us go to Iorvet, so we will have to go to another meeting place. There you will find an unpleasant surprise in the form of a crab spider at the edge of the forest. The fight with him will not be easy, but the reward for victory will be a meeting with Iorvet, surrounded by guards, aiming his bows at the heroes. In this situation, you should not be rude in dealing with their leader - it will not end in anything good. Inform him that Leto betrayed him and that Kiaran is now alive. Iorveth, of course, cannot be sure of your words, so he decides to arrange Leto with your help. The big man is now sitting in the elven garden near the statue of lovers (where you collected roses of memory). Go there and meet Iorveth there. You will act out a scene with him. You will pretend that you are leading an elf bound to a bored killer, and Iorveth will look at his reaction. The conversation quickly convinces Iorveth of the veracity of your accusations, and he and his people are going to end Leto. But Roche intervenes with his people and a fight breaks out. In it, you can help Iorveth by giving him a sword, which will help him escape and soon provoke a massacre of non-humans in the city. Or refuse to do so, which will help Roche take him prisoner, then arranging a feast in your honor.

In our walkthrough, we will consider the second option, and then we will adhere to Roche's line, because the passage of further chapters of the game is fundamentally different depending on which side you choose. This does not mean that the story of Iorveth is worse and uninteresting. Perhaps we will talk about it later. But all this will be later, and now you will find yourself alone with Leto in the font, and this solitude will not be as pleasant as with Triss. The fight with him is not easy and will end around the middle when your opponent knocks you to the ground. But he will not do fatality, but instead he will calmly go about his business, hinting that Triss can help him teleport to Aedirn. After that, Roche will run into the hall (we agreed that we are considering only this scenario) and inform us about the capture of Iorvet. However, having heard our story, he, along with the Witcher, will run into the city in search of Triss.

Where is Triss?

The commandant is already waiting for you in the square to thank you for the capture of Iorvet and throw a feast in our honor. But we are not up to fun now, we need to find Triss as soon as possible, maybe it's not too late? We run to the tavern and ask Buttercup where he saw her for the last time. He says that he saw how she went to Sheala on the second floor of the tavern. But having run to the indicated place, only disappointment awaits us. The room is empty, and what is much worse in it we see traces of blood. But also a broken wall adjacent to the brothel. Perhaps the girls from the establishment saw something through it. We go there and ask the laborer of love, the elf Dere. Fortunately, she was overly curious and peeped into the room through the wall. It really was Triss, but then there was some kind of fight, the outcome of which she did not see. Only bloody Cedric, wandering towards the forest. Use the "cat" elixir to see the footprints of the elf on the ground, leading you to the familiar waterfall. With his last breath, he will tell you that Triss stole Summer, planning to cross with her help to the city of Vergen. Shortly after his death, Dandelion and Zoltan will find Geralt in the forest. Zoltan is agitating you to rescue the captive Iorvet from the floating prison. If you do this, you will start the second chapter differently than after fulfilling Dandelion's request. Namely, we will choose Dandelion's proposal now, especially since he will be informed that Rocher decided to go against Loredo, and this is a risky business.

Death to a traitor!

Find Rocher in his city house and find out what kind of fly bit him. Our comrade replies that the commandant Loredo is a traitor, as he hides the spy Henselt in the city. And it would be quite nice to catch the enemy scout, and at the same time pay what he deserves to the corrupt policeman. The plan for this is simple. Dress up Bianca as a prostitute and send her to the commandant's mansion. Well, you will need to provide fire cover for the entire operation. To do this, we climb over the wall into the garden of the Loredo house, along the ladder prepared in advance for us. And we quietly knock out a man rushing around the yard after some girl. She will tell us that Bianca was in trouble and she was taken to the tower. You can get there only with the keys, and the guards and the mother of Loredo himself have them. You can get to it if you cross the garden (preferably unnoticed) and, jumping over the fence, climb into the house through the window. Go downstairs, discreetly deal with the guards and go into the basement where the commandant's mother lives. Perform another QTE scene and go upstairs, suppressing resistance along the way and do not forget to take the key to Loredo's room, lying near the window, not far from the sleeping guards. Inside his chambers you will see a bound Bianca, and the commandant himself will not take long to attack Geralt. Be on the lookout and get ready for a QTE solo, after which we will defeat the traitor. And we will not only free Bianca, but also contribute to the forced delivery of a pregnant elf lying in the next room. One way or another, we will get out of the estate, where Roche and his comrades will be waiting for us. After that, you will board the ship and go in search of the kidnapped Triss and the mysterious killer.

Chapter 2
Prelude to War: Kaedwen

We dock at the city of Vergen, where the Kaedweni army plans to seize these lands. And quite unexpectedly, we begin the chapter not on behalf of Geralt, but of King Henselt, who wants to take over the ownerless lands of the fallen monarch Demavend. To do this, His Majesty, in the company of Sheala and the magician Detmold, whom you know, is negotiating with the Aedirnian barons. They are definitely not going well, and then the famous Saskia challenges Henselt to a duel. In fact, this will not be the most difficult battle you have in the game, but the intervening priest of Kreva will fall under the hot hand of the king and the whole district will be covered in darkness. Our old acquaintances, Roche and the Witcher, will also see her, just approaching the camp of the Kaedweni army at that moment. In this twilight they will come across the king who provoked this disgrace. However, now is not the time to read morals, you need to get out of the danger zone as soon as possible. Fortunately, Dethmold will put up a protective barrier against the spirits, inside which it will not be difficult to defeat them. But it’s better not to marry him - nothing good awaits you there. Help the sorcerer as needed to repel the attacks of the spirits until you all get to the camp together. At its gates, the king will give us foreman Zyvik as a guide. You can walk around the local sights (better do it, you will know in advance where everything is located) or go straight to the royal tent at the top of the camp. Having met the Nilfgaardian ambassador at the tent, feel free to go inside and satisfy the monarch's curiosity regarding the death of his colleagues. But without his wishes, he will not let you go. It predictably boils down to freeing the battlefield from the curse. And at the exit, Detmold will contact you and ask you to uncover a conspiracy in the camp.

Conspiracy theory

You can begin to unravel the threads of the conspiracy in different ways, for example, in the way described here. Go to the army canteen (you didn’t disdain the tour of the camp at the end of the last task, did you?) and talk to Manfred there. He has reason to be sad. After all, his son Sven will surely fall in the tournament at the hands of a certain Letande Avet, nicknamed the butcher from Tsidaris, with whom he has a duel. If you even try to help his son, he will gratefully provide you with all the information he knows about the conspirators. We go to a meeting with the poor fellow Sven and having received from him consent to your help, we follow his opponent Avet, agitating to arrange a team fight in the arena. He agrees and we can only notify Sven about this, after which you will find yourself in the arena itself. Regardless of whether Sven survives the two-on-two battle or not (well, you really should try), his father will tell you to visit Madame Karol's brothel and ask Whistle Zosya there. As a password for the conspirators, you need to say the phrase: “Her smile opened the gates of paradise for us.” By the way, after the battle, you will have the opportunity to participate in an additional side tournament in the “Ave Henselt!” task. There you can fight with the familiar Bianca and, if successful, receive a tempting reward from her.

In any case, go to the brothel and choose from the girls Whistle Zosya. Do not forget to say the passphrase and then they will open it for you secret passage where schemers hide. There are no leaders of the conspiracy here, but even without their presence, you will have to wave the sword fairly. Be sure to take the Zeltkirk armor from the corpse of Vinson Trout, and from the table a piece of paper with text clearly written by the bard Buttercup. Find him in the camp and force him to explain himself. Don't forget to visit Detmold and get a reward for the killed conspirators. Now you can begin to fulfill the royal commission to remove the curse.

Blood Curse

It is no wonder that His Majesty toils from him! After all, he sent Sabrina Glevissig to the stake, for which she cursed him. The details of this unhappy incident must be obtained from Detmold, but one cannot do without visiting the place of her execution. Well, we leave the camp and go west along the coast, crossing a small stream. But in addition to the main goal, the familiar Zyvik will ask you to find two lost soldiers in order to quickly return them to duty. Cutting your way through the ranks of drowners, you will find warriors just at the place of execution, which they have made the subject of their cult. At the head of it is someone Inspirational, who lives in the gorges behind the camp. In the meantime, you carefully examine the place of the scaffold three years ago. You will find familiar square coins, traces in the ashes, a letter and a nail, and your new companions will be interested in them. To give it or not is your choice. And so that they no longer bother you, bring the dunces to the stream, from where they will independently get to the camp.

Head there, too, to talk about your find with the relic vendor hanging around in the dining room. You will learn a lot of interesting things from him, in particular, the fact that Yagon eased the fate of Sabrina, piercing her with a spear on the scaffold. However, one cannot do without a visit to Inspirational. Leave the camp again and move east to the gorges, fighting off corpse eaters along the way. The main tactic for dealing with them is to bounce off them in time before they explode. In the final part of your journey, you will witness the death of two soldiers from the paws of the rotten ones, and as soon as you take revenge on these creatures, then go to the dwelling of the Inspired One. After fighting off the harpies there, talk to the head of the cult and try to get all the information you can from him. The easiest way to do this is through bribery, but if money is a pity, then there is another way. Pretend that we agree to join the cult and pass the test for this. All you need is to drink with the advent of darkness (after 21:00) the resulting potion nearby at the crypt between two lakes and view the vision. Well, and a little more war with evil spirits along the way. Having won his trust (or bought it), he will inform you about the relics needed to remove the curse from the king. You already have the Zeltkirk armor, but the relic dealer should have the spear of Iagon. Something we did not see this spear from him - let's go figure it out! Pressing the merchant in the camp, he confesses that he sold the spear to a soldier who safely lost the artifact in the battle with the elves. Moreover, the spear, most likely, is in the hands of our old friend Iorvet, who is probably now in Vergen.

Get out, evil spirit!

Having told Detmold the information received, you receive from him the task to get through the dangerous fog directly to the city of Vergen, having received only a talisman and an embassy flag to overcome this suicidal task. It is also good that our friend Zoltan will meet us on the way to the exit from the camp and, having learned where we are heading, will gladly agree to go with us. And the road will not be easy. The path through the fog will really tell you the received amulet, but you will have to fight the endless ghosts exclusively on your own. The main thing is to quickly cross the danger zone in order to be at the village with the elves, where only thanks to the presence of our friend you will not be stuffed with arrows. Go further until you meet with the commander of the guards of the dwarves. He will show you the location of one of the items needed to remove the spell - the symbol of death. It is located in the dungeons in the forest outside the city. But there is also bad news. Nobody is going to let you into the city, and then your fellow traveler decides to stay in Vergen for good. But in gratitude to Geralt, he promises to get the sword of General Vandergrift and give it to you in the dungeons under the city.

Now our path lies in the dungeons in the depths of the forest, in which you need to go down to the very lower tier. And if on the way to it you were attacked by ordinary ghosts, then when you reach one of the halls on the lower floor, you will encounter the very spirit of the banner-bearer Brown Banner. To take possession of the banner by force, you will have to sweat a lot - your opponent is very strong. But the bloodless path is not easier either. You can try to convince him that you yourself were in this detachment, but no one will take your word for it. The Spirit will ask questions, and only by answering them correctly will you earn his trust and the right to take the banner for yourself. For opponents of violence, here are the correct answers to the questions in order: incorrect, Manno Coehoorn, was killed near Brenna, Zeltkirk and Vandergrift, Bigerhorn captured us. But even if you did everything right and the spirit allowed us to take the banner, then there is a risk that he will have to face him later. Therefore, if you are confident in your abilities, then it is more reliable to choose a forceful solution to the problem.

Now we go to a meeting with Zoltan. First, return to the burned village, and from there, at the next two forks (at the gorges and at the gate), turn left. Thus, you will reach the catacombs under the city, which are not recommended without sufficient stocks of a potion for orientation in the dark. We'll have to pretty much get lost in them, meeting along the way not only ordinary corpse-eaters, but also their hefty leader. Fortunately, your friends are waiting for you just outside the nearest door to give you such a needed sword. And Zoltan will bring good news - Iorvet successfully lost the spear in the bone to Skalen Bourdon from the suburbs, so you just have to go back there and win back the relic for yourself. It is unlikely that you will be able to win immediately, so be persistent. Having won the spear, return through the fog back to the camp. Waving off the ghosts, you will break out of the darkness, where Roche is already waiting for you to report on the events that happened during your absence. His detachment was attacked by Nilfgaardians who met the servant Philippa Eilhart. We hurry to find out the details in the camp, but there we will fail. The Nilfgaardians have already set sail, so we go to the king and inform him of the completion of our successful search.

While the king is heading to the place of Sabrina's execution, you need to take a special rune powder from Dethmold. Their images can be peeped in the book received from him. Arriving at the place where the king is already waiting for you, proceed to the inscription of the runes. More precisely, you will only direct the actions of the monarch, telling him the correct way to reproduce the image. You need to draw from the witch's circle to the petrified bread and from the burnt tree to the bird's corpse, curdled milk, and close the figure again at the witch's circle. Now set fire to the powder and get ready for battle. You need to protect the king from the attacking spirits until he pierces the spirit of Sabrina with the spear he received. From now on, the curse will be lifted, and in gratitude you will receive a medallion and an invitation to the royal feast.

Kingslayers

Here are those times! The king himself invited us to a feast, but the guards still do not let us in because the monarch received a foreign ambassador. Then we meditate until the evening (until 10 pm) and again we go to see the king. He's lucky he let us in! The story of the events that took place in the castle of La Valette will be interrupted by two murderers who knocked down the ambassador. You need to fight both of them to protect the king from certain death. Over time, Sheala will get into the fight, and you will win a relative victory - the king is alive, but one of the killers managed to escape, and you won’t learn anything from the second. Although Detmold offers a way out of this situation. If you resort to necromancy, then you can perform a rite, thanks to which you can see events through the eyes of the killer for a certain period before his death. Find Detmold in the hospital and ask him about the ingredients needed to perform the ceremony. You will need the “Duck” potion, the recipe for which can be bought from a merchant near the hospital. We return with him to Detmold and prepare for a kind of reincarnation. Seeing the world through the eyes of the dead assassin Egan, you and his companion rush forward through the gorge, fighting the harpies there. Carefully bypassing the traps after the battle, your deadly tandem will reach the meeting point with Leto, from whom he learns that Sheala is also involved in the conspiracy and should be disposed of.

The second part of the vision starts at the royal camp and requires the assassin to stealthily sneak to the royal tent, avoiding the watchful eyes of the guards. If you manage to make it through this part of the journey undetected, you will witness the assassins talking to each other in the dungeon under the camp, where they will discuss the congress of sorcerers in Loc Muinne. Finally, the last push will have to be made at the very tent, having fought near it with well-armed guards. So, a lot of information has been received! We tell them to the magician and go to the hideout of the killers, which we saw under the influence of the drug. There you will find the wounded escaped killer and pull out all the information you are interested in. Returning back to Dethmold, you will receive a king's medallion from him and go to remove the fog from the battlefield.

Eternal fight

Fortunately, to complete this mission, you have in your hands all the artifacts obtained in previous tasks: the banner of the Brown Banner and the sword of Vandergrift, the armor of Zeltkirk and the royal medallion of Henselt. With final instructions from Detmold, it's time to leave the camp and head into the dangerous fog. There, the spirits of the dead warriors alternately inhabit Geralt, so you will have to perform several simple tasks on their behalf. First, in the form of an Aedirnian warrior, you will have to cross the line of fortifications of the enemy and, having fought with the spirits of the soldiers, capture the Kaedweni banner. And immediately after the success, the soul of a Kaedweni soldier moves into Geralt, hurrying across the battlefield to his commander to report the loss of the banner. You will have to move in short dashes between the volleys of archers, so as not to fall under their arrows. After admiring the fight between the Kaedweni general and Sabrina, whom you know in absentia, you are transported into the image of the Aedirnian commander fighting the enemy soldiers. Soon you will get to their general, the battle with which will take place already on behalf of the true Geralt, giving you the opportunity to use all his abilities in it. Just in time, because this fight promises to be quite difficult. From the fire volleys and deadly whirlwinds used against you, it is better to dodge in time, trying to roll up to the enemy from the unprotected side and hit him with a silver sword. Finally, after the victory, the last reincarnation into a priest awaits you, leading your warriors out of the danger zone, where this leapfrog of universes will end at the edge of the mist, as soon as we enter the light of day.

Conspiracy theory

Remember how in the secret room of Madame Carol's brothel we caused a stir in the ranks of the conspirators? So, it's time to deal with the rest. We learn their location from Buttercup, who woke us up and pointed to a house standing on a hilltop. Therefore, we run there, but we meet there not at all conspirators, but our comrade Roche, and now we need to gather all his people together. To begin with, we run together to the camp of his detachment, fighting along the way with Kaedwen warriors. But when we arrived at the place, we did not find anyone except a lonely prostitute, who informed us that the king had invited all the people of Roche to the dining room of his camp for a feast. We return there, overcoming fierce enemy attacks, and we see with horror that all of Roche's associates are hanged on the gallows, with the exception of one Bianca, who will tell you about Henselt's betrayal. He is now just at the walls of Vergen, where we are heading to show him Kuzka's mother, and at the same time find Sheala, whom we know that she worked in conjunction with the killer of kings.

Assault on Vergen

You can get to the city along the gorge, which we saw through the eyes of one of the failed assassins of King Henselt in the task of the same name in this chapter. The harpies have not disappeared from there, but after them you will meet a lonely troll. You should not kill her (there is such a possibility), because then you will learn from her that her husband recently met someone heading to Loc Muinne. Saying goodbye to her, keep the road to the quarries, again fighting off the harpies and meeting ahead in the gorge of the husband of our recent acquaintance. Help him fight off the soldiers and calmly move on (but if you killed his wife, you will have to fight with him). Already near the entrance to the caves, you will fight with another batch of soldiers and dive into the dungeons after the only surviving warrior. Moving deeper into the caves and cracking down on his comrades, you will get to Detmold and the commander of the local soldier Pangratt. You need to cope with the latter as soon as possible, because the magician, although he will distract you with his spells, will still leave your sword, hiding in the portal. After defeating Pangratt, you will only have to run out of the caves, where Zoltan, who emigrated earlier to Vergen, will already be waiting for you.

We learn from him that the Sheala you are looking for is hiding in the house of her friend Philippa. You can immediately run there, but before that there is a chance to help out an old friend of Iorvet (after all, we are indebted to him), surrounded by enemy soldiers in the city. Climb up towards the suspension bridge, which will treacherously break at the last moment, leaving you without Roche's support. From here it is worth turning right, making your way through the ranks of the Kaedweni soldiers to the fortification of Iorveth. Having provided support to the elf, it's time to head to Philippa's house in search of Sheala (this can be done right away). You will deal with ordinary opponents on the way to it without problems, but you will have to tinker with the monster called by the sorceress. It is all the more disappointing that we will not be able to talk heart to heart with her. She will hide in the portal right in front of your nose, and King Henselt with his retinue will appear to replace her. Having dealt with his knights and taking on himself, you will be interrupted by Roche, who has run in, and the further fate of the cunning monarch depends on the decision of Geralt. Persuade Rocher to spare him or let him avenge his hanged comrades - your will. Having made a difficult moral choice, it's time to go to the finish line of history, leading to Loc Muinne.

Chapter 3
In the name of Temeria!

The road to the city will be on sugar - the harpies do not cease to bother here too! And here, at the gates to Loc Muinne, the knights of the Order of the Flaming Rose will not wish to let the Witcher into the city. Fortunately, Roche's diplomatic skills will be enough for you to be allowed on a date with the head of the order, Siegfried. After talking with him, you will temporarily part with your friend, and go on a tour of the city alone. However, on its central square, you will reunite your duet again, heading from there to an appointment with King Radovid. You will learn from him that the only legitimate heiress of Temeria, Princess Anais, was kidnapped by Detmold. And if it does not, then this kingdom will simply be divided among themselves by other monarchs, which is unlikely to be done without mass bloodshed. But he will also say that Geralt's beloved Triss is now in this city as a prisoner of the Nilfgaardians. As a result, we are faced with another serious choice. He will go to rescue the daughter of the murdered from captivity, partly due to our oversight of King Foltest, or to take care of personal matters, going in search of Triss. The choice is not easy, but, looking ahead a little, we can tell you that the princess will not remain in trouble anyway, so you can go save Triss with a clear conscience.

Where is Triss?

Then our path lies straight to the Nilfgaardian camp. On the way, Geralt will be lucky, and he will meet Ambassador Shilard in the company of just a couple of soldiers. Having easily dealt with them, you can continue your further path to the camp together with the hostage, hoping that it will be useful to you in the process of negotiations with the Nilfgaardians. But upon arrival at the camp, our calculation will suffer a complete failure, because Shilard will be killed without a twinge of conscience by the commander of the guard, and you will have to fight with him and his subordinates. Getting out of here is not easy. The gates are locked, so you will have to look for alternative paths leading to the square. There the battle will flare up not for life, but for death, especially since Matsen himself will soon join the ordinary opponents, having talked with us about the purpose of our arrival in the Nilfgaardian camp. But stop wagging your tongue - it's time to fight! Moreover, from the corpse of Matsen you will pick up the key to the cell where Triss is languishing. Go down to the dungeon and free the girl who has been waiting for you, who told Geralt a lot interesting facts. Well, now break through to the exit from here to meet again at the meeting of sorcerers.

Meeting of sorcerers

Meeting with Triss at the amphitheater, you will witness the negotiations of the kings and other interested parties about the future of Temeria. At this meeting, King Radovid will demonstrate to those present the rescued Princess Anais and will act as a guarantor of her becoming on the throne of Timeria when she grows up. Next, the magicians begin to discuss technical issues regarding the creation of a new council. And at this moment, Triss will ask for the floor and expose Sheala in complicity with the killer of kings. They will try to take the traitor into custody, but she does not intend to give up without a fight, so she will call on the dragon for help.

Dragon Apparition

Saskia, in the form of a dragon, carried Sheala to a nearby tower. So we have only one task - to get to it in any way! We run to the tower, trying not to get fried in the dragon's flame along the way, and climb to the very top. There, Sheala will tell us her vision of the motives of the killer of kings Leto and give us the opportunity to personally deal with the dragon. We approach the dragon at the moment when he pours fire on us, and in order not to turn into a fragrant roast, we use the Quen sign. As soon as the battle approaches its middle, the floors below you will break, and you will have to move the battle arena to the roof, climbing onto it along the ledges of the walls. There, the dragon will attack you, crawling out from under the platform from all sides and still pouring fire on Geralt. Show all your dexterity in order not to fall under the dragon's attacks, and at the very end of the battle, get ready to perform another QTE scene. In the event of a successful outcome, the Witcher will land the dragon straight on a tree broken in the forest and defeat the enemy.

Kingslayers

Returning to the city border, Triss will meet you and inform us of Leto's presence in the Temerian camp. Go to this fateful meeting, fighting off soldiers' attacks along the way. Surprisingly, but the final fight is quite possible to avoid, if imbued with Leto's arguments. Well, if they do not suit you, you are welcome to participate in final fight, which will end with a spectacularly choreographed scene of your victory.

Frustrated that the game has already ended? No problem! Embark on a new adventure, acting differently, and your trip will be very different from the previous one.

After learning about the visions, Triss says that he will try to return all the memories to Geralt. Cedric told her that roses of memory could be found near the elven ruins. If we bring these flowers to the sorceress, she will prepare a potion that restores memory. [Choice] [A] We can ask Triss to go to the ruins with us or [B] go there alone.

[A] If we asked Merigold to come with us, then we will go to the elven ruins in her company. You should be very careful when going through the forest: there are a lot of traps set by hunters, and monsters (nakers and endriags) who only dream of dealing with us. Near the waterfall, Triss notices that the ruins must be somewhere nearby. Following her, we climb the hill. From there we see the most beautiful ruins of an elven garden where roses of memory grow. We pluck the flowers, and near the statue of elven lovers we are attacked by three bandits. [Combat] Defeating them is not difficult, if you do not forget to put blocks. During the battle, the ground under our feet falls through, and we find ourselves together with Triss in the elven bath. We are trying to destroy the wall with the Aard sign, but nothing comes out. It's time to talk to Triss. If we play our cards correctly, we find ourselves in the water with her. If we are talking about business, then we cannot see love passion. Triss asks us to forget about everything, run with her and start a new life away from here. At the end of the conversation, we again try to use the Aard Sign against the wall, and this time we will succeed. If we make love to Triss, we'll lose our heads and forget time. In this case, Vernon Roche, worried about our long absence, will come to our aid. After that, we will return to Flotsam to talk to Zoltan. According to Triss, he can lead us to Iorveth.

[B] If we decide to go for roses alone, then we go to the waterfall, the location of which we already know well from the search for tenecost. On this, the Putins will have to face the Nakers and the Endriags. [Combat] Neckers are best knocked down with the Sign of Aard, and then finished off with a single blow of the silver sword. Endriag is better to immobilize with the Sign of Yrden. The ruins we are looking for are above the waterfall. We go up the hill and find roses of memory near the statue of the elf lovers. We think them and return to Flotsam, where we give them to Triss. The sorceress says that Zoltan can help in the search for Iorveth, since he is somehow connected with the Scoia'tael. We find Zoltan in an inn. If we tell him that we need to see Iorveth and that he may know the killer of kings, the dwarf will agree to help.

So we, together with Zoltan, go to the forest, to the place of his previous meeting with the squirrels. Soon we realize that we are being watched. At the last moment, Zoltan says the password, but the elves still do not lower their bows from us. Zoltan leads us to another meeting point, but warns us it's a trap. The place where the Scoia'tael sent us is the lair of the spider crab. However, this is not a problem for the witcher. Zoltan leads us to the monsters. Before entering the clearing with the spider crab, we can offer our friend to wait for us: the dwarf is not a witcher and is not trained to fight monsters. You can take Zoltan with you: one more pair of sleeves is never superfluous in battle. [Combat] Killing the spider crab is much more difficult than the monsters previously encountered25 in the forest. For this, it is best to use the Yrden and Igni Signs. Don't forget the block. When we deal with the spider crab, a detachment of elves appears in the clearing, led by Iorveth. If the conversation with the elf commander fails, death awaits us. Therefore, it is worthwhile to be polite: do not anger the enemy who has the full advantage. We explain to Iorveth that Leto wants him dead and that it was he who killed the elves from the Kiaran squad. Skoya'tael does not believe us, but is ready to check our words. He proposes to go tricky: we will bring the murderer Foltest Iorvet with his hands tied and see what happens next. During this time, the Iorveth elves will cover their commander from afar.

We go with Iorveth to meet Leto. We once again visit the elven ruins, where near the statue of Eldan and Simoril we find the killer of kings.

A conversation with Leto quickly proves to Iorveth the correctness of our words. Foltest's killer is really going to get rid of his former allies. We also learn that he has assistants in Upper Aedirn. When the battle begins, the elves from Iorvet's detachment are attacked by the suddenly appeared people of Roche. [Choice] Iorveth asks us to give him his sword. [A] If we return the weapon to him, he will turn it against Roche's men and escape the encirclement. In the future, this will lead to a pogrom of non-humans in Flotsam. [B] If we refuse him, then Iorveth will be captured by Roche, and a festival will be held in our honor in Flotsam. In any case, having made a choice, we will again find ourselves in the bath of the elves. This time with Leto. [Combat] Dueling the Kingslayer is not easy. You should block enemy attacks, use signs and power strikes. Unfortunately, we underestimate our opponent, and Leto catches us by surprise, using tricks from the witcher's arsenal. He disarms us - now we are in his power. And he surprises us again, leaving us alive! Leto says that we are similar to him, and then leaves the bathhouse, arguing aloud whether Triss can teleport him to Aedirn ...

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