Complete walkthrough of the main and side quests of the second chapter. Complete walkthrough of the main and side quests of the second chapter How to get royal blood in the Witcher 2

If we sail from Flotsam with Iorveth and go to Vergen, then we begin the second chapter in the role of Stennis, son of the murdered Demavend and heir to the throne of Aedirn. We, Saskia, the priest of Kreva and a band of dwarves are to meet with Henselt, king of Kaedwen, who has laid claim to Upper Aedirn. The road leads us through the gorge away from Vergen.

We arrive at the meeting place and listen to Henselt's proposal: if we give him Lower Marchia, he will allow us to keep the crown. If we refuse, he will easily take what he seeks by force. Negotiations are heating up. Depending on what we say to the king, he challenges us to a duel or orders his men to capture us. [Combat] We shouldn't have any problems. It is enough to block enemy attacks and deal heavy blows with a steel sword. AT certain moment the priest of Kreva tries to stop the fight, but Henselt kills him in a fit of rage... The sky darkens, the fog thickens, and ghosts appear from it.

The peaceful surroundings of Vergen suddenly turn into a ghostly reflection of the battle that took place three years ago. Geralt, who is heading towards the city of dwarves, finds himself in the thick of what is happening. Now we play as a witcher again and must save Stennis and Saskia, whom we met in the fog. We are accompanied by Iorveth and an owl that shows the way. Philippa Eilhart, a sorceress who helps the Aedirnians, turned into an owl. It surrounds us with a magical barrier and strikes with lightning all the creatures that try to attack us. [Combat] We do not advise you to engage in combat with ghosts or go beyond Philippa's spell: outside the sphere, we will rapidly lose strength and health, and there are so many draugirs and spirits that they will surely kill us. Several times, Owl Phillipe will be blocked by ghosts. To go further, we will have to destroy them. Following the owl, we emerge from the fog, and we have the opportunity to talk with Philippa and Saskia. Saskia gathers all his commanders for advice to discuss the strange events that we have just witnessed. The game then takes us outside the walls of Vergen, where we meet with the mayor of the city. He reports that we have already prepared a room in the tavern. After examining it, we will be able to walk around the dwarf city. When we are ready, we can go to the council.



Having rested after a long journey, we go to the council convened by Saskia. Arriving there, we see that everyone is already assembled: Philippa Eilhart, Saskia, Stennis, Zoltan, the Aedirn nobility and a representative of the militia. They develop a plan to defend themselves against the Kaedweni invaders. But first of all, you need to remove the curse from the battlefield and dispel the ghostly fog. Phillippa Eilhart and Geralt will take care of this. To remove the curse, we need four magic items related to the battle three years ago. Then you will need to prepare for the defense of Vergen. Iorveth appears at the council, which causes the indignation of the majority. However, Saskia appreciates the help the elf offers. And suddenly a misfortune occurs: the maiden makes a toast, takes a sip and immediately falls she was poisoned.

Philippa stabilizes the condition of the Aedirnian Maiden and wants to speak with us. The sorceress informs us that the following ingredients are needed to save the girl: dwarven immortelle, dragon's dream, royal blood and a rose of memory. After learning about this, we get 500 experience points and start a new task A Matter of Life and Death. It covers the quests Underground Life, Quest for Magic, King's Blood, and Where's Triss? Completing these tasks will allow us to find the necessary ingredients.


underground life

Experience per completion: 1000

According to Philippa, one of the ingredients of the antidote is an herb that grows deep underground. The dwarves call her the immortal. The sorceress advises us to look into the closed Vergen mine there may well be this herb.

Entering the nearest tavern, we meet a group of good friends: Buttercup, Zoltan and Yarpen, as well as Sheldon and Cecil Bourdon, the headman of Vergen. When asked about the immortelle, the dwarves will also advise us to go down into the mine, and Cecile will explain why it is closed. Our friends will offer to help us, and we will arrange to meet them at the entrance to the mine.

When we tell Cecil that we are ready, he will ask Sheldon to open the mine. The headman will instruct us to clear the galleries from monsters (Black work). Going on a mission, you should take at least four Cat elixirs with you. If we want to rid the mines of monsters forever, then a few canister bombs.

Accompanied by dwarves, we go down to find the immortelle. You need to be prepared to meet the corpse-eaters. [Combat] Lightning strikes with a silver sword are the best remedy for them. Do not forget that the dead corpse eaters explode, so it is better to jump away from the dying creatures as far as possible.

The dwarf mines are a real labyrinth with long passages, locked doors and corpse eaters. Not only that: they are also dark, as is usually the case in dungeons. We will enter the first large cave, and it turns out that we need a key to open the door to the lower levels. Having dealt with the monsters in the mine on the right, we find the body of the killed miner, and on it is the key. Now we can return to the cave and open the locked door. Further in the mines we will find the bodies of two more miners and two more keys. So we will get to the lowest level, where the duckweed is waiting for us. [Combat] If we have bombs with us, we can kill the corpse eaters surrounding this monster. With post-mortem explosions, they also injure the duck-billed. This monster can also be immobilized with the Yrden Sign and then finished off with a backstab.

After the victory, we pluck the Krasnolyudsky immortelle. Now you can return to the surface and tell Philip about our findings.

First key

First locked door

Second Key

Second locked door

Third key

Third locked door


Looking for magic

Enchantress Philippa Eilhart says that as one of the ingredients for Saskia's antidote, a certain magical artifact is required. If you ask her for advice, she will recommend that we be creative and ask around the inhabitants of the city. She will also say that Cecile Bourdon somehow knows about all the cases that concern Vergen.

When we ask Cecil about stories related to magic, he talks about the mage's tower, which stands in the forest behind Vergen. It is believed that this is a unique Place of Power, which has always attracted magicians. We should look there.

We pass through the outskirts of the city and then through a tunnel cut into the rock. On the other hand, a picturesque view awaits us. Fortunately, the tower is also visible from there. We cross the river and go to the hill. Not far from here live harpies. They attack us as we go to the Place of Power. [Combat] This is one of our first encounters with the harpies. They usually attack in groups, so using the Aard Sign is recommended. He will help knock down several harpies to the ground, which will then be easy to finish off with a silver sword. Having dealt with the harpies, we approach the ruined tower that Cecil spoke of. Inside we see a nest with a crystal in which magic is felt. Is this what Philippe needs? We return to Vergen to speak with the sorceress.

Having examined the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarf. It's an interesting artifact, but not powerful enough for an antidote. Only keleno harpies encase dreams in crystals, and these monsters mostly live in an abandoned quarry outside the city. We are sure that we will find a powerful enough dream there, however, the headman of Vergen has locked the gates to the caves leading there to block the path of the monsters. Fortunately, the dream of Cecil himself fell into our hands first, so we have something to discuss with him.

A dwarf teetotaler, who would have thought... The most important thing is that now we have the key to the quarry, and we immediately go there. In the quarry itself and in its vicinity, many harpies await us. [Combat] As before in the forest, the best way to deal with the harpies is to shoot them down with the Aard Sign and then finish them off with a silver sword. In the caves we must find five enchanted crystals. They can be placed in a magical obelisk, which is a kind of projector. This will allow us to view crystallized dreams. One of them will turn out to be a dragon's dream. It's probably good for preparing an antidote. Also, we'll find Baltimore's dream. Watching it starts a separate task Baltimore's Nightmare. We got what we came for. It's time to head back to Vergen.



Where is Triss? (Part one)

We did not come to the city of dwarves by chance. The footprints of the Kingslayer and the kidnapped Triss Merigold led here. Now the search for the sorceress takes on additional meaning: in Flotsam, we gave her a rose of memory. If she still has the flower, we'll get another antidote ingredient for Saskia. We ask Philippa Eilhart about Triss, and so she talks about a tavern regular who allegedly saw a red-haired woman fall from the sky.

It will not hurt us to hear this story firsthand, and we go to the tavern. The dwarf that Philippa spoke of is talking to the owner. He agrees to tell us the story of a red-haired woman for a mug of Mahakama. Having bought him a drink, we learn that in the ravine near the quarry, as if from the sky, a woman and a huge thug appeared. The man abandoned the woman, who was immediately kidnapped by the troll.

So, we go to the quarry. At the crossroads where there is a wooden altar, we turn left, towards the gorges. There we meet a troll we have already heard about. The troll will tell a story we already know, adding something new to it. He took care of the wounded woman, and the troll wife left him out of jealousy. She took the red woman's ribbon from him. Soon after, the redhead ran away. [Choice] We have a choice:

[A] If we anger the troll, he will attack us. [Combat] The easiest way to defeat the troll is with lightning strikes of the silver sword. If that's not enough, we can use the Yrden Sign and then stab him in the back. After that, we must find the troll's wife and get the tape.

[B] We can also promise the troll that we won't hurt his wife. In this case, he will ask us to talk to the troll and convince her to return to her native lair.

We go deeper into the gorges where the troll's wife has gone. Along the way we meet harpies. [Combat] It is best to hit them with a silver sword, or you can shoot them down with the Aard Sign. Walking along the gorge, we reach a grove with the wreckage of a ship. There we see the troll's wife, surrounded by armed people. [Choice] [A] We can help the people and kill the monster. [B] We can also fight humans to save the monster. What if the troll's wife saw Triss or Summer?

[A] If we decide to help the mercenaries, they will thank us later, during the siege of Vergen. However, now we have to fight the troll's wife. [Combat] It makes sense to use lightning strikes with a silver sword. Also, if we haven't killed the troll before, it will attack us the next time we meet. But that will be later. Now we take the tape of Triss from the body of the troll.

[B] If we defend the monster, we will have to fight the mercenaries. [Combat] Our enemies are numerous, so the main thing is to block and carry out counterattacks. The Yrden sign will also come in handy. As we begin to gain the upper hand, Pangratt gives in and after a brief conversation, agrees to leave, leaving the monster alive. After the battle, we speak with the troll's wife. If we killed her husband, then we ask her about the tape and return to Vergen. If the troll is alive, we ask her to return to her husband. The grateful spouses will give us the ribbon of Triss and the horn, which can be used to call them in case of danger. Later they will help us in the defense of Vergen.

It's time to go back to Philippa to tell her about everything and give her the tape: perhaps Philippa will be able to understand where Triss is from her little thing. Our conversation with the sorceress is interrupted. It turns out that the peasants want to kill Stennis: they believe that he poisoned Saskia. We will return to the search for Triss later. Now we need to run to the town hall, where they are besieging the heir to the throne (Royal Blood).


Royal blood

In order to find the ingredients for Saskia's antidote, Philippa gives us several tasks at once, including this one. For the potion, the sorceress needs royal blood. Immediately after the council (War Council), we can see Stennis and tell him what we need from him, but he will refuse us indignantly. We will only have a chance to get royal blood when we deliver Triss' ribbon to Philippa. Our conversation with the sorceress will be interrupted by a nobleman who will say that the peasants are ready to break Stennis, accusing him of poisoning Saskia.

We're going to where the prince barricaded himself. There, a crowd of Vergen residents, peasants, nobles and dwarves awaits us, as well as our friends Zoltan and Buttercup. These two will describe the situation to us. The peasants consider Stennis guilty, and the nobility defend him. We must collect as much information as possible and pass judgment.

We have several conversations with the assembled dwarves, peasants and nobles. We can also talk to Stennis if we use the Sign of Axii in a conversation with the guards.

After three conversations, we will find out the positions of both sides, and the peasants will demand that we pass judgment. [Choice] We have a difficult decision to make. We have not learned any facts that could unequivocally point to the culprit. [A] However, we can condemn Stennis to death as the culprit. [B] We can also state that the available evidence is insufficient. In this case, the decision will be made by Saskia after recovery.

[A] By declaring Stennis guilty, we'll get the royal blood we need.

[B] If we leave it up to Saskia, we'll give Stennis a fair trial, but we'll have to get royal blood from Henselt.

Regardless of the choice made, we go to Philippa to inform her of the fate of Stennis. Meanwhile, the sorceress was able to find traces of Triss with the help of a megascope.


Where is Triss? (part two)

While we were trying Stennis for his alleged involvement in Saskia's poisoning, Philippa Eilhart located Triss using the tape we obtained. When we meet the sorceress at her home, she informs us that Merigold is on the other side of the ghostly fog in King Henselt's camp. The sorceress offers to help us cross the battlefield, so we just go there.

We pass through the burnt village and enter the fog. We are accompanied by an already familiar owl, which surrounds us with a magical barrier and strikes ghosts with lightning. We're following the sorceress. After a while, the owl will fall into a magical trap. We must defeat all enemies in order to free Philippa and continue on our way. [Combat] We use strong strikes of the silver sword. Ghosts are weak opponents, so there shouldn't be any problems. We move on, trying not to go beyond the protective barrier.

When we cross the battlefield, Philippa leaves us: she is afraid that she will be noticed by Detmold, the court sorcerer of the king of Kaedwen. We're heading north towards Henselt's camp. At the border post, we find a mysterious figurine, and then unexpectedly come face to face with Vernon Rocher and his squad. Despite the unpleasant circumstances of our parting, the Temerian will show us the way to the camp of the Nilfgaardian ambassador Shilard, where we may find Triss. [Choice] [A] We can try to slip through the Kaeven camp from the side of the cliff or [B] go through the underground tunnels inhabited by monsters.

[A] We go to the cliff, as Roche told us, and make our way to the royal camp.

We approach the tent on the left, and when a drunken sentry comes out, we wait for him to turn left. Then we wait until all the soldiers sitting by the fire are distracted by the vomiting comrade. Then we slip on and turn left, towards the tents, so as not to attract the attention of sentries. So we get to the second gate. Now we are waiting for the patrol to enter the camp. We exit the gate, deal with the sentry and go down to the caves under the camp. There we are met by nakers. [Combat] Against them, you need to use quick strikes of the silver sword. Soon we reach the opposite exit from the cave. There we are noticed by a Nilfgaardian sentry.

[B] The alternative route Roche gave us is through the caves below the camp. The entrance is hidden in the tent of the courtesans opposite the Kaedweni fortifications. There we must talk to Madame Karol and bribe her to get the necessary information and the key to the entrance to the tunnel. So we get into the basement of an abandoned tower, from where you can get into the caves. We're heading north and northeast. Along the way, we will meet local inhabitants nakers. [Combat] The Aard Sign will come in handy against monsters that attack in groups. It will allow us to shoot down some of these creatures, and it will be easier to finish them off with a silver sword. There is also a duck. Earlier, in the mines of the dwarves, we had already dealt with one. This one also needs to be immobilized with the Yrden Sign and attacked from behind. When we leave the caves on the shore, we are stopped by a Nilfgaardian sentry. An Imperial soldier will take us to Ambassador Shilard Fitz-Esterlen. After a brief conversation, we will be searched, and the guards will take away the figurine from us. It turns out that this is the transformed Triss Merigold! The ambassador will leave, ordering his men to kill us. Vernon Rocher and Bianca will save us at the last moment. Now we must fight the Nilfgaardian soldiers led by the sorcerer. [Combat] Spells must be dodged. It is best to immediately knock him down at the moment of teleportation with the help of the Aard Sign and kill him. We can immobilize the guards with the Yrden Sign and then finish them off with a backstab.

[Consequences of the choice in the Royal Blood quest]

[A] If we found Stennis guilty of poisoning Saskia in the King's Blood quest and obtained the king's blood that way, we can now enlist Roche's help to leave the Kaedweni camp. He will take us out of there as prisoners he must get rid of. On the way, we should avoid patrols: if they notice us, they will solve the trick, and we will face a heroic death and the end of the game. Avoiding patrols, we reach the gate, where we are stopped by a sentry. The answer to his first question is "Game", and then we must select the option "Silence", otherwise the sentry will understand what is happening and raise the alarm. So we get out of the camp and return to the fog.

[B] If in the Royal Blood quest we decided that there was not enough evidence of Stennis's guilt and did not receive royal blood, now we can ask Roche to help us get Henselt's blood. Vernon will distract the guards, and we can get into the tent of King Kaedwen. We hide behind the barrels and wait for the soldiers to leave, and then we make our way behind the tents to the largest tent. There are barrels behind it, which we set on fire with the Sign of Igni to distract the sentries. Now we can get into the royal tent. After talking with Henselt, we get royal blood, and we are taken out of the camp in exchange for a promise to remove the ghostly fog. It's time to head back to Vergen.

Before we enter the fog, Philippa will appear once more. She will guide us through the battlefield. As in previous times, we will have to fight spirits and ghosts. [Combat] It's better to stay behind the magic shield of the sorceress and let her deal with the enemies. However, at some point, the ghosts will catch the owl in a magical trap. To free Philippa, we will have to kill all the enemies. Then you can continue the path to the Krasnolyudskaya fortress.

So we'll get to the safety of Vergen. Now you can go to Philippa's house to inform her about the fate of Triss. It turns out that the servant of the sorceress Cynthia was a Nilfgaardian spy and escaped. Luckily, she left all her belongings, among which we find the rose of memory. The flower is fading, we need to hurry ...


A matter of life and death

Saving Saskia is one of our top priorities in Vergen. It combines the four ingredients gathering quests listed above: Underground Life, where we search for the Dwarf Immortelle, In Search of Magic, where we find the Dream of the Dragon, and the Royal Blood and Where's Triss? quests, during which we obtain royal blood and a rose of memory.

Having collected all the ingredients, we give them to Philippa Eilhart, who immediately begins to prepare the medicine for Saskia. We are present at the recovery of the girl. After recovering, Saskia gives us Vandergrift's sword. We will need the blade of the Kaedweni commander to disperse the ghostly mist.


Eternal fight

At the council of war, Philippa and I discuss how to remove the curse from the battlefield. According to the sorceress, for this we need four magic items related to the battle three years ago. They should symbolize courage, faith, hatred and death. Philippa promises us to find the first two, leaving us symbols of hatred and death.

We must learn as much as possible about this battle. To do this, we need to ask Philippa, the headman of Vergen Cecil Bourdon and our dwarf friends Zoltan and Yarpen about her. They will tell us about the sword of Vandergrift, which Saskia now owns, and about the banner of the Brown Banner. It turns out that the Kaedweni general who owned the sword was notorious for his cruelty. In addition, we learn from the side that the Brown Banner died in the battle for Vergen to the last man, and the bodies of the soldiers were buried in the forest, not far from the city. Since the elves guarding Saskia do not let anyone near her except Philippa, we will have to wait for her to recover in order to get the sword.

Symbol of death

So, let's start looking for the banner of the Brown Banner. We need to explore the catacombs in the forest. We can do this while searching for the dragon's dream (In Search of Magic) or investigating the murders that have happened in the city (With a trembling heart). We set off for the forest: from the outskirts of Vergen we get on the walls and reach the area where Iorvet's detachment is stationed. There we find a tunnel overlooking the river bank. The forest we are interested in is located on the other side. Somewhere in it there is an entrance to the crypt. We'll probably be attacked by ghosts inside. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal with them.

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

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

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

Symbol of hate

Once we've got the banner, we'll have to get Vandergrift's sword. To do this, we need to collect all the ingredients of the medicine for Saskia. When the Dragon Slayer heals, she'll just give us the sword.

Now we need to talk to Philippa to get the other two artifacts the magic medallion and the armor of Zeltkirk. Having received all four items, we go to the ghostly haze.

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

After the victory, the spirit of the Kaedweni warrior will take over our body. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. So we get to our general... This is Vandergrift. Draug. He quarrels with Sabrina Glewessig, court sorceress of King Henselt.

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

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

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


Siege of Vergen

After the end of the battle of the spirits, we come to our senses in the house of Philippa Eilhart. The sorceress informs us that the troops of Kaedwen, led by Henselt himself, are approaching Vergen, and asks us to talk to Zoltan: he is responsible for the defense of the city. We will find Zoltan with Saskia at the city gates. During the conversation with the dwarf, the Kaedwenians will appear. Zoltan will ask for help we must pour boiling oil on the attackers. We run to the walls. There we encounter the Kaedweni shieldmen. [Combat] When fighting against enemies who have a shield, we need to block attacks and hit hard. In addition, they can be immobilized with the Yrden Sign or approached from the side with a roll. After destroying the enemies, we pour out the oil with a lever and return to Zoltan. Unfortunately, Dethmold appears and destroys the barricade built by the defenders with magic. Zoltan gives the order to retreat beyond the second gate of the city.

Sheldon closes the gate behind us and we rush to the walls. Henselt's army captures the suburbs and approaches the city wall. The soldiers are climbing the ladders... We are in for a mortal battle. [Combat] We are not fighting alone, so we can fight back quite effectively and use Signs. Having beaten off the first wave of attackers, we will get a respite. When we deal with the second wave, Saskia will tell us about a secret passage to the city. It passes through the caves adjacent to the mines near Vergen. She will add that the detachment sent there has not returned.

Saskia will ask us to scout the tunnels with her. We follow the girl and run into a detachment of Kaedwenians. [Combat] Against heavily armed warriors, the quick strikes of the steel sword and the Sign of Aard will do the best. We go deeper into the caves and meet Detmold there with a detachment of mercenaries. The sorcerer blocks our way back and forces us to accept an unequal battle. [Combat] In this battle, you must not forget about defense, you must counterattack and dodge Detmold's spells. Suddenly, the spell hits Geralt... Saskia will save us by turning into a dragon. Then, after a brief conversation with the girl, we return to the city. On the way we meet Zoltan. He says we are needed on the walls.

On the walls of Vergen, Saskia delivers a speech to boost the morale of the defenders. Immediately appear enemy troops led by Henselt and Detmold. The sorcerer breaks the gate, and the king gives the order to storm. A new wave of Kaedweni soldiers is rolling in on us. [Combat] We should easily deal with the enemies if we skillfully reflect their blows and use Signs if necessary.

At the other end of the battlefield, Iorveth appears with a squad of Scoia'tael. Now Henselt's troops are surrounded, and the elves bombard the enemy with arrows. Saskia asks Geralt and Zoltan to support Iorvet and help him close the first city gates in order to cut off the only escape route for the Kaedweni.

We run to the stairs to the walls on the right and find ourselves next to the fortifications from which oil was poured earlier. Zoltan closes the gate... and Henselt is left with no choice but to surrender. So he immediately does.

] |

The task in the game "The Witcher 2" "Royal Blood" includes several development scenarios with moral choices. Before completing the mission, the player should familiarize himself with all possible options for passing and solving the task. In the article you can find all the necessary information on this topic with important comments and full description quest.

The beginning of the story

The task "Royal Blood" in The Witcher 2 is available only if the player takes the side of Iorweth, the leader of the inhuman uprising, at the beginning of the journey. It all starts at the military council in the state of Aedirn, which was gathered by Queen Saskia. All important personalities gathered to discuss further plans for the defense of the state from the invaders from Kaedwen. After talking about the magic fog and how to get rid of it, Saskia raises his glass and makes a toast. She greets her guests, takes a sip, and falls to the ground. The lady was poisoned with a powerful poison, to which the sorceress Philippa Eilhart quickly reacted. The woman managed to stabilize Saskia's condition. She will ask to talk to her, and then Geralt will find out about the possibility of making an antidote. One of the components in this case will be real royal blood. The Witcher 2 is famous for its interesting stories, and therefore the quest of the same name will bring great pleasure. It is impossible to pass it, since this is the main storyline.

Start of the first path

The mission in the magnificent game masterpiece "The Witcher 2" "Royal Blood" requires really the blood of a person of noble birth. There are only two candidates for this, and the first is Prince Stennis. The blood of the former king of Aedirn Demavend flows in his veins, and therefore he can help. If you approach the prince immediately after the advice with a request to donate his blood for an antidote, he will indignantly refuse, referring to his origin. This will be followed by a conversation with Philippa, who will tell you about the need to complete the task "Where is Triss?". At that moment, a nobleman will appear and give important news about Stennis.

After arriving at the barricades near the chambers of the prince, Geralt will observe an interesting picture. The peasants will gather near the building and begin to demand that Stennis be handed over to them. According to their beliefs, it is he who is to blame for the poisoning of Saskia. The queen was loved with all her heart by the peasants of Vergen for her kindness as well as her just rule. When the people learned about the incident, suspicion fell immediately on the one who would benefit from getting rid of Saskia in the first place. The peasants wanted to commit lynching right now, but Iorveth managed to dispel the tension. He came to the castle and calmed the crowd. Only now the people have not forgotten about the insult, and therefore people are firmly convinced of the need to execute Stennis. There are several ways to solve this.

One of the next scenarios

Many people are wondering when completing the "Royal Blood" quest in The Witcher 2: is Prince Stennis guilty? The player is offered to decide the fate of this character with a single decision. The first scenario would be to give it to the peasants. Embittered by the queen's poisoning, people will sentence him to instant death by beheading him. Only Geralt can issue him, and therefore the player will have to execute the sentence. This is the easiest way to get the desired ingredient, but it is not recommended to do it right away. If the user pays attention to morality, then you should figure out if the prince is guilty.

In The Witcher 2, "Royal Blood" (quest) offers many ways to investigate, but it has its own problems. When Geralt starts talking to all the nobles and peasants in the hall on the other side of the barricades, a cut-scene will start. In it, the player will see how main character betrays Stennis to be torn apart by the crowd. If this happens, then the necessary resource for the antidote can be collected from your own sword after passing the "Royal Blood". The Witcher 2 is a game that often presents the user with a moral choice. Here it is better to always know all the facts of the assignment, conduct investigations and only then pass a verdict. That is why the player should know exactly who to talk to when completing the mission.

The role of the detective

If the player wants to ultimately figure out whether to give Stennis to the people, then you should talk to some people on the assignment "Royal Blood" in The Witcher 2. The passage provides for the difficulties described above with the launch of the cut-scene and the execution of the character, but this can be avoided. To do this, you need to conduct a conversation only with certain individuals. Zoltan and Dandelion will remain neutral, as they are not familiar with the prince. You can talk to them, but they will only confirm the fact that the situation requires investigation.

Then you can talk with Stennis himself, who once again refuses to give a small share of his "blue" blood. To get into the chambers, you should use the magic sign Aksy to convince the guards. He will say that the peasants simply decided to take out their anger on him. Of all the nobles, it is best to have a dialogue with Haldorson. The nobleman will begin to defend the prince and will assure that the peasants simply want to avenge the poisoning of Saskia as soon as possible. In the same conversation, you can learn that Stennis always listened to the advice of a certain priest. Next, you should turn to the peasant, whom the nobles accuse of bribery and poisoning. He will tell you that he overheard the conversation of the priest Olshan and Stennis. The first asked the second to call the servant away from the kitchen. This gives a hint that it was the close priest who poisoned the wine. After all the conversations, quests will appear that are included in the "Royal Blood" mission in The Witcher 2 - "Walls Have Ears" and "Suspect: Thorak".

Additional tasks

A campaign on the two mentioned tasks will allow you to work out all the options for the task "Royal Blood" in The Witcher 2. The mission "Suspect: Thorak" begins with a trip to the runemaster, who refuses to make a special cup for the antidote. This task stops until the passage of the "Nightmare of Baltimore". It is connected with the loss of the second rune master. To begin with, the player will have to take notifications from the board in Vergen that the man may be alive. After some time, the player will see Baltimore's dream, after which he should head to his workshop. There he will again see Thorak and several other blacksmiths. He will give permission for the search. Upon closer examination, you can find a box with a key and instructions describing the path to one place. Thorak will be at the entrance, but the notes should not be given to him. According to the instructions, the user will come to the place indicated by Baltimore. The text must be read carefully, otherwise you can get confused. After going to the chest, you should return to the workshop, but first prepare for Thorak's attack with friends. After winning, the player must search the body to retrieve the key. The Aksy and Irden signs will help you cope in the battle. In Thorak's chest you can find the recipe of the priest Olshan with a fake bowl. This is the first proof of guilt, and the second will be found on the assignment "Walls have ears."

Solution

After talking with the peasant Willy Oblat, whom the nobles suspect of poisoning, the aforementioned task will begin. In the story mission "Royal Blood" in The Witcher 2 (Iorvet's path), it is recommended to go through it in order to get a second proof of the priest's guilt. It is also worth knowing that Willy will refuse to speak at first, but in this case, Aksy can be used or simply intimidated. He will talk about the overheard conversation between Olshan and Stennis with the already mentioned phrase about distracting the servant in the kitchen. After that, the player's path lies with the local elder Cecil Bourdon. In a conversation, he will agree to show Olshan's house.

Upon entering there, you can find a big mess, but the main value is the papers on the table. From them, the player learns the motives of the priest and here they will have to make a decision. will only be whether Stennis should be executed for a little help to the trusted Olshan. If the player considers such a punishment fair, then he can be given to people, executed and received royal blood in The Witcher 2 as the necessary material. Evidence of his complicity will already be in hand, but there is another solution to this incident. You can just tell the elder about everything, which will lead to the arrest of the prince, but he will remain intact. It should be understood that in this case, Stennis will again refuse to donate his blood.

Possible consequences

The first scenario of Geralt's actions on the assignment "Royal Blood" in The Witcher 2 is described above in full. How to justify Stennis, it became known, and whether he deserves it, the player decides. The prince maintains a position of peace with Kaedwen, but he does not want to receive help from Iorweth. Only now the decisions are made by the military council, and therefore the poisoning of Saskia was beneficial to him. If you give it to the peasants, then Aedirn will be without a throne and the state will plunge for many years into the abyss of a hopeless war.

In the second case, the player will justify Stennis, and he will be sent to prison. In the future, he will be released, after which he will become the first king of his name in Aedirn. The confrontation with Kaedwen will not end there, but civil wars will not tear the state apart. In any case, after completing the “Royal Blood” task in The Witcher 2, there will definitely be consequences. Here the question is only whether the player is ready to sacrifice Stennis in order to follow the simplest path of execution. If not, then you should prepare for the second scenario. In any case, royal blood can be obtained to continue the storyline.

Beginning of the second version

According to the assignment in the game "The Witcher 2" "Royal Blood", all options should be considered by each player. If the user decides to justify Stennis, then he will have to look for another way to obtain the necessary resource. The only remaining candidate is King Henselt, who is on the other side of the magical fog. He wants to conquer Aedirn and by nature is not the most pleasant person. The first obstacle on the way will be an enchanted battlefield with fog. In order for Philippa Eilhart to point out the right path, you must first go to the old quarry and save the troll there. This is necessary for the task "Where is Triss?", because the creature will give the sorceress's handkerchief in gratitude. The player needs to take it to Philippa, and then she, in the form of an owl, will become a guide for Geralt to the camp of King Kaedwen Henselt. Initially, the path will lie to the burned village, and from there into the magical fog. The reference point will be the camp of the Scoia'tael (rebel elves and dwarves), which should be on the right side. It should be noted that this scenario will occur even with the death of Stennis, but this will no longer apply to the task "Royal Blood". On the other side, Geralt will meet an old acquaintance who will agree to help infiltrating Henselt's camp.

Penetration options

The next difficult task will be to infiltrate the camp on the assignment "Royal Blood". To do this, you can use several ways. The first one will open after an agreement with Madame Karol, who will sell the key to the secret passage in the tent for half a thousand coins. The player will have to go through caves and fight some monsters. You can also get here through the east side of the coast, from where the path goes to the dining room and the same dungeons. This is the easiest route available. In any case, the user will arrive at the tent of Ambassador Nilfgaard Schilard Fitz-Esterlen. He will run away, but the guards will have to fight. Opponents are strong, you should prepare for battle, drink potions from the arsenal. Vernon Roche will also help here, but it is better to be prepared on your own.

The next guard post will be distracted by a new ally, and the player will have to wait for the development of events on the assignment "Royal Blood" in The Witcher 2. Then, hiding behind the tents, move deeper into the camp. A third large tent along the way will be a necessary target. The main entrance is guarded. To distract the soldiers, you need to break the boxes behind the royal tent with the sign of Aard. This will distract them, and Geralt will be able to get inside. This will be followed by a dialogue with Henselt, in which the main character will ask for a vial with his blood. He will agree to give it to the witcher, after which he will order the guards to escort Geralt to the exit from the camp. At the same time, no one will touch him, and one of the most important ingredients for saving Saskia will be obtained without the loss of the central characters of the story.

The player is advised to pay attention to whether the conditions with other missions are being suppressed when completing tasks. In The Witcher 2, often the start of one quest will automatically fail another, which may prevent players from receiving important rewards. To start the mission "Walls Have Ears", you need to find Willy Oblat, and this is related to the "Royal Blood" task in The Witcher 2. Where is the butler (the profession of a suspicious peasant), many players do not know. To do this, it is enough to follow to the southern part of Vergen and find a squad of Scoia'tael. They protect Willy from the wrath of the nobles.

If we sum up the task "Royal Blood", then the player opens up the classic moral choice that the entire Witcher series is famous for. The player is invited to take a simple path and choose a greater evil, condemning Stennis, who is not directly guilty. In this case, it will be interesting for the user to test himself and see what choice he will make.

To remove the curse, you will need to get 4 items that played an important role in the battle. Its echoes are observed at the moment of passing through the mist. Philippa advises to go to the mayor of the city. This is actually what needs to be done. Cecile will tell the witcher how he himself took part in the battle against the famous Brown Banner.

We need her banner, so we read carefully. Having learned all the details from the dwarf, we head to the crypt, in which the remains of the soldiers are located. If you are at a dead end, and a dot on the map indicates that it is for this wall that you need to go, use the Aard sign. In the sarcophagus you will find a banner, but it is not so easy to take it - a ghost will interfere.

You can lie to him that you also fought on the side of the Brown Banner. Of course, the ghost will not fall for such a lie, and Geralt will have to convince him. The first phrase of the dead man must be answered - "It was not like that." The answer to the next question will be the name "Menno Koehoorn". It will be difficult to answer the third question without our prompt, press "Menno Coehoorn died under Brenna".

The answer for the fourth riddle is "Seltkirk and Vandergrift". The last answer is the story of your capture by the Bigerhorn. If everything is done as described above, the ghost will allow you to take the banner. Otherwise, get ready for a fight. Having grabbed the banner, run to Philippa.

If you have already taken Saskia's sword, then you can tell the witch about our desire to enter the battlefield in the ghostly darkness. She will give us the armor of the knight Zeltkirk and the medallion. Two powerful artifacts should help you survive. Having reached the right place, you need to move into the Aerdine knight. The commander orders us to capture the banner of the enemy. After defeating the standard-bearer, we move to the Kaedweni scout, who needs to be informed about the loss of the banner to the authorities. Archers will need a couple of seconds to "charge" the bow. Use this time to run from cover to cover. We watch a small video, we move into the skin of Zeltkirk. Now we move forward and kill the fighters who come across our way.

When you meet Vandergrift face to face, bring his life bar to half and rejoice in victory. Of course, you won’t have to rejoice for a long time, because the Dragoon will appear on the battlefield. Zeltrik should be asked not to engage him. Do it yourself

This moment is considered by many to be the most difficult task of the mission. And many are right, because a huge demon is no joke. Glad that now all the skills of the witcher become available. The enemy has a huge supply of life. In addition, he has strong armor, and it is very difficult to break through them. Activate the Quen sign and unleash heavy blows on the giant. When he dies, the sorceress will send a fiery rain on the battlefield, and you, as a priest, will need to remove all the "surviving" soldiers from the burning field. Thus, you will remove the curse, and thousands of fighters will calmly depart to another world.

ROCHE'S PATH

Prelude to War: Kaedwen

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

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

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

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

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

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

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

Conspiracy Theory (Part One)

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

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

Butcher of Cidaris

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

Truth in beer

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

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

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

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

Blood Curse

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


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

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

lost sheep

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

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

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

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

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

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

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

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

Inspiration

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

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

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

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

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

Get out, evil spirit!

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

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

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

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

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

Symbol of death

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

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

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

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

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

Symbol of hate

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

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


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

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

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

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

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

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

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

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

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

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

Kingslayers

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


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

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

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

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

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

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

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

Eternal fight

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

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

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

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

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

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

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

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

Conspiracy Theory (Part Two)

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

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

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

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

Assault on Vergen

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

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

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

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

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

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

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

Looks like all roads lead to Loc Muinne...

No matter how much you swing in the game "The Witcher 2: Assassins of Kings" and invest in character development, it will not help you much to get through the ghostly haze (before the battle with the draugir), but all because during almost the entire battle you will control characters carefully prepared for you by the game. And these characters do not know how to roll, let alone use the Signs. All that will be available to you is running, attacking and blocking. On the dark difficulty level, going through all the stages of the Eternal Battle is not so easy.

Capture the banner of the White Banner

The first stage of the "Eternal Battle" - the spirit of the Aedirn warrior is infused in Geralt. Your task is to destroy the standard-bearer and three soldiers from his squad. On the dark difficulty level, I tried to complete this mission about two dozen times, until I finally understood what roughly needed to be done.

Do not hesitate and immediately run into a fight - your allies will "merge" in a few seconds (although the players had exceptions - sometimes the allies held out for a very long time, but this is extremely rare). In this short time, you should have time to run up and knock out one of the Kaedweni soldiers from the back (two hits are required per soldier). Then immediately run away.

You're inside a fairly small circle of fire that deals fire damage when touched and gives the Kaedweni ghosts time to finish you off. Start running inside the circle right next to the fire, but without touching it (running a little behind the flagpole) and avoiding the standard bearer's offensive attacks. When you see that the soldiers slowed down for a second, immediately hit one of them with a sword and immediately continue running to the side. If you get up and try to finish off or block the ghosts, you will be surrounded and quickly destroyed in a couple of blows.

In total, you only need to land about four hits on two soldiers, after which you can calm down and start a fight with the standard bearer using blocks and sword attacks. If energy is not enough, continue running until it is fully restored.

Report the capture of the banner

You continue the battle already in the guise of a Kaedweni soldier, who must run to “his own” and report that the banner has been captured by the enemy. On the dark difficulty level, the mission is about the same as on the normal one, so there are no special tips here - just hide from the fiery hail under wooden shelters and run on.

Destroy the Kaedweni in the form of a Seltkirk

And again you are on the side of the Aedirans, this time in the guise of the great commander Zeltkirk. In front of you is a small enemy group, consisting of an ordinary soldier, a heavily armed knight and a shield.

First of all, run from the edge to the soldier and try to destroy him as quickly as possible. If it doesn't work out, you can block and quickly run away, then run up to this soldier again and destroy him. When only two opponents remain against you, use blocks and counterattack. If the energy is over, run back, run in circles and get down to business again.

A little further away is a larger group of Kaedwenians, but it's easier to deal with them. You can carefully run up to them, luring out just one enemy, and thus kill the entire squad.

Kill the Draug

With the standard-bearer of Vandegrift, you will already fight in the guise of a witcher, so the duel should not cause much difficulty. But with the main boss - the draugir, problems may arise.

What it is, you will understand as soon as the battle begins. And it begins with the fact that the draugir “erases half your face” with one blow (on dark difficulty). To prevent this from happening, you need to immediately jump to the side.

If you run too close to the draugir, he will deftly hook you, despite tricks with rolls and dodges, but at a certain point the draugir becomes very vulnerable, namely at the moment of acceleration on you. All you need to do is dodge, roll towards the draugir, and slash him in the spine with your sword.

If you swung approximately as it is written in, then the draugir will “fold” somewhere with three hits in the back.

Bring people out in the guise of a priest of the Cross

The next task is a real trifle. You need to run across the battlefield, avoiding fire boulders hitting you.

Related publications