The Witcher – Walkthrough, Everything you need to know
Prologue
The prologue in The Witcher is both a plot point and a tutorial.
Characters: Geralt – a witcher from Rivia, witchers (Vesemir, Eskel, Lambert, Leo), sorceress Triss Merigold. Salamander bandits of all varieties and sizes, the magician Savolla with the monster Chimera, the Professor, the Unknown magician (his identity will be revealed later in the story).
After the introductory cutscene, Geralt finds himself in the thick of a battle between the witchers and the first group of attacking bandits. We pull out the sword from the belly of the doll simulator and destroy the bandits, while mastering the controls. The difference from other games is that you don’t have to nervously click on the enemy with your mouse. Clicking the mouse activates a series of attacks that Geralt carries out independently. Clicking too often disrupts the series with all the ensuing consequences.
After eliminating the first group of enemies, the witchers retreat. And just in time, enemies break through the gate, led by the magician Savolla, leading the Chimera on a leash – a very angry overgrown mantis, and an unknown magician burst into the Upper Courtyard with the Professor, an unpleasant-looking hired killer. While the witchers are busy repelling the attack, Geralt receives the task of breaking through to the Upper Court and clearing the way for other witchers. We break through, simultaneously mastering strong and fast fighting styles, sometimes Geralt demonstrates various methods of killing stunned opponents. There shouldn’t be any special problems.
Having broken through to the Upper Court, the witchers block the gate in front of the Chimera and there is a respite. After consulting, the witchers send Geralt on reconnaissance to their laboratory to find out what the magician and the Professor are doing there. Let’s drink the “Thunder” elixir and go! We meet a group of some dwarfs and master the group fighting style. Starting from this episode, and until the end of the game, you should acquire the useful habit of searching corpses (left-click on the corpse), you can find your first money and all sorts of small things from the dwarfs. The enemy magician blocks the approaches to the laboratory with a magical wall, Leo helps us master the Aard sign, with the help of which we clear a side passage and go out to the witchers in the Upper Yard.
The witchers are conferring again. In view of the fact that danger threatens both from the front (Savolla and the Chimeras) and from the rear (the magician and the Professor), it makes sense to split up. We are faced with a choice:
1) destroy the Chimera
2) go with Triss and Leo to the Laboratory.
1. Select “destroy the Chimera”. Savolla with the Chimera and bandits burst into the Upper Court. Savolla disappears. The chimera is invulnerable in silence, so we destroy the bandits, then with the Aard sign we hit the huge cauldrons in the Upper Court and pull the bell string. When all three sources of noise sound at the same time, the chimera loses its invulnerability, and the witchers trample it quite noticeably. It’s not a sin to help them. If the bell and boilers become silent, the operation should be repeated. After the destruction of the Chimera, Triss teleports to us, she says that she underestimated the enemy and falls unconscious. Geralt and Leo find themselves in the Laboratory, where Leo dies at the hands of the Professor.
Consequences of this choice:
There are almost no advantages: you can get a red meteorite. In the first chapter you can find two more red meteorites. From three red meteorites in the first chapter, the blacksmith will make one of the best swords in the game (+40% damage). Disadvantage: the bandits will plunder the laboratory almost completely, which will lead to the appearance of heavy monsters earlier. For example, armored dogs in the first chapter, instead of the fifth. Although for hardcore fans this is rather a plus…
2. Select “go to the Laboratory”. Having burst into the building, we come face to face with the bandits, and the magician Savolla teleports here. Tris leaves Geralt with the magician – they say he has no strength left after teleportation, you can handle it. But in a battle with the magician, it turns out that he draws strength from bandits. We drink the “swallow”, destroy the bandits and take on the magician himself. It is better to beat him with a forceful style, and in the end, having stunned the magician, Geralt beautifully cuts his neck. Having rummaged in the pockets of the dead man, we find a sapphire, fifty dollars of money and all sorts of small things. Together with Leo we follow to the Laboratory. On the way we find Triss, who underestimated the enemy and loses consciousness. We break into the Laboratory, where the Professor, again, kills Leo and the first part of the prologue ends here.
In the second part of the prologue, Geralt is completely under our control. We are in the Laboratory with Vesemir, who invites us to meditate and reflect on character development. Having woken up from meditation, we search the Laboratory for all sorts of things, not forgetting about the far corners in the area of the Aard Stone – there will be a couple of chests there. We turn to Vesemir and he sends us upstairs to Lambert for the ingredients of a potion for Triss. Lambert sends us even higher, to the second floor, to destroy the bandits and find the ingredients. We destroy the bandits, search the corpses and the entire second floor. In addition to the ingredients, we find weapons – an ax and daggers. You can take them with you, in the first chapter you can sell weapons and get 50 orens.
Having gone downstairs, we talk with Vesemir, he gives us a new steel sword, a witcher’s jacket, the ingredient “swallow potion” and sends us to the chimera’s corpse for unique components – a claw and an eye. We will need the claw for Triss’s potion, and then in the first chapter we can use the eye for a potion for self-improvement. On the Upper Yard there is nothing except the Chimera, with the exception of one barrel of small things. Having returned, we meditate again and make a potion for Triss. After emerging from meditation, it is useful to talk with all the witchers. They will provide a lot of interesting information. Vesemir about the witcher Berengar, Lambert about fighting styles with people and monsters, Eskel – the story about the dwarf Alfred Nabel, the inventor of explosives (this is a direct analogy with Nobel, the founder of the Nobel Prize and the inventor of dynamite).
We go upstairs to Triss and treat her with a potion. After a couple of passionate phrases, Triss offers to check the strength of her bed, which we do with pleasure. Then a dialogue follows in which Triss talks about magicians and Geralt’s amnesia and suggests going to Vesemir. This will be followed by a couple of cartoons, and we will find ourselves in the first chapter. You should select the option “I have other things to do” and go down to the second floor. There, in the chest we will find another “Calcium Equum”, which the game provides us in case our alchemical experiments fail. You can also approach Eskel – he offers to try your hand at fist fighting, and a similar task appears in your diary, carried out throughout almost the entire game. Having found calcium, we go down to Vesemir or go up to Triss, select the desired item in the dialogue menu and this is where the prologue ends. We see a cartoon of the witchers saying goodbye to Leo and leaving to look for the Salamander bandits. In total, we will have: a new steel sword, a witcher’s jacket, an ax and a dagger for sale, a sapphire, a couple of elixirs, about seventy coins, food, water and various ingredients.
A little long, but detailed.
Chapter 1
The chapter begins with a cutscene in which Alvin and Caroline peacefully stomp to the Tavern, but on the way they are attacked by “crazy” dogs. The travelers grab their feet and rush out of the scene. Alvin, although small, but a representative of the male gender, manages to jump into the closing gate at the last moment (
the valiant guards, seeing the green dogs, heroically shit their pants ) ( the territory of the tavern, surrounded by a high fence ), the girl, according to the laws of the genre, gets tangled in her legs and is left to feed the hungry animals.
Afterwards we are shown an excited Shani, she asks to help the poor woman, a small performance is played, but we are still allowed to wave the sword and shred the barghests ( the same dogs ). Then, Alvin tells us the ancient prophecy of Itlina ( it’s good that Geralt lost his memory, which he will later tell everyone about, otherwise he would not have been able to stand it again if he heard it ). We turn our attention to the pretty red-haired Shani. We have a nice conversation with her, we learn news about the Salamanders, and that it is worth talking about them with the Reverend, she is heading to Vizima, to the Lebeda Hospital, and also promises to take care of Alvina. After running around the territory, we search the barrels and can talk with the Herbalist from Vizima. He still doesn’t have anything to sell us, but we should buy some daisies ( one ), and so, we learn from him that Katriona doesn’t give life to everyone (why , by the way, is Geralt’s indirect fault, in the past, though! the whole world existing in this way, indirectly his fault ). Due to the disease, a quarantine was introduced and people were not allowed into the city. We stomp into the tavern, there is a notice board in front of it, we remove orders for killing monsters ( even though in the book, in life, the character refuses such acts, many have not read it, and the rest can be consoled by the amnesia that has fallen ), we read everything and calmly throw it away, just like that We do it every time, and don’t forget about the order ( throw it away and don’t try ). In the tavern we approach Alvin, we admit that I am his savior, and he complains to us that he is left completely alone ( oh Shani, thank you! ), the innkeeper is next in line, he is not very nice, but after the collision and 5 gold become almost not his best friend and talks about what’s going on around him and how handsome the Reverend is, we can throw into his inventory everything that we consider unnecessary. We turn around, see the waitress Rita Shapochka, and flirt ( wow! I don’t remember this in games before, I like it more and more ).
Who cares: for starters, for the sake of decency, you just order a beer, give her a compliment, she, in turn, praises you for your gallantry, you ask her to sit down, but she excuses herself with work and that this could dishonor her, refuses you, without despair, you give out another compliment and leave .
Alchemist Kalkstein is next in line; he greets us cordially with requests for studies and autopsies after death ( good uncle!), in general, we find out that he is coming from Oxenfurt, and the damned quarantine does not allow him to enter Vizima, and what alchemy is about, and what it is eaten with. You can also go to a corner and fight for money, but I don’t recommend doing this for now, it’s worth leveling up your character a little. At night, there seems to be nothing else to do there, we leave the tavern, out of the gate, to the east, or to the right, and lo and behold! Rita found an adventure for her second 90 ( strange, it’s reactive ), and she wanted to work like that. Well, okay, she asks us for help, well! We naturally help, deprive all attackers of dignity and agree to escort the “liar” home ( luckily we are on the way, if you suddenly get confused in the heat of battle, open the map, the Reverend’s house is marked there ). Along the way we can meet a traveler ( very similar to the Herbalist, well, just a twin brother ), if you talk to him, he will pay you for the work he once did ( if you didn’t see him, it’s usually raining at this time and he can hide from him, Don’t worry, it will happen again and again ).
Advice: along the way, when Bagestras appear, shoot them down with Aard, the baby is not bad at finishing them off.
Having reached the house, Rita thanks us, but don’t hide, but invite us to continue communication. Before she had time to leave, the valiant police rushed towards us ( and we couldn’t do without them ), with a little crackling, they let us through.
We run into the Reverend’s house and get him out of bed.
Note: if you are staying somewhere and it’s daytime for you, then he himself is hanging out, or hanging out, depending on who you like, at the temple.
We start a conversation that feels more like a tug of war, but end up signing up to carry candles. You can find out everything else, if you are here during the day then do so, but since I was here at night, and it wasn’t that far before sunrise, I was blown up to carry out a mission, to arrange candles. Once completed, you can go back, or you can take your time and wander around houses ( this is useful, because you can find books for studying ). Returning to the Reverend, he attacks us, saying that the beast is alive, but quickly agrees that we have nevertheless completed our mission, depriving us of payment for it. Now this character, who already arouses our hostility, blames the sorceress Abigail for everything, whom we should visit later, but while we continue communication, we move on to the Salamanders, but this Chaplain of the Eternal Fire does not say anything worthwhile. He only warns, recalls Berengar, gives him a ring and directs him to three authorities in the village, saying they can help. We pull the ring on our finger and, turning around, stomp towards the bridge, there on the way we do not pass the girl in white, we give her the daisies, in return we receive tulips and another warning about the Salamanders.
Note: she may not be the only one, we pester everyone until one of them speaks.
Next in line we have someone we can talk to is a merchant at the butcher shop, after her we go down to the houses.
There, between the houses, our friend ( though we don’t know this yet ) is being threatened. Naturally, we grab a sword and cut these poor fellows, apparently we haven’t heard about the Witchers (and throughout the game, it somehow doesn’t feel very good, everyone has heard about you and your abilities, but it’s like it’s a legend, and they don’t care about you ). Stunned by our person, Zoltan tells how he is doing, who the Belki and Gavenkars are, and talks about his lost friend. We say goodbye to him and go about our business. And our business leads us to Abigail’s house, but first along the way, somewhere in the middle between the settlement and the tavern, near one of the houses ( if it’s not night, at night she’s in the house ) a girl in this… like a green dress, we give her a tulip and We’re having a nice time.
Before entering the Witch’s house, someone is writhing, but we boldly enter. We get acquainted and immediately accuse him of all mortal sins on behalf of the monk, but we ourselves do not insist. Along the way, we see Alvin, we learn from the witch that he is promising ( I wonder what that would mean from the witch’s lips? ), that he is a strong Source and Soothsayer, and also that he can help in dealing with the beast, but for this he needs to be given potion. By a strange coincidence, we will have to look for the ingredients for this potion.
Note: it’s up to you to decide whether to buy what she sells or not, but you can also learn about the plants and creatures that are described in books from old women; you give them food, and they tell you, but only about one at a time. Needle myrtle grows near the tavern, and further near Odo’s house, as well as on the way to the crypt. And also for those who indulge in potions to a greater extent than the hero’s knowledge allows. This witch sells Cinnabar, not much and expensive, but definitely enough for one good elixir.
Having collected, we return, give it back, Abigail asks to come back later, she needs to prepare a potion, well, let’s go to the tavern in front of it, you can talk with the Blacksmith, he will also tell us about squirrels, and in general, a cool guy, huh! We buy a recipe for ghost oil from him.
Note: the skill still needs to be upgraded, Abigail has the oil itself.
In the tavern itself, Zoltan meets us with him, you can get drunk until the screen blurs, if you drink too much, he will give you a diamond, you will learn from him about the game of dice, he will be our first partner in this game.
Note: every time you see an NPC character with whom you can play, do this, each time winning 100 – 150 coins is not so bad, also with fights, everyone except the main opponent can raise the bets 2 times and thereby beating three people can take 50 coins, not that much, but still. There will be more in the next chapters, and you wander around the game 5-6 times per chapter, or even more. To compete in drinking, it’s worth drinking beer, it’s low-alcohol.
Now you can actually fight, and listen to a ballad, and sell books ( if you’ve read them, they are no longer needed ), take wine for little Rita, but there’s one thing you must do, talk to Leeuvaarden, he’ll give us another quest. The essence of which is to search for his accomplice, who was trying to find a way to Vizima, following the once trodden paths of smugglers. There is another drunk in the tavern; if you defeat him, he will share the book. We look at the watch, Oh! It’s getting dark, and we still go to Abigail, in front of us she gives Alvin a potion and he tells in a soul-quivering voice the same story of the appearance of the Beast. Which, along the way, comes at you without ceremony, ( you won’t be a child ), you ask the sorceress to wake up Alvin, he didn’t have time to get out of his trance and went to sleep in kind. Abigail gave us Berengar’s notes, which tell us about his notes about the Beast. We took everything into account, digested it and got ready to set off, but just in case, let’s point the mouse at Abigail once again. She tells us about some ancient magician ( I don’t remember who he was even from the book ), but the point is not about the magician, but about a story with a riddle. We say goodbye to the witch and go to the mill, but first we check the Ghouls in the abandoned houses, one may even be found near the house, or maybe not, we need at least one.
Note: if it’s getting close to sunset, then meditate before it, if not, you can go into the cave, more on that below. The mill, behind the butcher’s shop there is a bridge, stomping along it across the river, turn right.
We run to the mill, and they are waiting for us there, we give the frightened girl the wine, after which, being extremely brave, she takes us on a tour of the sights of that very mill. We survived because we were going to beat Nadir, immediately to the right along the river, the floater was quite strong, but nothing more. We grab the trophy and run almost to the tavern, there we give the trophy to the Chief Royal Hunter, take the money and move on, through the witch’s house to the fork in the north, there, turning left, following the road, there will be two houses. Let’s run in. Hooray! Kalkstein’s quest must be completed.
Note: never run to Mikula before you have settled with Kalkstein, otherwise this quest will be ruined.
But before we go to our alchemist, we will continue along the road and go down before the bridge, we need to see Haren Brogg. At the beginning, this merchant does not trust us, but we say that from the Reverend and for greater persuasiveness we put a hand with a ring under our nose, then we inform him that the Reverend sent us to help him and he immediately gives us a task for Utoptsev, so having agreed on payment, let’s go extinguish Utoptsev. Before we had time to finish them off, the Elves appeared behind us, or rather a detachment of Scoia’taels ( since there is only one Dwarf running around, in theory, but in height he is more like the Lowling (Lord of the Rings fans are better known as Hobbits)). After chatting with them and hearing about their difficult lot, we give them what they want, since they have an agreement with Brogg.
Note: whoever wants to cut them, pick up the flag, almost nothing will change, and what will change, you can bypass it if you wish, but that’s the next chapter.
We return to Kharen, we report that we, the handsome men, have dealt with the Drowners, and sold the goods, he is relatively happy ( relatively, before us about the Sky’toels, well is not expressed at all in both cases ). We take the money, listen that the Salamanders are sort of racketeers and that it’s better not to mess with them, only the Reverend can tell me more. Well! All that remains is to beat him at dice and go again. We leave and head across the bridge that led to the mill, but this time in the other direction, to the end, to the cave. Let’s run ahead,
Note: you can go through it later, but if there is a torch and a Swallow, it is almost impossible to die in it, even playing on difficult, but practically, well, suddenly you want to stand in the middle of the cave and go drink coffee! And one more thing, people! A torch is not only a means of illuminating the surrounding area in the dark, it is very effective against vegetation as a weapon.
After leaving the cave, we should go to the tavern, but on the way we will stop at the Reverend, take payment for acquitting Abigail in his eyes and accusing everyone else. For completing the quest with the brains of the Drowned Man, do not forget to ask for the burial of the remains of Leeuvaarden’s accomplice. For such a task, the chaplain takes a dilapidated crypt in the basement of the church and gives him the key. Below, as soon as we place the shard on its new location, the King of the Wild Hunt appears ( abbreviated as Wild Race, from the book ). He greets you like an old friend and gives you a question with three options for development. The meaning of Destination and what role you play in it ( the character had a lot in life connected with Destination and he knows about it first-hand, but that’s not a task, amnesia! ), in general, choose, there won’t be much difference.
Note: 1 and 3 come down to the battle with the ghost of Leo, but the first development of 1 is correct, forget about 3. Option 2 with the development of dialogue does not lead to battle; leaving the basement, we meet Alvin, but at the same time we lose the red meteorite if we beat the ghost Leo.
We get to the tavern, where we take payment from Leeuvaarden and Kalkstein for the blood of the Ghouls. Well, there’s not much left. We leave the tavern, run to Mikula on the bridge, find out from him about a possible pass to the city, but there seems to be no one to take it from yet, we sign up for the mission, and at the same time play dice. According to Mikula’s quest, once in the crypt, we see the corpse of a girl, the cause of death is poisoning, and with our own hands, the corpse seems to have been attracted to the crypt by Ghouls, without hesitation, the regime of slow-witted scavengers, then we return to the employer. But that was not the case, we were greeted very warmly, they wanted to stick to Kalkstein at first, but when they saw us, they were incredibly happy, but in vain! Having valiantly shredded everyone who was shredded, we watch a video with arguments that we are still the real handsome guy in life, then we chat with Kalkstein, thanks, an invitation to visit if I’m in the city. We switch to Mikula, he says that in vain we saved the old man from him, only troubles, he is too talkative, but we believe that he is a good and strong alchemist, which we inform the guard about. He, in turn, brings to our attention that from the next evening he will be on duty at another gate and if we have a pass, he will let us into the city. Having heard that there were no more Ghouls in the crypt, he was delighted, sent his guys to search for treasures, and paid us. But, having learned that in addition to the Ghouls, there was a girl in the crypt, he burst into tears, blurted out that the Salamanders had passes, and asked us to leave. And it’s true! We can return back to the crypt, inside we discover, or rather quite the opposite, we notice the absence of one of the rubble and a couple of corpses in uniform. ( We got there successfully! Don’t forget to save ). After we clear the crypt, we go to give the trophy to the Chief Royal Hunter, then we head to Odo’s house, drink with this whining alcoholic, first pointing the Reverend’s ring under our nose, slowly agreeing on the price for clearing the garden of weeds, get drunk until the screen blurs, after which we They “unobtrusively” send you away, saying, go and work, ha! They scared me, after the cave – this is baby talk. We return to the house, take away the money we’ve earned, win at dice, and chat some more about small things. Leaving the house and not having time to really move away from it, we see the Beast again! His appearance is already starting to irritate, but while there is nothing to do, we don’t have time to approach him, he disappears again. On the way to the Reverend, we look at Abigail, sell her Bagestre heads; by this point we should already have a lot of them, and we also find out that the Reverend took Alvin ( what a bastard!). Arriving at the Reverend, we inform him that everyone is happy with us and we want to know about the Salamanders. By the end of the conversation, we learn that recently they have settled in a tavern and also at the innkeeper’s house, he also has the keys to the hut. Well! There is an ash stump to scratch, and we arrive just in time, here Shani is being harassed in the most brazen way, we cool the ardor of the crowd, reduce it to nothing, we intend to see off the girl rushing to the city, but she agrees to wait for us here. We, having rummaged through the dead innkeeper’s pockets, rush to his house, they try to rob us at the entrance, it doesn’t work, we jump into the house, waving everyone’s sword literally by accident, we see familiar boxes and go down to the basement, wow! Cave. There are still people looming ahead who want to be impaled on our sword, but first we have an entertaining conversation, in the development of which we learn that the magician from Kaer Morhen is called Azar Yaved, and that everything that he stole was transported to the base in Vizima. We don’t let them burn with desire for a long time. Here Alvin appears from somewhere unknown, but says that it was the Reverend who sent him to an abandoned house, as a result he ended up here, the boy points to a frail wall (we won’t be able to return the same way we came ). Behind the wall we find Abigail, she is in a smoky cave, hastily brewing a terribly smelly potion, when asked why? She suggests going out and looking outside, where the crowd intends to burn her ( I don’t know if a potion would have helped her, there is no transformation in this game, teleportation works without potions ). Along the way, in a hurry, the witch tells how things really are with the people in the village and asks for help, because she is not so bad (in general, she has one sin, she sells “weapons” for all sorts of different things ( see, all of America sells guns , and does not consider it a vice )). In addition, he offers to check this matter ( a strange way, but not to refuse becomes even stranger when you realize that there are kids running around. Oops! ).
We smear the sword with ghost oil, save and leave the cave. Here we have an entertaining skirmish with the villagers, giving us the opportunity to influence the fate of the witch. If we justify the witch, we will go with her to fight against the Beast, or hand her over, then she will die, and the villagers will go with us.
Having chosen for myself, according to my conscience, I brushed off Abigail, watched how Geralt catches up with the Reverend in the video. I went with the witch to a military battle with the Beast, and before I could catch my breath, the villagers immediately swooped in, and I had to put them in a row on the ground. Abigail is immensely grateful to us, for the help, for the trust shown, and leaves. Geralt searches everything he can, collecting souvenirs, gold, but most importantly, the remains of the Beast and the pass from the Reverend.
Note: having thrown yourself behind the villagers, most of them will still die, and maybe all of them except the Chaplain of the Great Fire. He will appear and give us a pass, with a rather impudent face we will have a choice: let him live, or kill him, but then we feel really sorry for the witch.
After our battle, it seems like with the Beast, the entire neighborhood lies as a corpse, and we, not paying attention, stomp into the tavern, behind Shani.
Note: if after the battle you walk along the road to the cave from which you came out with the witch, then on the left side there will be a corpse, he has about 150 gold and some other change.
To the girl who is worried about us, we tell the stories of the appearance of the beast and express the hope that we will never return to this place again; together we head to Vizima.
Notes: the gate with Mikula is on the way to the Mill.
We approach Mikula, we say that we have a pass, and he, sobbing, betrays us. In the video that ends this chapter, we menacingly draw our sword, but strangely enough… we give up.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) conversation with Shani;
b) talk to the reverend;
c) win the trust of the villagers;
d) enter the salamanders’ shelter and talk to the leader;
e) look for salamanders in Vizima.
0(1)-5: * Fist fight:
a) fight with Excel (not required to receive the quest in the prologue);
b) win a fist fight with Fat Fred (tavern).
0-5: * Berengar’s secret:
a) talk to Vesimir;
b) talk to the reverend;
c) talk to the leader of the salamanders.
1: *** About people and monsters:
a) conversation with Shani;
b) talk to the reverend;
c) install 5 candles;
d) talk to the reverend;
e) go to Abigail;
f) bring Abigail 5 petals of needle myrtle;
e) wait for the potion to be prepared;
g) chat with the reverend;
h) sentence the witch;
i) kill the beast.
Killing the Beast:
a) make preparations in the cave before sentencing the witch (apply ghost oil to the blade, drink swallow, if you doubt your abilities, drink flin);
b) when the beast appears, apply Aard to it;
c) while the beast comes to its senses (4-5 sec), kill 3 out of 4 barghests in a group style;
d) not paying attention to the remaining barghest, we attack the Beast with a strong style;
e) when help appears (1 – 2 barghests), use Aard on the Beast and kill the help in a group style;
e) we finish off the Beast with a forceful style.
Note: 2 attacks with Aard on the beast are enough to kill it painlessly.
1: *** Salamander’s tail:
a) conversation with Shani;
b) talk to the reverend;
c) win the trust of Odo, Mikula and Haren;
d) talk to the reverend;
e) go to the tavern and kill the bandits;
f) take the key from the dead innkeeper;
e) go to the salamanders’ lair;
g) kill all the bandits in the house;
h) go down to the cave and talk to the leader;
i) kill the remaining bandits and find a way out of the cave (follow Alvin);
j) return to the tavern for Shani;
j) run to the gate where Mikula is standing.
1: ** Racists:
a) talk to the racists and make a decision.
b) after killing the racists, talk to Zoltan.
1: **** Nightingale:
a) take Rita to her grandmother’s house.
1-3: * Wanted:
a) take an arrest warrant for the professor (bulletin board).
1-5: * Dice game:
a) take the dice from the dead racist;
b) go to the tavern and ask Zoltan about them;
c) you can play with the player in the tavern (Not Required!!!);
d) talk to Zoltan about serious money;
e) beat Odo, Mikula and Haren. (You can play with Zoltan)
1: *** The Secret Garden:
a) go to Odo and get the task;
b) kill 2 echinopses in the garden;
c) collect the fee.
1: *** Wanderers in the night:
a) receive a task from Haren;
b) kill all the drowned people on the river bank;
c) kill or release the “squirrels”.
d) pass the quest.
1: *** Forgotten memories:
a) take the key to the crypt from Mikula;
b) kill the ghouls in the crypt;
c) talk to Mikula;
d) meet him at the 2nd post and hand in the task.
1(2): ***** Contract for ghouls:
a) take the contract (bulletin board);
b) learn about alchemical ingredients from ghouls;
c) go to the crypt and bring the blood of 3 ghouls (sometimes they can be found on the road or in the house);
d) bring blood to Kalkstein (If you did not pass the quest in the 1st Chapter, you can pass it in the 2nd!!!).
1: ***** Contract for drowners:
a) take the contract (bulletin board);
b) learn about the ingredients from the drowners;
c) kill 3 drowners and take their brains;
d) bring the brains to the reverend.
1: ***** Contract for barghests:
a) take the contract (bulletin board);
b) kill 10 barghests;
c) bring the skulls to Abigail.
d) all newly mined skulls can be sold to Abigail (5 orens apiece).
PS to extract ingredients from ghost dogs you don’t need to know anything about them, in the prologue you received the ability to extract alchemical components, this is quite enough.
1: The monster from the lake:
a) go to the mill at night;
b) kill Nadir;
c) bring the trophy to the Royal Huntsman.
Tactics for killing Nadir:
a) run up and lure 2-3 drowners towards us;
b) run back to the mill;
c) when they run up to you, kill them;
d) repeat points a)-c) until the volume of all drowners;
e) we run up to Nadir, knock him down with Aard and kill him with one blow.
1: King of the Crypt:
a) after handing over his task to Mikula, we run to the same crypt;
b) go to new opened premises;
c) after killing all the ghouls, we destroy the wall in the hall.
d) kill Algul.
e) bring the trophy to the Royal Hunter.
Murder tactics:
a) drink a swallow in the crypt;
b) if necessary, perform a magic ritual;
c) we go down into the hall and chop the monster with force;
d) watch your health, if it falls below 87, knock down the monster with Aard and run back,
let the swallow restore at least a third of its health;
d) we run up and finish him off.
What to do if you need to go into a dark room and there is no torch or “cat”:
a) Use Quen (The most ideal option, but alas, it is not in the 1st chapter :));
b) Use Igni (This option is good, but requires some development of the sign and a lot of energy);
c) Use Aard (At first, Igni illuminates the room much better, the disadvantage is that it requires energy);
d) Settings -> check the box next to “Always show names” (Now even if you don’t see the enemy in the dark, you know where he is, because the name appears above him. And besides, now you can see even invisible opponents /before their appearance, an inscription appears above them, and you know where they are/.
PS option d) can be equated to Cheat :-))).
PPS with the help of d) the crypt with the owner was cleaned.
PPPS, even “boxing” (squeezing on 4 sides) the ghouls did not have any effect (no signs were used).
PPPPS I really liked it… When you look at a black screen and see only the names of enemies, sword swings, and “running away” hit points…
PPPPPS Although there was where to get a torch (in almost any house) and there was a “cat” (the elixir was unknown; ), was in the bag and therefore was not used in Chapter 1…).
1-2: * Doubtful case:
a) receive the package from Haren and agree to take it to Brick in Vizima.
1-2: Heavy legacy of the past:
a) talk to Lauvaarden and get the quest;
b) go to the cave under the walls and kill a well-fed echinops;
c) talk to Declan Lauvaarden;
d) talk about permission for the funeral with the reverend (for permission you must complete his task with 5 candles);
e) talk to the monk and enter the basement of the temple;
f) place the skull in the sarcophagus.
e) return to Declan for the reward.
Tactics of battle with echinopses:
a) a battle with 3 or more echinopses is extremely undesirable.
b) drink tea in the cave;
c) if you cannot hit the echinops and are forced to defend yourself, use Aard on it, get 2-3 seconds to approach it and start a series of attacks (remember, later, when you read in the bestiary that using Aard does not give any sense, this is nonsense, no sense there is, although maybe this is a glitch!?).
Conversation with the Wild Hunt (options and their consequences are considered):
a) Death -> battle with the ghost of Leo;
b) There is no purpose… -> (hint to Alvin) Yes… -> battle with the ghost of Leo;
No -> No -> fight with ghost Leo;
–> I’ll prove it to you… –> nothing;
c) How much can you chat… -> battle with the ghost of Leo.
Battle with Leo:
a) use a fast style (the damage is small, but he will not be able to deal you a single blow).
PS Don’t be afraid, even if he managed to inflict a series of blows on you (3×24-35RZ), he will die if you use Aard too hard (yes, the ghost can be knocked down… nonsense…).
Your reward is a piece of red meteorite and experience.
Bonuses, jokes and punishments:
Conversations with villagers:
Granny + food (bread, meat) = info about barghests
Granny + food (fruit) = info about drowners
Granny + white seagull = ring of eternal fire
Granny + food (bread, meat) = info about ghouls
Peasant woman + daisies = tulips
Abigail + 10 skulls + buying an oil recipe (all in one dialogue) = recipe on the ball
Bonuses:
Corpse at the fence on the way to the cave + robbery = tulips
Peasant woman + tulips = Scene XXX.
Rita + quest + wine = Scene XXX.
Abigail + conversation = Scene XXX.
PS For more details, see the topic “The Witcher’s Young Ladies”
Punishments:
Accidentally kill a city guard and you’re screwed… Soon a bounty hunter will appear and offer you to die or ransom your life…
If this happens…
a) you will have to load a save where the guard was not killed by you;
b) you will have to part with 1000 orens;
c) it is USELESS to fight with him (considering that you have levels 6-8..), he is too agile, so neither strong nor fast styles will help you, using Igni and Aard does not give anything, he does not ignite, does not stun . Even if you use thunder, he will put you down in 1 hit.
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Remember the formulas of many potions are not known to you in the 1st Chapter (for those who pass 2-N times). 4. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
5. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you fail to complete some quests at once, you need to combine them with main ones.
6. Don’t be surprised if you have or don’t have some quest stages, described or not described here, it all depends on your progress: you can stretch out the quests, or you can quickly complete them, bypassing a bunch of extra stages. You can also fail them (they are side effects) and not complete them (we lose time and experience)..
7. We learn about the ingredients from books, and we get money for books through poker and quests, although you can ask NPCs, but we have a lot of money :))).
* – main actions in Chapter 1.
** – another option has never been tested.
*** – main quest of Chapter 1.
**** – bonus.
***** – see note, point 7.
Chapter 2
Description of Geralt’s actions in the Temple Quarter of Vizima and in the swamps up to the confrontation with Azar Yaved.
If you helped the elves in the first act, Brick will be killed after your meeting with Detective Raymond. Do not go to the detective until you complete the quest with the Brick (you can get it from the innkeeper “Curly Bear”), this will allow you to immediately acquit Vincent. Yes, and experience is never superfluous.
In the swamps, do not go to Grandfather’s hut until you have escorted him to the Melitele altar; after discovering human flesh, Grandfather either dies at the hands of Geralt or goes home, and for some reason does not want to make a pilgrimage from there.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) meet with detective Raymond;
b) conduct your own investigation.
0(1)-5: * Fist Fight:
a) win a fist fight against Butterbean (tavern).
0-5: * Berengar’s secret:
a) talk to Thaler;
b) talk to Brick;
c) talk to Thaler;
d) talk to Kalkstein;
e) talk to Vaska;
f) search the corpse near the clay pits;
g) find out that the witcher is alive (Siegfried or Yaevin will tell you, provided that you fulfill their request for intelligence).
PS Point e) is not mandatory, in the 3rd chapter you will find out everything yourself.
2: *** The Great Escape:
a) defeat the strongman in the cell;
b) talk to Vincent;
c) ask Siegfried about cacothrixes;
d) agree (for some time you will be able to trade with the blacksmith of the order + free access to the swamps + pass to the hospital 30 orens) or refuse (normal trade with the dwarf blacksmith + free pass to the hospital + 70 orens for the pass to the swamps) from Siegfried’s help;
e) kill the cockatrice and take all its contents;
e) pick up your things from prison.
2: *** Mysterious Tower:
a) take the quest from Kalkstein or from the fake detective, he will send you to Kalkstein;
b) go for books to Vivaldi;
c) pay a deposit for Vivaldi (200 orens);
d) come to Vivaldi’s home and receive a gift;
e) take the books to Kalkstein;
e) talk to Vaska about the tower;
g) take the map to Kalkstein;
g) find 10 sephiroth;
h) return for a reward.
2: *** Sentinel:
a) talk to Vaska about the tower and the guard;
b) go to Kalkstein;
c) order a lightning rod from a dwarven blacksmith or a blacksmith of the order;
d) bring money to the dwarf – 50 orens or to the blacksmith of the order – 70 orens;
e) wait for a thunderstorm in the swamp (free) or order a thunderstorm from the druids (500 orens);
f) insert a lightning rod into the guard and kill him.
How to kill a guard:
a) Quickly: activate 3 stands 3 times (he must be in this triangle);
b) Slow: power silver + Yrden.
2: *** Clay pits:
a) receive a task from Vaska;
b) kill all the drowned people in the pits;
c) pass the quest.
2: *** Obelisks:
a) install 10 sephiroths on the corresponding obelisks.
Where are the sephiroths:
a) cockatrice;
b) Kalkstein (he also gives the quest);
c) Leeuvaarden (buy for 500 orens);
d) the altar of Meliteli in a hospital or in a swamp (food: fruits, berries, provisions);
e) Vaska (complete the task);
f) cave in the swamp (rob the sarcophagus of Voran);
g) Guard (kill the sentry);
g) detective (will give at the end according to the script).
2: *** Important information:
a) talk to Raymond;
b) talk to Yuz;
c) bring Yuzu fisstech;
d) go to the hospital at night and give a bribe of 10 orens to the guard;
e) contact the witness;
f) kill the people of Mogila;
e) talk to Raymond.
2: *** Anatomy of a crime:
a) talk to Raymond;
b) talk to Shani;
c) talk to the gravedigger;
d) ransom the corpse for strong alcohol;
e) buy (steal) books about medicine;
e) you can talk to Vincent and Raymond;
g) come to the hospital at night for an autopsy;
g) get on Raymond’s trail (don’t ask about the liver).
2: *** Gratitude from the gravedigger:
a) go to the gravedigger and ask about the cemetery;
b) obtain Vincent’s permission or pay off the gravedigger’s debts from the dealer (the main thing is that one of them is acquitted);
c) talk to the gravedigger;
d) search the crypt;
d) talk to the gravedigger.
2: *** What is hidden from view:
a) conduct an independent investigation;
b) go to the gravedigger to get the corpse and get the keys to the cemetery;
c) go to Kalkstein (the others will still be directed to him).
2: *** Secrets of Vizima:
a) talk to Raymond;
b) start promoting the suspects (Vincent, Mogila, Leeuvaarden, Vivaldi);
c) after their promotion, go to the detective;
d) win Kalkstein’s trust (carry out his instructions);
e) talk to Raymond;
f) “chop the salamanders into cabbage” in the detective’s house;
e) wait for a communication session with “detective on the run”;
g) talk to Shani about the autopsy;
h) perform an autopsy;
i) talk to Raymond;
j) kill Mogila or lie about his death (provided that you know the detective’s secret);
j) lure the detective into a trap (talk to Kalkstein);
k) prepare for a battle with a fake detective;
m) open the tower and kick Raymond.
How to fight Ifrit, Yaved and Professor:
a) use fast silver against Ifrit;
b) continue to fight with group steel.
PS You don’t have to use elixirs, since this is the last moment of the 2nd Chapter, you should be pretty well pumped up, if not, then there are signs…
1-5: * Dice game:
a) play in the cell with the imprisoned elf (if you accidentally did not take the quest in Chapter 1, then he is a replacement for Zoltan to start the quest);
b) you can play with the player in the tavern (Not Required!!!);
c) you can play with Carmen, Vaska, the Gardener (if the quest was received in Chapter 2);
d) talk to Zoltan about professional gaming (if the quest was received in Chapter 2);
e) beat Jason Varda, Thaler.
2: ***** Contract for alguley:
a) take the contract (bulletin board);
b) bring Kalkstein 3 algul bone marrows.
2: ***** Contract for Echinops:
a) take the contract (bulletin board);
b) bring 3 echinops rhizomes to the gardener.
2: ***** Contract for floaters:
a) take the contract (bulletin board);
b) kill 10 swimmers and bring their tongues to Siegfried (If you refused his help in the sewer, then the quest will be given to him in the swamp).
2: ***** Contract for wolves:
a) take the contract (bulletin board);
b) bring Jean Pierre 10 wolf skins (pier in the swamp).
2: ***** Vizima dogs:
a) take a contract (bulletin board);
b) bring 6 pots of dog fat to the Grave Digger.
2: Monster from the sewer:
a) kill the Cockatrice;
b) bring the trophy to Vincent.
Killing the Cockatrice:
a) use fast silver.
Note: in the 1st Chapter you could spend 1 bronze talent on fast silver of the 2nd level, also some kind of elixir (swallow, eagle owl…) could remain in the quick access slot, do not spend the resulting “cat”, it you don’t need it. If you didn’t do as described in the note above, remember you have Aard and Igni.
2: Bloodthirsty plant:
a) go to the swamp and move from the clay pits to the north, at the 1st turn Archispore will come out;
b) bring the trophy to Vincent.
Killing tactics:
a) before the battle, drink a swallow (required at levels 11-13);
b) when the archespore appears, we use Igni, then we “chop” it with power silver, after a while again with Igni, and again with power silver.
PS Before the battle, it would be advisable to save on clay pits, who knows, you might have to replay.
2: Suspect Vivaldi:
a) talk to Vivaldi (trust him);
b) ask Zoltan about Vivaldi;
c) talk about his innocence.
2: Suspect Mogila:
a) talk to Mogila (don’t put pressure on him and trust him);
b) talk about his innocence.
2: Suspect Thaler:
a) talk to Thaler (trust him);
b) talk about his innocence.
2: Suspect Leeuvaarden:
a) talk to the merchant (trust him);
b) talk about his innocence.
2: Suspect Vincent:
a) talk to Vincent (don’t put pressure on him and trust him);
b) go to the warehouse at midnight (play a fool);
c) talk to Vincent;
d) talk about his innocence.
2: Suspect Kalkstein:
a) talk to Kalkstein (trust him);
b) talk about his innocence.
PS Important advice: trust everyone, it’s easier to communicate with them, and the number of quest stages will decrease sharply.
2: **** My old friend:
a) go to Shani’s hospital;
b) bring Shani 5 shoots of swallow potion;
c) go to Shani in the evening (the main thing is that you receive the autopsy quest);
d) bring Shani cherry vodka, rose wine and Temerian rye leader;
e) invite a friend to a party (Zoltan, Carmen, Siegfried);
f) get drunk with everyone;
g) fulfill the request of Zoltan (lard and pickled cucumbers), Carmen (grandmother’s diary), Siegfried (grandmother’s tincture);
g) bring Shani a bouquet of red roses.
How to get past the grandmother:
a) give golden gloves;
b) sarcastic (“Old…”);
c) pay 20-30 orens;
d) pretend to be sick;
e) put on perfume;
e) drink too much;
g) show the quinoa ring;
h) look like a fool.
PS every time, even after an unsuccessful visit to the house, the options change, try again if it didn’t work out the first time.
PPS The best thing is to give a bribe (drives the grandmother away once and for all), but you need to “catch” her (not the grandmother, but this dialogue).
2-3: **** Lost Sheep:
a) take the quest from Vaska;
b) talk to the druids;
c) talk to the dryad;
d) bring a wolf skin to the dryad;
d) return to Vaska.
2: **** Girls at work:
a) talk to Carmen;
b) save three “moths” from bandits at night;
c) return to Carmen for your reward.
1-3: * Wanted:
a) talk to Yuz;
b) talk to (drink) the messenger in a tavern;
c) talk to Leeuvaarden;
d) bring the merchant 3 salamander badges;
e) wait for the merchant’s next move.
1-2: * Doubtful matter:
a) talk to Yuz (give him fistech);
b) talk to Brick (you can say that the package was confiscated).
2: Pilgrimage:
a) talk to grandfather in the swamp near the pier;
b) lead him to the altar of Meliteli;
c) talk to him.
2: Haunted House:
a) go through the door opposite the warehouse during the day and receive the quest;
b) go to the house and kill the bandits;
c) talk to the half-elf.
2: Rat:
a) take the quest from Brick;
b) go to the indicated house and kill the ghosts;
c) you can go down to the basement and kill the gravers to pick up the wine (so that you don’t have to run to the same place twice in vain);
d) return to the inn and talk to the innkeeper;
e) go to the dam and receive a reward for clearing the house of ghosts;
e) hand over (money + experience) or give away (experience) Brick to the innkeeper.
2: The finder takes everything:
a) talk to the Dodger and get the quest (found in the morning in the vicinity of the sewer and hospital);
b) go into the crypt in the sewer (immediately to the left of the entrance);
c) pick up the family ring;
d) in the morning bring the ring to the Dodger (:)) he cheated you, the ring is not his).
PS In the crypt you can brutally beat up grivers and ghouls with a torch, only no more than 1 at a time, otherwise you can’t do without potions and signs, of course you can run from them, but it’s not interesting…
2: Safe harbor:
a) talk to Zoltan ( you can get the quest through him :)) or Leeuvaarden;
b) kill drowned people in the vicinity of the pier in the swamp;
c) return for a reward.
2: Worth its weight in gold:
a) talk to Yaevin in the circle of druids;
b) take the letter to Vivaldi;
c) later go to Vivaldi for an answer (left – came in);
d) you can go to the druids and find out where Yaevin is;
e) go to the squirrel camp and pass the quest.
2: Flowers and gold:
a) go to the woodcutter camp and get the quest from Loiza;
b) find 5 two-arrow flowers and take them to the ferryman;
c) return to Loiza and share the money.
2: Long way home:
a) talk to Loiza;
b) talk to Vaska;
c) persuade Loiza to sacrifice the ax to the merman;
d) sacrifice an ax on the altar;
e) take the amulet to Loiza.
PS while you are walking you can clear the road of monsters, but remember you need to bring the amulet to Loise before the woodcutters run away, otherwise the quest will be failed, you will lose money and experience (they give little experience for a failed quest). In addition, the mermen come for the victim at midnight, so the ax must be there until that time. It is best to take this quest around 7-8 pm, so that you have time to run back and forth 5 times before 1 am.
2: Intelligence:
a) talk to Siegfried or Yaevin to receive the quest;
b) lead a detachment of knights or squirrels to the golem cemetery;
c) kill squirrels or kill knights;
d) return to Siegfried or Yaevin and turn in the quest.
PS You can also just “put it” on this quest, well, you’ll lose a little experience, but you’ll remain neutral.
P.P.S. Without you, the knights will kill the squirrels :))).
PPPS So, how is the choice made:
a) the quest of the 2nd Chapter “Intelligence” (optional and can be ignored);
b) the quest of the 3rd Chapter “The Great Robbery” (if you can ignore the quest in the 2nd chapter, then in the 3rd it is no longer possible, here you choose the option of playing for the order or the squirrels);
c) the quest of the 4th Chapter “Free Elves” (if you completed the defining quests of the 2nd and 3rd Chapters, then you will have 3 choices: for the elves, for the order and neutral; if you missed quest 2- th Chapter, then the determining quest will be the 3rd Chapter + neutral, that is: elves and neutral or order and neutral).
2: Blade Memory:
a) talk to Yuz;
b) talk to Thaler;
c) talk to the Player in the tavern;
d) talk to the gardener;
e) talk to Shani;
e) talk to Zoltan.
2+: Ogre:
a) visit grandfather;
b) kill or spare the cannibal.
2+: Restless spirit:
a) at noon, talk to the widow near the cemetery;
b) at midnight “sing for the repose” of the spirit;
c) return at noon for the reward.
2+: Extraordinary wine:
a) talk to Conrad in the evening at the “Under the Shaggy Bear” tavern and receive the quest;
b) go to the house for wine;
c) kill 4 gravers in the basement;
d) return in the evening (at night) with wine and pass the quest.
Bonuses, jokes and punishments:
Conversations with village, city, swamp people:
Elf in the elf camp + completing Yaevin’s instructions + talking about flowers = info.
Brickmaker in Vaska’s house + conversation about the “lost” + refusal of 100 orens = perfume recipe.
Thaler + a lot of beer (9 glasses) = book (although it should be noted that less beer may be needed, because Geralt drank too much and turned into firewood, but Thaler resurrected him by handing him a book, which you will then give to the shoe shiner, in return you will receive a ring , with the help of which you can safely come to Shani, bypassing the grandmother).
PS For those who often turn into “firewood”: if you have had too much to drink and wake up with nothing to drink, then find the person you drank with, they will return everything, to do this, enter into a dialogue with them: drink, play, look at the goods (maybe this is a glitch, but it works ).
PPS I was completely full of conversations with grandmothers and everyone else, there was and is money for books, so… add if you know anything…
Jokes:
Mysterious man near Thaler’s house (at night) + appeal = +100 experience.
Bonuses:
Half-elf + quest + conversation pattern 1-3-1-1 = Scene XXX.
Gossip Girl + 4-1-1 conversation pattern + diamond = Scene XXX.
Shani + quest + red roses = Scene XXX.
Prostitute + any flowers (subject to completion of the Carmen quest) or + 30 orens = Scene XXX.
Dryad + quest + wolf skin + conversation pattern 2-2 = Scene XXX.
PS For more details, see the topic “The Witcher’s Young Ladies”
Punishments:
Punishments in this chapter were not checked (they must be valid here too).
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Remember the formulas of many potions in Chapter 2 are not known to you (for those who pass 2-N times).
4. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
5. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you fail to complete some quests at once, you need to combine them with main ones.
6. Don’t be surprised if you have or don’t have some quest stages, described or not described here, it all depends on your progress: you can stretch out the quests, or you can quickly complete them, bypassing a bunch of extra stages. You can also fail them (they are side effects) and not complete them (we lose time and experience)..
7. We learn about the ingredients from books, and we get money for books through poker, quests, although you can ask around NPCs, but we have a lot of money :))).
* – main actions in Chapter 2.
*** – main quest of Chapter 2.
**** – bonus.
***** – see note, point 7.
+ – a quest that can be completed in 2 Chapters, 2nd and 3rd, no matter which, but only once.
Chapter 3
About what was happening in the Merchant Quarter when Geralt arrived there.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) destroy the salamanders in Vizima;
b) destroy the camp in the swamps;
c) destroy the camp in the sewer;
d) find the head of the salamanders.
0(1)-5: * Fist fight:
a) win a fist fight against Andrzej Koloda (New Naracoort tavern).
PS For those who don’t know, Anzej Koloda is mentioned here, who has a prototype in real life Anzej Golota, one of the few famous Polish boxers, called in the press and people “White’s Hope”, lost the fight for the champion title to Tyson, aka Dyson in the dialogue, this and subsequent losses put an end to his career. It is not clear why they put it there: either the author was a fan of Golota, or it was revenge for the collapsed hopes of the Poles.
0-5: * Berengar’s secret:
a) pick up the professor’s letter from the kikimora queen and read it.
3: *** Source:
a) talk to Triss;
b) install 3 sensors;
c) talk to Triss;
d) follow Alvin to the hospital;
e) follow Buttercup;
f) save Alvin;
e) make a choice between Shani and Triss;
g) go to Shani or Triss (before the conversation, talk to Alvin: with Shani – kindly, with Triss – strictly);
h) get drunk with Buttercup and Zoltan;
i) give a ring to Shani (silver with amber) or Triss (silver with ruby).
3: *** Luxurious reception:
a) talk to Triss;
b) come to the 2nd floor of the New Naracoort tavern (at 6:00 or later);
c) meet important people: Leeuvaarden, Thaler, Velerad, Adda;
d) talk to Thaler;
e) talk to Velerad;
e) talk to Adda (don’t mention Triss to her and don’t say “My curiosity…”, if you want a bonus);
g) talk to Leeuvaarden.
+ Bonus (bonus stages):
g) talk to Velerad;
h) bring Velerad strong drink (alcohol, moonshine, vodka);
i) talk to Thaler;
j) bring Thaler a letter from Adda’s room;
j) talk to Triss (2 times);
k) talk to Adda;
m) visit the chambers.
What to do with a merchant who caught you red-handed:
a) run over;
b) drink too much with 3 bottles of perfume.
PS I tried it for fun, it worked!!!
3: *** Lock and key:
a) talk to Leeuvaarden;
b) talk to Vaska (optional);
c) talk to the Hierophant (optional);
d) talk to Yuz (optional);
e) bring documents to Leeuvaarden;
f) visit him later;
g) contact the contact (wandering near the wall of Vizima);
g) come to the specified place in the sewer at midnight;
h) penetrate the lair of the salamanders;
i) kill the salamanders;
j) talk to Radovid;
j) pick up the stone;
k) talk to Triss about the stone;
l) talk to Leeuvaarden.
PS you can kill the salamanders without the help of Vaska, Hierophant and Iuz, but experience will be lost, so think about it.
3: Beauty and the Beast:
a) talk to Carmen at the pier in the swamps;
b) talk to the Hierophant about lycanthropy;
c) talk to Carmen;
d) wait for a meeting with a werewolf;
e) kill or pardon the werewolf;
e) talk to Carmen;
e) bring Carmen 5 leaves of dog parsley;
g) visit her later;
h) talk to Kalkstein;
i) take the elixir from Kalkstein;
j) find the tear of a virgin (list of virgins below);
j) bring the elixir to Carmen;
k) talk to Carmen;
l) talk to Vincent;
n) talk to Carmen.
PS points e)-n) for those who left the werewolf alive, for the rest it failed.
How to kill a werewolf:
a) power silver and nothing more.
PS Not such a necessary skill, you can do without it :))).
List of available virgins:
a) nurse;
b) Siegfried;
c) priestess;
d) brick maker;
e) 3 residents of the merchant quarter.
3: *** Harvest time:
a) talk to Leuvaarden (if you didn’t take the quest directly from Vaska);
b) talk to Vaska;
c) free the group in the cave;
d) release the group at the clearing;
e) free the group at the magician’s tower;
e) return to Vaska.
3: *** Diplomacy and hunting:
a) talk to Vaska;
b) talk to the Hierophant;
c) bring the druid a psilocybe mushroom from a cave in the swamps;
d) prepare for a fight with salamanders;
e) talk to the Hierophant;
f) accompany the druid to the meeting;
e) kill the salamanders;
g) search Raymond’s body;
h) talk to the Hierophant.
3: *** The ball unwinds:
a) talk to Yuz;
b) find Mower in the slums (standing on the corner “Under the shaggy bear”, to the left of the entrance);
c) run over (he runs away) or buy a letter of recommendation (say it’s from Kalkstein + 1500 orens);
d) kill Kosar at his home (if he escaped);
e) search the body and take away the letter of recommendation;
f) go to the sewer supplier;
e) kill the salamanders and take Gotrik’s letter.
PS Password – “Spikes”, can be obtained from the innkeeper “NN” for 233 orens.
PPS If they told you the correct password and the bandits at the entrance are alive, then you will wander painlessly through the territory of the salamanders until you go down to the main hall + in one of the rooms the dwarf will tell you a new (or not) formula.
3: *** Vizim connections:
a) read Gotrik’s letter;
b) come to a large grate in the sewer;
c) kill the salamanders;
d) search Gotrik’s corpse;
d) talk to Yuz.
3: *** Unforgiven:
a) talk to Leeuvaarden;
b) talk to velerad (optional);
c) talk to Siegfried (order post) or Yaevin (in Vivaldi’s house, if you helped him) (the quest for the “Great Robbery” must be completed, otherwise who will agree, go to the character who was helped at the bank);
d) take care of Alvin’s safety (if you haven’t completed “Source” up to this point);
e) talk to Triss;
f) go to “New Naracoorte”;
e) kill the salamanders;
g) go upstairs and talk to your accomplices;
h) find reinforcements;
i) find the stone of power (if with Siegfried, Yaevin has it with him, there is no need to look for it);
j) install a power stone and let in reinforcements;
j) talk to Azar;
k) follow the professor;
m) kill the professor;
m) kill the queen kikimora and gut her;
o) leave the cave.
How to kill the professor:
a) fast steel, ignoring 2 kikimor warriors or group steel against everyone.
How to kill the kikimora queen:
a) Quickly: run forward along the corridor, destroying the ceilings behind you with Aard, at the end the queen will be covered with a pile of stones.
PS for me the best and fastest way, especially good for those who are stuck in Chapter 3 (after 10 replays…)
3: *** The Great Robbery:
a) talk to the boy;
b) run to Vivaldi’s bank;
c) talk to Velerad;
d) enter the bank through the warehouse (option 2 of the dialogue with the agent) or the bank door (option 1 of the dialogue with the agent);
d) kill the fleders on the way (warehouse) or talk to Siegfried at the entrance and go through the town hall (bank door);
e) negotiate or attack in the town hall (if with Siegfried)
e) talk with Yaevin (if you didn’t kill the elves or came to talk);
g) help or refuse Yaevin;
h) kill monsters or pursue Yaevin;
i) talk to Yaevin (if they helped) or Ipat (if they helped Siegfried).
PS This quest affects the assistant in the fight against the salamanders in their lair, in the 3rd Chapter.
PPS So, how is the choice made:
a) quest of Chapter 2 “Intelligence” (optional and can be ignored);
b) the quest of the 3rd Chapter “The Great Robbery” (if you can ignore the quest in the 2nd chapter, then in the 3rd it is no longer possible, here you choose the option of playing for the order or the squirrels);
c) the quest of the 4th Chapter “Free Elves” (if you completed the defining quests of the 2nd and 3rd Chapters, then you will have 3 choices: for the elves, for the order and neutral; if you missed quest 2- th Chapter, then the determining quest will be the 3rd Chapter + neutral, that is: elves and neutral or order and neutral).
3: **** Blue-eyed girl:
a) talk to Patrick from Veise (tavern “NN”);
b) go to the house of the queen of the night and talk to the blue-eyed girl (if you don’t ask about the scar on her neck, the knight will send you to look for evidence of the find, and after sleeping with her you can talk about the scar and not stutter and go boldly to the knight);
c) talk to the knight;
d) talk to the queen of the night (to get to her you need: a ring with the seal of the house, a bribe – 260 orens or padarok);
e) kill or pardon the queen of the night;
f) take the side of the knights or vampires (if the vampire was pardoned) or remain neutral (kill everyone);
e) talk to the blue-eyed woman (you killed everyone – 500 orens), talk to the blue-eyed one (you killed her brother – 200 orens), talk to the knight in the tavern (don’t worry about the money).
1-5: * Dice game:
a) beat de Vette;
b) beat Velerad;
c) beat the Hierophant;
d) talk to Zoltan about achievements;
e) beat Kostra (gambling den of the merchant quarter).
PS you can play with a fire when you beat 4 pros + there must be a visitor in the gambling den.
PPS Bonfire is a sharper, having beaten him you move ahead to the “sharpie” stage.
3: ***** Contract for archispore:
a) take the contract (bulletin board);
b) bring Yuzu 3 bottles of archespore mucus.
3: ***** Contract for cockatrices:
a) take the contract (bulletin board);
b) bring 5 cockatrice feathers to the scribe in the town hall.
Important: complete before the “Harvest Time” quest.
PS cockatrices in a cave in the swamps.
PPS we remember how to deal with cockatrices :))).
3: ***** Contract for grabbers:
a) take a contract (bulletin board);
b) bring 5 graver bones to Velerad (lower floor of the guardhouse in the merchant quarter).
3: ***** Contract for fleders:
a) take the contract (bulletin board);
b) bring 3 fryver fangs to Velerad (lower floor of the guardhouse in the merchant quarter).
3: ***** Contract for kikimor:
a) take the contract (bulletin board);
b) bring Velerad the claws of 10 kikimors (the lower floor of the guardhouse in the merchant quarter).
3: ***** Contract for ghouls:
a) take the contract (bulletin board);
b) bring Velerad the blood of 12 ghouls (the lower floor of the guardhouse in the merchant quarter).
3: ***** Contract for wyverns:
a) take the contract (bulletin board);
b) bring 3 portions of wyvern meat to the innkeeper of “New Narakort”.
3: Predatory Wyvern:
a) kill Moa;
b) bring the trophy to the chief royal hunter.
Killing Moa:
a) without elixirs: we lure out 1-2 royal veverns and kill them with fast (group) silver + use the Igni + Yrden signs. When Moa is left alone, use quick silver.
b) with elixirs: group silver + signs.
Note: Remember, you have Aard, Igni, Yrden.
3: White Fang:
a) kill Voref;
b) bring the trophy to the chief royal hunter.
Tactics for killing Voref:
a) group steel until you kill all the wolves, then power steel.
PS It’s better not to allow attacks by swimmers, leeches, kikimor workers, kikimor warriors, leeches, drowners during the battle (don’t collect them before the battle with the wolves, as I did), otherwise you’ll be lost without elixirs.
2-3: * Lost Sheep:
a) go to the cave in the swamps for the boy (subject to receiving the quest “Lock and Key”);
b) talk to the boy;
c) return to Vaska.
1-3: * Wanted:
a) to kill the professor.
3: Echoes of days gone by:
a) talk to Yaevin in the circle of druids;
b) find a search party in the sewers of the merchant quarter;
c) go to the ruins and kill Bruxa;
d) talk to Yaevin.
PS it is better to complete it before the “Luxurious Reception” quest, otherwise Yaevin himself may rob the bank and the quest may fail (it is quite possible that these are the consequences of playing topsy-turvy: the side quests are completed first, and the main ones are left as a “snack”).
3: Six feet underground:
a) talk to Siegfried;
b) go to the cemetery;
c) kill or pardon Vetala;
d) go to the crypt;
e) pursue the elves or save people in the crypt;
e) talk to Siegfried (for saving the bonus is money – 400 orens).
3: Ring:
a) on the dam talk to the desperate merchant;
b) go to the altar of Meliteli in the swamps;
c) find your uncle’s corpse and take the ring;
d) return to the merchant.
3-5: * It won’t hurt:
a) talk to the dentist Zokhin Shmartz;
b) bring him the barghest skull (you should have it lying around after the 1st chapter);
c) bring the cemitaurus jaw;
d) bring Fleder’s fang.
PS The teeth correspond to the quest hierarchy.
PPS you can also turn in the beast’s fang here, but in the quest it comes directly before Lu’s tooth, so I leave it as it is.
PPPS In principle, you can take the quest in Chapter 5, but you will need to have all or almost all of the teeth.
3: **** Buttercup’s Lute:
a) talk to Buttercup in “NN”;
b) drink too much Buttercup (7 beers or 5 wines);
c) go to the merchant’s house;
d) pay (22 orens) or beat the father (free);
e) talk to the merchant’s daughter;
f) take the lute;
e) return to Buttercup.
3: Concerned nurse:
a) talk to the nurse at noon (standing to the right of the main entrance);
b) visit grandma’s house at night;
c) kill Fleder in the basement;
d) return to the nurse at noon.
3-6: * Past:
a) talk to Triss;
b) talk to Thaler at the party;
c) talk to Triss (after the robbery);
d) kill or pardon the werewolf.
3: All the king’s men:
a) talk to Triss;
b) talk to the guard officer;
c) stand up for the intelligence chief, kill Thaler or ignore the situation (available after the banquet);
d) talk to Thaler at NN (rescued), investigate his murder (passed by or killed);
e) talk to de Wett (You killed Thaler) or ask around people (Officers killed Thaler);
e) communicate with Radovid through a television projection;
f) talk to Triss about the magic stone (if you took it from the salamander base);
e) talk to Radovid in person;
g) learn about the intrigues of the princess (you need the quest “Royal Decrees”).
PS completing the quest involves many nuances and requires another quest (like many others :)))).
3: Royal decrees:
a) talk to Radovid;
b) at midnight go to the army warehouse in the merchant quarter;
c) kill the salamanders and the order;
d) kill the traitor or help him save his daughter;
e) find decrees;
f) take the decrees to Triss (asks to come back later) or Radovid (recognizes the fake immediately);
e) go to Triss for an answer (if Triss was carried).
3+: Ogre:
a) visit grandfather;
b) kill or spare the cannibal.
3+: Restless spirit:
a) at noon, talk to the widow near the cemetery;
b) at midnight “sing for the repose” of the spirit;
c) return at noon for the reward.
3+: Extraordinary wine:
a) talk to Conrad in the evening at the “Under the Shaggy Bear” tavern and receive the quest;
b) go to the house for wine;
c) kill 4 gravers in the basement;
d) return in the evening (at night) with wine and pass the quest.
Bonuses, jokes and punishments:
Conversations with townspeople:
Waitress “NN” + conversation (+ money – 100 orens or + red gloves) = anti-hangover recipe (different each time, try again and again).
Eric + 5 bottles of wine = ring with the seal of the house of the night.
A citizen in the merchant quarter near Jan Natalis Square + conversation = book about monsters (the most powerful of the monsters is the witch).
Dwarves at the salamander base in the sewers + live bandits at the entrance to the shelter + conversation = new (or not) formula.
Innkeeper “NN” + 233 orena = information about the password, information about the raid on the bank, Berengar’s things.
Townswoman in a tavern + cow’s milk (+ juice or beer) = info about monsters.
Brick + honey (candy, sugar doll, 50 orens) = information about swamp plants.
Conversation with the Alchemist in the Manufactory, scheme 1-1-1-1-1-2-1-2-3 = Samum and the Secrets of the Southern Masters. You can also get a book of Zerikan alchemy from him in exchange for a piece of red meteorite
PS For those who often turn into “firewood”: if you have had too much to drink and wake up with nothing to drink, then find the person you drank with, they will return everything, to do this, enter into a dialogue with them: drink, play, look at the goods (maybe this is a glitch, but it works ).
PPS I was completely full of conversations with grandmothers and everyone else, there was and is money for books, so… add if you know anything…
Jokes:
Didn’t find out.
Bonuses:
Adda + mini-quest + conversation scheme 1 or 1-2 = Scene XXX.
Aristocrat in white (rubbing around the town hall) + silk scarf + conversation pattern 1-1 = Scene XXX.
Buttercup’s girlfriend + quest + conversation pattern 3-2-1-2-1-1-2-1 = Scene XXX.
Shani + Alvin + good attitude towards Alvin + silver ring with amber = Scene XXX.
Triss + Alvin + strict attitude towards Alvin + silver ring with ruby = Scene XXX.
Official + conversation pattern 3 + gold ring with diamond = Scene XXX.
Vampire + pardon = Scene XXX.
Blue-eyed girl + sapphire = Scene XXX.
Courtesan + perfume (+ ring seal of the house of the night and 300 orens or + 500 orens) = Scene XXX.
PS For more details, see the topic “The Witcher’s Young Ladies”
Punishments:
Punishments in this chapter were not checked (they must be valid here too).
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Remember the formulas of some potions in the 3rd Chapter are not yet known to you (for those who pass 2-N times), and by and large they are not needed.
4. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
5. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you fail to complete some quests at once, you need to combine them with main ones.
6. Don’t be surprised if you have or don’t have some quest stages, described or not described here, it all depends on your progress: you can stretch out the quests, or you can quickly complete them, bypassing a bunch of extra stages. You can also fail them (they are side effects) and not complete them (we lose time and experience)..
7. We learn about the ingredients from books, and we get money for books through poker, quests, although you can ask around NPCs, but we have a lot of money :))).
* – main actions in Chapter 3.
*** – the main quest of the 3rd Chapter.
**** – bonus.
***** – see note, point 7.
+ – a quest that can be completed in 2 Chapters, 2nd and 3rd, no matter which, but only once.
Chapter 4
A description of what happened in the village and on the shore of the Lake, as well as a story about Berengar.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) go to Vizima to deliver the decisive blow.
0(1)-5: * Fist fight:
a) win a fist fight at the Rock (tavern)
b) meet with the Nameless One in a cave near the cemetery in the swamp behind Stara Vyzima.
0-5: * Berengar’s secret:
a) talk to Berengar by the fire;
b) talk to the Lady of the Lake about concerns;
c) talk to Berengar;
d) talk to Berengar in the shallows;
e) understand (letter + book of Thunder + Slime of Dagon + help with Yaved in Chapter 5) or kill Berengar (letter + book of Thunder + Slime of Dagon + witcher’s medallion + 868 orens).
PS Berengar can be killed, but still it’s somehow barbaric, he made his choice, and the witcher code does not allow fighting with each other.
PPS I don’t understand one thing, why do you need money, do you not have enough of your own > 10,000, or what? (If you decide to bang him).
4: Paths of destination:
a) follow Berengar;
b) meet and talk with Berengar at the fire;
c) talk to the Lady of the Lake;
d) talk to Berengar;
e) talk to the Lady of the Lake;
f) accept the gift (after killing Dagon);
e) talk to Berengar in the shallows.
4: *** Alvin:
a) talk to Buttercup;
b) talk to Alina;
c) talk to Alvin at Alina’s house;
d) talk to Julian about Alvin;
e) talk to Buttercup;
f) give Alvin a dimerite amulet on the river bank near the village;
e) talk to Berengar;
g) talk to Alvin (after accepting the gift of the Lady of the Lake);
h) talk to Alvin (when he is a hostage to the elves);
i) talk to Toruviel;
j) talk to Buttercup.
4: *** Circles on the water:
a) talk to the water priest;
b) kneel down;
c) ask the priest about work;
d) talk to the witcher in the crypt;
e) talk to Julian and the water priest (after Alina’s death);
f) kill the water priest Dagon on the altar of Dagon (for the people), bring the cow with the help of nuts and fruits to the altar of the Lady (?) and kill (for the water people);
e) collect the reward (for people and mermen).
+ Neutral (stages):
g) talk to the Lady of the Lake;
h) bring gifts to the Lady from people (alabaster figurine) and watermen (golden bracelet);
i) place the ruby on the altar of Dagon;
j) kill Dagon;
j) talk to the Lady.
PS If you bring the mistress the wrong gifts, run again…
PPS If you can reconcile people and mermen, then the mistress will lift the veil of the past for you and you will receive +1 silver talent.
How to kill Dagon:
a) For those who value the witcher’s silver blade: Igni + Yrden + owl, steel has no effect on Dagon.
b) For the rest: fast silver, you can use Igni.
PS option a) I tried for fun, to preserve the “native” blade (and if it was honestly too bad to run to the tavern and give it to the innkeeper, and then come back again), Igni and Yrden were pumped up to level 2, without magical enhancements of the signs, needed just an eagle owl and that’s it.
PPS Dagon and his retinue caused damage in the region of 50HP, but they had to run while their energy was replenished (40), as a result of 2 bloody silver blades, the time cost was 5-7 minutes.
4: *** In the bright sun:
a) talk to Alina;
b) talk to Adam;
c) go to the tavern and check Alina’s suspicions;
d) talk to Alina;
e) warn Julian about Alvin’s prophecy;
f) look for Alina in the field;
e) come to the raspberry tree during the day (for those who were sent to look at night and those who did not find it);
g) talk to Alina and kill her;
h) talk to Adam;
i) tell Julian about the death of the bride and her sister (if they handed over Adam, they would get a headache);
j) talk to Buttercup;
j) collect mirror fragments on the field;
k) take the fragments to a blacksmith or an elf craftsman and immediately pick up the mirror for 100 orens (the price is the same for both);
l) show the mirror to Alina;
m) talk to Dandelion (you can talk to Berengar, but he will send you to the Lady, and there you will learn that the dead hear only the dead, in general, directly through Dandelion faster);
o) at sunset (until 20:00) meet with Buttercup at the raspberry patch or get rid of Adam (if you betrayed him, if not, then he is in the field not far from the raspberry patch);
p) help Dandelion with the ballad (2-2) or free Adam and run after him to the field (if you handed him over to Julian);
p) talk to Selina and give her the immortelle wreath (if you have one, you can get it from the hermit for his quest, but there will be no reward);
c) talk to Julian.
PS Instead of Buttercup, you can communicate with the Lady, but run far.
PPS If they didn’t surrender Adam, he will live, if they surrendered and went to the Lady, they need to get it off.
4-5: * Armor:
a) talk to Berengar;
b) talk to the elf craftsman;
c) talk to the blacksmith;
d) pick up a fragment of armor from the crypt where they met Berengar.
4: *** Free elves:
a) talk to White Rayla;
b) talk to Buttercup;
c) talk with Toruviel
d) talk with Dandelion and decide for whom to fight next: for the squirrels, for the order, neutral;
e) you can talk to White Rayla (if neutral, this will be of no use);
e) talk to Dandelion and sail to Vizima.
PS So, how is the choice made:
a) the quest of the 2nd Chapter “Intelligence” (optional and can be ignored);
b) the quest of the 3rd Chapter “The Great Robbery” (if you can ignore the quest in the 2nd chapter, then in the 3rd it is no longer possible, here you choose the option of playing for the order or the squirrels);
c) the quest of the 4th Chapter “Free Elves” (if you completed the defining quests of the 2nd and 3rd Chapters, then you will have 3 choices: for the elves, for the order and neutral; if you missed quest 2- th Chapter, then the determining quest will be the 3rd Chapter + neutral, that is: elves and neutral or order and neutral).
PPS If you are neutral, then you can forget about everyone and run to the boat on the shore of the lake because, firstly, these bastards (knights and elves) are being treated for a stay, and secondly, the experience for them is +1. Well, do you need them after that?
4-5: * Taste of revenge:
a) read Berengar’s letter;
b) talk to Buttercup;
c) go to Old Vizima.
4: Daily Bread:
a) talk to Toruviel;
b) go to the baker and buy 5 loaves (don’t be greedy, buy 5, you’ll somehow survive without 5 orens);
c) take the bread to Toruviel (and not worry that there was not enough).
PS Especially, for those who feel sorry for 5 orens: you can spion 4 loaves from the baker’s house + 1 will have to be bought from the baker, so you have 15 orens of fat left… a lot…
4: Hunting the Wild Hunt:
a) talk to the hermit;
b) be sure to take 2 mandrake roots;
c) come to the circle of druids (before 22:00) and put the mandrake (2 times) on the altar;
d) kill 9 ghosts;
e) return to the hermit for a reward;
PS If you didn’t make it before 22:00, then you’ll have to lure out the ghosts so as not to lure out the Hunt.
PPS Especially for those who want to kill the Hunt – it’s impossible, not in this Chapter, according to the script it’s not allowed, you deal zero damage to her, no matter what you try, but she’s real to you :))).
PPPS Although the Hunt shot down by Aard looks pretty nice on the floor, and if it fell on your trap, it’s doubly nice, but it’s of little use.
4: Habit is second nature:
a) talk to Naiad;
b) kill the drowned people on the shore of the lake;
c) kill the drowned people in the shallows (you need to ask the fisherman king for a boat);
d) kill the drowned people on the river bank near the village;
e) kill Zifir;
f) search the corpse;
e) take the necklace to Naiad.
How to kill Zephyr:
a) fast silver, a floater is a floater.
1-5: * Dice game:
a) beat the village leader Tobias Hoffmann;
b) beat Julian;
c) beat the hermit;
d) beat the elf Hireadan;
e) beat the ghost of a sharper (summoned at night in the ruins with the help of a skeleton);
e) beat Buttercup.
PS If you played with Bonfire in Chapter 3, then you only need one sharpie for the “Legend” stage, there are no dialogues with professionals.
PPS The list of all quest players is already in the FAQ.
4: ***** Contract for basilisks:
a) take the contract (bulletin board);
b) bring Julian 3 basilisk skins.
PS Basilisks live on the shallows, at the entrance to the island to the left, there will be 5 basilisks behind the hill.
4: ***** Contract for wyverns:
a) take the contract (bulletin board);
b) bring 3 wyvern eggs to the innkeeper.
4: ***** Contract for yag:
a) take the contract (bulletin board);
b) bring 10 yaga teeth to the witch.
4: ***** Contract for the Alps:
a) take the contract (bulletin board);
b) bring Soltys 5 alp fangs.
4: ***** Contract for scolepondromorph:
a) take the contract (bulletin board);
b) bring the elf craftsman 4 chitinous scolapendramorph shells.
Important: complete before calling the ghost of the sharpie, otherwise they will stop appearing, and to “smoke them out” you will have to kill the ghost of the sharper.
4: Water Priest:
a) kill Taifa;
b) bring the trophy to Soltys.
Killing Taifu:
a) quick silver.
4: Ancient Cemetaurus:
a) kill Ures;
b) bring the trophy to Soltys.
Tactics for killing Ures:
a) stun with Aard and kill;
b) if it doesn’t work out, power silver.
4: Fighting temptation:
a) talk to the blacksmith’s wife;
b) bring 9 handfuls of midday light pollen (= book about herbs);
c) talk to the blacksmith (if you haven’t turned in the quest to his wife and don’t tell her about his request);
d) bring 9 handfuls of shadow yag pollen (= 500 orens or a piece of red meteorite).
4: Minor problems:
a) talk to the mason at the bridge;
b) talk to the healer;
c) go to the crypt in the fields and pick up the cat harness;
d) talk to the healer;
e) place the harness in the house of the brownies;
e) take the four-leaf clover to the mason.
PS points b) and d) are not necessary, for example, when I was in that crypt (playing for the first time) I accidentally came across a temple, took the harness, wandered to the temple and placed the treasured item on it, and when I received the quest I immediately turned it in.
3-6: * Past:
a) talk to Dandelion (about killing people, a diary entry should appear);
b) talk to the Lady of the Lake.
Bonuses:
Conversations with villagers:
Grandmother + food = info
Old kmet + conversation = grinding stone by 20%.
Baker + white honey = sugar doll (but why do you need it, for example, I already had a dozen of them).
PS I was completely overwhelmed with conversations with grandmothers and everyone else, there was and is money for books, so… add more if you know anything…
Jokes:
Didn’t find out.
Bonuses:
Selina + she’s not dead + ring (gold with diamonds) = Scene XXX.
Lady of the Lake + conversation about knights + conversation about the Grail with the hermit + dialogue scheme 2-1 with the Lady = Scene XXX.
Elf + Toruviel’s quest (maybe it’s not needed, but she didn’t communicate with me without it) + food = Scene XXX.
Peasant woman in a tavern + dialogue scheme 1-1 + sugar doll = Scene XXX.
PS For more details, see the topic “The Witcher’s Young Ladies”
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Remember the formulas of some powerful potions are not known to you in the 4th Chapter (for those who pass 2-N times), as for me, in the prologue you learn the formulas of the owl and the swallow and this is enough for the game.
4. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
5. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you fail to complete some quests at once, you need to combine them with main ones.
6. Don’t be surprised if you have or don’t have some quest stages, described or not described here, it all depends on your progress: you can stretch out the quests, or you can quickly complete them, bypassing a bunch of extra stages. You can also fail them (they are side effects) and not complete them (we lose time and experience)..
7. We learn about the ingredients from books, and we get money for books through poker, quests, although you can ask around NPCs, but we have a lot of money :))).
* – main actions in Chapter 4.
*** – main quest of Chapter 4.
**** – bonus.
***** – see note, point 7.
Chapter 5
Description of what happened in the burning Vizima and its environs, the fate of Adda, as well as the death of Yaved.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) return to Vizima and finish off Yaved;
b) go to the Old Manor and kill Azar;
c) go after the head of the Master of the Order of the Flaming Rose, Jacob.
0(1)-5: * Fist Fight:
a) Win a fist fight against Lu (Refugee Cave) twice.
PS To avoid waiting for a long time, exit the location and enter again.
0-5: * Berengar’s secret:
a) Berengar returned to help you ( you let him go ) or his medallion, which you took from the corpse, will help you.
PS I don’t know how the medallion will help you, I haven’t checked, Azar didn’t cause me much trouble even without it ( See how to kill Azar ).
4-5: * A taste of revenge:
a) deal with the salamanders;
b) look for the salamanders’ refuge near the cemetery in the swamps;
c) go to the Old Manor;
d) kill de Wett;
e) move towards the estate;
f) kill Rayla;
g) move on;
g) kill Kashchei;
h) move on;
i) kill Yaved;
j) go to the pier to the boat;
j) go to Vizima.
How to kill a kashchei:
a) Without signs and elixirs: 1 attack of the 5th hit of power silver (I have 689HP left out of 870HP) or 3 attacks of the 4th blow of power silver (88HP left of 870HP, there were 2 blood loss, immunity to blood loss, blindness, knockdown, pain were absent).
b) With elixirs and signs: you can handle it without any problems at all (not interesting).
PS The blade Arondite (a gift from the Lady) was used for the battle .
PPS Remember that the result depends on your leveling, so potions will not interfere with you during the battle.
How to kill Yaved:
a) Berengar is dead after the fight (without signs and elixirs): power steel.
b) Berengar is alive after the battle (blizzard): we drink a blizzard before the battle with 2 knights, kill them with 3-4 volleys of level 4 Igni, watch the video and upon completion instantly attack Yaved (it took 12- out of the 20 minutes of action of the elixir, Berengar is alive, but he does not talk to you, there is no use from this, except for moral satisfaction for the saved life, the entry is not added to the diary… but after his death there is one, it turns out he shouldn’t survive?!).
PS For the battle we used the blade D’yaebl (a gift from Foltest for freeing Adda from the curse), power steel of the 5th level (Yaved the corpse after the 2nd hit (critical hit)).
P.P.S. Remembering Yaved’s words that your witcher things won’t work on him… you assume that he was talking about signs… yes, signs are of little use against him… but elixirs work.
5-6: * Her Highness Striga:
a) talk to Foltest;
b) talk to Velerad, de Vett, Triss;
c) talk to Foltest;
d) go to Old Vizima and look for hints;
e) go to the lonely tower;
f) kill the mutant;
g) go to the cemetery in the swamps;
g) find the striga crypt;.
h) talk to Velerad;
h) spend the night in the striga crypt;
i) kill or disenchant the striga;
j) search the crypt for evidence (take Ostrit’s diary from the sarcophagus);
j) leave the crypt;
k) kill de Wette.
How to kill Striga:
a) power silver, without elixirs (though this needs to be done very quickly);
b) 2 salvos of level 4 Igni enhanced by 100% (boring).
How to disenchant Striga:
a) drink eagle owl based on rubedo, stand at the entrance and use Aard against it.
PS remember, in order to stand in one place you need to:
1. throw the striga far away from you, if it falls in front of you, you will have to run away or throw it away again, the main thing is that the energy allows it;
2. Energy must be restored very quickly, otherwise you will have to run a little while it is restored.
PPS Other options are possible… for more details, see the Witcher FAQ.
5: *** Heavenly Fire:
a) talk to Zoltan;
b) go to Old Vizima;
c) accompany the doctors to the hospital;
d) deal with the pseudo-striga;
e) talk to Shani;
f) kill the attacking squirrels;
e) kill the attacking order;
g) talk to Shani;
h) kill all the corpse eaters on the way to the breach in the wall;
i) lead Shani to the druid cave.
PS . **** Neutral only .
5: *** Escape from the ghetto:
a) talk to Zoltan;
b) go to Old Vizima;
c) gather 2 groups of refugees and escort them to the hospital;
d) deal with the pseudo-striga;
e) talk to Shani;
f) kill the attacking order;
g) help Toruviel;
g) follow Toruviel at the hospital;
h) go storm the barricades or “talk” to Toruviel face to face;
i) storm the barricades;
j) lead the refugees to a cave in the swamps.
PS **** Only Squirrels .
5: *** Purifying Flames:
a) talk to Zoltan;
b) go to Old Vizima;
c) talk to Rayla and win a bet with her (if you want a Scene);
d) deal with the pseudo-striga;
e) talk to Shani;
f) kill the attacking squirrels;
g) help Rayla at the hospital;
g) follow Rayla;
h) go storm the barricades or “talk” with Raila face to face;
i) storm the barricades;
j) move to the cemetery in the swamps.
PS **** Order only .
4-5: * Armor:
a) talk to Triss ( neutral ), Zoltan ( squirrels ), Rayla ( order );
b) talk to Kalkstein ( neutral ), with the dwarf blacksmith ( squirrels ), with the gunsmith ( order );
c) bring everything you need;
d) pick up the armor later.
5: Magic formula:
a) talk to Kalkstein;
b) go to the refugee cave (where Lou is);
c) bring Kalkstein the magic formula of Agnes from Glanville.
PS Neutral only.
5: Dwarven device:
a) talk to the dwarf blacksmith;
b) go to the old mine;
c) bring the dwarven blacksmith a bifunctional recycler of alloys and steel fibers.
PS Only Squirrels.
5: Litany of St. Gregory:
a) talk to the gunsmith;
b) go to the Striga crypt;
c) bring the litany of St. Gregory to the gunsmith.
PS Only the Order.
Traveler’s stones:
Neutral – refugee cave, where Lu: Aard, Igni, Aard.
Belki – old mine: Igni, Igni, Aard.
Order – crypt of the striga: Aard, Aard, Igni.
5: Mud and Velvet:
a) talk to the court lady Antoinette;
b) take 300 orens to cousin Buze (refugee cave, to the right of the cemetery);
c) take 300 orens to cousin Korben (cave of the Druids);
d) take 300 orens to cousin Ramero (refugee cave, behind the cemetery (below on the map));
d) take the receipts to Jean-Pierre.
PS You must know, the quest can only be obtained in the palace!!!
1-5: * Dice game:
a) beat King Foltest.
PS The king only plays once, so to be on the safe side, save the game before you start a dialogue with him.
5: ***** Contract for ghosts:
a) take the contract (bulletin board);
b) bring Kalkstein the 4th handful of death pollen.
5: ***** Contract for Cemetaurs:
a) take the contract (bulletin board);
b) bring 5 cemetaurus jaws to the Desperate Father (near the striga crypt).
5: ***** Contract for leeches:
a) take the contract (bulletin board);
b) bring the blood of 10 leeches to the Supreme Druid (druid camp).
5: ***** Contract for brooks:
a) take the contract (bulletin board);
b) bring Jean Pierre 6 bottles of Bruxa’s blood.
5: ***** Contract for garkains:
a) take the contract (bulletin board);
b) bring 2nd portions of garkain saliva to Kalkstein.
5: Bloodwing:
a) kill Vesper;
b) bring the trophy to the royal hunter (druid camp).
Killing Vesper:
a) power silver, if other garkains interfere, then group silver.
5: Vampiress from the swamps:
a) kill Lilly;
b) bring the trophy to the royal hunter (druid camp).
Tactics for killing Lilly:
a) power silver, but it’s better in a group to kill those who are in the way.
3-6: * Past:
a) talk to Foltest.
3-5: * It won’t hurt:
a) bring him an alp fang;
b) bring him a yaga tooth;
c) bring the fang of the beast;
d) bring Lou’s tooth.
PS The teeth correspond to the quest hierarchy.
PPS Schmartz is in the executioner’s tower. For completing the quest, he will give you a rune sigel, if you need it, then keep it for yourself, if not, sell it.
PPPS In principle, you can take the quest in the 5th Chapter, but you will need to have all or almost all of the teeth ( this is an assumption , I did not try to take the quest in the 5th Chapter, but I assume that it is possible).
Bonuses:
Bonuses:
Rayla + playing for the order + collecting > 20 squirrel tails + conversation = Scene XXX.
Toruviel + playing for the squirrels + rescue from the order + conversation = Scene XXX.
Nurses + neutral + escort to the hospital + absence of Shani (if you chose her) + conversation = Scene XXX.
PS For more details, see the topic “The Witcher’s Young Ladies”
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
4. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you fail to complete some quests at once, you need to combine them with main ones.
5. Don’t be surprised if you have or don’t have some quest stages, described or not described here, it all depends on your progress: you can stretch out the quests, or you can quickly complete them, bypassing a bunch of extra stages. You can also fail them (they are side effects) and not complete them (we lose time and experience)..
6. We learn about the ingredients from books, and we get money for books through poker and quests, although you can ask around NPCs, but we have a lot of money :))).
* – main actions in Chapter 5.
*** – main quest of Chapter 5.
**** – bonus.
***** – see note, point 6.
Epilogue
Description of the ending.
Available quests (seems to be all there is…):
0-6: * Witcher secrets:
a) get to the monastery of the order;
b) overcome all obstacles and climb the mountain;
c) kill the master;
d) take the witcher’s secrets from the master.
6: *** Ashes of Vizima:
a) talk to Triss ( neutral ), Yaevin ( squirrels ), Siegfried ( order );
b) talk to King Foltest;
c) talk to Buttercup;
d) make your way to the monastery of the order;
e) kill the rigger;
f) move further to the monastery;
g) enter the monastery;
g) kill 2 knights;
h) prepare for the battle with the Grand Master;
i) enter the hall;
j) follow the master.
6: *** Frozen reflections:
a) talk to the master;
b) pursue the Grand Master;
c) kill the master;
d) give up the soul of the master or kill the Wild Hunt;
e) take the witcher’s secrets;
f) put an end to the game by talking with Buttercup.
PS While you are climbing on the way, you come across various Persians from the game, they can either help you or attack you: Shani and Triss (the one you chose helps), Abigail (saved – help or not – attack), Rayla (helps if played as the order), Toruviel (helps if you played as the squirrels), Midnighter (helps if you saved Selina), the spirit of Yaevin (attacks if you played as the order), the spirit of Siegfried (attacks if you played as the squirrels), the spirit of Yaevin and Siegfried (attack if you are neutral), Adda (helps if you were saved), Vincent (helps if you were saved and Adda died), de Vette (helps if Vincent and Adda died).
PPS These helpers are of no use to you… in the end you are pumped up so that you can cope without anyone’s help, but that’s how the game is made…
How to kill a rigger:
a) destroy the tentacles with 2-3 flashes of Igni, and when he sticks out, use power silver.
PS Elixirs are not needed.
How to kill a master:
a) power steel without being distracted by the efreet, or group steel if the efreet are in the way.
How to kill the Wild Hunt:
a) power silver, if ghosts appear, then we switch to group, when we finish with them again – power.
3-6: * Past:
a) talk to Buttercup.
PS When you talk to him, an entry will be added to the diary and the quest will be completed, but you won’t see this for several reasons: firstly, this is the end and experience is up to you, and secondly, the game is made very crookedly… for example, when there are dialogues in the game, some entries of quest stages in the diary are not displayed on the screen, and then are overwritten by others… etc. and so on.
Notes:
1. All of the combat techniques described above were used at the third level of the game.
2. The numbers in front of the quest name mean where you get them and where you can turn them in (0 – Prologue, 1-5 – Chapters, 6 – Epilogue).
3. Much of the above is a manifestation of stupidity, suitable for those who want to get more adrenaline from the game…
* – the main actions in the Epilogue.
*** – main quest of the Epilogue.
To summarize:
1. By completing all or almost all quests you can easily get to level 40
. 2. Significance of weapons ( my choice ): steel and silver witcher swords, D’yaebl and Arondite .
3. Signs ( hierarchy of importance for the game ): Igni (main, upgraded to level 4), Aard (main, upgraded to level 4), Yrden (additional, upgraded to level 4), Quen (additional, used as a flashlight in dark rooms, upgraded to level 2), Axiy (not needed, upgraded to level 2).
4. The most necessary elixirs in the game: eagle owl and swallow based on rubedo and negredo:
eagle owl based on rubedo – 8h acceleration of energy recovery + 4h health regeneration;
Nigredo-based eagle owl – 8h acceleration of energy recovery + 4h 20% increase in damage (applies only to weapons);
Swallow based on rubedo – 2h double health regeneration + 2h standard health regeneration;
Nigredo-based Swallow – 2h health regeneration + 4h 20% increase in damage (applies only to weapons).