The Witcher: Walkthrough. The Witcher Guide and Walkthrough

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) (tavern territory surrounded by a high fence), the girl, according to the laws of the genre, gets entangled in her legs and is left to feed the hungry animals.

Afterwards we are shown the excited Shani, she asks to help the poor woman, a small performance is played out, but we are still allowed to wave the sword and shred the barghests ( those 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 wouldn’t have been able to stand it again after hearing 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. We still have nothing to sell him, but we should buy daisies ( one), and so, we learn from him that Katriona does not give life to everyone (h mind, by the way, Geralt’s indirect guilt, in the past, though! the whole world existing in this way is 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 take orders for killing monsters ( Although in the book, in life, the character refuses such actions, but 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, we do the same 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 a collision and 5 gold he becomes almost his best friend and talks about what is 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 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 study 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 adventures for her second 90 ( strange, that's reactive), and I 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 ( good for us on the way, if you suddenly get confused in the heat of battle, open the map, the house of the Reverend is marked there). Along the way we can meet a traveler ( very similar to Travnik, well, he’s like a twin brother), if you talk to him, he will pay you for work once completed ( if you haven’t seen it, it’s usually raining at this time and he can hide from it, don’t worry, he’ll come back more than once).
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 here it’s okay without her), after a little crackling, they let you 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 go home ( this is useful because you can find books for learning). 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.

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, more precisely a detachment of Scoia’tael ( because there is only one Dwarf running around, in theory, but in height he is more similar to Nizushka (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, informing him that we 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 in
Note: you can go through it later, but if you have a torch and a Swallow, it’s 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 do you play in it ( The character had a lot in his life connected with Destination and he knows about it first-hand, but that’s not the 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've arrived 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 the heads of Bagestra; at 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 nowhere, but says that the Reverend 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? He suggests going out and looking into the street, where the crowd intends to burn it ( I don’t know if a potion would have helped her, there is no transformation in this game, but 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 ( look, all of America sells guns and doesn’t consider them a vice)). In addition, he suggests checking this matter ( It’s a strange way, but not refusing 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 massacre, 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, it 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.

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 passing judgment on 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 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:
a) take the bones from a 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: *** Secret Garden:
a) go to Odo and get a task;
b) kill 2 echinopses in the garden;
c) collect the fee.

1: *** Strangers 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:

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 the drowners:
a) take a 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: ***** Barghest Contract:
a) take a 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 per piece).
P.S. 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: Lake Beast:
a) go to the mill at night;
b) kill Nadir;
c) bring the trophy to the Royal Huntsman.

Nadir's killing tactics:
a) we 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: Crypt King:
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.

Killing tactics:
a) in the crypt we drink a swallow;
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/.
P.S. option d) can be equated to Cheat :-))).
P.P.S. with the help of d) the crypt with the owner was cleaned.
P.P.P.S. even the “box” (squeezing from 4 sides) of the ghouls did not have any effect (no signs were used).
P.P.P.P.S. I really liked it... When you look at a black screen and see only the names of enemies, swings of the sword, and “running away” hit points...
P.P.P.P.P.S. Although there was a place to get a torch (in almost any house) and there was a “cat” (the elixir was unknown;), it was in a bag and therefore was not used in Chapter 1...).

1-2: * Doubtful matter:
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 inflict a single blow on you).
P.S. Don't be afraid, even if he managed to hit you with a series of blows (3x24-35RZ), he will die if you use Aard too hard (yes, you can also knock the ghost down... nonsense...).
Your reward 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 drowning people
Granny + white seagull = ring of eternal flame
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 by the fence on the way to the cave + robbery = tulips
Peasant woman + tulips = Scene XXX.
Rita + quest + wine = Scene XXX.
Abigail + conversation = Scene XXX.

P.S.

Punishments:

Accidentally kill the city guard and you're screwed... Soon a bounty hunter will appear and offer you to die or ransom your life...

If this happened...
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:

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...


* - main actions in Chapter 1.
** - another option has never been tested.
*** - main quest of Chapter 1.
**** - bonus.

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 with 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).
P.S. Paragraph e)not required, you will find out everything yourself in Chapter 3.

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 a quest from Kalkstein or from a 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: *** Sentry:
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 racks 3 times (it 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 sephiroth on the corresponding obelisks.

Where are the Sephiroth:
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: *** Grave Digger's Gratitude:
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) conduct 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.
P.S.You don’t have to use elixirs, since this is the last moment of Chapter 2, you should be pretty well pumped up, if not, then there are signs...

1-5: * Dice:
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:

b) bring Kalkstein 3 algul bone marrows.

2: ***** Contract for Echinops:
a) take a contract (bulletin board);
b) bring 3 echinops rhizomes to the gardener.

2: ***** Contract for floaters:
a) take a 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 a 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: Beast 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 cell, do not spend the resulting “cat”, it will not be of any use to you for what. If you didn't do as described in the note above, remember you have Aard and Igni.

2: Bloodthirsty Plant:
a) we 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 we 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.
P.S.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 Grave:
a) talk to Mogila (don’t put pressure on him and trust him);

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.

P.S.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 grandma:
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.
P.S.every time, even after an unsuccessful visit to the house, the options change, try again if it didn’t work out the first time.
P.P.S.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 fisstech);
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: Finder Takes All:
a) talk to the Dodger and get the quest (he hangs out 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).
P.S.In the crypt, you can brutally beat up grivers and ghouls with a torch, only one 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 Marina:
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: 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.
P.S.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: Exploration:
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.
P.S.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 :))).
P.P.P.S.So, how the choice is 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).

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 grandpa;
b) kill or spare the cannibal.

2+: Restless Spirit:
a) at noon talk to the widow at 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 + fulfilling 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 which you can safely come to Shani, bypassing the grandmother).
P.S.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) .
P.P.S.

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.

P.S.For more details, see the topic “The Witcher’s Young Ladies”

Punishments:

The penalties were not tested in this chapter (they must apply 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 can’t complete some quests at once, you need to combine them with the 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 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).
P.S. 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 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) take the professor’s letter from the queen kikimora 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.
P.S. I tried it for fun, it worked!!!

3: ***Lock and key:

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.
P.S. You can kill the salamanders without the help of Vaska, the 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.
P.S. 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.
P.S. It’s 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 Leeuvaarden (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.
P.S. Password - "Spikes" , you can find out from the innkeeper “NN” for 233 orens.
P.P.S. 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: *** Vizima 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 a professor:
a) fast steel, ignoring 2 kikimor warriors or group steel against everyone.

How to kill a 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.
P.S. for me, the best and fastest way, especially good for those who find Chapter 3 in their throats (even after 10 replays...)

3: ***The Great Heist:
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 to 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).
P.S. This quest affects the assistant in the fight against the salamanders in their lair, in Chapter 3.
P.P.S. So, how the choice is made:


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:
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).
P.S. You can play with a fire when you beat 4 pros + there must be a visitor in the gambling den.
P.P.S. Bonfire is a sharpie, having beaten him you move ahead to the “sharp” stage.

3: ***** Contract for archispore:
a) take a contract (bulletin board);
b) bring Yuzu 3 bottles of archespore mucus.

3: ***** Contract for cockatrices:
a) take a contract (bulletin board);
b) bring 5 cockatrice feathers to the scribe in the town hall.
Important: Complete before the quest “Harvest Time”.
P.S. cockatrices in a cave in the swamps.
P.P.S. 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 a contract (bulletin board);
b) bring 3 fryver fangs to Velerad (lower floor of the guardhouse in the merchant quarter).

3: ***** Contract for kikimora:
a) take a 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 a contract (bulletin board);
b) bring Velerad the blood of 12 ghouls (the lower floor of the guardhouse in the merchant quarter).

3: ***** Wyvern Contract:
a) take a contract (bulletin board);
b) bring 3 portions of wyvern meat to the innkeeper of “New Narakort”.

3: Predatory Wyvern:
a) kill Moa;

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.

Voref killing tactics:
a) group steel until you kill all the wolves, then power steel.
P.S. 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) 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.
P.S. It’s 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) talk to the desperate merchant at the dam;
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 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.
P.S.
P.P.S. 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.
P.P.P.S. 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”).
P.S. 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 grandpa;
b) kill or spare the cannibal.

3+: Restless Spirit:
a) at noon talk to the widow at 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 city residents:

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.
A townswoman in a tavern + cow's milk (+ juice or beer) = information about monsters.
Brick + honey (candy, sugar doll, 50 orens) = information about swamp plants.
Conversation with the Alchemist in the Manufactory, diagram 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

P.S. 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) .
P.P.S. I was completely full of conversations with grandmothers and everyone else, there was and is money for books, so... add it 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.

P.S. For more details, see the topic “The Witcher’s Young Ladies”

Punishments:

The penalties were not tested in this chapter (they must apply 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.

5. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you can’t complete some quests at once, you need to combine them with the 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 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) will go to Vizima to deliver a 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).
P.S. Berengar can be killed, but still it is somehow barbaric, he made his choice, and the witcher code does not allow fighting with each other.
P.P.S. 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.
P.S. If you bring the wrong gifts to the mistress, run again...
P.P.S. 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 + eagle owl, steel has no effect on Dagon.
b) For the rest: fast silver, you can use Igni.
P.S. option A) I tried it for fun, to preserve the “native” blade (and if honestly it was a bummer 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 for the signs, you only need an owl and that’s it .
P.P.S. 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 blood-borne silver blades, the time cost was 5-7 minutes.

4: *** In 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.
P.S. Instead of Dandelion, you can communicate with the Lady, but run far away.
P.P.S. If they didn’t surrender Adam, he will live; if they surrendered him and went to the Lady, he needs 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 Bela Rayla;
b) talk to Buttercup;
c) talk to Toruviel
d) talk to 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.
P.S. So, how the choice is 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).
P.P.S. 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).
P.S. 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: Hunt 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;
P.S. 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.
P.P.S. 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 :))).
P.P.P.S. 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:
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.
P.S. If you played with Bonfire in Chapter 3, then you only need one sharpie for the “Legend” stage; there are no dialogues with professionals.
P.P.S. A list of all quest players is already in the FAQ.

4: ***** Contract for basilisks:
a) take a contract (bulletin board);
b) bring Julian 3 basilisk skins.
P.S. Basilisks live on the shallows, at the entrance to the island to the left, there will be 5 basilisks behind the hill.

4: ***** Wyvern Contract:
a) take a contract (bulletin board);
b) bring 3 wyvern eggs to the innkeeper.

4: ***** Contract for yag:
a) take a contract (bulletin board);
b) bring 10 yaga teeth to the witch.

4: ***** Contract for the Alps:
a) take a contract (bulletin board);
b) bring Soltys 5 alp fangs.

4: ***** Contract for scolepondromorph:
a) take a 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) fast 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.
P.S. points b) And G) 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 Buttercup (about killing people, a diary entry should appear);
b) talk to the Lady of the Lake.

Bonuses:

Conversations with villagers:
Grandma + food = info
Old Kmet + conversation = 20% grinding stone.
Baker + white honey = sugar doll (but why do you need it, for example, I already had a dozen of them).
P.S. I was completely full of conversations with grandmothers and everyone else, there was and is money for books, so... add it if you know anything...

Jokes:
Didn't find out.

Bonuses:
Selina + she didn't die + 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.
P.S. 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 can’t complete some quests at once, you need to combine them with the 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 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.
P.S. To avoid waiting for a long time, exit the location and enter again.

0-5: * Berengar's Secret:
a) Berengar has returned to help you ( you let him go ) or his medallion, which you took from the corpse, will help you.
P.S. 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: * Taste of Revenge:
a) deal with 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 5th hit of power silver (I had 689HP left from 870HP) or 3 attacks of 4th hit of power silver (88HP left of 870HP, had 2 bleeds, immunities to bleed, blind, knockdown, pain were absent).
b) With elixirs and signs: you can handle it without any problems at all (not interesting).
P.S. Arondite(gift of the Lady).
P.P.S. Remember that the result depends on your leveling, so potions will not interfere with you during battle.

How to kill Yaved:
A) Berengar is dead after the battle (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 (everything took 12 of the 20 minutes of action of the elixir, Berengar is alive, but he doesn’t 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, so it turns out he shouldn’t survive?!).
P.S. A blade was used for battle D'yaebl(a gift from Foltest for freeing Adda from the curse), power steel level 5 (Yaved a 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 owl based on rubedo, stand at the entrance and use Aard against her.
P.S. remember, to stand in one place you need:
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. the energy must be restored very quickly, otherwise you will have to run a little while it is restored.
P.P.S. Other options are possible... for more details, see the Witcher FAQ.

5: *** Heavenly Fire:
a) talk to Zoltan;

c) accompany the doctors to the hospital;

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.
P.S.. **** 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.
P.S. **** 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.
P.S. **** Only Order.

4-5: * Armor:
a) talk to Triss ( neutral), with Zoltan ( squirrels), with Rayla ( order);
b) talk to Kalkstein ( neutral), with a dwarf blacksmith ( squirrels), with a 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.
P.S. Neutral only.

5: Dwarven device:
a) talk to the dwarven blacksmith;
b) go to the old mine;
c) bring the dwarven blacksmith a bifunctional recycler of alloys and steel fibers.
P.S. 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.
P.S. Only the Order.

Traveler's stones:
Neutral – refugee cave, where Lu: Aard, Igni, Aard.
Squirrels – old mine: Igni, Igni, Aard.
Order – strigi crypt: 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.
P.S. You must know, the quest can only be obtained in the palace!!!

1-5: * Dice:
a) beat King Foltest.
P.S. 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 a contract (bulletin board);
b) bring Kalkstein the 4th handful of death pollen.

5: ***** Contract for Cemetaurs:
a) take a contract (bulletin board);
b) bring 5 cemetaurus jaws to the Desperate Father (near the striga crypt).

5: ***** Leech Contract:
a) take a contract (bulletin board);
b) bring the blood of 10 leeches to the Supreme Druid (druid camp).

5: ***** Brooks Contract:
a) take a contract (bulletin board);
b) bring Jean Pierre 6 bottles of Bruxa’s blood.

5: ***** Contract for Garkains:
a) take a contract (bulletin board);
b) bring 2nd portions of garkain saliva to Kalkstein.

5: Bloodwing:
a) kill Vesper;

Killing Vesper:
a) power silver, if other garkains interfere, then group silver.

5: Vampiress of 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 to have a group one, so that you can also put down 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.
P.S. The teeth correspond to the hierarchy of the quest.
P.P.S. Schmarz is located 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.
P.P.P.S. In principle, you can take the quest in Chapter 5, but you will need to have all or almost all of the teeth ( This assumption , I didn’t try to take the quest in Chapter 5, but I assume it’s 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.
P.S. 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).

4. To progress through the main quests, you occasionally need to do side quests, so don’t be surprised if you can’t complete some quests at once, you need to combine them with the 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 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), with 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.
P.S. 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 you played for 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 saved), Vincent (helps if you saved and Adda died), de Vette (helps if Vincent and Adda died).
P.P.S. 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) we destroy the tentacles with 2-3 flashes of Igni, and when it sticks out, we use power silver.
P.S. 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 silver, when we finish with them again – power silver.

3-6: * Past:
a) talk to Buttercup.
P.S. When you talk to him, a diary entry will be added 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 they 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...
* - main actions in the Epilogue.
*** - main quest of the Epilogue.

To sum it up:

1. Carrying out all or almost all quests you can easily reach 40 -th level.
2. The importance of weapons (My choice ): steel and silver witcher swords, D’yaebl and Arondite.
3. Signs (hierarchy of significance for the game ): Igni (main, upgraded to level 4), Aard (main, upgraded to level 4), Yrden (additional, upgraded to level 4), Quen (extra, used as a flashlight in dark rooms, upgraded up to level 2), Aksiy (not needed, upgraded to level 2).
4.The most necessary elixirs in the game: owl and swallow based on rubedo and negredo:
Owl based on rubedo– 8h acceleration of energy recovery + 4h health regeneration;
Nigredo based 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;
Swallow based on nigredo– 2h health regeneration + 4h 20% increase in damage (applies only to weapons).

About People and Monsters

Spoiler

The Witcher arrived in Temeria and stopped in the Outskirts. At this time, the woman and child are walking towards the tavern, when suddenly the boy notices “evil dogs.” They run as fast as they can to the tavern courtyard, but only the boy manages to get there alive, and the gates surrounding the courtyard are closed by the guards. After short discussions with the local residents, the guards open the gate so that Geralt tries to save the woman, however, it was already a little too late. In this moment barghests, ghost dogs, run into the yard, where they safely die at the hands of the White Wolf.
Once the fight is over, boy Alvin, fleeing from the ghosts, soars into the air and glows, speaking in a strange voice the ancient prediction of Itlina, the Elven prophetess. All this happens in front of Geralt's old friend, the healer. Shani , who will look after the child for a while, hoping that one of the locals will take care of him. Soon the Witcher meets with the Reverend, who is an extremely respected person in the village. The people of the Outskirts are clearly suffering from the attacks of the barghests, but the Reverend wants to get rid of them, and Geralt needs to get into the city, the gates of which are closed for quarantine, and the priest just has one pass . The Witcher's task is clear: he must put an end to the ghost dogs, led by one particularly strong spirit, whom the locals nicknamed Beast . The monk believes that if you light the five chapels of the Eternal Flame at night, the ghosts will go away . Despite the fact that this will not bring much benefit, the Witcher has no choice: he circles the roads connecting the tavern and the village and lights all the candles (every time the player lights a fire, barghests appear ). Convinced that the candles will not bring any benefit, the Reverend will send the White Wolf to the witch Abigail with the thoughts that she is to blame for all the troubles of the village. Arriving at her, Geralt discovers that she has sheltered Alvin, which is very opportune, because the boy turns out to be a strong “source”. Abigail offers to make Alvin tea from the petals of the needle myrtle and sends the Witcher to get them. You can look for these herbs yourself in the vicinity of the village, having learned about them from a nameless old woman in exchange for food or by purchasing the corresponding book from the herbalist in the inn, or you can buy them. After drinking tea, Alvin explains that it was the villagers who summoned the Beast through their atrocities. Having told everything to the Reverend, Geralt, during the quest “The Tail of the Salamander,” finds himself in the Salamander’s hideout, where he organizes a clean-up and breaks through a passage to another grotto, where Abigail is holed up, against whom the entire village is up in arms. She tries to convince the Witcher that she is not guilty of anything (even though she knew about all the atrocities). Coming out of the cave, the Witcher has to choose: whether to protect Abigail or leave her to be torn to pieces by the crowd. Next comes a duel with the Beast. First get rid of the barghests guarding him, and then start attacking him. Once the battle is over, it makes sense to examine the monster's corpse. There you can find the ingredient Soul of the Ghost Dog and make the appropriate potion from it.

First option: if the White Wolf saved the witch, she will help him in battle. Once the battle is over, the villagers will try to kill Geralt and fail miserably. In this case, the pass can be obtained from the corpse of the Reverend. Abigail will also appear in the fourth chapter as a healer in the village of Darkwater, and in the frozen wastes in the epilogue to give Geralt some potions.

Second option: if you allow the villagers to carry out the “judgment,” they will help the monster hunter destroy the Beast, and after the battle the Reverend will give the pass. (although if your conscience bothers you, you can kill him). In this version, in the fourth chapter, the healer will be a simple old woman. Abigail will appear in the epilogue, in the frozen wasteland, but this meeting will no longer be particularly friendly.
Now the Witcher will be able to get into the city, albeit a little differently than he probably expected.


Salamander Tail

Spoiler

After fighting the barghests at the very beginning of the chapter, Geralt can talk with his old friend Shani, who will tell him about the Salamanders and the Reverend. Geralt decides to find the bandits, but there's a problem: he doesn't have any leads. The only one who can tell anything about them is the Reverend, who will not so easily say that he knows about the Salamanders. The Witcher will have to earn the trust of the villagers before the priest tells him anything. Having fulfilled the instructions of the local residents, the Witcher receives information from the Reverend about where to look for “fire lizards” and how to open the door to their lair. Geralt has to go to the tavern to get the key, but bandits are already in full control there. The only living person besides them in the tavern was Shani, whom they threatened. The White Wolf, like a true gentleman, saved the girl and killed all the Salamanders, while taking possession of the key. Now the Witcher faces one single task: enter the Salamanders’ base, kill everyone there and go down to the caves where their true base is located, again killing the bandits. (in general, you can get into the lair without a key, but it will not be possible to open the hatch leading to the cave) In the cave, Geralt discovers children, among whom was Alvin, sent by the Reverend to an abandoned house (now the Wolf knows what the Reverend is really like in fact). Having received a pass from the Reverend, the Witcher returns to the tavern, takes Shani and together they go to the gate, where the guard Mikula allows the Witcher into the city, but he is suddenly arrested.

Witcher Secrets

Spoiler

The Witcher found a man with the sign of the Salamander in the Outskirts of Vizima and must earn the trust of the locals so that they tell what they know about the Salamanders. After some time, the Witcher wins the favor of the residents of the Outskirts, from whom he learns the location of the bandits’ base, as well as about the money they collect from the villagers. Having penetrated the Salamanders' base, Geralt spoke with their leader, who, as it turned out, was only a pawn. I also learned about a man named Azar Yaved, about the kidnappings of children from the Outskirts, among whom was Alvin, and about where to look for the Salamanders; he mentioned that the bandits were talking about transporting everything to Vizima. Having finished his business in the Outskirts, Geralt followed the trail of the Salamanders to the city.

Wanderers in the Night

Spoiler

The Reverend will not say anything to the Witcher until he earns the trust of local influential people. One of them is the merchant Haren Brogg. His house is located next to the river, as are his goods, only the latter are regularly attacked by drowners. For 200 orens, the Witcher agreed to get rid of the monsters. It would seem so complicated? Several drowners appear, and it is not difficult to deal with them. However, squirrels suddenly arrive, demanding that the goods be given to them.
First Option: Geralt can give them the goods for 200 orens. In this case, you will have to reap the fruits of your labor in the second chapter. As soon as the Witcher talks to Detective Raymond, the Inhumans will find and kill Brick. Also in this scenario, the dwarf blacksmith will trade with Geralt in the second chapter.
Second option: kill them all. Dealing with them is not that difficult. It's much more complicated with the consequences. First, the dwarven blacksmith in Chapter 2 will not trade with the Witcher until the White Wolf does something to change his opinion of him. Secondly, Golan Vivaldi will be sent to prison while completing the Mysterious Tower quest. You will have to pull it out, paying 200 gold for it. Also, if you kill the squirrels, Haren can be asked about Zoltan's friend.


Dubious Case

Spoiler

The Witcher helped Haren Brogg with the drowners, but now the merchant has one more.... dubious rear. Geralt is given a package of suspicious content, which must be delivered to Brick. Since the White Wolf is not allowed into the city yet, this stage of the quest in this chapter ends


Forgotten Memories

Spoiler

The Witcher needs to earn the trust of influential villagers in order for the Reverend to tell him anything about the Salamanders. Geralt's path led him to the guard Mikula, guarding the gate farthest from the city on the bridge. The latter asks him to cleanse the tomb and gives him the key to it. Cleaning up is not difficult: just a few ghouls, but before killing the corpse eaters, you should read a book about them in order to collect the blood needed by one Alchemist. There is also a circle of elements where you can study the Igni sign. At the exit from the tomb there will be a corpse of a woman and a bottle of poison lying around. Having killed all the “dead creatures,” the White Wolf returns to Mikula, but sees a strange picture in front of him: the alchemist Kalkstein and the Salamanders. Then there are two options for the development of events, not much different from each other.
First option: if the Witcher helped Triss in the prologue, then only Salamanders will appear on the bridge.
Second option: if the Witcher helped Vesemir, then several Salamanders and a mutant dog in armor will be waiting for him.
Having dealt with the bandits, the Witcher can talk with Kalkstein and then inform Mikula about his success and about the corpse of the poisoned woman. The guard mistakes the dead woman for his "beloved" Ilse, blaming the Witch Abigail for poisoning her. This ends the quest.


Secret Garden

Spoiler

The Witcher needs information about the Salamanders that the Reverend has, but he will not say anything until Geralt gains the trust of influential residents of the Outskirts. One of the influential people is Odo, a pathetic and greedy drunkard. His problem is simple: echinopses lived in Odo’s garden, ate pests, then grew up and began to pose a danger. The task is easy, but Odo is not very generous when it comes to payment. Having “bargained and agreed” on a hundred orens, the Witcher leaves Odo’s house, drunk beyond belief, which makes the destruction of the “weeds” a little problematic. Usually the Echinps can be killed with a strong style, but in this state, the White Wolf is better off switching to a fast one. Even after the Witcher has done everything in good faith, Odo will try to push through 80 orens instead of 100. But Geralt, intimidating the drunkard, takes his honestly earned 100 orens.

Heavy Legacy of the Past

Spoiler

In a tavern in the Outskirts, the Witcher meets the merchant Leeuvaarden, “from those same Leeuvaardens.” He and his friend were looking for a secret route into the city in a cave, which was rumored to be used by smugglers. However, the latter has not appeared for a long time, which makes Leeuvaarden think about the bad, so he asks the Witcher to find his missing friend or bury his remains with dignity. The cave is located to the left of the gate closest to the village. There will be no secret passage inside the grotto, but there will be a bunch of echinops. They are of no value to the Witcher: the remains of Leeuvaarden’s dead friend are inside the archespore. Having received the bones, Geralt must bury them properly. You can ask the Reverend for the key to the chapel, but he will give it only after lighting the Eternal Flame in five chapels. Having buried the remains in the dilapidated sarcophagus of the chapel, the King of the Wild Hunt appears before the Witcher. A dialogue ensues, as a result of which the King will either summon the ghost of Leo or leave. By telling him that there is no purpose, the Wolf will make the ghost go away, by saying something else, Geralt will have to fight the ghost of Leo (ghost grease will help against him), from which a good piece of a red meteorite falls out. As soon as the matter with the carrion is completed, you can return to Leeuvaarden, however, if he has already left the tavern and gone to the city, then it does not matter, because the Witcher will be able to receive his reward in the second chapter.


Wanted

Spoiler

There is a notice board outside the tavern with a warrant for the Professor's arrest on it. The quest doesn't play a role anymore in this chapter.


Berengar's Secret

Spoiler

Arriving in the Outskirts, the Witcher learns about the Beast, a monster that terrorizes the surrounding area. Berengar took up the task of destroying the monster, but, according to locals, escaped. He later learns that Berengar was captured by the Salamanders, but managed to escape. And his trail led to Vizima.


Fist fight

Spoiler

Fat Fred. A potential opponent for the Witcher. You can find him in a tavern in the Outskirts. You can fight him by laying out 25 orens, and for victory you are offered a choice of Zerrikan Vodka, a piece of bread and a leg of lamb, or a gold diamond ring. Or just take 100 orens.

Not an Early Bird

Spoiler

Rita Shapochka, a waitress at the Suburbs tavern, leaves her place of work every day at 20:00, and already at 20:15 you can find that she is surrounded by several unpleasant “gentlemen”. Dealing with them is a piece of cake. But not everything is so simple, because the lady also needs to be escorted home, to her grandmother (if you ask her to go herself, she will die). The house is located southwest of the chapel. You can get there the short way or the long way. The short one involves meeting scripted barghests, while the long way (across the bank) of the river is safe if it all happens before 21:00, otherwise you can meet the drowners. Having brought her home, Geralt can invite her to meet, but since Riding Hood does not want to “shock” her grandmother, she insists on meeting at the old mill. Rita will bring food, and the Witcher will have to get wine (any average alcohol will do). The quest will end in the old mill. If the White Wolf is too lazy for this, then at the very beginning, when meeting with the “gentlemen,” you can simply leave.


Racists

In the CIS countries also known as The Witcher. The main character is the witcher Geralt. The answer to the question of what it is, as well as a bunch of other questions that will certainly arise during the game, can be found in the seven volumes of the Geralt of Rivia series by the Polish writer Andrzej Sapkowski. He also helped the CD Projekt development team from Poland in the process of creating the game. Whether their game turned out well or not, I don’t think you’re asking yourself that question. Since you are here, it means you have questions about the passage. So you are playing. This material will help you complete the main storyline and quests that are inextricably linked with it.

So here we go.

Prologue

Kaer Morhen:

An introductory video in which we are shown a “film adaptation” of the first chapter of the very first book about Geralt. We start a new game, watch a video on the game engine. Geralt strangely loses consciousness in a fight with some enemy. He is found and taken to the castle of Kaer Morhen - the oldest abode of the Witchers. Here, in time immemorial, capable young people were trained, striving to take the path of protecting civilians from all evil spirits. Now there is devastation here, the walls of the castle are gaping with cracks and holes left after the attack of civilians on the castle in order to exterminate the tribe of witchers. Everything is covered with the dust of time and the moss of melancholy.

Having woken up, there follows a short conversation and a video in which we are shown how the castle is attacked by bandits led by the evil magician Savolla. In the prologue, the plot plot is successfully connected with the tutorial. You should not neglect the tips; they will not tell you anything unnecessary; on the contrary, they will give explanations regarding the original game moments that are unique to The Witcher. Pick up the sword. After several hints, chop the bandits into cabbage. The Witcher has introduced a rather original system of protection against “jamming” the enemy (we all remember the third part of the Gothic game - this will not happen here). Its essence lies in the fact that you need to click on the enemy with the left mouse button in time to turn on the second series of attacks. Only five episodes. At the initial stage, the skill is not pumped up and there is only one series, repeated five times.

Run upstairs with everyone. In addition to the frail bandits who pose no danger to a trained witcher, Savolla brought with him a chimera - a creature created by magic. The chimera lands the castle gates, and the company of defenders decides to split up. Leo, Triss, Vesemir, Lambert and Eskel will hold off the enemy, and you must make your way to the gate mechanism to the upper courtyard and open it. Let's go. We get explanations about sword styles. At first, it may seem like there is only one fighting style you can use against a given opponent. In fact, this is not the case; you can often use either one, the question is which one is more effective.

Having reached the gate, we open it. Triss collapses the arch and blocks the attackers' path. There is a conversation going on. Everyone runs upstairs. There, the Chimera and Savolla burst into us through the castle wall. Another conversation, during which the company is again divided. Let's go downstairs with Leo. There our path is blocked by a magical barrier on one side and a collapse on the other. We go back along the corridor, go to the stones, learn the Aard sign. Witchers' signs are a kind of mini-magic. Mostly in the game I used Aard and Igni, the rest don’t need to be downloaded.

Having learned the sign, we destroy the barrier, go into the yard, call Triss. Let's go back. While we are fighting with Savolla, Triss runs down and fights with the Professor and his companion. Having defeated Savolla we go down. Triss lost the fight. We go down, there is a video.

After everything, we go to meditate by the fire and learn skills. A couple of tips for pumping.

As I already said, signs other than Aard and Igni are not worth downloading. Yes, and them in the last place. Igni can be useful in battle, I upgraded it to a full 2 ​​levels. Aard will be required to pass, a basic level is enough for this. But it can also be used in battle.

From the rest you need to download everything and a little. The only thing I didn’t take were the skills that work if Geralt has less than 15% HP. As a rule, this 15% quickly turns into 0, and no skill can save you here. Also, the last fighting style you should download is the group style. When will there be extra bronze skills?

NB! After distributing the skills, you can set the meditation time. To start the latter, you need to click on the hourglass.

Having finished with the leveling, we go talk to everyone about everything. It turns out that witchers pay for their unique abilities with infertility. This causes certain moral inconvenience to Geralt (for more details, see the Geralt of Rivia book series). However, this also frees him from certain sexual shackles, which Geralt will not fail to take advantage of later in the plot. (And also in the series of books about Geralt)

Then we walk around the castle and empty all the chests, simultaneously cutting out the lost bandits. Having finished cleaning and collecting all the ingredients, go to the fire, sit down, select the alchemy tab and click Elixir for Triss. Having prepared the elixir, we talk to everyone again and go upstairs to Triss’s tower. She drinks the elixir and invites Geralt to test the strength of the bed. We agree...

Having put ourselves in order, we go downstairs, choose the line “everything is ready” in a conversation with Vesemir and watch the funeral. The team splits up, we go to the glorious city with the Slavic name Vizima, with which very, very much in Geralt’s life is connected (see book series)

NB! Regarding herbalism, collecting ingredients and preparing elixirs. The basis for the elixir is an alcoholic drink. If the description does not include the words "high quality" or "very high quality", then this base is suitable for ingredients with a maximum of three elements. A “high quality” base is suitable for drinks with four, and a “very high quality” base is suitable for five ingredients.

You can collect herbs and body parts from monsters you kill only with the herbalism skill and the corresponding entry in the bestiary, respectively.

Chapter first

Let's watch the video. When control is transferred into our hands, the guards open the gates. We beat the dogs (attention, do not touch the guards, otherwise you will have to kill everyone), watch the video, talk with Shani (pay attention to this character, she will be with you throughout almost the entire game), examine the remains, take three contracts on the notice board. We go into the tavern and talk with everyone. You can leave extra things with the innkeeper. For example, I carried with me only elixirs and weapons, the rest was unloaded to the innkeeper. Right there in the tavern we fight with fists and receive the corresponding quest.

We leave the tavern and go to the Reverend (on the map at the top left). He agrees to exchange information about the salamanders for a small favor. We go around the entire village and light up the chapels. If you do this at night, then we chop down the barghests and collect the skulls - you need it for the quest. Having finished, we go back to the Reverend.

We receive the task to talk with the witch Abigail. We go to her house, guided by the map. She, in turn, gives the task to bring five petals of needle myrtle. Many myrtle bushes are located to the right and below the witch's house, if you look at the map. We collect, we bring, we give. The witch asks to take a walk. We go back to the Reverend, he says that we need to gain the favor of three prominent residents of the suburb. First of all, we go to the guard Mikula (upper right corner of the map). He asks to clear the crypt of ghouls. The crypt is next to the myrtle bushes, that is, the lower right corner of the map. In the crypt we select a bottle of poison, examine the body and take out the evil spirits. We report to Mikula about the completion of the task. He will be upset about the girl, we remind him about the money. Right there, on the bridge, we explain to a bunch of salamanders who’s boss. The Alchemist will now sell items at a discount.

Next in line, whose favor must be won, is Odo. He asks to pull out three weeds in the yard. Having completed the task, it is better to meditate until midnight, and then go to the fishing village. There we slaughter the population of drowners (for the quest) and go to Haren’s house. He gives the task, again - to slaughter the drowners. We go out and meet the Scoiatael. We let him pick up the goods.

We tell Haren that the task is completed. Here, in the fishing village, we meet Zoltan, an old acquaintance (known to us from a series of books). He teaches us how to play dice.

Poker with dice:

It is an ordinary poker, but instead of cards there are dice and there is no bluffing. Classic combinations (presented in ascending order of seniority):

Pair - two identical dice;

Two pairs - no comment;

Set - three identical;

Full House - pair and set;

Small straight - dice in increasing order from 1 to 5;

Big straight - the same as small straight, but from 2 to 6;

Four of a kind - four identical dice;

Poker - five identical dice.

Another quest appears - poker. We go around Mikula, Odo and Haren. We win against everyone (don’t forget to use the save-load combination to protect yourself from bankruptcy).

During your nightly wanderings, a waitress will meet you and ask you to accompany you to your grandmother’s house. We accompany you, simultaneously protecting you from barghests. In gratitude, she will invite you to the hay…. That is, to the mill, exactly at sunset the next day. You should have a glass of good wine (white or red) with you.

A couple of new characters have appeared in the tavern. Among them is a certain Leeuvaarden. He gives a quest that is extremely useful. We go across the bridge to the Vizima gate, before reaching it we turn left, there is a cave. In the cave there are plants (I recommend using elixirs), and the remains of Leeuvaarden’s friend. We go to the Reverend, ask about the funeral, he points to the crypt under the chapel. Let's go there. Video clip…

We tell the Reverend that the quest has been completed, the respected residents of the suburb have approved our candidacy. He gives us another task (how many can be???) to kill the Beast. We go to the witch, listen to the boy. We return to the Reverend.

He sends us to the tavern. “Everyone died there,” and not without your help. We take the key from the dead innkeeper (don’t worry, your things left for storage will be available from the innkeeper in Vyzima). We look at the abandoned house on the map and go there. At the entrance there is a guard from a gang of Salamanders. There are also several people in the house. Having cleared the area, we go down to the basement. There are still a few bandits there, and children, including Alvin. We go through the cave, break through the blockage with the Aard sign, and meet Abigail. She asks for protection from the maddened Selyuks. And he offers himself as payment. It’s a sin to refuse, so when we’re done, we go to the surface. In the conversation we choose Abigail's side. Long video. The Beast appears. Here the tactics are as follows: we drink the Swallow and immediately bring down the Beast with a forceful style, without being distracted by the dogs. Once the Beast dies, they will disappear. Then we pacify the Reverend’s restless gang. We select a pass from his body. We say goodbye to Abigail, or rather, we say goodbye to her. Let's go to the tavern. Shani joins us. We stomp to the old mill, there is a gate. Mikula, it turns out, set us up. We end up in jail.

NB! When passing the Beast, one could have done differently. First, you could refuse to have sex with a witch. This changes absolutely nothing, so it’s better not to refuse. Secondly, by taking the side of the Reverend, we will be deprived of seeing the witch in the future, but it will be a little easier for us to fight the Beast. Everyone will die in the fight except the Reverend, who will give us a pass.

Chapter two

It is unclear for what sins we were thrown into a stinking prison cell. We talk to the elf and play dice. Next, we are given the opportunity to atone for our guilt by working in the sewers under the prison. The goal is to kill the cockatrice. Well, then God himself ordered Geralt to take up this matter. The Witcher after all. However, the right to defeat the tailed miracle still needs to be earned. To do this, we knock on the big guy’s head, get a sword from the jailer Yuz, and go down, having previously noted that they bought the sword from a certain Thaler.

In the sewers we meet the knight of the Order of the Flaming Rose, Siegfried. At first he seems like a nice guy, but appearances are very deceptive. The Order of the Flaming Rose is a reformed Order of the White Rose from the original book, after reading which it becomes clear that these fanatics are up to their ears.

Siegfried shares his impressions and tells a lot of useful things, including about the ingredients extracted from cockatrices. After which he offers to hunt together, to which he receives a polite refusal. They say that witchers always work alone, the code does not dictate, etc. (see the series of books - the original source). Let's go hunt the cockatrice separately. Putting him down is not a problem, you just need to remember that this creature attacks from behind. We lay the cockatrice on the damp ground, talk with Siegfried, and go to the exit.

This is the Temple Quarter. You can wander around and explore the area. In any case, following the map, we return to the casemate, receive a reward for the cockatrice - freedom, and the opportunity to take back our confiscated goods.

Rights have been restored, property has been returned, now you can figure out what’s what in the temple quarter, find the innocent and punish those not involved.

Let's go to the detective. Let's talk. On the way out we meet the hated professor, he leaves, we deal with his pack. We go to Kalkstein, take on the quest about the magician’s tower in the swamps. Let's learn useful information about Berengar. We go to Vivaldi (see series of books), buy both books. We go to Thaler and talk about silver swords and in general. Next, we go to the cemetery doors, talk with the undertaker and (if it is daytime) with a townswoman asking to calm the ghost of her husband. We go to the Tavern “Curly Bear”, on the way there we talk with mother Carmen, take on the quest to protect her girls. We play dice with her.

In the tavern we go to the bartender, look at our belongings left with the bartender in the suburbs. Everything is in place. We meet our friend Zoltan, play dice, take quests from him, fist fight with local champions, talk with the Player about the silver sword. Let's learn about the gardener.

We play poker with the Player. After talking with Zoltan, you can go to Vivaldi and report that he is above suspicion. In return, he will tell us about the mysterious sorcerer who was with the professor - Yavede.

After nightfall we go out fishing. Groups of assassins are roaming around the city. We explain to them that they need to sleep at night. We look on the map at the places where hooligans harass Carmen’s girls. Let's go there and figure it out. The hooligans have a narcotic substance with them - fisstech. We collect. The spirit of a townswoman's husband flies at the cemetery gates. We calm you down forever.

We go to Carmen for a reward (I took it in money), then to the “Kudlaty Mishka”. There, at sunset, the Messenger appears, we talk with him and drink heavily. He says something about Leeuvaarden on the pier.

Next we go to the jailer Yuzu. We give away fistech. Having sniffed (or whatever they do with him), he will tell you about the wounded salamander who is being kept in the hospital. A gardener hangs out near the entrance to the hospital. We talk with him about the silver sword. We play dice. At the entrance to the hospital we bribe the soldier. At the hospital we bribe the soldiers guarding the wounded, they ask us to come at night. Let's go to Shani, she's somewhere nearby. We give her five branches of the Swallow plant.

Let's go to the dam. We bribe the guards at the gate. We talk with Leeuvaarden. We take on a quest about vile creatures on the swamp pier at night. We sell him 3 salamander tokens, we get as many as 600 orens. With the ferryman we cross to the swamps.

Upon arrival, we look around. We see Grandfather and Jean Pierre. We take the quest from Jean Pierre. We invite grandfather to follow us. We go through the clay quarry, kill the drowners who settled there, further along the path we come across an archespore. It’s difficult to kill, but it’s possible, we use signs and cocktails. We select a trophy. At the temple, Grandfather will go his way, and we return to the village of brick makers. We talk with Elder Vaska, she will tell you something about Berengar in gratitude. We while away the time until nightfall, mow down the drowned people at the pier, get into the boat, and go to the city.

In the city we wait for the day, we receive a reward for liberating the pier from Leeuvaarden, we take the head of the archespore to Vincent, and 10 tongues of floaters to Siegfried.

Having saved up money in this way, look within your means - the dwarven blacksmiths (the blacksmiths of the order also) have a jacket for 5k. Expensive, but what can you do, you have to take it.

It's also time to talk about the weapon upgrade system. There are ointments that give damage against a specific enemy for several hours. There are sharpeners (diamond dust will appear a little later) - they increase the overall damage for several hours. There are pieces of meteorite ore. Three stones can be used to forge a new sword. I recommend waiting and collecting three red stones (you won't have to wait long until the next chapter starts). Blue pieces can be sold. The forging system itself is a little illogical: the forging interface is identical to the trade one, but the blacksmith’s inventory contains what can be forged at the moment, based on the available pieces of the meteorite. Once you buy a sword, three pieces of ore will disappear from your inventory, but the old sword will remain.

But we digress. Let's go to Kalkstein. He talks about 10 stones - sephiroth. They must be collected and placed in special obelisks, then magic will open the door to the magician’s tower in the swamp. The location of the stones is written in the book in the inventory. You might have already received a few pieces for completing quests.

We go to Vivaldi, meet Zoltan there, talk about the silver sword, then go to the pier and buy one of the sephiroths from Leuvaarden for 500 orens.

We go to the detective, we deal with the ambush, he says that a member of the Salamander gang has died and now it is necessary to conduct an autopsy. Shani can conduct the autopsy. In addition, you need to talk with Mogila, Leeuvaarden and Thaler again. Leeuvaarden talks about the secret order, and Thaler, who has given us some drink, gives us a book.

One day, at exactly noon, you can come to the cemetery and talk with the townswoman who gave the task to calm the ghost of her husband. She wants to deceive you and not pay for the work. We intimidate her with a remark something about public opinion and about her in the company of a witcher.

We wait until nightfall and go to Shani’s house. There's a nasty old woman there, it's hard to defeat her the first time, you need several attempts, because... every time she throws out a new trick. It is better to save in front of the door to the house. We talk with Shani about the autopsy, she asks to read the books.

Books can be bought from antique dealers. The gravedigger, in exchange for a bottle of swill from the “Kudlaty Mishka”, will bring the Salamander’s corpse to the hospital by midnight.

By midnight we appear at the hospital, talk with Shani, and learn interesting details.

NB! There is a statue of Melitele in the temple. By bringing fruit as a gift to the goddess, you will receive a sephiroth.

We go to the detective to report the results of the autopsy. He behaves strangely (pay attention to the witcher's medallion!) and asks for a little time to think. We go to Shani, she gives the task to prepare everything for the party. We buy cherry liqueur not far from Shani’s house, and in the tavern we buy more Vodka. We go on the way to the detective. He gives the task to liquidate the Grave. The detective is clearly not who he says he is, so we won’t follow his lead. We leave the house and immediately go in, saying that Mogila has been liquidated. The last step to victory, according to the detective, is to eliminate Kalkstein. We need to lure him to the magician’s tower in the swamps, which he is so eager to reach, and kill him there. We agree. We receive another sephiroth from the false detective.

Now we need to invite someone else of our choice to Shani’s party. Zoltan is the best candidate, because he and Dandelion are Geralt's closest friends (see book series), although he does not remember this.

We head back to the swamps. We go to the cave to the west of the pier, there we get the sephiroth and learn the magic sign. Further along the swamp along the path there will be a lumber camp. There we receive a task to collect two-arrow flowers. The place will be marked for us on the map.

To the north there is a Druid camp. We learn another sign there and stare at a completely naked dryad with her upper two octaves beautifully swaying. During the quest about the lost boy that Vaska gives us, you can lay this dryad on the damp ground for a short time. The main thing is to save before the conversation, because the correct option is one of three, and the dialogue about “this” will only happen once. (the correct answer is “sex releases a lot of energy, which helps you concentrate”). The elf in the druid camp gives us a letter and asks us to take it to Vivaldi.

Collect 10 wolf skins and two-arrow flowers. We take the skins to Jean at the pier and the flowers to the ferryman. We take the money to the lumberjack. (although it probably shouldn’t be considered).

We look at Grandfather as we accompanied him to the Melitele Temple. Grandfather turns out to be difficult, and not even golden, but an ogre. We kick grandpa. And so there are plenty of creatures, there wasn’t enough cannibalism. We visit Vaska, she gives her a Tarot card. From the Melitele temple we teleport directly to Kalkstein, tell us about the map, he explains to us how to “wake up” the golem. We immediately charge him with conspiring with the salamanders. He is offended and does not want to talk to us.

Now it's time to finally hold the long-awaited party at Shani's. We get drunk, the next evening we go to Shani again and get a night of love.

We go to the blacksmiths in the nonhuman quarter. We buy a lightning rod for a negligible amount. We cross again to the swamps with the ferryman, insert the lightning rod into the golem’s head, go to the druid, pay the tanga (500 coins), we get a thunderstorm and a golem. Before the battle, just in case, we drink a swallow. Fighting with him is long and tedious, he has a lot of HP, walks slowly, swings for a long time, but if he reaches it, it won’t seem like much. From it, in the end, the sephiroth (last) falls out. We push the remaining sephiroth over the stones in the swamp and teleport to Kalkstein. He will rejoice at the good news and make us happy with a thousand orens. Be sure to go to the “Kudlaty Bear” and leave only elixirs and weapons, the rest we give to the innkeeper.

We go to the swamps, near the druid camp we meet Siegfried’s detachment, we help him defeat the squirrels, in return we receive important information about Berengar. It turns out that he is alive, but we have already mentally buried him.

Let's go to the tower. There is a detective there, he offers to go into the tower and take the things we need while he keeps watch at the door, looking out for Kalkstein. There is a lot, a lot of goodness inside the tower, we take everything with us and drink elixirs (Swallow, Blizzard and Thunder). We save and exit. Here, I think, everyone has already guessed who is hiding under the guise of a detective. A fight with Yaved and the Professor, it is necessary to remove half of the RN to either of them, after which we are put to sleep and both jump into the portal, and Triss Merigold saves us. We are already really missing her... for her, in general.

NB! Alternative branch of passage. You can go to the gravedigger and get to the cemetery by paying Thaler the debt for the gravedigger. The corpse of a real detective lies in the crypt, after which Geralt decides to beat the one who is trying to beat him. Then everything goes according to plan. We don’t kill the grave, and we don’t perform an autopsy with Shani.

Chapter Three

Triss teleports us to her house in the Merchant Quarter, previously inaccessible to us. Long conversation, exchange of news and sex to prevent relationships. At the end, Triss recalls the party organized by Leeuvaarden at the New Naracoort tavern. You need to show up by six o'clock in the evening, in full dress.

We go to the tavern, Dandelion is there. Let's drink to the meeting with him. We drink until his tongue loosens and he says that he cannot return the harp from one girl with whom he... with whom he taught music. And he has to perform today. We go to the merchant's house. We hit dad in the face and go upstairs. There, the daughter offers to take the harp in exchange for certain services. We agree. We take the harp obtained in this way to Buttercup. Patrick is also sitting in the tavern. He asks to find his sister, who was bitten by a vampire, and reports his sister’s signs - blue eyes. You need to wait a while with this quest.

Before it's time to go to a dinner party, we go to the gunsmith and make an upgrade to our taste. By this point you should already have enough meteorite stones and money.

After waiting for six o'clock, we go to the tavern and go up to the second floor. There are a lot of quest NPCs there, we talk to everyone. Adda asks you to guess, make and bring her favorite dish. We have Thaler from the spy shop, we go to him, he tells us about the dish in exchange for a favor. We go into the next room, rip everything out of the drawers, and an overly curious comrade appears. We say that we are looking for a drink, he agrees and offers to drink together. We hand him a bottle of soldier’s moonshine, he says that he doesn’t like it and leaves. And thank God. We take the letter to Thaler, then we turn to Triss, she makes us a dish. We bring the dish to the princess and retire to the next room. Leeuvaarden, after negotiations with Triss, invites you to do some work for him. As a merchant, the current state of affairs is unprofitable for him. He wants to eliminate salamanders and is ready to sponsor it. Naturally, we agree. He gives us the necessary instructions.

There is still knight Erkin left. He has a vow of silence. Well, we'll check that now. We stock up on strong alcohol and play “who can outdrink who.” After the fourth bottle, the knight miraculously loosens his tongue; after a short conversation, he gives us a ring with the seal of the house of the Queen of the Night. Let's go there. There we present the ring to the blue-eyed girl and... well, it’s clear. This pleasure costs 300 orens. We go to the tavern and tell Patrick that his sister is in the house of the Queen of the Night. He asks to save her from the vampire witchcraft, “because of which she is there,” and not of her own free will.

We stomp back to the brothel. We speak with the owner of the establishment, showing the ring to the thug at the entrance. The owner of the brothel admits that it was she who bit the girl with blue eyes, but there is no spell - the girl is there of her own free will. We take your word for it. For which we get three vampires at once. Let's indulge in pleasures (note, this is already the fifth time in a game day! Well, Geralt, well, a male...)

Patrick appears with his retinue, accusing us of “assisting a crime and in general...”. We send him to his forefathers. We collect clothes. Sineglazka thanks us.

Coming out into the fresh air, we see Thaler trying to arrest de Vette. We listen to the arguments of both sides, Thaler argues very reasonably, but de Wette, on the contrary, just fusses and shows off. We take Thaler's side. In gratitude, he tells us that strange things will happen in the kingdom. The king is temporarily absent, and someone is persistently trying to take his place. We buy information from the tavernkeeper - the password “Spike” to the salamander’s hideout.

On the notice board near the tavern, we take advertisements for the destruction of evil spirits. At the market square we buy books about this very evil spirit. We put the first sensor right next to it (Triss’s quest). We go to the temple quarter. On the way to the tavern, we place a sensor near the entrance to the sewer, and in Conrad's tavern we take the quest about wine and a haunted house. Let's go to that house. We collect wine. However, Konrad drank everything away and has nothing to pay him with. We keep the wine for ourselves. We go to the jailer Yuzu. He asks to trace the drug Fisstech, which is now actively being sold by a certain Kosar. You can find him at the “Under the Shaggy Bear” tavern. We come, we tell him that he’s about to get punched in the teeth, he runs away, we go after him. There we calmly, without witnesses, give him a “stitch” and take away the recommendation.

We go down into the sewer. The passage can be broken through with Aard; salamander guards stand behind it and carry out face control. We show the paper, say the password “Spike”, and go inside. There we find the chief's office and take out the papers. The salamanders are surprised by your impudence and rush at you with their knives. Well, okay, let's train the group style of the steel sword, and then rummage through the resulting pile of corpses. We go to the exit, clearing the area. At the exit, Yuz and company will help you, Yuz thanks you, but demands that you complete the work to the end, since there are still some gaps left at the other end of the sewer. Let's go there and finish it off. We collect our gear and go to finish off Yuzu. The quest is completed.

We go to the cemetery, install the third sensor.

We go to Triss, she says that the sensors point to Alvin. She demands that the boy be brought to her. We go to the hospital where Shani works. She is outraged by Triss's behavior and believes that the boy should stay with her. She can take care of him better than a witch. We go to the hospital, there we meet Buttercup, he says that the boy was kidnapped and that he saw where he was taken. We follow him, cut out the bandits, tell Buttercup who to take the boy to and cut out the remnants of the bandits.

The choice is yours. Whoever you give the boy to will sleep with you, and she will continue to fight on your side. There is no fundamental difference, as I understand it. Both will require you to bring a ring as a sign of your feelings. If you choose one of them, the other will naturally send you far.

Having given the boy to Triss (for example), we receive gratitude in kind. After which Zoltan and Dandelion appear and demand you to go drinking. We go with them and get drunk until a pig squeals.

However, work doesn't wait. We teleport from Triss's house to the swamps. There we casually cut out the bandit camp near the tower. We go to Elder Vaska, she says that the bandits have driven many brickmakers into drug slavery. We go through the swamp and free them (near the tower, near the clearing, as well as near and inside the cave). Then we go to Vska, she thanks. We teleport and go to Leuvaarden (he is in the “new Narakort”). We give back the papers received in battles with the salamanders. He asks for some time to think. Let's go complete all the additional quests for now, and don't forget about poker with dice and fist fights.

In any case, the next time we come to the tavern, we discover an ambush and kill everyone. Leeuvaarden gives the next task - to find the commander of the guards. We find the Commander, he makes an appointment at midnight in the sewer. At midnight we go down to the settling tank, then, using an extension ladder, we find ourselves in that part of the Merchant Quarter, which was located behind the passages blocked off by guards.

Let's go to the salamanders' refuge. “I’ll cut, I’ll beat, I’ll drive you anyway”... That is, we’ll still have to collect clothes from corpses. Then we talk through the teleport mirror, as Triss did at the beginning of the chapter. We go down to the basement and repeat the operation to clear the area of ​​bandits and valuables. We go outside and see a werewolf. A werewolf, who turns out to be the already familiar guard Vincent. Let's let him go. Through his den we get into the sewer and from there again into the merchant quarter.

Leeuvaarden's next task is to find people who will help fight the salamanders. We go to Triss, she directs us to the doik on the map. Radovit turns out to be in the house. He refuses to help us. We go to Velerad (the guard room, the door opposite the New Naracoort tavern. The result is similar. Siegfried remains. He gives us the task of dealing with the disappearance of people in the cemetery. We go there, we meet the talking ghoul Vetal, in exchange for his life he gives information about Scoiatael. We go to them, choose to save people, go down to the crypt and cleanly cut out everything there (except for the people themselves, of course). We go to report to Siegfried. He respects our choice very much. A boy immediately runs up and calls us to the merchant quarter, there terrorists seized the bank.

Without us, it seems, nothing can happen, not even a banal storming of a building and rescuing hostages. We go to the town hall, find out the details from Velerad and Siegfried, we get to the bank through the town hall, there we negotiate with the squirrels. It turns out that in this way they want to return the bank to its rightful owner - the dwarf Vivaldi. An original way, to say the least. We help you get out through underground passages, eliminating obstacles in the form of kikimoras of all stripes and colors. We receive gratitude, recognition from non-humans, as well as an oath to help in the fight against the salamanders.

We go to Triss, she directs us to negotiate with Leuvaarden and Yaevinn in the same tavern “New Narakort”. There is another ambush there, which the already familiar werewolf Vincent will help us deal with. Let's go upstairs. During the negotiations, people in uniform appear and with formal expressions on their faces ask to see documents. Out of harm's way, Triss decides to teleport Yaevinn and me directly to the Salamanders' lair.

Finally, the final showdown, finally someone can seriously hit someone on the arrogant professor's cap.

There, the first thing we do is clear some room for maneuver, after which Yaevinn sends us to the teleport. We activate the teleport, elf reinforcements appear and at the same time the protective field of Yaved and the Professor is turned off. We talk with Yaved. He tries to escape, we catch up and still talk. He runs away again. We switch to the Professor and beat him. The queen who appears finishes off the kikimora, then grabs the Professor’s corpse and buries herself in the damp ground.

As soon as you approach the place where she is buried, she will appear again (apparently, she has already eaten the Professor) and will chase you. We run away, not letting her get closer to us. As an option, we fight, but we must fight without performing a complete series of blows, and after the first technique, immediately recoil. However, there is another option to get rid of the annoying critter. We make our way into the large hall and, as soon as she enters, we knock down one of the wooden columns with Aard. The vault falls and kills the mother of all kikimoras. To death.

We take the trophy ingredients and run to the exit, but that was not the case. Adda appears with his henchmen. It turns out that in Foltest's absence, Adda became bored and decided to shift the jokes for the sake of the king. Triss teleports Geralt anywhere, but away from this company. The curtain on the third chapter...

Chapter Four

In an unknown kingdom, an unknown state - on the shore. We talk with the girl, find out our current coordinates. Nearby is a naiad. We talk and get the quest for the necklace. We also talk with the leader at the water altar and find out details about Berengar.

Then we go to the fisherman, take a boat, sail to the sandbank, there we kill a group of drowned people and talk with the Lady of the lake. If you have read the book before and know how to skin a basilisk, then kill it - later there will be a contract for the skin of a basilisk.

We get into the boat and sail back. We meet the second group of drowners, we act in the same way as with the first.

We are waiting for the morning. Near the cave we talk with Tiruvel, take the quest about bread. We go towards the village. We see a river, there’s cancer in the river... uh... that’s not it! We see a crypt, in it there is Berengar (we finally met!) and a bunch of small things like alps, etc.. we beat everyone, go out into the fresh air and talk with Berengar. We undertake to help reconcile people and mermen.

Let's go to the village. At the entrance we meet the omnipresent Dandelion, he chatters a lot, and eventually calls us to the tavern. There we talk, play dice, and also talk with Julian. When leaving the tavern, do not forget to clean the notice board. We go to the blacksmith, ask about the armor, sell the teeth of the Alps to Hoffmann, and meet Alvin in Alina’s house. Then we go to the baker, take out his stash in the form of 4 loaves of bread from the cabinet, and buy the fifth for money. We go to the tavern, there we see Selina and talk. For a ring with a “brulik”, she agrees to anything, including you-know-what. We talk with Buttercup, he gives the necklace and tells us to take it to Alvin. We go to where we saw him last - at Alina's. She says that he is somewhere in the area of ​​​​the old ruins. We go there, we see that the ghost of the player has taken Alvin hostage. We win Alvin's dice (after saving), give him Triss's necklace.

We go back to the tavern and talk with Julian again. He says that his beloved Alina has not returned from the field. We go to the fields, we see the ghost of Alina, who after death turned into a midday woman. We kill again.

On the way back, we see how Adam kills Selina, who killed her sister, Alina, out of jealousy towards Julian (it’s a mess, just like some kind of Santa Barbara. Now, of course, we have to sort it all out). We report to Julian the state of affairs. He asks to remove the spell from both sisters. On this occasion, Dandelion advises collecting Alina’s broken mirror piece by piece.

Having waited until nightfall, we go to the river bank, kill the last group of drowners and their leader, Zephyr. We go to the naiad, give the necklace. After talking with the girl right away, we learn that the priest of the watermen is right there. We go to the altar, talk with the priest, he demands to sacrifice the medal-winning cow.

Let's go back to the village. We go to the fields, go from fragment to fragment, and destroy the midday Alin. We pick up pieces of the mirror from their corpses. Along the way, we go to the hermit and take the quest to kill ghosts. Near the hut from the mound we understand the mandrake root, light the Druid candle, and wait for the night. The ghosts appear in groups of three, they are quite strong, use poultices for the blade and stuff. Having finished this difficult work, we go and report to the hermit about the completion of the task. Reward of your choice.

We go to the tavern, where Dandelion offers to write a letter to Triss, we write, then we go to the river bank - the letter must be sent with the fisherman. On the way there we talk with Berengar, then with the fisherman, then we go to the elves and give them 5 loaves of bread, then we talk with Berengar again.

We go to the village to the blacksmith. We pay 100 coins and after some time we take the whole mirror. Let's go to the fields. We talk with Alina. Also, according to the Soltys contract, it is necessary to kill the cementaur in the crypt and the priest Teyu, which is in the fields. For both together we get 1600 orens.

We go to the tavern and ask Buttercup to compose a ballad, which can be used to detain Alina until the evening, so that she can meet and talk with Selina. We meet in the evening near the raspberry field. Dandelion didn’t prepare anything, but decided to make do impromptu, let’s help him. Alina waits for Selina to appear, after which the quest is considered completed. We go to Juliana and report.

There was still a quest left for the lady of the lake - she asked to reconcile people and fish-men. We bring her a statue from the people and a gold bracelet from the fish people. She gives us stones to summon Dagon. We go to the altar and call on Dagon. You can kill him only by destroying the minions he summons. After the battle, the Lady of the Lake rewards us with a pontoon silver sword.

On the shore near the boat we meet Berengar and are surprised to learn that it was he who helped plan the attack on Kaer Morhen Yaveda, and that later experiments with witcher alchemy were carried out on him. Contrary to logic, we let him go - we will still need him. Before leaving, he gives us a letter.

On the way to the village we see a detachment of knights of the order led by White Raila. We are told that the Scoiataels, fleeing the pursuit of the knights, captured the village and took the inhabitants hostage. Let's go to negotiations. Buttercup is already here. We talk to him, then we go to look for Tiruvel. We find him, promise to help him hide, then we go back to Buttercup, but at that moment the squirrels are attacked by knights. A very ungentlemanly act, for which they pay with their lives, not without our help.

We have nothing else to do here, we go to the river, together with Buttercup we get into the boat and sail to Vizima.

NB! Alternative option: We do not help the squirrels in the fight against the knights. Alvina Tiruvel will release her at our first request.

Or, if you previously adhered to the order’s policy and killed the squirrels in the jar instead of helping them, then you will not have a chance to save the squirrels. Only a neutral option or helping the order.

Upon arrival at the Vizima dam, we talk with Zoltan and Vincent. We promise to Zoltan to transport the women from Old Vizima to the hospital to Shani. We enter the gates of Old Vizima.

Chapter Five

NB! Continuation of the so-called neutral passage option. It is implied that we did not interfere in the battle between the squirrels and the order at the end of the last chapter.

The fifth chapter begins at the moment when we click on the gate of Old Vizima. First, we will be shown a video in which the Witcher and King Foltest walk through the burning old Vizima. Then we find ourselves in the Kololevsky palace, Foltest tells how things are in the kingdom. He gives the task to talk with de Wett, Velerad and Triss Merigold. After talking with them, we return to the king and receive the quest to completely destroy the group of salamanders (once again).

Also in the throne room there is an opportunity to receive a quest for a money transfer for three cousins.

Now it's time to go to Old Vizima. Near the entrance we see two nurses who need to be escorted to the Melitele Hospital. We lead, protecting them from the chaos that is happening on the streets.

Having reached the hospital, we talk with Shani. At this moment, squirrels and knights burst into the hospital. We put everyone down. A guard comes and reports that they saw Adda near the tower, who has again become a striga.

Let's go there. We see something incomprehensible there, but I’m clearly not cutting it. We are sending to the forefathers. Kalkstein, who appeared immediately, joyfully hides the heavy corpse in his laboratory - a valuable scientific exhibit, you see. As he goes, he will tell you that it is possible to assemble the Raven Armor, while listing the necessary components. In addition, he will give useful instructions on how to combat striga.

Now we go to the swamps. Evil plants grow there in huge numbers - perhaps the most unloved opponents. Yakov, the Grand Master of all the Flaming Roses of the Order, will help us weed out the weeds. We go to the crypt to Adda. There are two ways - run from her all night (specifically: from midnight until the moment when the candles on the sarcophagus go out), then she will turn into a princess again. Or it’s trivial to fail it, for which we will get the strigi heart - a useful alchemical ingredient. Your choice affects the ending - Adda will either marry Radomir, or, if you killed her, she, naturally, will not marry anyone.

For a disenchanted princess you will get a useless witcher's sword. For a change, I preferred to shred it into cabbage - we already disenchanted it once, you can see how it ended.

NB! Don't forget to pick up and read the diary from the sarcophagus. Also, before continuing the salamanders quest, you need to deliver money to three cousins ​​(if, of course, you took the quest in the throne room). They hide in caves - in the druid's cave, and in two refugee caves. In one of them we meet an old man, a former boxing champion, and we punch him in the teeth. There is a traveler's stone next to it. It is necessary to influence him with signs in a certain combination. Aard, Igni, Aard - and the passage is open, behind it is a new part of the cave. There from the sarcophagus we take the scroll necessary for making the Raven Armor. Now we go to the raven's crypt. There are scrolls and a piece of armor there.

We say goodbye to such “favorite” landscapes of the swamps and return to Old Vizima. At the break in the wall we hand over receipts from three cousins, get the Raven Armor from Kalkstein and go to the old estate.

Old manor

First we meet de Wett. He says that it was with his light hand that Adda turned into a striga. We explain to him with fire and sword that he was fundamentally wrong.

We make our way through hordes of enemies. We meet Triss, she will cover the rear. We enter the very lair of Yaved. Here you need to drink white honey to clear the toxicity indicator. Then we drink swallow and owl. And we’re preparing another eagle owl for later. There are many enemies, we beat them all, after which Kashchei appears. We wave. If the owl's action has ended, we renew it. We extract valuable ingredients from Kashchei’s carcass. Next are a few more small enemies, after which we will find ourselves in Yaved’s laboratory. Here Berengar, whom we, at one time, released on good terms, will help us. Don't worry too much about his fate. He can be killed, this does not affect the further passage in any way.

After Yaved's death, we talk with the Supreme Master of the order through the teleporter at the corner. It turns out that he is in league with a gang of salamanders. There is another battle ahead.

But that's a little later. Together with Triss we return to Vizima.

Epilogue

Vizima, Temple Quarter

We talk with Foltest and Radomir. We tell the whole truth about the Salamanders, Adda, we talk about the Master in general and about the order in particular. The last step is to destroy the Master.

We go through the basements, since it is impossible to walk along the streets. We find ourselves in the sewer where the rigger has settled. (what a creature. For details, see the series of books about the Witcher Geralt). We hit the tentacles with the sign of fire, chop off the head with a sword, and as a result we get a valuable ingredient.

We go to the surface, put down a bunch of mutants, and enter the abode of the Order. We get the key from the guards and go to the Master’s chambers.

He gives us hallucinations. We go up the slope, destroying small monsters, having reached the top, we are left alone with the Master. Naturally, we finely chop it with a sword. The Wild Hunt appears, we deal with it in the same way.

Final video...

NB! There are a number of significant differences when passing for the order. It begins, as already written, with the fact that in the 4th chapter we help a detachment of knights under the command of White Raina defeat the squirrels. In the 5th chapter we meet her and compete in the speed of extermination of squirrels. Later, only squirrels, without knights, will burst into the hospital during a dialogue with Shani. We destroy. Instead of Kalkstein, we learn about the raven's armor from the order's blacksmith.

White Raina is surrounded near a hole in the wall. We go there, don’t have time to save, we go to the swamps.

In the cave where the former boxing champion stands, there will be a different sequence of signs for the traveler's stone: Aard, Aard, Igni. In the battle with Yaved in the old estate, Siegfried will accompany us instead of Triss.

And accordingly, at the end we get another final video. End.

A detailed walkthrough of one of the most popular role-playing games of 2007, The Witcher, developed by the Polish studio CD Projekt RED based on the famous series of novels from the talented writer Andrzej Sapkowski.

Kaer Morhen

The first mission in the game The Witcher combines the learning process quite well and gives an initial introduction to the world and its main characters. While introducing players to the basics of control, the game simultaneously demonstrates the beginning of the main plot.

At the very beginning we find ourselves in the witcher castle Kaer Morhen. Some time later, after the main character - Geralt - comes to his senses, the castle is attacked by crowds of villains led by a sorcerer named Savolla. In addition to his henchmen, he brings the monster Chimera, the dangerous assassin Professor and some powerful magician. Before entering into battle, we first take the sword from the simulator, and only then we go to chop down enemies, while at the same time getting used to the controls. Finding the right direction in the game is not difficult, you just need to navigate the map. In general, the path, after a bunch of defeated robbers, leads us to the basement. There we learn our first magic sign, Aard, with which we clear the rubble and get out. Having gone a little further, we come across the sorcerer Savolla, we kill him without any problems, combining blows with a sword with the Aard sign. We go further and find Triss, who, after meeting with a powerful magician, is lying wounded and almost unconscious on the floor. At the request of the sweet sorceress, we run further to defend the laboratory. But we don’t have time, the Professor kills the inexperienced witcher Leo and, together with the magician, hides in the portal.

After everything that happened, we go upstairs to Lambert. He, of course, is sad, but says that we need to worry about the living. Triss still hasn't come to her senses and needs a special potion. Following Lambert's tip, we wander around the fortress and collect the necessary ingredients, at the same time killing the remaining robbers. To get the last ingredients, we go to the main hall. There we speak first with Lambert, and then with Vesemir. He shows us how to collect rare and valuable ingredients from animal corpses. With new knowledge, we go to the chimera, which lies in the courtyard on the right, and pull out everything we can from it. We return to the experienced witcher Vesemir, then we approach the fire and meditate, while simultaneously preparing the necessary potion. Don't forget to distribute the talents you receive.

After meditation, we go upstairs to Triss. We give her the elixir and after a short dialogue, we put her back on the bed. The night's entertainment is over, and we need to return to Vesemir. Each witcher and Triss decide to go in different directions to avenge the death of their friend and find the stolen mutagens. Our hero chooses the South.

Before continuing through The Witcher and moving on to the narrative of the first chapter, it’s worth saying a few words about the ingredients obtained from various creatures. The fact is that Geralt cannot just get them. First, he must learn how to do this by reading from books or learning it from other characters.

Chapter 1

Vizima area

After a short video, we see a girl and a little boy behind the gate, running away from strange creatures. Being heroes, we save them from the glowing dogs. We collect everything we can from the remains and head to the monk. At the end of a small and not very pleasant conversation, he asks us to light the lights in five chapels located throughout the surrounding area of ​​the settlement. This should drive away the evil creatures, and in return the Reverend will tell you something about the Salamander people who attacked Kaer Morhen. At night, dots appear on the map indicating chapels. We just set up the candles, fighting off the evil dogs along the way, and go back. It is important to visit all five chapels before dawn.

Returning to the monk, he again sends us on a mission. This time you need to visit a local witch named Abigail. In turn, she asks the witcher to bring her five petals of needle myrtle to cure Alvin (the boy we saved earlier at the gate).

It’s good if you have already upgraded Herbalism to this point, with which you can collect the petals yourself. If not, it’s okay, because the necessary ingredients for the potion can be purchased from your local herbalist for only forty-five coins. Next to the tavern on the board, don’t forget to take several contracts for drowners, ghouls and barghests, and of course, take a warrant for the capture of the Professor. We go back to the witch, give back the purchased or collected petals. While she prepares the healing elixir, we can go on other quests.

After another visit to the Reverend, we receive a task, which consists of gaining the trust of three different characters and receiving money from them. First we go to Odo. As soon as we show him the ring that the Reverend gave him, he asks us to rid his yard of terrible weeds. We deal with living plants using a strong fighting style, go back to Odo and take the money.

Let's go now to Mikula. He asks the hero to go to the crypt and finish off a couple of ghouls. There's nothing to be done, let's go to the crypt. We clear it of monsters, simultaneously studying the new Igni sign and discovering the corpse of a girl, dice and a bottle of poison. After fun adventures in the crypt, we return to Mikula to tell everything. On the way we meet the alchemist Kalkstein, whom Salamander’s minions want to persuade to cooperate. We help the defenseless alchemist, for which he provides a discount on his goods. Mikula is quite sad when she learns about the death of the girl Ilsa in the crypt, but still gives the money.

We are heading to the last resident - Kharem. Along the way we meet the dwarf Zoltan and help him deal with the robbers. In gratitude, he reveals Geralt’s past a little and teaches us how to play dice.

Then we find Harem, who lives in one of the houses near the river, and take on completing his quest. He asks us to kill several drowners at midnight who threaten the safety of his cargo.

After all the monsters are destroyed, the elves will emerge from the forest. We talk to them and agree to give back the goods that they actually came for. We go back to Kharem and collect our reward. The Reverend's task has been successfully completed, so you can return to the old man.

He instructs us to defeat the terrible Beast. To do this, you should go to the witch Abigail, in whose house Alvin will speak in the voice of a monster, saying that a terrible punishment awaits everyone in the village. The witch will give us the notes of Berengar, a witcher who visited the vicinity of Vizima before us. Now we go back to the Reverend.

From the old man we will receive a reward, as well as valuable information about the Salamander bandits. We go to the tavern and meet nurse Shani there, who will be threatened by a group of Salamanders. We kill the bad guys and take the key from the innkeeper’s corpse that opens the hatch into the lair of this criminal group (located at the bottom of the map). There will be guards standing near the house. We kill them and go into an abandoned house. There will also be several Salamanders inside. We deal with them, and then go down to the basement.

A group of bandits who are very hostile will be waiting for us below. The leader of the bandits tells us about the Reverend’s crimes, and also that it was he who sent Alvin to them. We kill all the Salamanders, search the leader's body, and then break through the wall using the Aard sign. We pass forward along the corridor and meet Abigail. She brews some kind of potion to scare away the peasants who want to burn her. The witch says that she is innocent and asks Geralt to protect her. After talking with her, we go upstairs to talk with the Reverend and his gang.

In this case, there are two options for the development of events (personally, I like the first option better):

  • We inform the villagers that the witch was not involved in summoning the Beast and should be released. Having threatened the Reverend with violence, we take the witch out of the cave and try to leave the village. However, you will immediately be attacked by a Beast surrounded by barghests. We kill the monster, and then we encounter the Reverend and his people. Having dealt with them, we take the pass from the priest’s corpse, listen to Abigail’s gratitude and go to the tavern for Shani.
  • We agree with the Reverend and his gang. We go after the witch and give her to be torn to pieces by the crowd. During the battle with the Beast, the old man's people will help you, but everyone will die except the Reverend himself. He will thank us and give us the pass. Now you can follow Shani to the tavern.

We talk to the nurse and take her to the bridge leading to Vizima. We meet Mikula there and show him our pass. But the guard turns out to be such a scoundrel - he calls the guards, who immediately arrest the witcher and put him behind bars.

Chapter 2

Dungeon

After watching the video for a short time, we sit down with the convicted elf. We play poker with him and try to win twice in a row. After this, we fight with the big guy with our fists and agree to kill the cockatrice for release from prison. Geralt will be given a real silver sword. He is betrayed by the jailer Yuz, who accidentally blurts out about a buyer of stolen goods named Thaler. It was from him that this witcher's sword was confiscated.

Sewerage

Once in the sewer, we meet the knight of the “flaming rose” Siegfried, who also came here to kill the monster. We agree to his help and go deeper into the sewer. We kill several drowned people and then we will meet a cockatrice. We pierce the monster with a silver sword and take several ingredients from its corpse. Now you can go to the surface in the Temple Quarter of the city.

Temple Quarter

We go to detective Raymond and tell him about the Salamanders. He agrees to help us and warns us that someone is waiting for us on the street. We leave the back door and see the Professor surrounded by a group of killers. Then the Professor leaves and we have to fight his assassins. After the battle with the criminals, we go to the chief of the guard, Vincent. On the way, we recommend stopping by the buyer Thaler. We learn from him that he received the silver sword from his intermediary, who can often be met in the tavern “Under the Shaggy Bear”. Having reached Vincent, we take his reward for killing the monster in the sewers. Afterwards we talk to the jailers Yuz and take all our confiscated equipment from the chest.

Now you should find the home of the alchemist Kalkstein. He lives in the Inhuman Quarter not far from Vivaldi's house. The alchemist will give us a task related to the mysterious Old Tower, in which the witcher Berengar may have disappeared. Next, we go to the house of the dwarf Vivaldi and try to buy from him the two ancient books that Kalkstein spoke about. He will ask for four hundred gold coins for them. We give the dwarf money and read books.

We begin our search for the tavern “Under the Shaggy Bear”. It is located in the lower part of the Temple Quarter, where criminals of all sorts mingle. On the way, you can talk to the Grave Digger and take from him the quest to kill stray dogs. Talk to the prostitute Carmen, who will give you the task of protecting her girls from thugs. Don't forget to play dice with her.

We go into the tavern and find the Player who gave the silver sword to Thaler. He will tell you that he bought it from the gardener caring for the garden near the Quinoa Hospital. We win poker against him and go to the exit. There we meet our old friend Zoltan. We communicate with him and find out that a certain merchant is ready to pay a lot of money to rid his pier of swamp monsters. He will also talk about the innocence of the dwarf Vivaldi.

After talking with Zoltan, you can try your luck in fist fights. We hit Fat Fred first, and then Butter Bob. For this we will be given experience and gold coins.

We leave the tavern and look for a house located opposite the warehouse. In it we will be given a quest about treasures hidden in an abandoned estate. An ambush will await us in this house. We quickly deal with the criminals and free the half-elf, who will invite you into her home and then disappear.

We return to the former banker Vivaldi and inform him that he is above suspicion. The dwarf, naturally, will be delighted and tell him new information about Yaved. We meditate in his house until midnight, and then go outside to protect the Carmen girls from bandits. Be sure to take the fisstech from the Salamanders, we will need it in the future.

We go to the tavern, not forgetting to pick up the reward for the completed task from Carmen along the way. We sleep in the tavern until sunset, after which we begin a conversation with the Messenger, who appeared here from nowhere. We are trying to get him to talk with the help of alcohol. After the third mug, he will agree to buy Salamander medallions from us, and after drinking the fifth mug, the messenger will immediately tell us that he works for Leeuwarden, a merchant from the Dam.

Having learned everything we need, we go to the prison to the jailer Yuzu and give him the fisstech. In return, he tells us that the captive Salamander, about whom the detective spoke earlier, is in the Asylum.

On the way to the Hospital, we talk to the gardener and win against him at poker. He will tell us where he got the silver sword from. If you feed him a bun, you can get a rose from him. We give the soldier guarding the passage to the Hospital a bribe so that he will let us inside (forty coins should be enough). We go into the building and meet Shani there, who is caring for sick townspeople. She will ask us to give her five swallow potions. We give her the elixirs and receive precious experience and the girl’s gratitude for this. Next, we find the soldiers guarding the prisoner and again pay a bribe. They agree to take the money, but we must come at night.

We leave the hospital and go to the Dam. There he meets the merchant Leeuwarden, who will ask us to bring him three Salamadr medallions, and also to clear his pier in the Swamps of monsters. We find the ferryman and give five gold so that he can transport us to the new location “Forests in the Swamps”.

Forests in the Swamps

We get off the boat and go to the pier. We talk with the bounty hunter Jean Pierre and take from him the task of killing wolves. Next we talk with grandfather, who will ask you to take him to the Temple. We agree and on the way to the sanctuary we kill all the drowners and swimmers in the quarry. If you're lucky, you'll also meet a monster in the form of a plant called Archespora, which has a high reward. The monster is very strong, so it is recommended to drink a swallow and some kind of battle potion before the fight. Don't forget to use signs. After completing grandfather’s quest, we go back and get to the brick makers’ settlement. We speak with the head of the community, whose role is played by an old woman named Vaska. She thanks us for ridding the quarry of monsters and tells us new information about Berengar.

We meditate until midnight, go to the pier and kill all the drowners. We sail back to Vizima and sleep until noon. We find the merchant Leeuwarden and receive a reward from him for the killed monsters. We take the head of the archespore to Vincent, who will give us a considerable reward. Ten tongues of swimmers should be given to Siegfried. He will thank us and give us several hundred gold orens.

We go to Kalkstein to listen to an entertaining story about ten stones (sephiroths) that can open the entrance to the Magician's Tower. He will give us one of these stones. You should already have several of these pebbles in your inventory, obtained from past quests. Now you need to find the remaining sephiroth.

We wait until night, and then go outside to kill salamanders and get three brooches. We go to Vivaldi's house and wait there for the morning. We speak with Zoltan Khivay, who will add information about the witcher’s silver sword. Afterwards, we leave Vizima to the dam and talk with Leeuwarden, who will give us a reward for the medallions and sell one sephiroth for five hundred gold coins.

We return to the city and go to detective Reimand. An ambush awaits us in the house. We kill the bandits and find a detective who, during a conversation, will tell us that the prisoner in the hospital has died and an autopsy should be performed, in which Shani should help us. He also advises talking to Leeuwarden, Mogila and Thaler again.

You should only come to Shani's house at night. We persuade the old hag to let us into the second floor (to do this we need to go into the house several times and wait for the moment when the grandmother asks us about the hospital). The girl will agree to perform an autopsy, but she will need the corpse of the deceased and a book about autopsies. The salamander's body can be obtained from the Grave Digger, and the book is sold by an antiquarian. Naturally, the Grave Digger will not give us the corpse so easily - to do this we will have to bribe him by giving him a bottle of “dwarf drink”. You can buy this drink at the “Under the Shaggy Bear” tavern. After receiving what he wants, the Grave Digger promises to drag the corpse to Lebeda's hospital by midnight.

We go again to the Dam and talk to Leeuwarden. We are trying to extract information from him about the mysterious Order. Then we go to Thaler and drink beer with him (you should drink at least eight mugs!), after which he will give us a rare book about the secrets of the secret police.

We meditate until midnight and go to the Hospital. Shani will be waiting for us in the far left room, who has already begun the autopsy of the deceased criminal. During the autopsy, we learn that the bandit died from a strong alchemical poison, and the knife blows were made only as a distraction. We blame Kalkstein for everything, since he is the only one who is the most famous alchemist in Vizima. By the way, in the Hospital you can get several sephiroths if you put some food in the statue of the goddess.

Now you can go to the detective. We tell him about our successes and notice that the detective began to behave very strangely. Raymond asks us to wait a little, as he needs time to compare all the evidence. In the meantime, you can celebrate at Shani's meeting with Buttercup. To do this, you just need to buy three types of alcoholic drinks.

We return to the detective, who tells us that Grave has close ties to the Salamanders and should be killed. We arrive at the house of the leader of the local gang and attack him. We check the corpses for valuables and go back to Raymond. He proposes to lure Kalkstein into a trap by leading him to the Swamp and the Old Tower. The detective will also give us another sephiroth.

We go to the Swamp location again. There is a cave in the south of the map. Let's go there to find another pebble. He will lie in a sarcophagus. In the cave you can also learn a new magic sign (Quen) and get wolf skins for Jean Pierre.

We leave the cave and go further along the road to the west. Along the way you will come across a lumberjack camp. We take the quest from the main Lumberjack to collect Two-Arrow flowers. We go even further and meet local druids. There we can also talk with the dryad Morenn, as well as an elf named Yaevin. He will give us the task of taking the letter to the dwarf Vivaldi. In the center of the clearing there will be an obelisk with the fourth magic sign.

We are looking for two-arrow flowers. Then we return to Vaska and talk with her. She will give us a Tarot card with a riddle. Then we go to the ferryman and give him the double arrow for a reward of four hundred gold coins. We sail back to the city and go to the alchemist (you can also get into his laboratory from the swamp - to do this you need to find a place of power next to the Meritele sanctuary).

We give the Tarot card to Kalkstein. He will immediately solve the riddle and ask you to make a lightning rod, as well as cause a thunderstorm in the Swamp to awaken the golem. You can also accuse the alchemist of aiding the Salamanders. Kalkstein will obviously not be happy with the accusations and will stop talking to us.

We find a dwarf blacksmith living not far from Vivaldi and ask him to make a lightning rod. A thunderstorm can be caused by the Elder Druid in the Swamp for a “modest” five hundred gold coins. We install the piece of hardware on the golem, watch a short video and begin to fight the revived monster. His life scale is very large, so there is no point in fighting him with a sword. You can defeat him with the help of lightning - click on the obelisks next to the golem so that lightning strikes him. Try to stay as far away from the golem as possible, otherwise lightning may strike you. After destroying the stone creature, we take the last sephiroth from it.

Now we begin to insert stones into the obelisks scattered throughout the Swamp. We return to the city and tell Kalkstein that you were able to open the Old Tower. The alchemist rejoices, forgets all past grievances and hands us a thousand gold coins.

We buy a beautiful bouquet of roses and go to Shani’s house. We give her flowers and tell her a lot of compliments. She tells us an entertaining story about Thaler, and then calls the witcher to her. We get a new card with an erotic image. In fact, the love story with Shani ends here.

Having settled all the remaining matters in the city, we go to the swamps to the Mage's Tower. Along the way we meet Siegfried and help him deal with the Squirrels (elves and dwarves) who settled in the Golem Cemetery. We go to the Tower and meet Detective Raymond there. He invites us to go into the tower and look for some valuable things. We go into the building and find there an obelisk with the fifth magic sign and a chest. It will contain gold coins, jewelry, as well as a magical treatise that the alchemist is looking for. We take all our things and go outside.

We learn that the real detective was killed long ago, and our old enemy Azar Yaved was hiding under his guise. We talk to him a little, and then watch him open a portal and call the Professor. We begin to fight with two opponents at once. As soon as the sorcerer has half his life left, the battle will be interrupted by a new video in which the Professor will throw the poison of Zerrikan scorpions at us. The magician and the assassin will then leave through the portal, leaving the witcher to die in the swamps. This ends the passage of The Witcher, or rather its second chapter.

Chapter Three

Geralt wakes up in Triss's house. We talk with the sorceress and get from her a pass to enter the Vizima Trade Quarter and take on several tasks.

First, we go to the prestigious tavern “New Narakort”. It is located not far from Triss's house - you should walk straight a little and then turn right. We go into the tavern and right near the entrance we meet our old friend Buttercup. We talk to him and after a couple of glasses of beer we find out that he left his lute with his mistress, but cannot take it now, and therefore asks us to do it for him. Then we speak with knight Patrick from Vaze, who gives us the quest to find his blue-eyed sister, bitten by a vampire.

The first step is to complete Buttercup's task. To do this, we go to the merchant’s house (it will be marked on the map) and begin a fist fight with the merchant. Afterwards we go up to the second floor and talk to the girl. She invites the witcher to sleep with her, as a result of which we get another love card. Now you can pick up the lute and return it to the bard.

You should look for the blue-eyed girl in the brothel of the Queen of the Night. If you want to bring proof to your brother that it is definitely her, then you will have to spend one night with her. However, there is no need to rush into this.

First, we wait until six o’clock in the evening and again go to the New Naracoort tavern for the merchant Levouarden’s dinner party, which takes place on the second floor of the tavern. We talk with a number of guests. Princess Adda will ask us to make her a special dish. We find out from Thaler that the girl loves Cotablephos. He will give us the recipe in exchange for a letter that lies in the next room. We give Thaler the document and find out how to prepare cotablephos. We ask Triss to create the illusion of this dish, and give it to Adda. The princess will thank us for the gift and take us to the room for more significant gratitude.

We go to the guests again. Levouarden will ask us to destroy the Salamander bases in the Swamp. Then we speak with the knight Erkin, who supposedly keeps a vow of silence, but after four bottles of vodka or a similar alcoholic drink, he will talk and give us a ring with the seal of the Queen of the Night's brothel. This decoration will give us a significant discount on the services of courtesans, including blue eyes.

We go to the brothel, find a blue-eyed girl and spend the night with her for three hundred gold coins. We find traces of a vampire bite on her neck. We return to the tavern and tell her brother about what we saw. He will ask us to kill the vampire influencing the girl's mind. We return to the brothel again and go up to the second floor to talk with the owner of this establishment. We find out that she is that same vampire, but the girl works in the brothel of her own free will, that is, no one forces her to be here.

There are two options for the development of events: first - we kill vampires, thereby angering the blue-eyed girl and she promises that she will never return to her brother, naturally, we will not receive money for this; second - we leave the vampires alive and agree to sleep with them. After this, Patrick and his assistants will come to the brothel and accuse Geralt of conspiring with monsters.

A fork appears again. Here we can either side with the knights, who will kill all the vampires and give us gold for our help (the blue-eyed girl will hate us), or we protect the bloodsuckers and kill all the people, which earns the gratitude of the girl and the Queen of the Night. There is also a third option, in which the witcher simply leaves, leaving the knights and vampires alone with each other. Naturally, in the latter case everyone dies. The blue-eyed girl will curse us for this.

Regardless of the chosen solution, we leave the brothel and go to the tavern, near which we see Thaler, whom Count De Wett wants to arrest. We listen to both sides and choose Thaler's defense. In the tavern we learn that the count’s decree is in fact fake, like all other royal decrees made recently, since they only have the royal seal, without the signature of King Foltest himself. After talking with the buyer of stolen goods, we approach the innkeeper and give him a bribe. For this, he tells us that the password to the secret shelter of the Salamanders is the word “Thorn”.

Near the entrance to the tavern, read the notice board and take all the contracts for monsters. From the bookseller, whose shop is located on the market square, we buy all the books about Fleders, Kikimors and Alps. In this place there is also a relief in which the first Triss sensor should be installed.

We come to the sorceress’s home and teleport with the help of a mirror to the Temple Quarter. We place a second sensor at the entrance to the sewer, and also take a task on teeth from the dentist. We go to the dungeon and talk to the jailer Yuz. He will ask us to find Kosar in the lower area of ​​the quarter and find out from him where the Salamanders' lair is located. The mower is located not far from the “Under the Shaggy Bear” tavern. If you tell him that we came from Kalkstein, he will demand one and a half thousand coins from us. It's easier to say that if he doesn't talk, he'll get hit between the eyes. In this case, he will run away to his house. All we have to do is follow him and kill him in the house. We search the body and find a letter that describes the location of the Salamander base.

By the way, a new character named Conrad will appear in the “Under the Shaggy Bear” tavern. You can take a task from him to search for expensive wine, which is located in a haunted house (the house can be found near the entrance to the Dam). In this dwelling, only corpse eaters await us. We deal with the monsters, get the wine and return to the tavern. However, Conrad has no money, so you can either take all the bottles for yourself, or give one to Conrad for the information provided.

Now you can go to the sewer. At the appointed place, we use the Aard sign to break through the passage, and we speak with two bandits guarding the entrance to the Salamanders base. We inform them that we are from Kosar and give the password Thorn. After which the guards will let us inside.

At the base we find a chest with papers and completely empty it. After this we are attacked by salamanders. We fight them off using group style and search all the chests located in the bandits’ hideout.

We leave the Salamander base and meet Yuz. He will thank us for the work done and ask us to deal with the remaining salamanders. They are located in the sewers northeast of the bandits' lair. There you will meet Gotrik and his assassins, who are not averse to receiving blows from the witcher. We fulfill their request and check the bodies for valuables. Next, you should examine the sewer, at the end of which there is a break. Here we will be met by an alp guarding the portal and chests. We kill the bloodsucker and take the trophies.

Using the portal we find ourselves in the Temple Quarter. We go to Yuzu and complete the quest. On the way to the Merchants' Quarter we go to the dentist and give him Fleder's and Alp's teeth. We also install a third sensor in the cemetery. We speak with the sorceress - she will ask us to go to Lebeda's hospital and pick up Alven from Shani, and then bring the child to her.

Using the teleport we get to the swamps in the Mage's Tower. We leave it and go to the Salamanders’ camp, located in the same place where the Scoia’tael (squirrels) camp used to be. We kill all the bandits, and then go to Vaska. She will give us the task of freeing all the Brickmakers who were captured by the salamanders so that they can collect two-arrow flowers for them.

The first group of brickmakers is in the cave (where we found one of the Sephiroth in the second chapter), the second is in the clearing, and the third is near the tower. We go to Vaska and tell her that we have completed her task. She will thank us and give us interesting information about fish people.

We have nothing else to do in the swamps, so we sail back to the city. We go to Levouarden and give him all the documents we found. The merchant will ask us to wait a bit until they can agree on their next steps. Now you can start completing the quest with the boy Alvin. On the way to the Hospital we meet Shani, who calls Triss all the bad words and asks us to take Alvin to her home. In the Hospital we learn from Buttercup that the boy was kidnapped by salamanders. The bard shows us the way to the kidnappers. We kill the bandits, and then ask Dandelion to bring the child to Shani or Triss (personally, I chose the sorceress). Afterwards we deal with the remaining assassins.

Triss will be happy if Geralt chooses her, but she will demand that the witcher finally resolve his affairs with Shani. We go to the nurse and tell her about our decision. She will send us to hell and stop talking to us.

We go to the New Naracoort tavern to talk with Leeuwarden. They will ambush us near the tavern. We kill all the assassins, and then talk with the merchant. He will tell us to find the captain of the local Guard, who will help us get to the secret hideout of the Salamanders, located in the Merchant Quarter.

A suitable boss will be found only on the third attempt. He will tell us that he will be waiting for us in the sewer at exactly twelve o'clock at night. There are a few more quests you can complete before dark. We go to Triss and give her a gold ring with a ruby. She will be happy and thank us. Then we will meet Dandelion, who will invite us to a local inn to drink something strong and talk about the essence of Being. The dwarf Zolotan Khivay will also join us. We get drunk until we are semi-conscious, and then we go back to the witch’s house.

We sleep until midnight, and then go down into the sewer. The captain and his guards will be waiting for us there. He will help you move to the closed area of ​​the Merchant Quarter of the city. There is a secret lair of bandits here. We go into it and kill all the salamanders. Next, we talk to Radovid, the king of Temeria, using a special crystal (sighted stone). We go down into the cellar, where we find several more salamanders. We kill them and go outside.

We are shown a spectacular video with a werewolf. After this, we talk with the monster and find out that he is the captain of the guard, Vincent Mace. We don't kill him and let him go. He says we made the right choice and runs off across the rooftops. Through his secret lair we find ourselves in the sewer, and then return to the Merchant Quarter again.

We go to Leeuwarden and tell him about all the events that happened to us. He will tell us that to finally defeat the salamanders we will need a small army. Triss will be able to find the place from where Radovid was talking. He will tell us that he has never actually worked with salamanders, and is not our enemy, but he cannot be considered an ally either. Then we go to Ipat Velerad (sitting in the watchtower), who also refuses to provide us with a detachment. We find Siegfried in the Temple Quarter. He will immediately give us a task to search for people who disappeared in the cemetery. We visit this unpleasant location and talk with the ghoul Vetala, who can not only growl, but also express his thoughts in quite ordinary language. He will tell us that people are kidnapped not by monsters, but by inhumans. We are looking for squirrels in the cemetery, who will immediately offer us a choice: chase them, thereby leaving people to be eaten by ghouls, or go down into the crypt and save the innocent by releasing the murderers.

I recommend that you choose the second option. We kill all the alghouls, fleders and other corpse eaters in the crypt. We find survivors and save them. We go back to Siegfried and tell him about what happened. He will be shocked, but will thank us for saving ordinary people. After this, a boy will run up to us and report that the Vivaldi Bank was attacked by robbers.

We return to the merchant quarter, go to the bank and talk with Siegfried and Velerad. We get to the bank through the town hall and begin to negotiate with the Scoia'tael. We speak with Yaevinn and promise him help in escaping through the sewers. We fight with the kikimores, and then talk with the elf again. He will agree to rid the city of the Salamanders.

Now you should come to Triss’s house and go with her to the New Narakort tavern to meet with Yaevinn and Leeuwarden. However, we are again ambushed, which Vincent manages to warn us about. He will help us deal with the bandits and then leave. We go up to the second floor and talk with the merchant, the sorceress and the elf. The conversation is interrupted by the guards, who learn that a Scoia'tael is in the tavern. Triss immediately teleports us to the Salamanders' hideout.

We will appear far from Yaevinn, so we will have to kill several salamanders with our own hands. Then we meet with the elf, who will ask us to activate Alvaro's portal so that the knights of the flaming rose can penetrate the enemy base. We open the portal and begin to fight the salamanders. Then they will show a short video in which Yaved again manages to elude us. However, the sorcerer decided to leave the Professor so that he could finish us off.

We fight with the Professor and mortally wound him. The video is shown again in which Geralt and the Professor fall into the hole formed after the explosion and encounter Queen Kikimora. The huge beetle, without ceremony, swallows the Professor and goes underground.

As soon as we run through the place where the queen swallowed our enemy, she will crawl out of the ground again and chase Geralt. We will need to destroy the supports using the Aard sign to close the passages with debris. However, these obstacles will not delay the monster for long. As a result, we will find ourselves in a huge spacious hall, the ceiling of which is also supported by flimsy wooden supports. We shake the outer support with a magic sign and run as fast as we can into the small cave ahead.

As a result of the collapse, Queen Kikimor will die. We search her corpse and find a lot of new information about the Salamanders and their connections. At the exit from the cave we meet Princess Adda, who worked with the Salamanders. It was she who forged decrees, wanting to remove her father from the throne. Adda orders Geralt to be killed, but he manages to escape with the help of Triss, who teleports him to the lake town. Thus, the passage of The Witcher, or rather the third chapter of the game, has come to an end.

Chapter 4

On the shore

Triss's teleport sends us to the shore of the lake. Immediately after this, a brave girl will speak to us. We learn from her about the local settlement and the relationships between the residents. We walk along the shore and talk to the naiad, who immediately gives us a quest to find the necklace. Next we approach a huge statue and meet a water priest there. He tells us that the second witcher went to a crypt located near the lake.

We walk along the shore of the lake again, but in the other direction and talk with the fisherman king. We ask him for permission to use his boat, and then we sail to the Shoal. Here we meet the first group of drowners, which we need to destroy. Then we find the Lady of the Lake and talk with her. If you already have an entry about basilisks in the bestiary, then you can kill several monsters in this location, since the village has a contract for their skins.

We return to the previous location and find the second group of disgusting drowners. We kill the monsters and wait for the morning near one of the fires. We will meet elves near the cave. We take from their leader, an elf named Tiruviel, a task to buy five loaves of bread from a baker.

Now you can go to the crypt. There we will meet the witcher Berengar, whom we have been looking for for three chapters. Together with him, we destroy all the monsters in the dungeon (brux, alps, ghosts, and so on), find armor in the sarcophagus, and then rise to the surface. We speak with the witcher near the fire (we need to meditate a little before he speaks to us) and take from him the task of reconciling the mermen and people.

It's time to visit the local settlement. At the entrance to the village location we will meet Buttercup, who immediately begins to tell us about the delights of life in the village and the delicious forms of local girls. Then he will take us to the tavern.

In the tavern we talk with Buttercup, and then we find Julian and ask him how to resolve the conflict between people and the inhabitants of the underwater kingdom. Afterwards we play with the girl dice player. We go out into the yard and find a notice board where several contracts for monsters hang. The tavern is located far from the village itself, so we will have to make a short run to the Kmet settlement. In the village you should talk to the blacksmith about Raven's armor. Tobias Hoffmann needs to give the fangs of the Alps for a small reward. At Alina's house we talk with the boy Alvin. Next you need to return to the tavern and talk with Julian again.

On the way, you can go to the baker's house and find four loaves of bread in his cupboard. The fifth one will have to be purchased, fortunately it is inexpensive. If you give him white honey, he will give you a sugar doll. We meet Adam on the street and during the conversation we learn that he is Alina’s lover.

We come to the tavern courtyard and watch a short video in which Selina accuses Julian of something. We talk to the girl, give her a gold ring with a diamond and make love to her.

We go into the tavern and talk with Buttercup, who gives us a restraining necklace for Alvin. We return to the village and find Alina, who tells us that the boy is not at home and, perhaps, that he is playing near the ancient ruins not far from the village. We find the ruins and see that Alvin was captured by the ghost of a gambler. We agree to play dice with him. If we win, he will let the child go without a fight, otherwise we will have to fight the ghost.

Again we go to the tavern and talk with Julian. He will tell us that his bride went to the field and has not yet returned home. We go to the location with the fields. In the raspberry field, we will be attacked by the midday creature, which Alina turned into after death. We chase her away and go down the hill. We watch a short video in which we see how Adam kills Selina, who, out of jealousy towards Julian, accidentally killed her sister. Selina turns into a midnight maiden after death. Now you can return to the tavern to talk with Julian.

Naturally, he will be upset, but not too much. We receive a new task from him to remove the curse from dead girls. We should talk to the bard, who will invite us to collect the fragments of Alina’s mirror to bring her to her senses.

At night, we get to the bank of the river located near the village and destroy the third group of drowners, and with it the huge swimmer Zephyr, from whom we find the naiad’s necklace. We go to the lake to the place where we last saw the naiad. We give her the jewelry and listen to the compliments addressed to her. Then we talk to the brave girl, who reports that the water priest has returned to the statue. We talk with the priest and he asks us to steal the medal cow from the villagers and sacrifice it to summon Dagon.

Let's go back to the village. We meditate until noon and visit the location where Alina’s spirit is located. We collect the fragments of the mirror - to do this, we come to the places marked on the map with a red dot and kill the midday brides, from whose corpses we need to collect the fragments. One of the fragments lies on the roof of the mill.

While collecting fragments, you can stop by the hermit and take from him the task of driving out nine ghosts and the Wild Hunt. We get to the place indicated by him and light the Druid candle using mandrake root (these plants can be found on a mound located in the courtyard of the hermit’s house). We meditate until midnight, and then begin to fight ghosts that appear in threes at a time. These are very dangerous opponents, so I recommend drinking a swallow, smearing the sword with ghost oil and drinking a battle potion. Don't forget to also drive out the Wild Hunt with the help of a mandrake.

After killing the ghosts, we return to the old man. He will offer us a choice of three things: a book about vampires, a house key or an immortelle wreath. The book can be purchased from many merchants, but there is nothing valuable in the house. The wreath may be useful to us when completing one quest, so I recommend taking it as a reward. We go to the tavern again. Buttercup will tell us that it would be nice if they wrote Triss a letter in response. We write it and talk to Buttercup again. The bard will advise us to take the letter to the Fisher King, who will be able to deliver the parcel to the city.

We go to the shore of the lake, and along the way we talk with another witcher. We find a fisherman and ask him to take the letter to Vizima. Then we go to the elves and give them the loaves of bread. We speak with Berengar again. He will tell us a lot of new things about his connections with the Salamanders and the mission they entrusted to him.

In the fields you can kill the priest Teyu, and in the crypt there is a huge cementaur. There is also a brownie temple located in the dungeon. For named monsters, Soltys will give us a reward - eight hundred orens for each.

Having reached the village, we find a blacksmith and ask him to restore Alina’s mirror. He will repair it for a hundred gold pieces. We meditate a little, give the blacksmith money and take the mirror. Now you can go to the fields to save the girl from the curse.

Alina is still on the hill with the raspberries. We talk with him and show him the mirror. She remembers who she is and stops attacking the witcher. However, the girl still does not believe that she died. We go to the tavern and ask Dandelion to write a ballad, since only she can force the midday bride to accept the truth about her death. The bard promises to help and says that he will meet us near the raspberry tree in the evening. We meditate until the evening and go to the raspberry tree. There we find out that Buttercup didn’t have time to compose anything, so we have to improvise. Alina realizes that she is dead. She forgives Selina and leaves for another world. Selina will be helped by a wreath of immortelle, which we previously received from the hermit. The quest is completely completed, and therefore you can go to Julian for your reward.

It's time to visit the Lady of the Lake again, bathing in the Shallows location. She will ask us to make friends between people and mermen. To do this, you need to take one thing from each race and bring them to it. From the fish people you should take a bracelet made of pure gold, and from the villagers we take an alabaster figurine. The Lady will be pleased with the gifts and will give us a drop of her blood to call Dagon to the altar.

We go to the temple, find the altar and call on the water god. He will be immortal, that is, an ordinary sword cannot kill him. Therefore, his minions should be destroyed. After a dozen killed mermen, Dagon will give up and swim back to his hole. We speak with the Lady, who promises us a truly royal reward.

The next time we find her near the altar, where we recently expelled Dagon. At this point, she will knight Geralt and give him the silver sword Arondite. Not a bad thing, but in the future we can find better ones.

Now you can return to the lake shore. Near the boat we meet Berengar, who admits that he helped Azar Yaved in preparing the attack on Kaer Morhen, and also allowed the sorcerer to conduct several experiments on him. We tell the lost witcher that it is not given to us to judge him, and we let him go. He gives us a letter and leaves in an unknown direction.

We swim back to shore. White Rayla and her knights will be waiting for us there. It turned out that while we were pacifying Dagon, the elf Tiruviel, along with other squirrels, captured the village and took all its inhabitants captive.

We promise White Rayla to sort out this problem, and we go to the captured settlement. At the entrance to the location with the village we talk with Dandelion, and then we find the leader of the Scoia’tael. We tell the nonhumans that we will help them escape from the Order, but at the same time they will have to release all the villagers. Again we speak with Dandelion and during a conversation with him the elves and dwarves will be attacked by knights. Alvin will get scared and teleport to a place unknown to us.

We kill all the knights of the flaming rose and go to the lake. We start the conversation with Buttercup again, and then we get into the boat and sail away to Vizima. We watch a video in which they show us a burning city. The boat docks at the Dam. We talk with our old friend Vincent, and then we talk with the dwarf Zoltan Khivay. He will ask us to help him get all the women out of Old Vizima and take them to the Hospital to Shani. After this, we go to Old Vizima to begin the fifth chapter of the game.

Note: if in the third chapter, during a bank robbery, you accepted Siegfried’s help and killed all the Scoia’taels, then there will simply be no option to save the nonhumans in the village. You can either remain neutral or help the Order in destroying the elves and dwarves.

Neutral option

We ask Tiruviel to release at least Alvin. She agrees and lets the boy go. After this, knights will attack Squirrels. However, we may not interfere in the conflict. If you like to fight, then you can kill all participants in the conflict - both knights and Scoia'tael. Then we go to the lake and talk to Buttercup. It's time to return to Vizima.

Chapter 5

Old Vizima (passage beyond the neutral side)

We watch an interesting video in which we are shown how King Foltest is attacked by Squirrels and the Grand Master miraculously manages to save him. After this, the king notices Geralt and orders him to be brought to his castle. So we find ourselves in the Royal Castle, where Foltest tells us that Adda has again turned into a striga, and his country is being torn apart by inhumans and the Order of the Flaming Rose. He asks the witcher to talk to Ipat, De Vett and Triss to find out how to free Adda from the spell. After talking with all three characters, we speak with the king again and ask him for permission to finally deal with the Salamander gang.

In the throne room, you can also take on a task to transfer money for three cousins ​​of one of the court ladies. Now you can go to Old Vizima. Right at the entrance we will meet two nurses who will ask us to accompany them to the local hospital. The battle between the knights of the Order and the Scoia'tael will rage on the street. Both sides will be hostile to you, so you will have to fight a lot and often.

We make our way to the hospital and meet Shani there, who will either be glad to see us or send us to hell again. However, in both cases, she will not refuse our help when first the Squirrels and then the knights burst into the building. We destroy all the enemies, and then follow the guard, who tells us that they saw a striga near the tower.

We run to the tower, but instead of Adda we find an unknown mutant there who easily deals with the guards. We kill the monster and meet the alchemist Kalkstein, who asks the remaining warriors to take the corpse of the mutant to his laboratory. He will also agree to help us create the Raven armor. The alchemist will tell you exactly what you need to find to make this armor, and will also tell you about ways to fight the Striga.

We go towards the gap in the wall, killing entire groups of cementaurs, alghouls and other monsters along the way. As a result, we find ourselves in the local swamps.

At the entrance to the location we will meet leeches and many archespores. It will not be possible to make our way through the forest of carnivorous plants alone - Grand Master Yakov will help us with this. This is our first meeting with the master, but far from the last.

The path was clear. First, we go to the crypt and talk to all the characters who meet on your way. There are two ways to solve the problem with the Striga: first, we wait for the night, and then kill the monster in cold blood; the second option is to wait for midnight, approach the sarcophagus of the striga and begin to run around it, trying not to fall into the hands of the monster. As soon as all the candles on the sarcophagus go out, the spell will disappear from Adda, and she will again turn into an ordinary girl. After saving the princess (this will affect the ending of the game), we go to the surface and receive from Velerad a beautiful but useless blade, since by this time you should already have a better sword.

After pacifying the Striga, we learn that the Salamanders' lair is located in the Old Manor. By the way, don’t forget to pick up the diary from the sarcophagus, in which we learn that it’s not easy for princesses to turn into strigs.

We are not in a hurry to go to the Old Manor - first we complete several quests in the swamps. First of all, we deliver the money to the cousins ​​of the court lady (one of them is in the druid cave, and the other two are sitting in the refugee caves), from whom we receive the corresponding receipts. In one of the caves we will meet an old man who is considered the country's champion in fist fighting. If you were able to defeat the best fighters in all other chapters, then the old man will agree to fight you. We fight him twice and win. As a reward, you will get his tooth, which you can hand over to the dwarf Zacher (hiding in the executioner's tower in Stara Vizima). It is from the dentist that you can get the best steel sword in the game for completing his quest.

Not far from the former champion there is a traveler's stone that can transport you to a secret laboratory if you use the following order of magic signs on it: Aard, Igni, Aard (when choosing a side for Belok, you must use Igni twice and Aard once). In this dungeon we find a sarcophagus in which the scroll needed to create the Raven armor is hidden. Now you need to find the crypt of the legendary warrior. It contains pieces of armor and a scroll with songs.

In the druid cave there is also a Royal Hunter, who will give us the last task to capture the named monster. After killing him, we go to the hunter and demand a reward. He will offer us two swords to choose from: Moon Blade (silver blade) and Rune Sigil (steel sword). We choose the moon blade, since the sigil can be obtained by completing other tasks.

We return to Old Vizima. At the breach you can exchange three receipts for three powerful bombs. We go to Kalkstein and ask him to make us Raven armor. We take our teeth to the dentist. Now you can go to the Old Manor to destroy the Salamanders.

Old manor

Right at the entrance we will meet Count De Wett. During a conversation with him, we learn that it was he who turned Adda into a striga. We kill the traitor and go towards the estate. Along the way we will meet Yaved and our old friend White Rayla, whom the sorcerer turned into one of his mutants. We kill the mutant and continue to go upstairs. Assassins and mutants will try to stop us. But thanks to new weapons and armor, they are not a problem for us.

At the top we will be met by Triss, who will agree to guard the back entrance while we deal with Azar Yaved.

We move into the dungeon, destroying all enemies on our way. In order to somehow stop us, Azar sends his most terrible monster, Koshchei, to meet us. Fighting him can rightfully be considered the most difficult challenge in The Witcher. We recommend drinking Swallow, Owl and some anti-blood loss potion in advance. After the victory, we search the monster’s body and take a rare reagent from which you can brew an elixir to obtain a gold talent.

The sorcerer, naturally, will be saddened by the death of his deadliest monster, and therefore will send two heavily armed mutants against us. We deal with the errors of nature and teleport to the magician’s main laboratory. If you released Berengar, then in this case he will help you in the battle with Yaved, however, he is of little use.

We kill Yaved and find a mirror in the far corner for communicating at a distance. In it, the Grand Master of the Order of the Flaming Rose will try to contact the sorcerer. It turns out that it was Jacob who created the Salamanders and was their leader. We leave the dungeon, meet Triss and return with her to Vizima.

Epilogue

We find ourselves in the Temple City. Not far from us, Radovid is talking about something with Foltest. We tell them the whole truth about Adda, the Order of the Flaming Rose and the salamanders. The King asks us to deal with the Grand Master and his minions.

All the streets are on fire, so we have to make our way through basements and sewers, in which we will need to fight a huge Rigger. You can hit the monster’s tentacles with the Igni sign, and hit it on the head with a silver sword. After the battle, don’t forget to collect a unique ingredient from the monster’s corpse.

We return to the city streets and fight with armored mutants. We reach the Order's fortress and send Triss for potions, while we ourselves go to look for the Grand Master. Jacob shows us that in his monastery people are safe. He tells Geralt that the whole world is in danger, and only he can save us all. In order to prove this, he creates an illusion and immerses the witcher in it.

We find ourselves in some snowy location and immediately meet Triss (or Shani - it all depends on your choice made earlier). We go forward and destroy all the monsters and ghosts on our way. At the very top we fight with the Grand Master. After defeating him, the Wild Hunt will arise, which will order Geralt to give Jacob to them. You can agree and not engage in battle with the ghost, or refuse the Wild Hunt and fight with it. Afterwards we return to the real world and search the body of Yakov, from whom we find the witchers’ property, as well as an amulet, which is very similar to the necklace we gave to Alvin in the fourth chapter. Is Jacob really Alvin, who, with the help of his power, was able to travel back in time? We will never know the answer to this question...

We watch the final video, in which we learn that Adda married Radovid (if we saved her), and we also see how King Foltest is attacked by an assassin, who turned out to be another witcher. This concludes our walkthrough of The Witcher. You can start playing through the second part of the famous role-playing series The Witcher.

Walkthrough for the Order of the Flaming Rose

Here we will present only the main differences from the neutral side.

Chapter 4. We talk with Rayla and promise her to pacify the nonhumans. At the entrance to the village location we meet Buttercup and talk to him. Then we find Tiruviel and ask her to free Alvin. We talk with Buttercup again and tell him that we are on the side of the Order. We watch a video in which knights attack Squirrels. We help them kill all the dwarfs and elves. We go to the shore of the lake. We talk with the bard again and sail back to Vizima.

Chapter 5. No changes are expected in the throne room - the king also asks us to heal his daughter and deal with the Salamanders. Near the entrance to Old Vizima we will meet White Raila, with whom we are trying to make our way to the hospital. It is also necessary to kill at least twenty Scoia'tael to win the argument with Rayla. In the hospital we will meet Shani and the wounded Siegfried. In the middle of the conversation, Squirrels will burst into the hospital, which we will have to calm down. Then a knight appears and reports that a striga was seen near the tower. Then everything goes as usual, however, we learn about Raven’s armor not from Kalkstein, but from a blacksmith working in a temporary forge. It is he who will help us make this armor.

We will go to the swamps together with Siegfried and on the way there we will see how White Rayla is killed by one of the elves. Once in the swamps, we will not be able to fight shoulder to shoulder with the knight for long, since the Grand Master will take Siegfried with him. Before the old manor, all quests are exactly the same except for access to the secret laboratory - you need to use the following magic signs: Aard twice and Igni once.

In the old Manor, instead of the witch, Siegfried will be waiting for us. After defeating Yaved, we go to Vizima.

Epilogue. Siegfried will be promoted and may be able to become the new Grand Master. We make our way with him through the sewers to the Order’s fortress. Then everything follows the same pattern as before.

If you are having problems with Walkthrough of the game The Witcher, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. The Witcher. In the most difficult places we add pictures that can help you. Walkthrough The Witcher read on our website.

Start

First steps when Walkthrough of the game The Witcher combine plotting and training. After a short video, a dialogue begins, after which they show how bandits attack Kaer Morhen- the abode of witchers, immediately after this Geralt is given a blade in his hands and taught to fight. After dealing with the bandits, we go upstairs, where we communicate with our allies and decide how to split up, we have to make our way to the mechanism that lowers the gate and open it, after which Triss brings down the arch on the heads of the enemies and a dialogue begins, now we, in the company of Leo, go to the dungeon, find out , what the bandits want there, the path to the enemy will be blocked by a magical barrier, the way back will be blocked, to clear the blockage we learn the sign Aard and clear away the rubble. Having returned, we speak with Triss, while she runs downstairs we fight with Savolla and the chimera, after the victory we go downstairs and see that Triss is defeated. After the battle, he begins clearing the premises of the remaining bandits, we also search all the nooks and crannies of the castle, after which, after reading the book, we search chimera, then we meditate to create a potion for Triss, which we give to the patient lying in bed. After which we go down to the hall and tell Vesemir that we are completely ready.

Chapter 1

After the video, we gain control of Geralt, kill the dogs, trying not to touch the guards, and then communicate with Shani. We go into the tavern and talk to everyone. We go to the Reverend, he is ready to talk about salamanders, if we light candles in the altars at night, after each lit candle dogs will appear, as soon as we light everything, we return to the Reverend. We go to the witch - Abigail, she will ask you to bring five petals needle myrtle, it grows everywhere, so there is no problem; when she returns with the petals, she will ask us to wait. We go to the Reverend, who will say that we need to gain the favor of three residents of the suburbs. We head to Mikula, who will ask us to clear the crypt from ghouls, having examined the woman’s body at the entrance, we select a bottle of poison, after which we inform Mikula about everything and do not forget to remind about the reward, immediately after this a group will appear salamanders Having repulsed their attack, we head to Odo. He will ask you to weed out the weeds in the yard, we meditate until midnight, get rid of the weeds, then go to the fishing village, cutting out drowners, we go into Haren’s hut, he will ask you to cut drowners near his goods, but there we will find Scoiathael, we allow them to pick up the goods, then we inform Haren that the task is completed, and we will also meet our old friend in the village - Zoltan Khivay. We return to the Reverend and say that important residents respect us, in turn he will tell us to kill the Beast, we head to the witch and listen to the boy’s prophecies. We return to the Reverend, he will send us to the inn, where an ambush awaits, having killed the enemies, we take the key to the basement from the innkeeper, where we find bandits and captive children, including Alvin, passing through the cave we destroy the rubble Aard and we meet Abigail, who will ask for protection from the villagers. After a long dialogue and a short video, the battle with the Beast will begin, he will call the dogs to his side, but after his death they will disappear, so without being distracted we kill the boss, then we deal with the Reverend and his accomplices, take the pass from the priest’s body, go to the tavern , where Shani will join us, after which we go to the bridge, but we are grabbed by a guard and put in prison.

Chapter 2

In the cell we communicate with all the prisoners, after which we will have a chance to survive - to kill cockatrix, who settled in the sewer. However, we will have to beat the prisoner who volunteered for this case before us. Having received the sword from Yuz, we note that it was bought from a certain Thaler, in the sewer we will meet a knight Order of the Flaming Rose Siegfried. He will tell us about the ingredients that can be obtained from cockatrix, after which he will join us in search of the beast, after victory we get out of the sewer into the fresh air and find ourselves in Temple Quarter. We head to the detective and talk to him, we run to the alchemist Kalkstein, he will give a quest to the magician’s tower in the swamps. We communicate with Berengar, then we go to Vivaldi and buy two books required for the tasks. We go to the buyer - Thaler and talk about the sword, after which we communicate with the undertaker at the entrance to the cemetery. We go to the tavern and agree to help Carmen in protecting her “girls”, after waiting for night we go around all the places and save them from the bandits, we collect the villains from the corpses fisstech, after which we go to our old friend - Yuzu, we give him a drug, for which he will blurt out that he is wounded salamander is now in a hospital. At the entrance to the hospital we bribe the guard, after which we bribe the guards near the bandit, they will ask you to come at night. We find Shani inside and give her five twigs swallow potion.

We go to Kalkstein, he will tell you about 10 Sephiroth, necessary to open access to the tower, and they must not only be found, but also placed in special obelisks in the swamps. The location of the stones is described in the book in the inventory. One of Sephiroth buy in Levuwardena for 500 orenov. We go to the detective, deal with the ambush, after which he will tell you what salamanders died and it is necessary to perform an autopsy, Shani will help us with this, but before that we need to talk to Levuwarden again - he will tell us about the secret order, Mogiloy and Thaler, the latter, being drunk, will give us a book. We wait for night and go to Shani, she will tell you that you need to read books. They can be purchased from antique dealers. The gravedigger will bring the body to the hospital by midnight in exchange for the bottle. We go to the hospital at midnight, taking a fruit, which we donate to the statue of the goddess in the hospital, for which we will receive sephiroth, then we communicate with Shani. We inform the detective about the results of the autopsy, he will ask for time to think, we go to Shani, she will ask for help throwing a party, we buy cherry tincture And vodka, then we run to the detective, he will ask to remove the Grave, we leave and immediately return, informing that everything is done, as the final goal - the detective will ask to get rid of Kalkstein in the swamps, for this he will give us sephiroth.

We invite Zoltan to Shani's party. We go to the swamps, agree to accompany the old man, passing through the quarry we kill all the drowned people there and accompany the old man to the temple, then he will go further on his own. We head to the cave in the west, there we will study a new sign and get another sephiroth. We take a task from Vaska to find a boy and look at the druids, there will be an elf there, we take a letter from him for Vivaldi, and also complete the tasks of the druids. Returning to Vaska, we receive a Tarot card. Next, from the Melitele temple we teleport to Kalkstein's laboratory, he will say about the map that it will help awaken the golem. Next we go to Shani’s party. We go to the swamps, order a thunderstorm from the druids for 500 orens, stick a lightning rod into the golem, after defeating it we get the last sephiroth, spreading them over the stones we return to Kalkstein. Now we sail again to the swamps, where we meet Siegfried, help him deal with the squirrels, for this he will tell us about Berengar. A detective is waiting for us at the tower, who will offer to keep watch outside while we inspect the tower, having collected all the goods, we leave the tower and run into Yaved and the Professor, having taken off half the health of either of them, we watch them run away, then Triss will appear, who will save Geralt.

Chapter 3

We find ourselves in Triss's house Merchant Quarter, after a short dialogue we learn about the party that Leeuvaarden is throwing at six o’clock. We wait for six o'clock and go to the tavern, go up to the second floor, after talking with the guests, pay attention to Princess Adda, who will ask you to bring her favorite dish, to find out it we talk to Thaler, then we talk to Triss so that she can conjure it. Next we communicate with the princess again. After talking with Triss and Leeuvaarden, we will again receive the task - to eliminate salamander. Outside we will see Thaler trying to arrest de Wette, after listening to both we take Thaler’s side, in gratitude he will tell you that strange things are happening in the kingdom. We buy information from the innkeeper - the password to the lair salamanders - « Thorn" We look into the market square and install the first sensor. We return to Temple Quarter, we put a sensor at the sewer, then we head to Yuzu, he will ask you to track who supplies fisstech to the city, this is a certain Kosar, we find him in a tavern, threatening to punch him in the face, we begin to pursue the coward, after which we finally catch up, beat him without witnesses and take away the recommendation. We go to the sewer, break through one of the walls Aard, we show the security the paper and tell the password, then we make our way into the office of the head of supplies, search it, immediately after the search everyone will rush at us salamanders Having killed them, we head to the exit, Yuz will meet us there, he will report that there are still bandits left in another part of the sewer, having killed them, we report success and complete the quest. We place the third sensor in the cemetery.

Returning to Triss, we learn that the sensors point to Alvin, after which she demands to bring the boy to her. At the hospital we listen to Shani’s outrage. Next we talk with Buttercup, he will tell you that the boy was kidnapped, he will show the way to the bandits, by cutting out the scoundrels, we save the boy, after which we decide who to take the boy to, either Triss or Shani. Next, we give the lady of our heart a ring, watch the sex scene and have a drink with Buttercup and Zoltan. Let's go to the swamps. There Vaska will tell you that most of the residents were taken away to collect drugs, we save the poor fellows, then we receive a resounding thank you from the old woman, we go to the tavern to Leeuvaarden, give him papers, he will ask you to wait, we run out of the tavern, wait a day, we go in and encounter an ambush salamanders, having dealt with the scoundrels, we talk to the merchant again, he will send us to the commander of the guard. The latter will tell us to meet at midnight in the sewer, there, using an extension ladder, we will get to a previously inaccessible part Merchant Quarter. We go to the shelter salamanders, where we cut out all living things, after which we communicate with the mirror. Having got out, we see the werewolf - this is Vincent, we let him go. Afterwards we return to Levouarden for the next task.

It is necessary to find helpers in the fight against salamanders. We talk with Triss, she will direct us to a certain house where Radovid will be found, but he will refuse to help. We turn to Velerad, but he is no help to us either, all that remains is to ask Siegfried, who in turn will ask to understand the reasons why people disappear in the cemetery. At the cemetery itself we communicate with the ghoul Vetal, in exchange for life he will tell about Scoiathael. We go to the crypt, where we decide to save people by cutting out all the enemies and reporting to Siegfried, but immediately after that a boy will come running and tell us that the bank was attacked by terrorists. We follow to the bank. At the building we talk with Velerad and Siegfried, through the town hall we enter the bank and during communication with proteins We find out that in this way they want to return this bank to Vivaldi. We help them get out, for which they will promise to help in the fight against salamanders. We talk with Triss, she will direct us to the tavern, talk with Leuvaarden and Yaevinn, but there will be an ambush there, which Vincent in the guise of a werewolf will help us cope with. We go upstairs and after a short dialogue Triss teleports us to the lair salamanders. We first clear the area from weak enemies, then head to the teleport, from where they will come to the rescue nonhumans, the magic barrier will fall, we communicate with Yaved, he will start to run, we catch up and communicate again, then we begin to beat the Professor, but he will finish him off Queen Kikimora, after which she will immediately hide underground, but will immediately come out as soon as we approach the place where she hid, there is no need to fight with her, we just run into a room with wooden beams and hit them Aard, the stones will fall on her and the monster will die, then we run to the exit, but we will run into Adda and her minions and in order to save us, Triss will teleport us to an unknown location.

Chapter 4

We find out from the girl on the shore where we are. At the altar water we communicate with their leader and learn something about Berengar. We talk with the fisherman and sail to talk to Lady of the Lake, then we return to the previous shore, wait for the morning and on the way to the village we meet Berengar. After talking with him, we continue our journey to the village. In the village we meet Buttercup, after a conversation with him we head to Alina’s house, where we meet Alvin. Next, we talk with Buttercup again, he will tell Alvin to put a necklace on him, we go to the place where he was last seen, but Alina will say that the boy is in the area of ​​​​the old ruins, we go there and see that the boy is with a ghost, this is the ghost of the player, so he offers to win the boy at dice, we agree and win, then we give him Triss’s necklace. On the way back we see Adam killing Selina. We report everything to Julian, then we go to the field and see that Alina is midday Having killed her again, we tell Julian everything. He will ask you to dispel the spell. Buttercup will offer to collect Alina's mirror, for this we go to the field and kill midday, after which we hand over the pieces to the blacksmith, Buttercup will offer to write a letter to Triss, we agree and write, pass it on through the fisherman. Having taken the mirror, we go to the field and talk with Alina. In the tavern, we ask Buttercup to come up with a ballad so that Alina will stay until the evening and meet with Selina, after which we meet him near the raspberry tree, as soon as the girls meet and talk, the quest will end. Now we fulfill the request Lady of the Lake- we reconcile people and fish people, for this - we bring her a figurine from people and a gold bracelet from fish people, in return we receive stones for summoning Dagon, after defeating him Mistress will give us a new silver sword. We will meet Berengar on the shore and learn the sad truth, after which we will receive a letter. In the village we meet knights led by White Raila and find out that in the village Scoiatael took hostages. We go to negotiations, then we go to Tiruvel and promise to help hide, we begin the journey after Dandelion, but then the knights will attack, we ignore the battle. After all these events, together with Buttercup, we get into the boat and sail to I'll take it out.

Chapter 5

Let's go to Old Vizima, after a short video we find ourselves at the royal court, where Foltest will tell the whole truth, then we talk with de Wett, Velerad and Triss, then we return to the king and receive another task to completely exterminate salamanders. We go to the hospital, during a conversation with Shani knights and squirrels break in, we put everyone to bed, then we go to the swamps, where, as we heard, Princess Adda turned into Striga. In the swamps near the tower there will be two options for solving the princess’s problem - kill her, or run from midnight until dawn. After which we go to Old Manor, where we meet de Vette, who says that Adda has become Strigoi because of him, with our blade we explain to him that it was not worth doing this. Further along the way we will encounter White Raila and Yaved, the latter will run away, and Raila will attack us, we kill her and continue our path. Continuing the path we get to Yaved's lair, inside we have to fight with Kashchey, after defeating whom we deal with Yaved, then we tell Supreme Master of the Order about Yaved, it turns out that master also for the gang salamanders. Now we head to Triss to talk.

Epilogue

We talk with Foltest and Radomir. We inform you about Salamander,Addu, Master's degree and about Order. Now you need to destroy Master's degree. We go to the basements and go out into the sewer. Where awaits us rigger, after defeating him we enter Abode of the Order. Having taken the key from the guards, we are looking for Master's degree in his chambers, but he will send illusions to us. Once in the snow, we go up the slope, destroying all the enemies, after which at the top we fight one on one with Master, after it will appear Wild Hunt, after a short conversation with the ghost, we fight again, watch the final video. On this walkthrough of the game The Witcher completed.

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