The Witcher 2 complete walkthrough. Detailed walkthrough of the main and side quests of the first chapter

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

The beginning of the story

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

The beginning of the first journey

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

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

One of the further scenarios

Many people wonder when completing the "Royal Blood" quest in The Witcher 2: Is Prince Stennis guilty? The player is asked to decide the fate of this character with one decision. The first scenario would be to hand him over to the peasants to judge. People embittered by the poisoning of the queen will sentence him to instant death by beheading. Only Geralt can give him away, and therefore the player will have to carry out the sentence. This is the easiest way to get the required ingredient, but it is not recommended to do it right away. If the user pays attention to morality, then one should figure out whether the prince is guilty.

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

The role of the detective

If the player wants to thoroughly understand whether it is worth giving Stennis to the people, then he should talk to some people on the “Royal Blood” task in “The Witcher 2”. The passage involves the above-described difficulties with starting the cut-scene and executing the character, but this can be avoided. To do this, you need to talk only with certain individuals. Zoltan and Dandelion will remain neutral, since they are poorly acquainted with the prince. You can talk to them, but they will only confirm the fact that the situation requires investigation.

Then you can chat with Stennis himself, who Once again will refuse to give a small share of his “blue” blood. To enter the chambers, you must use the magic sign Axii to convince the guards. He will declare that the peasants simply decided to take out their anger on him. Of all the nobles, it is best to conduct a dialogue with Halldorson. The nobleman will begin to defend the prince and will assure that the peasants simply want to quickly take revenge for the poisoning of Saskia. In the same conversation, you can learn that Stennis always listened to the advice of a certain priest. Next you should turn to the peasant, who is accused by the nobles of bribery and poisoning. He will tell you that he overheard the conversation between priest Olshan and Stennis. The first asked the second to call the servant away from the kitchen. This gives a hint that it was the close priest who poisoned the wine. After all the conversations, quests will appear that are included in the mission “Royal Blood” in “The Witcher 2” - “The Walls Have Ears” and “Suspect: Torak”.

Additional tasks

Going through the two mentioned tasks will allow you to work through all the options for the “Royal Blood” task in The Witcher 2. The mission "Suspect: Torak" begins with a trip to the rune master, who refuses to make a special cup for the antidote. The task stops here until the passage of “Nightmare of Baltimore”. It is connected with the disappearance of the second rune master. To begin, the player will have to take notices from the board in Vergen that the man may be alive. After some time, the player will see Baltimore's dream, after which he should head to his workshop. There he will again see Torak and several other blacksmiths. He will give permission to search. Upon careful inspection, you can find a box with a key and instructions describing the path to one place. Torak will be at the entrance, but you should not give the notes to him. According to the instructions, the user will come to the place indicated by Baltimore. The text must be read carefully, otherwise you may get confused. After going to the chest, you should return to the workshop, but first prepare for the attack of Torak and his friends. After winning, the player must search the body to obtain the key. The Axii and Yrden signs will help you cope in battle. In Torak's chest you can find a recipe from the priest Olshan with a fake cup. This is the first evidence of guilt, and the second will be found in the quest “Walls Have Ears.”

Solution

After talking with the peasant Willie Oblate, whom the nobles suspect of poisoning, the above quest will begin. In the story mission “Royal Blood” in The Witcher 2 (Iorveth’s path), it is recommended to go through it in order to get a second proof of the priest’s guilt. It is also worth knowing that Willy will refuse to talk at first, but in this case you can use Axii or simply intimidate him. He will talk about the overheard conversation between Olshan and Stennis with the already mentioned phrase about the servant being distracted in the kitchen. After this, the player’s path lies to the local elder Cecil Burdon. In conversation he will agree to show Olshan’s house.

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

Possible consequences

The above describes in full the first scenario of Geralt’s actions on the mission “Royal Blood” in “The Witcher 2”. It became known how to justify Stennis, but whether he deserves it is up to the player himself to decide. The prince maintains a position of peace with Kaedwen, but he does not want to receive help from Iorveth. Only the decisions are made by the military council, and therefore the poisoning of Saskia was beneficial to him. If you give it to the peasants to be torn to pieces, then Aedirn will find itself without a throne and the state will plunge into ruins. long years into the abyss of a hopeless war.

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

Beginning of the second option

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

Penetration options

The next difficult task will be to infiltrate the camp on the mission “Royal Blood”. There are several ways to do this. The first one will open after an agreement with Madame Carole, who will sell the key to the secret passage in the tent for half a thousand coins. The player will have to go through caves and fight some monsters. You can also get here through the eastern side of the coast, from where the path goes to the dining room and the same dungeons. This is the easiest path available. In any case, the user will arrive at the tent of Nilfgaard's ambassador Shilard Fitz-Oesterlen. He will escape, but he will have to fight the guards. The opponents are strong, you should prepare for battle, drink potions from the arsenal. It will also help here, but it is better to be prepared yourself.

The next security post will be distracted by a new ally, and the player will have to wait for events to develop on the mission “Royal Blood” in The Witcher 2. Then, hiding behind the tents, move deeper into the camp. Third tent large sizes along the way will be a necessary goal. There is a guard at the main entrance. To distract the soldiers, you need to use the Aard sign to break the boxes that stand behind the royal tent. This will distract them, and Geralt will be able to get inside. This will be followed by a dialogue with Henselt, in which the main character will ask for a vial with his blood. He will agree to give it to the witcher, after which he will order the guards to escort Geralt out of the camp. At the same time, no one will touch him, and one of the most important ingredients for saving Saskia will be obtained without losing the central characters of the story.

When completing missions, the player is recommended to pay attention to whether conditions interfere with other missions. In The Witcher 2, often starting one quest automatically fails another, which means players may not receive important rewards. To start the mission "The Walls Have Ears" you need to find Willie Oblate, and this is related to the "Royal Blood" task in The Witcher 2. Many players do not know where the cupbearer (the profession of a suspicious peasant) is. To do this, just go to the southern part of Vergen and find a detachment of Scoia'tael. They protect Willie from the wrath of the nobles.

To sum up the task “Royal Blood”, the player is faced with a classic moral choice for which the entire Witcher series is famous. The player is asked to take the simple path and choose the greater evil, condemning Stennis, who is not directly to blame. In this case, the user will be interested in testing himself and seeing what choice he will make.

Ballista

Spoiler

Loredo's residence has a ballista. It’s not worth leaving such a powerful weapon in the clutches of this madman, so Roche invites Geralt to neutralize it.

The Witcher approaches the prostitute Margarita standing nearby and asks her to distract the guard, but he will have to pay for this either in hard cash or in deeds. If in the first case everything is clear, then in the second you need to defeat two thugs, Miron and Alphonse, in a fist fight.

Now Margarita will distract the guard, and the Wolf will be able to disarm the ballista by pulling out one of its parts.


Mystic River

Spoiler

In Keiran's lair there are wrecks of a ship in which a skeleton lies. The wolf decides to inspect the skeleton and the ship. He finds a key near the skeleton, and a little further, on the same ship, a chest that can be opened with this key. Inside is a diary that should be placed in the royal mailbox. It is located in Flotsam, on Ludwig Moers' desk.

The quest continues in the second chapter.


Sword on Monsters

Spoiler

Geralt arrives in Flotsam without a silver sword, so it is necessary to urgently look for a replacement for the old one before it comes to fighting monsters with steel weapons.

There are several ways to get a silver sword:

  1. Take the drawing in the chest located next to Roche's ship, collect the necessary ingredients and, in fact, create a blade.
  2. Buy a silver-plated sword from Berthold Canderelia.
  3. Buy a strong witcher's silver sword from the Mysterious Merchant.
  4. Import a character from the first part of The Witcher's adventures, who must have some kind of silver sword in his inventory (in this case, the quest will end as soon as it begins)

Hand Wrestling: Flotsam

Spoiler

A new type of entertainment in the world of The Witcher is arm wrestling. In the first chapter, the Wolf will be able to compete with the following opponents: Zoltan, Thin Yuzva, Janosze Zhiloy, Fat Mikel, Bartolomew Barka.


Poker Game: Flotsam

Spoiler

Old habits never die, huh? The Witcher is again given the opportunity to play poker. In Flotsam his opponents will be the following individuals: Bandek, Kazimir, Zyndrab, Einar Hussel, Burnt.


One on One: Flotsam

Spoiler

The Witcher enters the lower floor of the inn and sees people fighting. No, this is not robbery, but a tournament. As soon as Geralt talks with one of the spectators, Sheridan will approach the Wolf and offer to take part. The Witcher will have to fight with Ose, then with Naizzhop (gorgeous name), then with Little Dodu.


Fight club

Spoiler

Having won the battles in the tavern, the Witcher meets a man named Ziggy, who offers to take part in battles with more serious stakes.

The wolf approaches the tavern at night, accepts Ziggy's offer, and together they go to Loredo's residence. It turns out he also conducts underground fist fights.

The Witcher will have to fight with four opponents: Sukhoi, Marko, Cleaver and Zhdan.

When the Witcher defeats the first three, Loredo will approach him and offer to lose last Stand in exchange for a third of the winnings. You can accept his offer (or even ask for more) or refuse.

Option 1: Geralt does as Loredo says, but in the end he finds that he was cheated and left with nothing.

Option 2: The Wolf ignores Loredo and wins the fight, receiving a reward from him and Ziggy (however, later in the city the Witcher will be attacked by two bandits sent by the commandant).


The Disappearance of Garvena

Spoiler

If the Witcher helped Roche, then in the upper rooms of the tavern, when the Witcher asks witnesses to the events that happened in Sheala’s room, the Wolf learns that the prostitute Garven has disappeared.

Geralt goes downstairs to the bottom floor of the tavern and finds Garvena hanged, as well as her note. Such are the things.


Malena

Spoiler

The Witcher sees how, in the Bindyugi area, guards pester an elf, accusing her of collaborating with squirrels, since two members of the city guard disappeared, and they were seen in last time with her.

The Witcher decides to look into everything, and then the guards and Malena go to the cave (it is very close to the place where Vernon, Triss and Geralt landed at the beginning of the first chapter).

The wolf enters the cave and sees traces of blood. He follows them, killing the Nekers along the way, until he comes across the bodies of these same missing guards. Still, the elf lured them into a trap.

Option: 1 upon returning to the guards, Geralt surrenders Malena whole. You can either send her straight to Loredo or listen to her. She asks to follow her to prove her innocence, but instead lures the group into the Scoia'tael's trap. The Witcher and the guards kill the squirrels, and Malena is sent to Loredo.

Option 2: upon returning, Geralt says that the guards were killed by monsters. Malena wants to thank the Witcher and offers to meet at a waterfall in the forest. And again, this turns out to be a trap: Malena runs away, and the Scoia "taels" attack the Wolf. Having dealt with the enemies, the Witcher runs to the destroyed hospital, and now the fate of the elf is in his hands: he can let her go, hand over Loredo, or make her pay for all these traps and kill.


Smell of Incense

Spoiler

At the docks, the Wolf will meet the scientist Wenzel Pagg, who will ask you to get a certain recipe from one of the merchants.

This merchant turns out to be Vilmos Bartok. His shop is located near the inn. Vilmos will offer a fake recipe; Geralt can agree or scare the merchant into giving him the real formula.

Upon returning to the alchemist, he wants to test the formula in his laboratory. If you have a desire to fail the quest, you can refuse and then be ambushed in the forest. If not, then we agree and meet with the scientist outside the city gates. Now he also offers to blindfold the Wolf, since the location of the laboratory is secret.

Option 1: The Witcher agrees and is blindfolded. He is stunned, soon after that he comes to his senses in a cell, in a laboratory, and this will end the quest, if the recipe is real. If it is fake, then you will have to deal with bandits.

Option 2: The Witcher does not want to be blindfolded, so he will have to get to the laboratory himself. You can get to it by leaving Bindyuga along the main road and taking the second turn to the left. Then we go along the road and turn towards the river, there will be a cave there. Wenzel will be waiting at the end of the cave. If the recipe is real, then just give it to him and finish the quest, if not, then you will have to deal with the bandits.


Incense Shop

Spoiler

Having received the task from Wenzel Pagg to take the recipe from Vilmos Bartok, the Witcher approaches the shop and sees a crowd of people. The wolf approaches a woman named Matilda and learns that Vilmos is selling a drug that drives people crazy.

When talking to the Wolf, Vilmos says that he simply selected the ingredients. Either we take him at his word, or we cover the shop by persuasion or intimidation.

Now you can return to Matilda.


In the Claws of Madness

Spoiler

Geralt asks Cedric about work and learns about the disappearance of two people who went to the burned hospital.

The Witcher finds one of the missing men, Rupert, at the waterfall, but the second, Grydl, is still in the hospital. The conversation is interrupted by an attack from the Neckers.

A little further to the south is the hospital itself. The witcher descends into the dungeons, having killed a couple of neckers, and finds himself in the first room of the hospital. Immediately he sees a ghost walking through the wall. The Witcher goes to the end of the corridor and through the opening enters a large room with two hostile ghosts (we use Aard, Yrden and dodge more often). The wolf again sees the first ghost, who this time passes through the fire. Geralt approaches the flame and it disappears, revealing a passage to the lower levels of the hospital. Having descended, Geralt meets two more ghosts who need to be destroyed. The Witcher moves forward and sees the ghost again.

The wolf moves on and finally discovers Grydlya, but he is not in the best condition, to put it mildly. Realizing that nothing intelligible can be achieved from him now, Geralt goes for medicine. Having walked a little forward, Geralt turns and finds a chest guarded by another pair of ghosts. After killing them, the Wolf finds the medicine in the chest, returns to Grydla and learns that treasures are hidden in the hospital. The Witcher goes to the next room and meets the very ghost he has been following all this time; it requires the heart and eyes of Rupert and Gridley. The Witcher returns to Gridla and takes him to Rupert, to the surface.

Option 1: The Witcher tells Gridla and Rupert that the ghost wants their hearts and eyes. They suggest substitutions: use organs or pigs, or neckers. If in the second case everything is clear, then in the first you need to go to the butcher in Flotsam.

Returning to the ghost, Geralt discovers that he is not so easy to deceive: he will immediately sense the substitution, be it pig or Naker organs, and attack Geralt. The battle itself is not difficult, but you should avoid the walls, as they are on fire.

Having dealt with the ghost, Geralt returns to Grydl and Rupert and can either release them or send them to Leredo.

Option 2: Geralt lures Rupert and Grydlya into a trap with a ghost. This ends the quest.


Hangover

Spoiler

The Witcher enters the Blue Stripes headquarters and discovers a small party thrown in honor of the defacement of the Veiopatis statue.

You can talk to Bianca, Thirteen and Fenn. With Bianca there is an opportunity to compete in knife throwing; You need to hit the ham, the map and the oar on the wall. And with Fenn and Thirteenth - compete in arm wrestling.

Soon after all this, people appear, angry at the desecration of the Veiopatis statue. Roche, who is now a little angry, intervenes. You can try to calm him down. If the persuasion does not work, you will have to fight him with your fists. You can also do nothing, and then the quest will end.

Throughout this time, Geralt drinks, and eventually we lose control of the character.

The Witcher finds himself half naked with a tattoo on his neck on the shore and lies there until one of the local residents. To find out what happened, you need to pay for information or scare. The witcher is sent to Garvena (third floor of the inn). You will have to pay again; The wolf now goes to Bianca.

Bianca sits at the Blue Stripes headquarters and tells Geralt where he got the tattoo, how he ended up outside the city and what happened. All of Wolf's belongings are contained in a chest in the next room.


Heart of Melitele

Spoiler

In Bindyuga, the Witcher finds the woman Aneshka in the farthest house and shows her the amulet. She is interested in buying it, and the Wolf can ask about the reason using persuasion. She says that the amulet is cursed and that she can restore it, but to do this she needs four ingredients:

  1. essence of death,
  2. troll tongue,
  3. endriagi embryo,
  4. eyes of the head-eye.
The Witcher returns to Aneshka and gives the ingredients. Now it’s time to move on to the ritual itself. Aneshka suggests meeting at the Veiopatis statue at midnight.

The wolf arrives at the altar, and Aneshka begins the ritual. Of course, someone won’t let everything be done calmly: the Wolf is attacked by ghosts (three of them; with the murder of each, a new one appears). Use aard and sometimes axiy: there is a chance that it will work. Having dealt with the ghosts, the Witcher receives the restored amulet.


Contract for Endriag

Spoiler

Near Flotsam, in the forest, the Endriags settled, for the destruction of which there is a reward. Who else but the Witcher, the monster slayer, is capable of such a task? Geralt takes the contract from the notice board and goes into the forest to hunt (before carrying out the execution, I advise you to read literature on the Endriags, or simply kill them: this will also help to obtain information about them).

In total, there are three nests in the vicinity of the city, where there are three cocoons (three for each nest), one queen that appears after their destruction, and a bunch of ordinary endriags. It is not necessary to kill the latter, but getting rid of them would be a wise decision; It's easier to kill the queen when no one interferes.

As soon as all 9 cocoons are opened and the queens are destroyed, the Wolf should go to Ludwig Merce for a reward.


Contract for Neckers
On the way to the destroyed bridge where the troll has settled, the Wolf meets a man attacked by neckers. The Witcher saves the poor fellow from monsters and enters into dialogue with him. The rescued man, mentioning that the beast demands a drink for passage, advises not to kill the troll, but to go to Khorab, whose house is in Bindyug.

Geralt goes to Horab and learns from him that it is not worth killing the troll, otherwise there will be no bridge at all. He offers to make him stop drinking and get to work.

The wolf returns to the bridge and begins a conversation with the troll. Regardless of the Witcher's intentions, the battle cannot be avoided. When the enemy has about half his health left, Geralt will be offered a choice: finish what he started or find out why the troll began to drink.

Option 1: the whole point is that someone killed his troll. The Witcher goes after an unknown killer, and our alcoholic, if the killer is destroyed, will return to work.

The Witcher decides to ask Zoltan and Sheala about the troll, after which he goes to the house of the Burnt (in the Bindyugi area) with the head of a female troll on the wall... He says that he bought it from Dimitar. Before going after the killer, about whose whereabouts the Burnt One knows nothing, you can win a head in dice, since for it the troll will give a drawing of the Hunter's Armor.

Although Burnt is unaware of Dimitar's whereabouts, he says that his people hang out at the tavern. Going down to the lower floors of the tavern, Geralt meets one of Dimitar’s minions, Gervant (hello from the first part). He, of course, will not happily tell just anyone about the whereabouts of his boss, but intimidation and a fight will quickly correct the situation.

Dimitar can be found in the cemetery (it is located near Bindyuga) in the company of henchmen. Fighting them is not a difficult task.

Having dealt with the killer, the Witcher returns to the troll, saying that he has dealt with Dimitar, and also returning the troll woman’s head. As a reward, he will receive a drawing of the Hunter's Armor.

Returning to Horab, Geralt learns that he is not going to pay the required amount, but persuasion or intimidation will correct this.

Option 2: The wolf kills the troll and returns to Ludwig Merc for the reward.

The game begins with a dialogue between Geralt and Vernon Roche, the commander of a special detachment of the so-called blue stripes. The murder of the king is being investigated, and the witcher is the main suspect.

The situation is clarified by three episodes, which can be completed in any order. In these episodes, Geralt takes a direct part in the assault on the rebel castle of Count Arian La Valette, helping the Temerian king Foltest.

By the will of the king

The glorious day that begins with mutual caresses between Geralt and the red-haired sorceress Triss Merigold is overshadowed by the Temerian soldier. He reports that King Foltest wants to see the witcher.

After a short conversation with Triss, you can leave the tent and slowly look around the camp. There are two things you need to do here:

  1. Talk with rubles from Krinfried to get started side quest.
  2. Chop all the mannequins that stand in the yard. Ten destroyed dummies will give you "Experienced".

Having done these two things, you can safely go to the huge trebuchet, near which you will be met by the Nilfgaardian ambassador Shilard Fitz-Esterlen and, in fact, King Foltest himself. The latter will ask you to help him aim the ballista in order to deal with the treacherous Count Echeverria. To properly target Foltest, center the reticle on the silhouette without the helmet feather (he's on the right) and give the command to shoot.

If you don’t hit it, it’s okay; it will have almost no effect on your further progress. All that remains to be done in this part of the prologue is to go to the siege tower.

Castle Siege

On the castle walls, you must take part in your first battle and help the Temerian barons clear the castle walls of the enemy.

Barricades

Further advances are held back by barricades set up by the rebels. Your task is to demolish them with the help of a ballista standing in the yard. To do this, go downstairs (pay attention to the apples that are falling out of the basket, that’s why they were placed here :)) and deal sequentially with three soldiers near the stairs, and then with a group of enemies near the ballista itself.

It is best to first solve the problem with crossbowmen who will pester you with shots from afar. You can do this by rolling and delivering powerful blows with your sword. Then engage the armored warrior with a two-handed sword: dodge his blows and then strike yourself. With the shieldman, use the classic combination of blocks and punches or roll behind him.

With ballista you need to rhythmically click the left mouse button to fill yellow stripe. When it is filled, new opponents will appear. The procedure must be repeated several times.

When the shot is fired, pay attention to the haystack and a corpse in a white hood lying nearby - this is a reference to the game Assassin's Creed. Get a little closer to the corpse and you'll get "Hitman".

On the front line

Return back to the walls and make your way into the tower with the royal detachment. If you defeated Count Echeverria with a well-aimed shot from a ballista, then you will only meet his soldiers, if not, then the count himself. After clearing the walls, Foltest's soldiers will rush to the wooden door and smash it with axes. And behind the door another group of rebels will be waiting for you, led by a healthy fellow armed with an ax. The battle will not be easy, so do not rush forward too much, drawing all the enemy’s attention to yourself.

Separates you from Ariana La Valeta high tower, with which his archers successfully fire back from Foltest's superior forces. Not to carry big losses, Foltest suggests you climb the tower and open the gate. Enemy soldiers will block your way up. Take cover from them behind the walls and attack one by one.

Climbing up, you will meet the main instigator of the chaos - Ariana. Here you have three choices that will affect both the ending of the game itself and the events of the next part of the series.

How to deal with Ariane La Valette

  1. Convince the Count to surrender. In this case, you get "Strong Back", as well as the opportunity to meet the Count when escaping from the dungeon.
  2. Challenge the Count to a fair fight. The Count dies by your sword .
  3. Kill the count and his soldiers. In this situation, you get involved in a difficult fight, and the count dies from your sword.

Trial by Fire

Having dealt with the count, Foltest orders an assault on the last enemy fortifications, in which, most likely, the royal children are hidden. At that moment, when the “blue stripes” are already opening the gates to the tower, a dragon appears and ruins all plans. Geralt, Triss and Foltest miraculously remain alive, running across the bridge to the city.

There are no allies nearby, but there is a whole pack of enemies. Through them you will need to make your way to the next gate, while avoiding the dragon's attacks. Triss makes a way forward for you, but, unfortunately, she remains on the other side of the rift. And the aggressive dragon will soon get scared of the ballista and fly away.

Blood from blood

At the passage to the sanctuary, Foltest's squad will stumble upon closed gate, which cannot be cut through as quickly as the king would like, so he will send you to find a secret passage through which you can get to the sanctuary.

This passage is located in the city well in one of the courtyards. Before you go down there, you can wander around the city and complete a task during which you will prevent Foltest's soldiers from dealing with the inhabitants of the settlement.

The well leads to a system of underground tunnels favored by drowners. Don't forget that a steel sword is ineffective against monsters - you should use a silver one. When you reach the stairs in the sanctuary, prepare to fight several rebels in a small enclosed area. The room in which the gate-opening mechanism is located is located further in the building and is locked. The key is located in one of the soldiers in the yard. When you have dealt with all the enemies, return to the room and open the gate.

The Assassination of King Foltest

This is the last part of your story to Vernon Roche.

In the sanctuary you will meet Count Tailes (who can be hit in the face with a witcher's fist) and a priest. On the way to the sanctuary, the squad is again cut off by a huge dragon. There will be a couple of scenes where you need to quickly click the necessary keys - nothing complicated. Roche remains on the other side of the bridge, and you and the king go to the children.

The monk, who is in the cell with the children, turns out to be a witcher. He cuts Foltest's throat and jumps into the water, leaving you alone with the bleeding king. Now you are the main suspect.

Dungeons of La Valette Castle

Vernon Roche seems to believe your words - the story sounds too complicated. At this stage, you can either agree to cooperate with Roche or refuse, but in this case you will be shot with a crossbow like a mad dog.

You are taken back to the interrogation chamber, but this time with the keys to the shackles. You can use them immediately and engage in hand-to-hand combat with the soldiers guarding you, or provoke them into a fight first and then remove the shackles. After defeating the guards, take the club and potions from the chest.

Dungeons can be left [A] top or [B] lower corridors.

[A]. At the end of the corridor, near the closed one, extinguish the torch - this will attract the attention of the guard. Once he gets closer, knock him out by right-clicking. The prisoner in one of the cells on the left (where the guard came from) will notice you and begin to call the guards. Get rid of the warden who arrived in time and move on.

. Carefully moving along the corridors of the dungeon in this way, you will witness a scene in which Ariana is taken out of the torture chamber by two guards, but he deftly throws them to the sides. Aryan is exhausted and will not be able to help you, so you must clear the further path yourself, and then return to him and help him get to the oil barrels. He will set these barrels on fire and thereby cause a fire in the castle. All you have to do is run from the castle to the “blue stripes” ship sailing to Flotsam.

. If you killed Arian during the storming of the castle, then Louise La Valette, Arian’s mother, will be taken out of the torture chamber. Climb up and take out the guards you meet along the way until you come across the Nilfgaardian ambassador Shilard Fitz-Esterlen and the baroness. Shilyard will volunteer to help you (Foltest's death only benefits Nilfgaard) and recall the guards. It's time to escape from the castle.

[B]. At the end of the corridor, near the closed door, we still deal with the guard, but we do not go to the left, but go up the stairs on the right. Next, we neutralize the guard who is looking at the imprisoned elf, take out the key from him and go down into the corridor below. In the corridor you need to find a hatch, open it and go down even lower, after which you will find a torture chamber.

. If Arian remained alive during the storming of the castle, then you will witness a scene in which Arian will be required to sign papers confirming his paternity of the baroness's younger children (although this is not the case). Stun the scribe and fight the torture master. Then help Aryan free himself and get out of the cell, then go upstairs and deal with the guards either quietly or by force. When you return to the count and help him up, he will tell you about a secret hole through which you will need to go. The Count sets fire to barrels of oil, which will cause a fire in the castle, and you must run to the ship.

. If Arian is killed during the storming of the castle, then his mother Louise La Valette will be in the torture room instead. The Baroness will be required to sign papers confirming that Foltest was not the father of her children. As in the previous case, you will have to deal with the scribe and executioner. When you do this, the Nilfgaardian ambassador Shilard Fitz-Oesterlen will enter the cell and offer you help escaping from the castle dungeons. He will go upstairs, gather all the guards and inform them about your escape, after which they will all rush down, and you can safely leave the dungeons and run to Vernon Roche’s ship.

At the exit from the dungeon, you will meet either Small (if you did not confirm the magical properties of the amulet at the very beginning of the game, when you took on the quest “The Heart of Melitele”), or his corpse (if you confirmed that the amulet will help in the battle). If Small is alive and well, he will help distract the guards. If not, then you will have to deal with the guards yourself.

The prologue ends with Geralt, Triss and Roche's crew sailing to Flotsam.

Prologue.

By the will of the king.

After watching the introductory video with Geralt being beaten by two guards, we go to the interrogation room. After chatting a little with an unfamiliar man, we choose one of four options for starting the story. It's best to start with the first one, since that's where the events of the game start.

Waking up in the same bed with Triss Merigold, we watch a short erotic scene, which will soon be interrupted by one of the soldiers. Having burst into our tent, he will report that King Foltest wants to see Geralt. It makes no sense to refuse such a person, so we begin to get ready for the road. While the witcher is getting dressed, you can chat with Triss about recent events. Having got out of the tent, we get used to the controls and go to His Highness. Along the way, you can save several lives by informing three bandits that the medallion they stole is unlikely to protect them from swords and arrows. You can also play arm wrestling with a local champion and get rich by two whole coins.

Having finally reached Foltest, we tell him that the killer trying to take the king’s life was actually a witcher. Surprised by our honesty, he will ask you to indicate the coordinates of the enemy tower using a spyglass. Having looked through the pipe at the building, we indicate to the shooters the angle at which to turn the ballista. Unfortunately, our gun will miss, and the king will order us to follow him. After climbing several stairs, you will find yourself in front of a company of soldiers. Having made a speech about how to die gloriously on the battlefield, Foltest will lead his soldiers into the attack.

On the front line.

Having run out through the opened gate, we kill all the enemies that come to hand. In principle, here you don’t have to get into a fight at all, since our comrades will deal with their opponents just fine without Geralt’s help. The satisfied king will begin to give instructions to his captains, when suddenly archers appear on one of the walls of the fortress, shooting everyone who comes close enough to them. And everything would have been fine, but Foltest urgently needed to capture this wall. Having come up with a cunning plan, we go down the scaffolding and deal with the soldiers guarding the ballista. Before the battle, it would be a good idea to find a place where power accumulates (Z button), and also drink a couple of elixirs (Swallow will do just fine). After clearing the area of ​​the enemy, we begin setting up the gun using a simple QTE.

Having opened the door for our comrades, we head to the stairs, where several La Veletta soldiers are waiting for us. We deal with them and rise further. The king will order us to climb to the top of the tower and neutralize Baron La Velette. Before going into battle, drink a few potions and distribute skill points (to do this you need to enter meditation mode). Once at the top, talk to the Baron and offer to surrender. If everything goes well, it will be possible to avoid the battle; if not, then you will have to fight with more than ten soldiers and La Velette himself in addition. However, there is another way - to accept the baron’s offers to fight him one on one. The main thing here is not to catch anyone from his retinue, otherwise they will immediately rush to help their master. One way or another, having solved the problem, we return to Foltest.

Trial by fire.

After meeting Vernon Roche and talking a little, we will be attacked by a dragon. The main thing here is not to hesitate and quickly run from one shelter to another. Finding ourselves in a narrow tunnel, we help the king deal with the rest of the baron’s troops. Having got out into the fresh air, Triss will open the gate for us. The explosion will cause shaking and eventually the walls in front of us will collapse. Thank God, in our squad there is the irreplaceable Merigold, who will figure out a passage for us, and she will teleport to a safe place. After running across the burning bridge, we watch the video. The dragon flew away.

To the monastery.

The king's children remained inside the monastery, and besides, they were guarded by the remnants of the troops. De Veletton. Of course, you can break through inside, but then they will kill the royal offspring, so Foltest asks us to find a passage into the tunnel that runs directly under the monastery. Before you go into the well (which is where the entrance to the tunnel is located), you can complete an additional task to protect civilians from the royal army. It is enough for the first rude person to threaten with violence, as a result of which he will run away with his tail between his legs. In the second case, you will have to make the threats come true.

Having gone down into the catacombs, we calm down a couple of Drowners (you need to do this with the Silver Sword of the Witchers) and pass through several flooded corridors. If you have already used the potion (or you just feel sorry for it), light the torches on the walls so that if something happens you don’t miss the treasured door. Having got out, we deal with the baron’s servants and continue our ascent. Having seen the “squirrels” landing on the shore, we go out into the street through a hole in the wall. After walking a little more, you will finally reach the desired mechanism. True, he is behind bars, which are locked. We leave the room and attack the priest's guard. Among them there will be one knight in armor. This is exactly what we need, because this person has a bunch of keys hanging from his belt. Having killed Sir Knight and removed the keys from his still warm corpse, we return to the room with the bars. Having unlocked the grille, turn the mechanism until the gate opens completely.

Blood from blood.

Having met the king at the gate, we set off to look for the children. When interrogating the High Priest, we use suggestion, and when Arthur Tiles begins to be indignant, you can refresh him with a blow to the face. Ahead of you awaits a long bridge, which cannot be safe at all. And it’s not even about the height and rocks underfoot, but about the bloodthirsty dragon who came to finish what he started and still have a bite of the royal person. We quickly run forward, without stopping for a minute. The faster you get to the shelter, the faster the terrible reptile will get rid of you.

A joyful meeting between the children and their father took place, but it was darkened by the fact that the “nanny” actually turned out to be a hired killer. Having cut the king’s throat “a huge piece of meat” (as Geralt himself called it), he jumped into the water. The guards who arrived at the scene of the tragedy found only our witcher at the ready with a bloody sword and the corpse of His Majesty. And then the prison.

The escape.

By telling Roche the whole truth, we thereby earned his trust. Leaving us with the key to the shackles, he leaves, saying that his modest person will leave the city by boat in just a couple of hours. Returning to the dungeon, we begin to tease the guards, and when one of them comes to deal with us, we kill. The fight with the second one will take place in the form of a QTE, where you need to quickly press the buttons that appear on the screen. Having dealt with the servants of the law, we search their pockets and take the heavy baton into our hands. Moving along the corridor on your haunches, extinguish the fire using the Aard sign and neutralize the unsuspecting guards.

As you pass by the prisoners trying to escape, neutralize the guard and remove the keys from his belt, then go into the next room. Countess De Valette will appear before you, being taken somewhere by the ambassador. When he sees us, he will indicate with his gaze that we should follow him. Do not make me laugh. The executioner is waiting for you in the other room. Killing him will bring you not only moral satisfaction, but also benefits in the form of a couple of new clothes, as well as more than a dozen gold coins. Now you can follow the countess and the ambassador. After talking with them in the interrogation room, we go out with the ambassador and hide behind the barrels while he distracts the guard. When the guard disappears, we run out the door.

Heart of Melitele.

Once in the fresh air, we meet “Malky.” If anyone has forgotten, Small is the guy from the beginning. Even then we advised to throw away this stupid amulet and put on normal armor. During the battle, the armor helped him survive, and now he owes us a huge debt. First of all, ask the boy to remove the guard from the post, and when he does this, rush towards the ship as fast as you can. Along the way you will be met by the beautiful Triss, and together you will set sail from the shore. It's time to go in search of the "Killer of Kings."

Chapter 1.

Bad reception.

Having dropped anchor, we talk with Triss and Roche. The second has some guesses about the whereabouts of the killer, but all these guesses lead us straight to the camp of the Scoia’tael, who are not particularly sympathetic to people. Especially Geralt of Rivia, who all this time helped the king exterminate them. Having jumped into the water, we follow the sorceress and our savior. After wandering around a bit forest clearings, you will hear wonderful music, which will lead you to Iorvet. During the conversation, the elf openly admits that the kingslayer is hiding in his camp and, moreover, he is under his protection. Struck by such audacity, Vernon Roche will rush at the leader of the Scoia'tael, which will cause an immediate attack by the archers. Triss will have time to build a protective barrier, and in the process she will faint. Taking the girl in his arms, Roche will carry her to a nearby town, and Geralt will have to protect them. The main thing is not to go beyond the orange field, otherwise you will catch several arrows in the gray witch’s head. When the three friends reach the city, Jorven and his elves will retreat, and the local guards will invite us to attend the execution of a certain bard and spy of non-humans.

By the will of the gods and executive fools.

Having wandered around the streets of the city to our heart's content and sold the accumulated wares to local merchants, we went straight to the place of execution. The role of the convicts here is played by a couple of elves and our old friends - Zoltan and Dandelion. And if everything is clear with the first one, then what the hell the bard is doing in the loop is not yet clear. After questioning the guard, we learn about the sentence passed on old Dandelion. It turns out he was courting too many women. But is this a reason for execution? Convince the crowd otherwise (the main thing is not to try to pull your friends out by force) and the angry guard will rush at you hand-to-hand. As in the case of the dungeon, you will need to press the appropriate buttons on the keyboard in time. When the exhausted guard collapses to the ground, the executioner will take his place. Having dealt with both brutes, we watch the approach of the captain of the guard - Loredo. Having pardoned Zoltan and Dandelion, he will ask Geralt to visit him someday.

But before you go to the chief of the guard, look into the inn, where curious friends are already waiting for you. By telling them about the events that happened to you over the past month, you will complete the quest.

It's a disgusting proposal.

It's time to visit the "Honorable" Loredo. After waiting until nightfall (you can now meditate not only near fires), go to the commandant’s estate. Near the gate you will meet Vernon Roche, who is also not averse to chatting with Loredo. Once inside, you will witness some kind of celebration. Prostitutes are roaming around everywhere, and the guards, sitting at the table, relax in a campaign of alcoholic drinks. Seeing the ballista, Roche will become furious and ask Geralt to urgently disable it. The trouble is that there is a sentry standing by the gun, who apparently was not invited to the celebration. After wandering around the courtyard, you will come across a prostitute who, for a small fee, will happily take the sentry into the bushes. If you have problems with money, offer a favor for a favor. The girl will ask you to humiliate the commandant's two boys - Alphonse and Miron. Fighting them surrounded by a dozen of their comrades is a stupid idea, so just beat them in arm wrestling. When both rude people are “put down” we return to the woman. Now she will lead the guard away from the post, in the meantime you can remove the trigger from the ballista.

We return to Roche. Climbing the stairs, we find out that Loredo is busy talking with a certain high-ranking lady and we will have to wait. We go down under the stairs to discuss the plan. A strange stutterer will come up to us and tell us how he accidentally saw Loredo soldiers dragging a strange mechanism into the backyard. Need to check. Having waited until Roche takes the first guard away, we hurry to hide behind a huge boulder, and when the second guard decides to take a walk, we quickly head around the bend. The third guard will have to be stunned, since it will not be possible to simply pass by him. Having made our way through the doors, we head to the first marker on the map and examine the chests. It turns out that Loredo has been robbing local merchants for many months in a row, preparing for the war with Iorveth. The second marker will lead us to the window into the commandant's room. Having witnessed a not particularly pleasant conversation between the sorceress and Loredo, we return to Vernon to tell him everything.

When it's your turn, guard Loredo will invite Geralt to enter. Roche, unfortunately, will be given a turn and he will leave with threats of revenge on the bastard commandant. Loredo offers you a deal. If Geralt kills Keiran, Zoltan and Dandelion will be pardoned. And Zoltan and his friends can easily lead us straight to Iorvet. Having discussed all the details, we get out of the commandant’s estate, not forgetting to grab our weapon on the way out.

Keiran.

Keiran was last seen on the pier, and on that occasion he injured a man. It's time to visit this very man. He lies, oddly enough, on the same pier, surrounded by friends and the sorceress Sheala de Tanserville, who is trying to heal the young man, while two other guys pester her with questions. After driving away the hillbillies, talk to the sorceress. She will send you to deal with the merchants who paid her to massacre a huge octopus and if you manage to persuade them to pay double the price, then you will also get money for this contract.

It won’t be too difficult to talk the merchant out (choose a remark with suggestion) and when he tells you about the elf Cedric, we go in search of him. Cedric can be found at his post, the location of which the mini-map will kindly indicate to you. After talking with him, you will find out that Keiran was once an ordinary octopus, but apparently having consumed mutagens, he was transformed into a monster that destroys ships and feeds on tasty merchants. To begin with, the elf advises to examine the last ship sunk by Keiren. Perhaps there will be some traces there.

Having split up with Triss, we set off to complete the remaining additional quests, and also sell unnecessary things to merchants. When there is nothing left to do in the city, we stomp to the marker on the map, where a charming witch is already waiting for us. Having gone down to the destroyed ship, we repel the attack of the Drowners and examine the slime on the rocks, after which we talk with Triss. Diagnostics will reveal a serious illness of the monster, but it is not going to die in the next few years, so you will have to help it. Merigold will also tell you that Keiran is poisonous and a potion that neutralizes the poison would obviously not hurt Geralt. True, to make it you will need a “tenecost”. Tenecost - very rare plant. However, if you are not afraid of difficulties, you can immediately go to Sheala. If you are not going to reboot hundreds of times, trying not to get hit by a giant, then I highly recommend visiting Cedric, who will tell you where you can find the weed we need so much.

After talking with the elf, we head to the cave under the Scoia’tael sanctuary. At first glance, it is just a waterfall, but in fact, this is how the entrance to the ruins is disguised. Having made our way inside, we begin to methodically cut out crowds of Neckers until we come across a large Foulbrood (a monster guarding valuable moss). This monster is not so dangerous while alive, but after death it explodes, dousing its killer with acid. After scraping the tenecost from the wall, we enter meditation mode and begin to prepare the elixir. When the jar with the antidote is in your pocket, we return to the sorceress in order to go together to the battle with Keiran.

Keiran - Battle.

Having met Sheala on the second floor of the tavern, tell her that you are ready to go to battle with the monster. When she teleports you, do not rush into battle, but first drink several witcher elixirs, paying special attention to the one for which we were looking for the tenecost. Once you're ready, go down to the arena.

We will deal with Keiran in two stages. First, place a trap on the ground using the “Yrden” sign and then immediately use “Quen”. The first will immobilize the tentacle, while the second will soften the damage dealt to the witcher. When the powerful octopus limb pins to the ground, rush towards it and strike the red-orange tumor. Now we repeat this trick two more times and when Geralt grabs the remaining intact tentacle, vigorously press the left mouse button. We won’t hold out like this for long and, as a result, Keiran will throw the witcher aside, and he will begin to furiously throw stones at us. When control passes into your hands, run to the largest cobblestone and wait until the formidable octopus calms down at least a little, run to the left and climb onto a piece of the destroyed bridge. We immediately use the “Quen” sign and go up, using rolls (you can also run, but oddly enough it will take longer). Having reached the end of the fragment, we watch the video and rejoice in our victory over the first boss of the game. All that remains is to receive the reward from the merchant, who can be found on the pier.

Kings killer.

Not far from the pier, Triss will meet us and inform us that Iorvet’s right hand, Kiran, is in custody on the prison ship. We set off for the ship, the road to which will be blocked by a couple of guards. Having informed them that we are carrying out the order of Commandant Loredo, we go down into the hold. The elf is terribly wounded, but Triss can help him. First, we cast “Axiy” on the poor fellow and then quickly click on the left mouse button. If you try to convince Kieran that we want to help Iorvet, he will report about a certain Leto, who, having betrayed Iorvet, took Kieran away from the camp, after which he inflicted several wounds. Leto is the same Kingslayer we are hunting for, and since the leader of the opposition knows nothing about the betrayal, we need to inform him about it as quickly as possible.

Rose of Memory.

During the interrogation of the elf, Geralt will have a new vision. Having learned the details, Triss promises to return the witcher’s memory, but for this she needs the petals of a magic rose. We go on a search, taking the sorceress with us. When you get to the right bush, pick one rose and give it to Triss, then get ready to fight the local bandits. As a result, you will break the floor, collapsing into the godforsaken dungeons of the elves. All that remains is to talk to the witch and watch a rather frank scene.

Kings killer.

When Roche arrives for me and Triss, we get out and go straight to the Flotzim tavern. We need Zoltan, because he has some contacts with the “squirrels”. Having asked him to lead us to Iorvet, we follow to the meeting place, listening to the dwarf’s abusive speeches. Along the way, we will be met by a detachment of Scoia'tael and invited to meet with Iorvet in a special clearing. And everything would be fine, but this clearing was inhabited by Glavoglaz. In principle, there is nothing difficult about killing him. Use Yrden often and attack as quickly as possible. Soon Iorvet himself will appear at this event. Tell him about the betrayal, Summer, and the elf will come up with a cunning plan. Having tied himself up, he will allow you to take him to the place where the Assassin of Kings often likes to sit. When talking with Leto, try not to raise your tone and talk about purely neutral topics, and when the elves get bored with this, they will rush into battle. True, they will be stopped by Roche's soldiers.

And here you will be faced with a choice - who to choose as your allies. Remember, whoever you choose will affect the rest of the game. That is, by siding with the Scoia'tael, you will get a completely different storyline, than for Vernon Roche. You need to decide within a few seconds, otherwise the game itself will decide everything for you. In any case, a battle with Leto awaits you ahead. He is quite a serious rival, as he masters all the witcher's wisdom, including signs. When his supply of vitality is considerably reduced, he will pull off a particularly cunning trick and slam our witcher into the wall. After talking with Vernon or Iorvet (depending on the chosen side), we head to Flotzima in order to save Triss from Leto.

Racing against time.

Returning to Flotzima, you will find devastation and chaos. People rebelled against the elves and dwarves, beating them and setting fire to their houses. If you wish, you can help a couple of dwarves get rid of the offenders, if this does not interest you, we head to the tavern, where you will meet Dandelion. After asking him about Triss, you will learn that she was seen in Sheala’s room on the second floor of the tavern. Let's go upstairs. Inside you will find only blood stains and the killed guard Sheala. They just killed him by twisting his neck, which means the blood on the floor was not his. Having examined the room, you will most likely stumble upon a hole in the next room. The prostitute will tell you about how Triss talked with another sorceress named Philippa. She will also mention Cedric, whom you should go to first.

Before leaving the brothel, prepare the “Cat” elixir and drink it immediately. Now Geralt’s eyes will be better able to distinguish objects from which heat comes, and since Cedric was wounded before leaving, it will not be difficult to find him by the spilled blood. True, they will try to confuse you a couple of times by slipping in other corpses, but in the end you will come to the elf. He dies, but before his death he will tell you that Triss, together with the Slayer of Kings, went to the dwarven settlement of Aedirn. He will also inform the witcher that if he calms the souls of the dead in Aedirn, his memory will return. When the elf leaves for the other world, Dandelion will come to us and tell us that Vernon and Iorveth are up to something. It's worth talking to both of them.

At a crossroads.

After talking with the participants of both sides, we make a decision - with whom you will continue the battle. With the elf Iorvet or with Vernon Roche. The first invites you to go straight beyond Summer and at the same time save Triss, and the second wants to deal with the commandant of Flotzima. Further events depend on your choice. If you intend to go through the game again, but on the other side, I advise you to copy your save somewhere.

Floating Prison (Iorveth's Path).

Having agreed to Iorvet’s conditions, we return to Flotzim and communicate with a handful of elves. The head of the “squirrels” proposes to attack the city by climbing over the wall, but it is better not to agree to this, since then you will have to kill a lot of enemies. Offer Iorvet another plan - to play out the scene with his capture and further transportation to the prison barge. After some consideration, the elf recognizes your plan as valid and will tie his hands. All you have to do is bring him to the ship, driving away the guards who blocked your way. When the goal is achieved, we take out the sword and begin to chop down the soldiers guarding the barge. You can simply throw them into the water using the “Aard” sign. The scoundrel Loredo gathered the elves in one building, after which he set it on fire and if the girls are not pulled out of there in time, they will burn. In principle, there is nothing difficult about saving them. We just go up the stairs and untie their hands by frequently pressing the left mouse button. When all three young ladies are saved, we jump into the water and get to Iorvet on the ship. After talking with him, we learn that he released Vernon Roche after winning the duel.

Chapter 2 (Iorveth's Path).

Prelude to war.

At the beginning of this episode, we will control Prince Stennis, who has arrived to negotiate with King Helselt. The negotiations quickly escalate into a fight, during which the king sprinkles blood on the ancient altar. As a result, a curse falls on the earth. Ghosts are rising everywhere, the sun is hidden behind black clouds, and a hundred elves, led by Iorveth and Geralt from Rivia, land on the shore of Aedirn. Having entered into battle with ghosts, we protect Saskia until a magical owl appears on the battlefield. Having formed an equally magical barrier around you, it will lead you to to the right place. The main thing here is not to go beyond the circle and occasionally drive away ghosts from the birdie. Having reached the city, we communicate with the sorceress and Saskia.

After following the dwarf to your room, distribute the skill points between skills and go down to the tavern. If additional quests don’t bother you, we get out into the fresh air and rush to the military council organized by Saskia. After listening to the warrior’s pathetic speeches, we raise our glass. The girl is poisoned. Phillipa (the sorceress) can cure her, but she will need very rare ingredients, namely immortelle root, rose of memory and finally royal blood. And if you get the first herb without problems, you will have to tinker with the remaining components.

Underground life.

Since we have no idea where to get royal blood, a magical relic and a charming sorceress, let’s start searching for medicinal herbs. But first, it’s worth visiting the local tavern, where Zoltan, along with the rest of the gang of dwarves, drinks to their health. Having asked them about the mine, we learn that it is boarded up, and those fellows who dared to go down into it never returned. Having offered them help in pacifying the raging monsters, we agree to meet with Zoltan, Yarpen and Sheldon at the mine doors at exactly noon. Having arrived at the meeting place, we go down into the underground tunnels and drink several elixirs. Potions such as “Cat” and “Swallow” will be of particular benefit.

The monsters inhabiting the mine turned out to be ordinary “corpse eaters” (analogous to the ghouls from the first part), and the passage to the part we needed was locked. Sheldon will tell you that the main digger, Balin Fergusson, was here before us and he should have the key we need. Having found Balin’s torn corpse in the next room, we read the diary and find out what he distributed to his four assistants. Then we can only follow forward, occasionally turning for the next key. When the last door is opened, Geralt's medallion will vibrate devilishly, and the Ducktail will turn out of the nearest turn. Despite his formidable appearance, he is actually a weak and slow opponent. The main thing is not to let him hit himself and use Quen as a backup. Having defeated the giant, we collect the grass and return to Philippa.

In search of magic.

It's time to find the second component of the healing potion - a magical artifact. Philippa herself knows nothing about his whereabouts, but she recommends that we go to the local elder, Sicil. Having followed her advice, we learn that there is a place in Kaedwen where all the sorcerers and sorceresses who come here are strongly drawn, supposedly they draw strength from there. And since we have no other options, we go on reconnaissance in vain. Having got out of the city through the northern gate, we overcome the picturesque area and, having crossed the ford, we climb up the slope on which the mysterious tower stands. In one of the nests inside this tower sits a huge crystal, the power of which makes Geralt’s medallion go crazy. We grab the crystal and prepare for a massive attack by the harpies. They are very cowardly creatures and almost fly away to the tops of the trees, from where we naturally cannot reach them. So as soon as you see this animal, use the “Aard” sign on it and while it is writhing on the ground, finish it off. Problems can only arise if there are more than two harpies. Then it makes sense to use “Quen” so as not to be torn apart by sharp beaks. When the harpies are dead, we take the artifact to Philippa.

Unfortunately, one crystal was not enough for the sorceress and she needed to get at least a couple more. In the conversation, she will mention that this crystal contains someone’s sleepyhead; an idea will come to Geralt’s mind. Most likely, the harpy that made a nest in the tower was not an ordinary one, but the so-called dream thief. After talking with the sorceress, we learn that these harpies used to live in the old quarry, but headman Cecil locked it and does not intend to open it. By great luck, the dream contained in our crystal is just his. We go to the headman. He will be categorically against it until we tell him about his dream and the crystal; after the threat, he will still unlock the gate.

Getting into the lair of the sleep thieves will not be so easy. To begin with, you will have to go down into the gorge, which, judging by the number of birds, is something like their headquarters and, having finally reached the bottom, resist the attack of five major representatives kind. Having defeated the monsters and collected ingredients for potions from their bodies, we go through the large door. Here there will be many fewer harpies, and they will only appear in pairs. So just keep your silver sword and Aard sign ready. And one more thing: if you suddenly come across a red, blue, dark blue or green crystal along the way, this will save you time in the future. Having reached the round altar, we watch the video and be sure to sit down to drink all the elixirs that are at least somewhat useful, after which we save. When you pull out the pink crystal from the altar, you will be attacked by about a dozen fierce harpies, and if you do not put up protection in time in the form of the “Quen” sign, you will be torn to pieces in a few seconds. If you did everything correctly and were not killed in the first three seconds, run away into any narrow corridor and begin methodically cutting out one harpy at a time. Local grenades are very helpful in this matter, which you can buy from merchants in the city.

When the harpies are dead, we return to the altar and insert the collected crystals into it. If you haven’t followed my advice and you haven’t had a single dream yet, go on a search. Having looked through four dreams, we return to Philippa.

Where is Triss?

Before Summer kidnapped Triss, we gave her a rose of memory, which is now so necessary to heal Saskia. After talking with Philippa about where we can start our search, we go to the tavern. A local regular will tell us all the necessary information if we treat him to a glass of good beer. The drunkard saw a woman and a bald thug fall from the sky. The thug left, but the troll grabbed the red-haired woman. Having found out about the whereabouts of that same troll, we go to talk to him. The troll actually turns out to be a great guy and even offers Geralt a taste of elf soup. Having tactfully refused, we ask the monster about the “redhead”. It is worth choosing calm remarks and not contradicting the troll, otherwise you will have to fight with him. If everything goes well, the bully will report that his “wife” became jealous of the “redhead” and left, taking her scarf with her. Triss herself escaped the next night. Let's go to the troll.

True, in addition to the lovely lady, there will be mercenaries who want to behead her - the lady. Convince them that this is not the best solution and ask the “Old One” to return to her husband. As a sign of gratitude, the happy family will give you a Triss scarf. You can also kill the troll and remove the scarf from her uncooled corpse, but this is not the best way since we are immediately losing two powerful allies in the future. In any case, having obtained the rag, we return with it to Philippa. Our conversation with her will be interrupted by the prince’s servant, who will report that local peasants accuse Steniss of poisoning Saskia. We urgently need to go find out.

Royal blood.

Arriving at Steniss’s room, we see that the prince is accused of poisoning Saskia. The royal especially locked herself in her modest estates, and the city men demand his blue blood. After talking with Zoltan and Dandelion, we learn about a servant who allegedly heard Stennis and the now deceased priest discussing how best to get rid of the maiden from Aedirn. A survey of the people only gives us confidence that people will not retreat and while we look for evidence of the guilt or innocence of the prince, Iorvet and his squirrels will hold back the angry crowd. The first thing you should do is talk to the same servant whose hut is located very nearby. The guy is clearly nervous, and the fact that he is sitting in his kennel, and not in the forefront of those suffering revenge, is also strange. We stomp to the village headman. He will show us on the map exactly where the priest lived. Having examined his room, we will find a drawing of a special cup with a cavity for poison. The priest is 100% guilty, but there is no demand from the deceased, but whether Stennis participated in this conspiracy or not will have to be decided by Geralt.

Talk to the prince, convincing his guards that you and only you can help him (Askiy will definitely help you). The prince refuses to give you his blood, but offers you a lot of money if you get him away from the crowd. We go out into the street and pronounce a verdict. When the servant says that the drink is tested for poison before serving, tell him about the drawing of the cup, and after the prince’s spectacular speech, remind him about the attempt to bribe. Next, you will decide the fate of the king's son. Either sentence him to death or leave him alive until Saskia recovers. Personally, I advise you to kill him, since all the evidence points to his involvement, and if he survives, he will refuse you a drop of blood, which will entail further problems in obtaining the coveted liquid from King Helselt. Having collected the blood in a bottle, we return to Philippa.

Where is Triss? (Continuation)

We have almost all the ingredients and all that remains is to find Triss with the rose of memory. Philippa is sure the sorceress is in the Helselt camp. But this camp is located on the other side of the ghostly darkness, and going through it means not being friendly with your head at all. Fortunately, our witcher is just not friendly and will go through any darkness for the sake of his girlfriend. Philippa in the form of an eagle owl will help him in this difficult task. As in the first quest of the second chapter, we need to stay in a circle all the time and occasionally save the sorceress from the attacks of ghosts. Having crossed to the other side, we say goodbye to the girl for a while, and we ourselves stomp to the king’s camp.

Not far from where the quest starts, you will find a corpse. After searching it, Geralt will find a figurine of an unknown monarch. We continue on our way. Having run into Vernon Roche, we talk to him and ask for help in finding Triss. Despite the offense, he will tell you about the secret passage to the enemy’s camp, which passes through an old cave. He strongly advises against going there, but apparently there is no other way. If your conversation with Roche doesn’t go well and he leaves, we go to the nearest settlement, the only accessible building, which will have a brothel. Having bribed the local “mother”, we ask about the passage to the camp and also find out about the cave. True, unlike Vernon’s free advice, this one will cost you a thousand coins. Don’t have a hundred rubles, as they say.

Getting into the cave is not difficult, but getting out is much more problematic. It's all about the stone elemental guarding the tunnels. He is a serious comrade and can easily send Geralt to his forefathers with just one blow. Therefore, when fighting him, you should use a fast style to prevent the giant from coming to his senses. You can also use the Yrden sign to slow down the victim. When the enemy crumbles into many pebbles, we search his remains and go out into the street. Hell awaits you ahead, namely covert penetration of the ambassador. First of all, I advise you to stock up throwing weapon to quickly neutralize curious guards. Having crept to the large wooden gate, we approach the guard blocking the road and ask to take us to the ambassador. By tying us up, he fulfills our demands. The ambassador will pull that very figurine out of our pocket, break it and take out the contents. After a short dialogue, he will order our execution, and he will go home. When Vernon and Bianca arrive to our aid, we take on the sorcerer while our two comrades deal with weaker opponents.

Our showdown with Vangemar (the envoy's sorcerer) created a lot of noise in the camp, and so that you don't have to break through the hordes of Nilfgardians, Vernon suggests pretending to capture you. Before agreeing to proceed further, search the camp. One of the killed soldiers has pretty good armor. As you move towards the wooden gate, avoid the patrols, and when asked by the guard, answer that you are taking the witcher for interrogation. Having parted with your eternal savior, return to Philippa. Having told her about Triss, we once again overcome the darkness and head to the city. Philip's maid turned out to be a traitor, but fortunately among her things we will find a rose of memory, which she apparently took from Triss.

A matter of life and death.

Having handed all the ingredients to Philippa, we watch the video with Saskia’s healing and when we are left alone with her, we ask her about the commander’s sword. Having learned all the details, she will hand Geralt her blade and once again thank him for saving him.

Eternal battle.

To remove the curse, we will need four items that played a significant role in the battle, the echoes of which we can observe while passing through the ghostly darkness. We advise Philip to contact the mayor of the city, which is exactly what we are doing. Cecil will tell Geralt how he personally participated in the battle against the famous Brown Banner, whose banner we now need. Having found out the details of that battle from the dwarf, we go to the crypt, where the soldiers killed on the battlefield were buried. If there is a dead end in front of you, and the marker on the map clearly indicates that you need to go beyond this wall, use the “Aard” sign. The banner lies in the sarcophagus, but the ghost will not allow us to take it just like that. Lie to him that you yourself were in the Brown Banner detachment. Naturally, the ghost will not believe us and the witcher will have to convince him. To the first statement of the dead soldier, answer with the remark - “It was not so”, and to the subsequent question the answer is the name “Manno Koehoorn”. When asking the third question, the ghost expects us to answer “Manno Koehoorn died at Brenna,” and the answer to the fourth riddle will be the replica “Zeltkirk and Vandergrift.” Well, to answer the ghost’s final question, it’s worth talking about our captivity by the Bigerhorn. If you answered all the questions correctly, the ghost will allow you to take the banner, if not, then get ready for a fight. When we have the symbol of hatred, we return to Philippa.

If you already have Saskia’s sword, then we inform the sorceress of our intention to enter the battlefield in the ghostly darkness. She will give us the other two artifacts - the medallion and the armor of the knight Zeltkirk. Having reached the darkness, we move into the Aedirn knight. Our commander ordered us to capture the enemy's banner. Having defeated the standard bearer, we move into the Kaedweni scout, who must inform his superiors about the loss of the banner. Archers need a few seconds to “charge” the bow. We use them to run from one cover to another. After watching a short video, we take on the skin of Seltkirk and move forward, cutting the throats of the fighters who get in our way. Having met face to face with Vandergrift, we bring his life bar to half and enjoy the victory. True, you won’t be able to rejoice for long, because Dragoon has appeared on the battlefield. Persuade Zeltrik not to engage in battle with him and leave this job to the witcher.

The battle with the huge demon is perhaps the most difficult task in this entire mission. Thank God that now all witcher skills will be available to us. The enemy not only has a colossal supply of vitality, but is also dressed in durable armor, which will be very difficult to penetrate. Use Quen and rain down heavy blows on the brute. When the enemy dies, the sorceress will send a rain of fire onto the battlefield, and we, in the role of the priest, will need to lead the “surviving” fighters from the burning field. The curse was lifted, and thousands of warriors finally calmly passed on to another world.

Siege of Vergen.

Waking up in the room, Philippa tells her about the events that happened to us during the war and goes to Zoltan, who is now the leader of the army. He will report that enemy troops are approaching the city. After a few seconds, the first soldiers from King Henselt’s army of thousands will appear over the horizon. First of all, we will be asked to climb the walls and activate the oil supply mechanism, thanks to which Zoltan intends to neutralize the first wave of the enemy. Having risen up, we deal with the soldiers who managed to move here and, through QTE, we start the oil supply.

One of the platoons is destroyed, but reinforcements are already visible on the horizon, and therefore the dwarven general orders a retreat. Having retreated, we climb the wall and talk with Saskia. After listening to all her instructions and watching the video, we place traps near the stairs. Thus, the opponents who have risen up will receive decent damage even before entering into battle with us. Having fought off three oxen in this way, we again communicate with the “Dragon Slayer”. The girl sent her scouts to the mine under the city, but they never returned and now she orders us to go down with her into the underground tunnels and find out what’s going on.

Having followed the girl and dealt with several corpse-eaters, we will stumble upon a military detachment of Henselt, led by Detmold. Dealing with ordinary soldiers will not be difficult, but with a sorcerer everything is not so simple. When his vital energy level is reduced to exactly half, he attacks Geralt with a spell, thereby incapacitating the witcher. This is where Saskia’s “little” secret will be revealed, which she kept for a very long time and carefully. After talking with her on this topic, we return to Vergen for further defense. At the exit, Zoltan will meet us and inform us that the remaining royal army is rushing towards the city, led by Henselt himself. People are depressed, but Saskia takes matters into her own hands. Having delivered an inspiring speech to the people, she will lead us into the attack.

The first step is to destroy the fools climbing the walls of the city. Later it turns out that there are too many enemies and the war can already be ended, but suddenly, out of nowhere, Iorveth appears with a detachment of Scoia’tael archers. Now you need to close the gates to the city and the king’s soldiers will be trapped. Zoltan and the leader of the “squirrels” himself will help us do this. You can get down from the wall using the stairs, which are located on the right, if you stand facing the open gate. Finding himself on a “sinking ship,” Henselt will order the soldiers to surrender their weapons, and in the meantime he will sign a surrender agreement. The war is over - we have won. But Saskia behaved very strangely during the negotiations and Iorvet offers to follow her. The girls leave through the teleport, and the elf and I go to search the sorceress’s room. In the back room we find the book “Elixirs and Poisons” and show it to Iorvet. If you don't go after Philippa right now, something terrible could happen.

Chapter 2 (Roche's Path).

Prelude to War: Kaedwen.

If, choosing between Iorveth and Roche, you still chose the second, then you will set sail from Flotzim on a ship that the Emperor of Timeria himself handed to Vernon. We are going to a city called Vergen, where a fierce battle has been going on between Aedirn and Kaedwen for many years. To begin with, we will step into the shoes of King Henselt, who is currently awaiting negotiations with Saskia, the girl who killed the dragon and is also the ruler of Aedirn. You should answer the girl’s questions calmly, otherwise you will face a battle with all her warriors. If everything goes well, Saskia will challenge the king to a duel, at the end of which the enraged monarch will kill the priest, thereby sprinkling the altar with blood.

At this very moment, Geralt, in the company of Vernon Roche and the rest of the blue stripes, will approach the shore. After watching the video, we begin to defend the king from evil spirits. In a few minutes, Detmold will surround our company with a protective field, after passing through which the ghosts immediately die. The main thing is not to run outside the circle, as there Geralt will quickly start to drain vitality. Having fought off the attack of ghosts a couple of times, we finally get to the Kaedweni camp. Here we will be picked up by Zyvik, who will give us a tour of the camp. Having seen enough of the local attractions, we ask the foreman to take us to Henselt’s tent. At the entrance to the tent, the Nilfgard ambassador will be waiting for you, but after a not entirely friendly conversation, he will leave. All we can do is talk with the king about the murder of Foltest. Taking Geralt at his word, the monarch will ask the witcher to remove the curse from the battlefield.

Conspiracy theory (part 1).

Having finished the conversation with the king, we leave his tent. A sorcerer named Detmold will approach us and ask us to do him a favor. The whole point is that there are rumors circulating around the camp that certain individuals are gathering a conspiracy against Henselt. There is no concrete evidence or at least a starting point from which to start the search, but the magician promises Geralt a good reward.

There will be no mark on the map, but I strongly advise you to look into the local canteen, where you need to find a guy named Manfred among the other soldiers. Offer him vodka and start a conversation. The soldier, stupefied by alcohol, will ask you to help his son Sven. In the Kaedweni camp there are gladiator fights, in which, if they don’t kill, then they only maim. Sven had the great honor of fighting with the champion of the arena, also known as the Butcher of Cidaris, and since his old man is sure that the boy will lose, he promises to thank us properly if we are successful.

Let's go look for Sven. First, the boy will try to get rid of Geralt, but witchers are not the type to just leave, so we use suggestion. In the end, he will agree to fight with the “butcher” together, but since it’s two on one, it’s a little unfair we stomp to Avet (the organizer) and offer him a new type of fight - 2 on 2. The old man will like this idea, so we can safely return to Sven and say that we are ready to fight. When the battle begins, we take on the butcher while Sven takes care of the second fighter. The butcher, comrade, is not that strong, and with the help of “Irden” you can easily immobilize him and inflict strong blows at the moment of his weakness. You don’t have to worry about your partner’s health, since his father will help us with the conspirators in any case. But if the guy suddenly survives, he will do it with a more cheerful face.

Having received a square coin and advice to visit a brothel, we go to Whistle Zosia. The password to the conspirators’ room will be the phrase “her smile opened the gates of heaven for us.” Ultimately, you will fight with the same Avet with whom you discussed the possibility of a 2 on 2 duel. Having defeated him, we talk with Proxim who has approached. This comrade will invite Geralt to participate in the tournament, but that's a completely different story. Going a little lower, we will meet another conspirator - a guy named Vinson Trout. There is no use talking to him, so we save time and provoke him into a fight. When the dead body of the conspirators collapses to the floor, we search Trout’s corpse and take away the legendary armor, which we will very soon need to lift the curse. Also, don’t forget to grab a note from the table in handwriting that looks too much like Buttercup’s. After talking with a friend, we go to Detmold for a reward.

Curse of Blood.

Having destroyed the den of the conspirators, we return to the king and start a conversation. The monarch will especially tell you how many years ago a sorceress named Sabrina Glevissig sent a curse on him for burning her at the stake. This punishment was more than fair, because she caused a rain of fire on the field, frying alive all the soldiers fighting on it at that time. Offer Henselt help (not for free, of course) and go in search of Detmold, who can tell us much more about the curse than the king. The magician will tell us about the possibility of removing the curse using a ritual, which however requires many very rare ingredients. But first, he will advise you to examine the place where Sabrina was burned.

Lost sheep.

On the way to the place of execution of the sorceress, Zyvik will stop us and ask us to find his two missing soldiers. The commander doubts that something serious happened to them, and therefore advises them to simply intimidate them. As expected, the soldiers are hanging around the place we need, and as soon as they see us, they demand to take them to the camp. We agree and begin to inspect the execution site. Here you will find a letter from a soldier, a carnation, several square coins and also suspicious traces. The soldiers, having learned about our find, demand a nail from Geralt, to which we, of course, refuse. Then these two will tell us about the cult of Sabrina - a bunch of idiots led by someone named Inspired. We return to the camp on the way to which we will be met by two Kaedweni arguing with each other. Their dispute arose over a relic, which turned out to be an ordinary fake.

After talking with the relic dealer, who can be found in the dining room, we learn about how Yagon, who could not stand it, pierced Sabrina with a spear in order to end her torment. The merchant will also advise you to find that very Inspired One. But first, return to Zyvik for your reward. You will be given a choice of either money, or a few minutes in the company of captive Scoia'tael Koi can tell you some interesting details of the preparation for the murder of King Foltest. We choose, of course, the second option and listen to the elves’ story.

When the affairs in the camp are finished, we go to the gorge in search of the Inspired One.

Inspiration.

Having reached the hut of the Inspired, we fight off the flock of Harpies and go inside. A man will only agree to talk to us for money or for our joining his cult. The first is, of course, simpler, but I’m sure that not everyone will have several thousand gold coins collecting dust in their pocket, and therefore we agree to the second option. The whole catch is that you can’t just get into this sect and you need to pass a test - survive the night while drinking an unknown elixir in a crypt. Having waited until nightfall, we go to the doors of the crypt that is located nearby and uncork the jar of brew. After drinking it, we go inside and prepare for the battle with the corpse eaters (I wonder how many people there are in this clan). When morning comes, we return to the Inspired One’s hut and ask him about the events during which Sabrina was burned. Having learned about Zeltkirk’s armor, we go to the relic dealer. By pressing on the merchant with a nail, we will extract the information we need from him. It turns out that he sold the spear of Yagon to one of the soldiers, who later lost it to the Scoia’tael commander, Iorvet. He will also mention that Iorveth is now in Vergen - on the other side of the fog. It's time to ask Detmold for help.

Be gone, evil spirit!

Having told Detmold the unpleasant news about the spear, we ask his advice about crossing the ghostly darkness. The sorcerer will give us an amulet, which in theory (yes, that’s what it says) will show us the way to the other side of the battlefield. At the exit from the camp we will meet an old friend Zoltan, who is fed up with the racist tendencies of the Kaedweni warriors. Having invited him to join us, we set off for Vergen.

Fortunately, the amulet actually works so quickly and, not paying attention to the warriors who have risen from the dead, we make our way to the other side of the location. The only ones we will have to fight with are a detachment of dragumirs (ghost golems), which, if we do not kill them, will not allow us to safely reach the transition to the city. When the fog is behind us, we head to the outskirts of Vergen. True, on one of the roads we will be stopped by a detachment of “squirrels”, who, however, will let us go in peace, having learned about our friendship with Zoltan. They will advise you to contact Yarpen Zigrin, the commander of the local army. Having learned from him about the banner of the Brown Banner, we talk with Zoltan and come to the conclusion that we need to split up and while Geralt deals with the banner, the dwarf will try to persuade Saskia to give the witcher her memorable sword.

Symbol of death.

The Brown Banner Banner is located in the crypt, which in turn is located deep in the forest. When you step over a certain line, a gang of ghosts will attack you, so keep your silver sword ready, as well as the Quen sign. Having gone down to the lower levels and finally reaching the tomb we need, we meet the ghost of a soldier. He refuses to give us the banner, but he can be deceived. But the easiest way is to simply kill him. He is a very weak enemy, and his “death” will change absolutely nothing. Having dealt with the spirit, we take the banner from the coffin and go to a meeting with Zoltan, which should take place in the Krasnolyud mine not far from Vergen.

Be gone, evil spirit!

Before opening the door to the mine, I highly recommend drinking several elixirs (“Cat”, “Swallow”), since a difficult battle with the Corpse Eaters awaits you ahead. Having found all the keys we need, we make our way to the other side of the mine. Utkovol will meet us here. The duckling is a huge and clumsy corpse eater. He has a lot of strength, but he’s not very smart. Having frozen him using the “Irden” sign, we begin to strike him with strong blows with a silver sword. When his huge carcass collapses dead, search the corpse and go out the nearest door, behind which Zoltan and Saskia are already waiting for you. Fortunately, the girl will give us the sword without hesitation, because she herself is interested in lifting the curse. In addition, Zoltan will report that Iorvet lost that same spear to a dwarf named Skalen Burdon.

We return to the outskirts of Vergen and look for this lucky young man, and having found him, we invite him to play dice with us. Having won (if you feel sorry for money, I advise you to save before the game) we return to the camp to Henselt. After passing through the fog, you will meet Vernon Roche. He will tell you how a couple of hours ago his squad and the young sorceress were attacked by a squad of Nilfgardians. According to Roche, that sorceress was a student of Philippa Eilhart, whom her mentor sent in search of Triss Merigold. After chatting a little with Vernon on topics that interest you, we continue our way to the royal tent.

Delighted by the good news, the king goes to the place where Sabrina was burned while we stomp to Detmold for a special powder with which we will draw magic signs on the field. Now we head to Sabrina’s circle where the king is waiting for us. After talking with us, he will take Geralt away from this evil place and ask what the witcher will need for the ritual. Ask Henselt to describe in as much detail as possible those terrible events of three years ago, then hand him the powder received from Detmold. The whole point is that the king himself must put the signs on the ground, otherwise there will be no effect.

First, ask Henselt to go to the witch's circle from where to go to the stone bread. When the king completes his advance, order him to head to the burnt tree, and from there to the raven carcass and curdled milk. Eventually he will end up at the witch's circle again. We set fire to the powder and prepare for an attack by a flock of ghosts. All this time, Sabrina’s spirit will read the spell, and the protective field around Geralt and the royal person will weaken. When the king pierces the sorceress with a spear, everything will calm down. The curse has been lifted, and another king has appeared in the world, beholden to the witcher.

Killers of kings.

Henselt, to celebrate, threw a feast to which Geralt was invited as a significant person. After eating the food, we go to talk with the king. True, the guards will not let us in, complaining about the important meeting of His Majesty with the Ambassador of Redania. After waiting until midnight, we try again. This time, the guards guarding the tent will calmly let the witcher inside. Next, watch the video and protect the king from two hired killers. Sheala, who intervened in the battle, will kill one of them, but the second will manage to escape. To extract information from the mind of a dead killer, Detmold suggests using necromancy, which, however, is prohibited by the sorcery code.

To carry out the ritual, you need to prepare and drink a potion called “Rook”, the ingredients for which can be bought here in the camp. After this, we return to Detmold and say that we are ready. The magician will begin to cast spells and Geralt’s strength will slowly begin to drain. Having fainted, the witcher will penetrate the mind of the killer.

Now we are Egan - one of the so-called “Killers of Kings”. Together with our “colleague” Zerrit, we move along the gorge, trying not to touch the traps placed everywhere. Soon we are attacked by harpies who, of course, need to be killed. Having done this, we move towards our leader Summer. After chatting a little, we learn about the conspiracy of the witchers of the snake school with Sheala de Tanserville. She is no longer needed for the summer, which means she has no reason to live. Having moved to the walls of the Kaedweni camp, we separate from Zerrit and while our comrade inspects the area from the walls of the city, we will have to make our way to Henselt’s tent along the ground. If you make a mistake and the guard sees you, the memory will end, but our consciousness will return to Geralt. If everything goes well, Egan will soon reach a cave located under the camp where his partner is already waiting for him. After talking again, we move to the upper part of the camp and fight with a dozen Kaedweni knights. In a battle with two-handed players, it makes no sense to use a block, so just shorten yourself until you have a chance to strike from behind. After victory, you will return to Geralt's body.

Without waiting for Detmold’s instructions, we jump out of bed and rush to the very cave where, as Egan, we met with Leto. True, the bald thug will not be there, but we will find the wounded Zerrit, who, before giving up the ghost, will tell Geralt that Leto went to Loc Muine. We return with a report to the sorcerer. After listening to our story, he will give us the last relic needed to lift the curse.

Conspiracy theory (2).

Having lifted the curse (the method of removal is absolutely identical to what we used when we were on Iorvet’s side), we wake up on the bed in Detmold’s room and listen to Dandelion come running to us. Several residents of the camp openly expressed dissatisfaction with the king’s agreement with Nilfgard, thereby causing a “seething” among the people. The enraged king ordered the public execution of several “conspirators” and then safely departed for the assault on Vergen. Well, we will have to reassure both the guards who felt impunity and the peasants who were scared to death.

The first step is to go to the hut in which the conspirators are holed up. Along the way we will meet Vernon Roche. He cannot find his soldiers and asks us for help. Returning to the blue stripes’ camp, we come across Kaedweni soldiers. Having killed them, we search the tents and, finding only a prostitute in them, we learn from her the reasons for the attack of the soldiers. It turns out that Henselt invited all of Roche’s soldiers to his banquet and then mercilessly hanged them. Only Bianca remains alive, who, like Roche, is simply seething with an overwhelming thirst for revenge. Forward! On Vergen.

Assault on Vergen.

In the company of Vernon Roche, we go to the caves familiar to us from the quest “Assassins of Kings”, after passing through which you will find yourself in a gorge full of bloodthirsty harpies. Having got rid of the annoying birds, we climb up the slope. A troll will be waiting for us at the top. You can either chat with her or kill her. But it’s better to keep the sword in its sheath, because in this case the monster will tell us about Leto, who just recently passed by her. Having crossed the previously cursed place of the battle between Aedirn and Kaedwen, we will meet another troll, but this time male. Help him get rid of the king's annoying soldiers and send him to his wife.

Having run forward a little, we will meet Zoltan, who will report that Sheala is currently hiding in the house of a sorceress named Philippa Eilhart. He will also tell you about Iorveth, who is using his last strength to fight off the King’s swordsmen. You decide. Either we rush to help Iorvet or we go to kill the sorceress. If you still decide to save the elf, turn right right at the city walls and make your way to the wooden fortification. Here you have to deal with several Kaedweni soldiers. After listening to Iorvet’s “gratitude,” we rush to meet the sorceresses. True, you won’t have time quite a bit, because they will hide in the portal, but King Henselt will find you and then order you to kill. Dealing with the king's soldiers will be a little problematic because the battle will take place in a cramped house. Having dealt with the royal servants, we take on the monarch himself. At the end of the battle, Vernon Roche will burst into the building shouting “Let me kill him.” We make a choice, gentlemen: to live or die for Henselt.

Chapter 3 (Iorveth's Path).

For the sake of a great goal.

Arriving in the snow-covered Loc Muinn we go down the slope. We will be accompanied by the elf Iorveth, as well as about a dozen hungry harpies. Having dealt with them and finally getting to the remains ancient city We make our way forward through the ruins. Having met the “Order of the Flaming Rose”, you can choose your future path. Either order Iorvet to go through the underground tunnels, and go straight to the knights, or go into the dungeon with the elf. You should only go to the Order if you left saves from the first part and Geralt was a friend of Siegfried in them, but if not, it makes sense to use the second option. The evil Glavo-Eye is waiting for you in the caves (we will kill him under the plaintive sighs of Iorvet), about which Geralt will kindly be warned by a medallion.

Having got out into the fresh air, you will overhear (or learn it from Siegfried) a conversation about how a certain sorceress Philippa Eilhart was imprisoned. There are two paths leading there (to the dungeon) - the first is simple, the second is also simple, but it is much longer. Anger the guards (they get angry at the mere sight of you) and then just wait until they give Geralt blows. As a result, we will be dragged into the dungeon, where Philippa is already waiting for us. After talking with her, we learn that the lady is aware of Saskia’s secret and wants to use her to enhance one magical secret society. True, we will not have time to finish the conversation, since none other than King Radovid will arrive for the sorceress. Having ordered the woman's eyes to be gouged out, he will come over to us. Of course, no one is going to kill us, but we will have to sit in prison until the end of the council. For Geralt, unfortunately, this is not an affordable luxury, and therefore he needs to figure out how to get out of this damp dungeon.

We won’t have to think for long, because Ambassador Fitz-Esterlen will come after our hearts, and while he reveals the details of his insidious plan, we untie the ropes on our hands with the help of “Igni”. After watching the video, we again talk to the already blind Philippa and make a choice - to save her from the dungeon or leave her to await execution and at this time save Triss.

Where is Triss?

If you decide that Triss is more important to you, take Fitz-Esterlen hostage and go with him along the secret passage, the path to which the ambassador will show you. Get out, you get out, but bad luck - the passage, it turns out, was under the Nilfgard camp, the settlers of which are experiencing “ To the white wolf» quite hostile feelings. Having killed the ambassador and placed a huge reward on your head, the head of the “Blacks” will leave, leaving you to be torn to pieces by his dogs. The “Quen” sign looks most advantageous in such a situation, because if opponents surround Geralt, they will chop him down in a matter of seconds, and of course we don’t need that. Having dealt with the Nilfgard bastards, we approach the door and find that it is locked. We'll have to take a detour. Not far from the battle site there is a ladder that you can use to climb the walls of the camp. Along the way we'll have to deal with a couple more of the emperor's soldiers, but these battles are nothing compared to what awaits us ahead.

Once you reach the hill, prepare to fight over twenty soldiers. And if at first they will only tease you with rare groups of three opponents, then after a few seconds they will dump out a dozen enemies at once. When the area is empty, we climb up that same hill and continue our way to the dungeons. After talking with Renuald aep Matsen, we are preparing for the next influx of Nilfgardians. Having dealt with them and having heard compliments from Matsen, we enter into a 1 on 1 battle with the commander. Renuald, in fact, is a very weak fighter and can only take on a colossal supply of vital energy. After the enemy screams “For the Emperor” and collapses dead to the ground, we remove all the keys from his corpse and go down to Triss’s dungeon. A serious conversation with your girlfriend awaits you. Having finished chatting, we take Miss Merigold out of the Nilfgard camp.

Meeting of sorcerers.

Having got out of the Nilfgard camp, Triss will offer to split up, which we actually agree to (there is no choice). Having purchased a new weapon from a local blacksmith and brewed a couple of elixirs, we set off to the meeting place, where the charming Triss Merigold is waiting for us. Having killed two soldiers guarding the entrance, we make our way inside and watch the video. Sheala is sentenced to death for killing the kings, but before putting shackles on her hands, she calls for help from her pet dragon, who immediately carries her away from the battlefield, abundantly pouring fire on the entire surrounding area. Everyone except Geralt is trapped, and we need to deal with the sorceress, because otherwise Saskia in dragon form will deal with us.

And the dragon came.

We go up the slope and run into the tower. You should walk along the steps carefully, as they can collapse at any moment. Moreover, we will constantly be bothered by the dragon, who will fry Geralt if we hesitate a little. Having reached the top of the structure, watch the video and activate the crystal before the sorceress is torn into pieces. In gratitude for the rescue, she will tell us that she was not involved in any murder except for King Dimovend, and all these atrocities lie solely on the shoulders of the “snake” witcher. Having said goodbye to Sheala, we prepare for the battle with the dragoness.

Even though she looks menacing, she actually doesn’t do much damage, and with proper use of the Quen sign, she can be defeated without much harm to health. When the health of a representative of the ancient race drops to a critical level, a QTE scene will start in which you need to quickly press the left mouse button and as a result, Saskia in the guise of a dragon will fall into a tree, piercing herself through. If you saved Triss and not Philippa, then you can safely leave; you won’t help her anymore.

Chapter 3 (Roche's Path).

In the name of Temeria!

Having decided the fate of the king, we set off for Loc Muinn, where Leto, Saskia, Philippa and, of course, Sheala had already visited before us. After watching the video, we follow Vernon, who leads us into the city. Having cut the heads of a couple of harpies and reached the walls of the city, we will meet a detachment of the Order of the Flaming Rose, among whom will be our old comrade (if, of course, you did not betray him in the first part) Siegfried. If you have friendly relations with the order, there should be no problems. It will be a little more difficult for those who in the original decided to go over to the side of the Scoia’tael; however, after chatting a little with the knights, Roche will convince them of our innocence.

After passing through the gate, talk to Siegfried while the captain of the blue stripes goes about his business. old friend will tell about what happened to him over the past few months, and also tell about the reasons for his appearance in Lok Muinne. Having talked enough with the new master of the order, we go to the Redan camp for Roche. After wandering the streets a little and purchasing the necessary things from merchants, visit King Radovid. Geralt once helped out the king and, as a sign of gratitude, he will not hand over the witcher to the authorities, but will demand that he be given one more favor. The monarch found out about a certain plan to divide Redania between him and King Henselt, and therefore he urgently needs to put Princess Anais on the throne. The whole problem is that the girl was kidnapped by the sorcerer Detmold. As a reward for saving the princess, he promises to help Sheala and me.

Going on this task alone is a rather stupid idea, and therefore Vernon gladly volunteered to help us.

Flesh of the flesh.

The sorcerer is holding a girl in a camp where we will have to make our way through the sewers. Along the way we will meet Roche and, in the company of a “faithful shoulder,” we set off to storm the Kaedweni camp. Having got out into the fresh air, we kill the guards at the gate and discuss with Roche a plan for further action. Vernon went to look for the mechanism that opens the gate while Geralt had to fight off the advancing waves of Kaedweni. Try not to forget about magic signs, even if you haven’t leveled them up at all. So, for example, “Aard” will help take a couple of soldiers out of the battle for a few seconds, and “Quen” will reduce the damage done to you. When Roche unlocks the gate, we make our way deeper into the camp, simultaneously destroying small detachments of Kaedwen soldiers.

Ultimately, we will end up in battle with the sorcerer himself. It will be quite difficult to defeat him, since in case of any danger he will teleport to some distance from you. Knock him down with the Aard sign and hit him a few times. Having repeated this algorithm a couple of times, and having watched the scene with the cowardly flight of Detmold, we head to the tower where the princess Anais we need is being kept. True, the doors to her dungeon are locked with some special charms, and while Detmold lives, the dungeon will not open. Well. We will solve this problem. Having gone upstairs, we watch the video. Roche has quenched his thirst for revenge, and now we have access to the door to the princess’s dungeon.

At the exit from the tower, knights of the Order of the Flaming Rose will be waiting for us, who demand that the princess be given to them. We refuse, and if your relationship with Siegfried is friendly, he will allow us to leave. If not, you will have to fight. In any case, having dealt with Siegfried and his company, we return to Radovid or agree with Roche and hand over the girl to Emperor Timeria.

Meeting of sorcerers.

It's time to visit the amphitheater where negotiations are currently taking place between the rulers of countries and their advisers. If you did not give Anais to Timeria, then she will be waiting for you at the gate. Inside there is a heated, political conversation, which is interrupted by our three heroes. By giving the princess into the hands of the king of Redania, we thereby give him the opportunity to continue to calmly rule his country. The next point of debate will be the decision to form a new sorcerer’s council, which will include the hated Sheala. True, the sorceress’s fiery speech will be interrupted by the knights of the Order of the Flaming Rose, who will bring the killer of kings into the hall. Leto will report that he acted under the influence of Sheala and, believing him, the king will order the sorceress to be handcuffed until the circumstances are clarified. This is where Sheala’s pet dragon appears on the scene. Having dragged her into the tower, he will begin to mercilessly burn the entire surrounding area.

The appearance of the dragon.

Our allies are cut off from us by flames, so we will have to deal with the dragon one on one. We climb the stairs into the tower, occasionally shortening ourselves from the tenacious, clawed paws of the dragon. Having reached Sheala de Tanserville’s room, we watch as the woman tries to hide. Fortunately, someone replaced one of the teleportation stones and if the “magician” does not pull it out, it will be torn into pieces. Having dealt with the stone, we enter into a conversation with Sheala. She admits that she really was behind the murder of King Dimovend, but she has nothing to do with the death of Foltest and the attempt on Henselt’s life. Apparently Leto, having tasted royal blood, decided to become an errand killer, and the Nilfgard empire financed him. When the sorceress teleports to meet us, a dragon will appear.

Even though he looks menacing, he actually doesn’t do much damage, and with proper use of the “Quen” sign, she can be defeated without much harm to health. When the health of a representative of an ancient race drops to a critical level, a QTE scene will start in which you need to quickly press the left mouse button. As a result, the dragon will collapse to the ground, hitting painfully against a tree sticking out of the ground. Here it turns out that the dragon is actually Saskia, who is under the influence of Sheala’s insidious spell. Unfortunately, we can’t help here, so we turn around and go home.

Epilogue.

Killers of kings.

Upon arrival in the city, Vernon Roche will meet us and inform us that Summer is waiting for Geralt at the market square. Having rolled our eyes, we stomp to the meeting place. Along the way, we will stumble upon marauders who are ransacking Iorvet's body. The elf, thank God, is alive, but he urgently needs help. And while Triss (if you saved her, of course) will treat our comrade, we continue our journey. Having met your main enemy face to face, you will again be faced with a choice. Question the witcher or challenge him to a duel. If you decide that a fight is not The best decision then drink vodka with a “colleague” and find out about his motives. It turns out that Leto killed only in order to revive the witcher school in which he grew up, and in which he was taught everything he knows. If the witcher’s arguments do not seem convincing to you, you can still kill him.

This is where the events of the second part of The Witcher end. Geralt's name has been cleared, the Assassins of Kings are finished, and our witcher sets off for new adventures in the company of either the charming Triss Merigold or his faithful comrade Vernon Roche.

Walkthrough of the game The Witcher 2 begins with a splash screen that is familiar to many from the first part of the game The Witcher(if difficulties arise in passing, we recommend using trainers for the game The Witcher 2). Geralt is running from something, falls and passes out. After which he emerges from oblivion and realizes that he is in a cell, here we need to undergo interrogation from Vernon Roche, we will have to tell all four mini-stories, the order is not important. Let's do them in chronological order:

  1. “That morning the king called me to his place”;
  2. "The Assault Begins"
  3. "What Happened to the Dragon"
  4. “We split up near the monastery”;

That morning the king called me to his place

We wake up from sleep next to the naked Triss, but the whole atmosphere is spoiled by a soldier who has fallen into the tent and reports that King Foltest is calling the witcher to his place. While getting dressed, we talk with Triss, after which we move to the mark on the map. As soon as we get to the king, a conversation will begin, during which we will follow the ruler, after which we will have to help in aiming from the ballista, if you hit, it’s good, if you miss, it’s okay. Finally, the king gets to the siege tower, in which, without ceasing to chatter, we have to climb to the very top. After which, after listening to a short parting word in the company of knights and ordinary soldiers, we begin to storm the wall.

Beginning of the assault

As soon as we get rid of the enemies on the wall, we find that the further path is blocked by a barricade, but we notice a ballista in the courtyard. We make our way to it, after which we pull the bowstring and fight with a new portion of opponents, then we aim at the target, defeat the last crowd of enemies and break the barricade with a shot from the ballista. We move a little forward, to the second tower and see Ariana La Valetta, at its top, our goal is to get close to him. As soon as we get to Ariana, the dialogue begins, we choose the option of one-on-one combat and kill the rebel.

What happened to the dragon

Having dealt with Aryan, we meet Roche, but there will be no long conversation, a dragon is flying in! We take cover from its flames under a wooden gallery and move forward. Having reached the gate, we watch a short video and move forward.

We split up near the monastery

The entrance to the monastery is blocked, you will have to find a workaround. We move along a small street and see soldiers fighting with the rebels, after the rebels are defeated we begin to walk along the alley, but the road is blocked by a cart. To get around it, we return to the place where the soldiers are aiming at the residents built near the house and go to the alley, near which lies the corpse of a soldier, we demolish the fence blocking the road with a sign Aard. We come across three more rebels, and after extorting them we go down into the well. Below it is better to use the elixir Cat to improve vision in the dark, having wandered a little through the sewers and killing several drowned people with a silver sword, we get to the lattice door and, opening it, go up the stairs, having reached one of the flights in the tower, we watch a short video and enter into battle with three soldiers. Having finished with them, we finish the climb and find ourselves in the monastery cemetery, having defeated the soldiers and going into the courtyard, we encounter another portion of opponents, among whom there is one with a key to the grate. Having defeated him, we turn the gate and let in the king and the soldiers. After a short video, we begin the search for the king’s children. However, as soon as we step on the bridge, a dragon will fly and we will have to alternately take cover from its flames and perform QTEs. At the end of the bridge, after a series of QTEs, we will plunge our silver sword into its mouth, at which point the winged one will lag behind us. Next, we move up the stairs and watch the video.

Jail break

After a short conversation with Roche, we get the key to the shackles and return to the cell. Now we need to attract the attention of the guards, after which, having freed ourselves, we knock out the first guard and engage in a fist fight with the second. After which we take the key along with the baton and begin our way out. We have to find a torture room, where we will free Louise, Ariana's mother, and watch a video during which the ambassador will offer us help in escaping. Leaving the torture chamber we follow Shilyard. Having got out, we run straight to the ship, after which we watch the video that ends the prologue.

Bad reception

We have to get to Flotsama in the company of Triss and Roche, along the way we will meet Iorvet, after a conversation with whom the elves will begin to attack us, we stay inside the magical barrier and kill the elves running into it until we reach the town. Having heard that an execution is being prepared, we rush to the square and see our old friends on Šibenica - Buttercup and Zoltan Khivay. After talking with the guards, we look for arguments to free our friends, but in the end we beat the guards. After this, the local commandant appears - Loredo. At any words in the dialogue, he will let our friends go. After rescue, we immediately go to the local tavern to drink for the meeting, but the gathering is interrupted by a man shouting “Monster!”

Indecent proposal

Having waited until 21:00, we go to Loredo’s residence, at his own invitation. Roche will be waiting for us inside. Following him, we approach the stairs, after which Roche offers to climb into the courtyard and eavesdrop on what and with whom Loredo is talking, in this case the main thing is not to get caught, but successful execution is not necessary. After any of the outcomes, we find ourselves inside the residence and a dialogue with Loredo begins. During the conversation, we learn that Zoltan will not be able to leave the city while the kayran is alive. We leave the estate and don’t forget to pick up your equipment in a chest outside the entrance gate.

First encounter with a monster

Now we move to the harbor and, opening the gate, watch a cut-scene, during which we meet Sheala. Now it's time to find out more about the monster terrorizing Flotsam. Sheala talks about a certain Cedric, an elf who lives outside the walls of the city; by going to him we find out the location of the kayran’s lair. We go there together with Triss, we have to walk along the path, cut out several bandits along the way, and then go down the cliff, after which we need to kill several drowners who dared to attack the witcher and the sorceress. Finally, you begin to examine the traces of the Kayran, from which Triss says that he is sick and dying, but at the same time is extremely poisonous. Now we need to find tenecost, herb for making elixir Mongoose, increasing resistance to poison. Cedric will tell us the location of the herb, after which we drink the elixir and go to the place of the battle with Kayran, the boss is not difficult, we use the sign to kill him Yrden and leave it, after which we run away to the side and as soon as the tentacle is grabbed, we chop it off, repeat three more times. After this, you need to run up to the monster from the left side and run up the collapsed wall, after which we watch as Geralt blows it up with a bomb. Time to go to the pier and collect the reward for the monster from the merchants.

Kings killer

Near the residence of the city governor we meet Triss, who offers to visit the prison barge, we go after her. Having gone down into the hold, we calm the wounded man with a sign Aksiy and receive valuable information. Now we go to Zoltan and begin a frank conversation about protein, he will take us to their meeting place, after which we go to the meeting place with Iorvet. However, here we first have to defeat the head-eye, he is not a difficult enemy, it is enough just not to fall under his attacks. After this, a dialogue begins with Iorvet, during which you should not anger the elf, otherwise you will be killed. You tell the words of the prisoner from the barge that Leto wants to kill Iorvet. He won’t believe us, but decides to check and goes with his hands tied to the meeting place, after a short dialogue Roche will appear. When making a plot choice, we decide to help Roche. Next there is a fight with Leto, he is a witcher, so be prepared for difficulties, try to strike one blow and then dodge. At the end of the battle there will be a QTE followed by a cut-scene during which Summer will disappear; after the battle, do not forget to pick up your sword from the floor.

Where is Triss

After the fight with Leto, we meet Vernon and return to Flotsam. We go into the tavern and Buttercup says that Triss went to Sheala’s room. Inside we examine the dead guard, the mess on the bed, the hole in the wall. We talk with the girls from the local brothel, they will tell us about everything that happened. Now you need to find Cedric, for this we drink the elixir Cat and follow in his bloody footsteps. After this, we choose the side of Vernon Roche, simply by talking with him in Flotsame.

Death of Loredo

After waiting until evening, we make our way to Loredo’s residence. The point is simple, go inside and cut out everything hostile. Inside the mansion we have a QTE with Loredo's mother, Marietta, if you fail it, you will die, after which we take the key from the woman's body and go up to the upper floors. Next we have to defeat Loredo and rescue Bianca, there is also a pregnant elf in the next room, but in the process of escaping she will give birth. After the entire residence has been cleared of enemies, Roche will appear and talk about the skirmish with Iorvet. Next we have to play the role of Roche in his memories. After going through the memories, you and Roche go to Aedirn.

Prelude to War

We begin a new chapter in the shoes of King Henselt, going to a meeting with the Aedirn barons. However, instead of just a conversation, we have a duel with Saskia, but the priest of Kreva will intervene in it, who will suffer from the hand of the king, after which the world darkness will cover. Geralt and Roche passing by will also see this. Now, in the role of a witcher, we have to accompany the king and his squad to the camp. The whole way we will be under a protective dome from Detmold, from which it is better not to lean out. Having reached the camp, we head to the royal tent and receive the task of lifting the curse, after which we speak with Detmold, who asks to reveal a certain conspiracy in the camp. Let's start unraveling it with a conversation with Manfred, whom we will find in the dining room. He will talk about his son, Sven, who decided to take part in a tournament in the local arena and will probably fall at the hands of a butcher from Tsidarasa. To help the fellow, we first talk to Sven, and then to the butcher; as soon as he agrees, we return to Sven and inform him that the fight will be two on two. Next, you need to win the battle; whether Sven survives or not is unimportant. After which we speak again with Manfred, he will tell about the local prostitute - Whistling Zosa, to whom we must say - “Her smile opened the gates of heaven for us.” Zosya, in response to this phrase, will open a secret passage into the lair of the conspirators, but we will not find the leaders, although we will still have to wave the sword. Having taken Zeltrik's armor from the body of Vinson Trout, we find next to it a piece of paper with Dandelion's poems, after an intelligible conversation with the latter, we head to the king for a reward for the killed conspirators and begin to lift the curse.

Removing the Curse

It turns out that most likely Sabrina Glevissig imposed the curse on her deathbed, we learn the details of her death from Detmold, after which we head to the place of her execution, fortunately it is nearby. Along the way, we take on a task from Zyvik - to find two missing soldiers, whom we will find at the execution site. Having reached the scaffold from three years ago, we begin to examine the area around, we need to find: square coins, traces in the ash, a letter and a nail. The latter can be given to the soldiers. Returning, we also accompany the couple to the stream so that they don’t get in the way anymore. We ourselves head to the relics dealer, whom we find in the camp canteen. After talking with him, we go to the Inspired One, after talking with him and buying his trust, we find out that we will need relics to lift the curse. And if we have already obtained the armor of Zeltrik, then the merchant should have the spear of Yagon. Returning and pressing the merchant, we find out that he sold it to a soldier who most likely died in a battle with the elves not far from Vergena and most likely the spear is now in the hands of Iorvet. Having told Detmold about everything, we receive from him an ambassadorial flag and an amulet that will protect us from instant death in the fog, into which we will go in the company of Zoltan. Having got out of the fog, we go through the ranks of the elves until we meet the dwarves, they will tell you where to find one of the items for removing enchantments - a symbol of death, but that’s where the good news ends - they won’t let us into the city, and Zoltan leaves us and remains in Vergene. Let's go for the banner Brown Banner. We will find it in the crypt, but we can’t just take it away - it is guarded by the spirit of the standard bearer, whom we have to defeat. After which we take the banner for ourselves. Now it’s time to meet with Zoltan, he will be in the catacombs under the city and will give us a sword and information that Iorvet lost the spear in dice and it is now with the dwarf - Skalen Burdon. We return to the camp and, barely emerging from the fog, we come across a massacre between the camp and Nilfgaardian soldiers, helping our own slaughter the Nilfs, after which we rush to the royal tent and tell them that everything has been collected to lift the curse. We take the powder for drawing runes from Detmold and go to the coast, then we tell the monarch to go the following way: we start with the witch’s circle -> petrified bread -> charred wood -> bird corpse -> curdled milk -> witch’s circle. After which we go down, set fire to the symbol and begin to kill ghosts, upon completion we will receive a medallion and an invitation to the feast.

Assassins of Kings

However, we are not allowed into the reception itself, we wait until 22:00 and try again, this time luck will smile on us. However, our story to the king will be interrupted by two hired killers, whom the witcher will have to cope with alone. Having defeated one killer, the second will run away and, in order to find out where, Detmold will offer to use necromancy. Delivery of the elixir Duck We are heading to Detmold, whom we will find in the field hospital. After which we will be in the shoes of a killer twice, and the second time we will need to be secretive so as not to get caught by the camp guards. As a result, we find out where the lair of Leto and the killers was. Having told everything to etmold, we head to Henselt, repeat the story and get the king’s medallion, it’s time to stop the eternal battle.

Eternal fight

Geralt will have to head into a dangerous fog, where, in the role of the spirits of various warriors, he will need to complete simple assignments. At the end of them, we return to the witcher and we have a battle with the general, who is quite a serious opponent; in fact, we have to use the tactics of jump -> strike -> evasion. After the victory, we will be transferred to the body of the priest, who must lead his squad out of the fog, as soon as we reach its edge the task will be completed.

Conspiracy leaders

Waking up on the grass from Buttercup’s shaking, we hear that the remaining conspirators are hiding in a house on the hill, but inside it we find Roche, who asks to gather his squad, heading to the brothel we do not find any of his people, and indeed only one courtesan, who says that all Vernon's people were invited to the royal feast. However, we meet swords in the king’s camps and fight our way through to see all Roche’s people on Šibenice, with the exception of Bianca, who will tell you that Henselt went on an assault Vergena, our path lies there too, to punch the king in the face and at the same time find Sheala, who was involved in the attempt on his life.

TO Vergen We will follow the path that we learned from the memories of the killers, just before the entrance to the cave we will encounter a detachment of troops, but the last of the soldiers will escape, showing us the way to his comrades. Inside the caves we get to Detmold and the local commander - Pangratt. After defeating the last magician will run away, and all we have to do is get out of the caves to meet Zoltan, who decided to stay in Vergene previously. He will tell you that Sheala took refuge in the house of the magician, Philippa. We head to her house, simultaneously rescuing Iorvet from the encirclement. However, just before the house we will see the sorceress disappear into the portal, and instead we will notice Henselt. Having dealt with his guards, we decide whether to hand him over to Vernon’s lynching or not, then we leave and the final chapter begins.

In the name of Temeria

In the company of Roche, we walk into the city, disperse in different directions, only to meet again on the main square during a reception with King Radovid. He will tell you that the only heir to the kingdom Temeria, Princess Anais, was kidnapped by Detmold, will also report that Triss is captured by the Nilfgaardians, but only one of them can be saved personally, let’s go save Triss in the hope that there will be more brave men behind the heir to the throne. On the way to the nilf camp we meet Shilyard, having killed his guards and taking him hostage, we continue our journey to the camp, but to our disappointment he is killed without a twinge of conscience and now we have to fight our way through the nilf fortifications. At the end of the felling we get the key to the basement, where we find Triss. However, on the way back you will have to break through to the exit again. Next, we meet with Triss near the amphitheater, where you can listen to the dialogues of everyone interested in future fate Temeria. There we will see the rescued princess Anais, after which the council of sorcerers begins, during which Triss takes the floor and exposes Sheala as an accomplice to the murderers of kings. However, the latter does not give up and calls on the dragon to help her, we pursue the sorceress, climb the tower, where a dialogue takes place in which she tells her motives, after which she leaves us with the dragon alone. The battle will take place in three stages - 50% of the enemy’s health inside the tower, 50% outside, after which we will face a series of QTEs, after which the dragon falls onto a tree.

The final

Returning to the city, we meet with Triss, who says that Summer is now in the Temerian camp. We go there and after the dialogue we decide what we will do with Leto, on this walkthrough of the game The Witcher 2 ends (however, you can always go through the game a second time, making opposite fateful choices).



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