Map of the hut of the inspired Witcher 2. Complete passage of the main and side quests of the second chapter. One on One - Flotsam

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 a full description of the 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 the 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 will once again 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 helping his trusted Olshan a little. 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 he is given to the peasants to be torn to pieces, then Aedirn will find himself without a throne and the state will plunge into the abyss of a hopeless war for many years.

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 there, 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 an old acquaintance 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. Vernon Roche 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. A third larger tent along the way will be a necessary target. 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.

THE ROCHE PATH

Prelude to War: Kaedwen

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

We begin the second chapter playing as the Kaedweni king Henselt. Accompanied by Sheala de Tanserville, the sorcerer Detmold and the Kaedweni knights, we set off to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the murder of King Damavand. Henselt intends to use this opportunity and seize the lands of his deceased neighbor.

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

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

In the fog of Detmold, ghosts stop several times. We will have to defeat them all to free the magician from their spells. So, we get to the Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp and then lead us to the royal tent.

Zyvik leads us around the camp, showing us the blacksmith, the dining room, the hospital and the fighting arena. If we have no desire to explore the camp with a guide, we can try to convince the old campaigner to take us directly to the upper part of the camp.

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

Conspiracy theory (part one)

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

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

The Butcher of Tsidaris

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

Truth in beer

[B] We can also learn about Whistle Zos if we help the drunks who are wandering around the camp in search of their friend Odrin. To do this we need to talk to one of the three drunk soldiers. We can walk around the entire camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We are leading the drunken soldier back to the camp. The guards stop us at the gate. We can tell them that we got Odrin drunk because he is an important witness in the investigation we are conducting, or we can simply bribe them. In any case, they will let us into the camp. We will have to wake Odrin twice: to find his comrades and to take him to the dining room. If we have found all three of Odrin's friends, then we can go to the canteen to drink beer. If we structure the conversation correctly, these gentlemen will relax and loosen their tongues. They will tell you about the brothel, Zosia's Whistle and square coins. To do this we must say that everyone is afraid of Henselt, and then that we need information. Otherwise we will not achieve anything from them.

[Choice] Once we have the square coin and information about Whistle Zos, we can go to Detmold and tell him everything we have learned. It will end with his soldiers helping us in the battle against the conspirators. However, we can continue to investigate the conspiracy on our own.

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

Below we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the battle of the ghosts - Seltkirk's armor. The conspirators leave us no choice: we have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important to remember to search Trout's body after the battle and take the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of Master Dandelion's style... It looks like we'll have to talk to the poet in the camp. The first part of this task ends with a conversation with Dandelion. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and the other conspirators, we can go to Detmold and tell him everything. The sorcerer will pay us a reward for each killed conspirator, so we can make good money.

Curse of Blood

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


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

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

Lost Sheep

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

We cross the creek at Camp Roche and head west along the bank. On the way to the place of Sabrina's death, we will be attacked by drowners. [Combat] A silver sword and the Aard Sign will help us against them.

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

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

We lead the soldiers to safety and along the way we fight with the drowned men emerging from the river. When we reach the ford across the stream, the soldiers thank us and go back to camp. We completed Zyvik's task. When we return to the camp, we will receive a reward for our help: we will be allowed to talk with the captured Scoia'tael. He will tell us about the plans of Zerrit and Egan, Leto's henchmen.

We found some interesting clues in the circle. They must be used to remove the curse from Henselt. The soldiers mentioned an Inspired One who lives in the ravines behind the camp, and a relic vendor who can be found near the mess hall. So, we return to camp. On the way to the canteen we meet soldiers arguing over a relic. If we have a nail that we found in Sabrina's circle, we can compare it to what they have. It will immediately become clear that their relic is an ordinary fake.

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

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

Inspiration

In the ravines we meet two soldiers fighting off the foulbroods, but we do not have time to save them. After defeating the monsters, we turn north and reach the clearing where the Inspired One’s hut stands. There we are attacked by harpies. [Combat] There are quite a lot of them, so you should shoot them down using the Aard Sign and run to the hut. Burning candles around will keep the critters away.

The inspired one will immediately guess that we came to him for a reason. We learn little from him until we gain his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our wallet is empty and we are ready to deceive the head of the cult, we will have to pass the test - drink the potion that the Inspired will give us and spend the night in a crypt in a ravine nearby.

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

When it's all over, we'll return to the Inspirational hut. As converts, we will ask him about the events of three years ago. He will tell us about the curse that Sabrina placed on Henselt. If we ask about the artifacts needed to stop the ghostly battle, the Inspired One will tell us about Seltkirk of Guleta and say that his armor may be the symbol of courage we are looking for. We must also ask him about the spear of Yagon, which is necessary to lift the curse from King Henselt. We learn that it must be from a relic dealer...

It seems that the merchant did not tell us everything... We are heading to the camp to talk with him again. He admits that he once had a spear, with which Yagon ended Sabrina’s torment. If we bribe, convince or intimidate him (in the latter option, a nail found at the execution site will come in handy), he will tell you that he lost a spear in dice to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear ended up with the commander of the elven detachment, Iorvet... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe at least now the sorcerer will be of some use to us.

Be gone, evil spirit!

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

As we exit the upper camp, we encounter Zoltan, grumbling about the rampant racism in the camp. Our friend will be happy to know that there is an opportunity to get to Vergen, although he will be wary of this idea. Thus, we find a travel companion for a dangerous journey. Together we enter the ghostly fog.

The battlefield of three years ago appears before our eyes. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of fallen soldiers and draugyrs - demons made from the armor and shields of the fallen. [Fight] We will have to fight for our lives. There is no point in trying to kill all opponents in the dark. Our goal is simply to get to the other end. A silver sword and the Aard and Quen Signs should be used against spirits.

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

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

Symbol of death

So, we decide to start looking for the banner of the Brown Banner. To do this, you need to explore the catacombs deep in the forest. At the entrance to the catacombs we may be attacked by ghosts. [Combat] A silver sword and the Irden and Aard Signs will help us cope with them.

We have to get to the bottom level. There, in one of the halls, we meet the spirit of the standard bearer of the Brown Banner. [Choice] [A] We can trick him and claim that we once entered Buraya, or [B] we can fight him.

[A] If we declare that we served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is false. The next answer is Menno Coehoorn, and the third answer is Menno Coehoorn was killed at Brenna. The answer to the question about the commanders in the Battle of Vergen - Seltkirk and Vandergrift. The last answer is that Bigerhorn took us prisoner. This way we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a Brown Banner cloak, the spirit will give us another chance. Otherwise we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them with dice from Skalen Burdon.

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

But that is not all. If we tricked the ghost, it will periodically haunt us in other battles.

Symbol of hate

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

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


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

Krasnolyudsky mines are a real labyrinth. We will probably get lost more than once before we begin to navigate them and find our way. Moreover, the dungeon is dark, and oil lamps are of little use. I advise you to stock up on potions in advance that will allow us to see in the dark. In the mines we will encounter corpse eaters. [Combat] We use tried and tested methods: knock them down with the Aard Sign and finish them off with a silver sword, remembering to jump back to a safe distance when they die. After a long wandering in the mines, we reach a room where a two-meter duckbill will attack us. This corpse eater is big and strong, like a troll. [Combat] The easiest way to deal with him is with the Yrden Sign and a finishing blow to the back. In the corridor behind the door we will meet Zoltan and Saskia, the Dragon Slayer.

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

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

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

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

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

After a short conversation, the king leads us to a hill that dominates the area. There we talk with him again. We need to accurately recreate all the events of three years ago. Under our guidance, Henselt must draw the runes that are needed for the ritual.

This is a kind of mini-game. If we have read the book that Detmold gave us earlier, we will have no difficulty in drawing the signs in the correct order. We need to create a semblance of a goat's skull inscribed in a circle. To do this, we advise Henselt to start at the witch's circle and move towards the petrified bread. Then we ask the king to move on to the charred wood, and then to the raven carcass, curdled milk, and finally back to the witch's circle.

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

Assassins of Kings

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


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

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

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

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

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

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

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

Eternal fight

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

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

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

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

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

Sabrina rains fire onto the battlefield. The spirit of the Aedirn commander Zeltkirk has taken possession of us. We once again enter into battle with the spirits and ghosts of Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and quickly strike back. Eventually we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draugr we can finally use all the abilities of the witcher.

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

After the death of the demon, we will be possessed by the spirit of a Kaedweni priest, who will try to lead the soldiers out from under the fiery shower. Hiding behind shelters, we head towards the edge of the fog...

Conspiracy theory (part two)

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

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

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

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

Assault on Vergen

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

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

So, we head to the besieged Vergen. Our path lies through the gorges with which we are familiar from the assignment of the Assassin of Kings, so we again expect to meet the harpies. In the depths where there used to be fog, we find ancient debris, and next to it a troll woman.

[Choice] We can speak politely to her and find out that her husband recently met someone going to Loc Muinne. Or we can kill her so as not to waste time. On the way to Vergen, near the old quarry, we must be prepared to meet harpies. Then, in the hollow, we will have the opportunity to save the troll woman’s husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shield warriors. [Combat] You must not forget about blocks and strike hard with a steel sword. After the battle, we will notice one of Detmold's men nearby. It turns out that the sorcerer also knows about the secret passage to Vergen.

Without wasting time, we rush into the cave. We don't have to look for a long time to find the escaped soldier. We encounter him... and his comrades. It turns out that this is one of Adam Pangratt's men. We already met him in the camp. He will order his people to kill us, and he will go deeper into the caves. We will have to draw the sword again. [Fight] This is a pretty difficult fight. It is best to block enemy attacks and use a combination of powerful and high-speed strikes with a steel sword. The Aard and Igni signs will also be useful to us. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed blows and place blocks. You should also be wary of Detmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We hurry forward: Vergen should already be nearby. At the exit from the caves we meet Zoltan, who tells us that Sheala is in the house of another sorceress - Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth. It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Hiwai spoke about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will encounter large forces of Kaedweni. [Combat] In this battle, you should not forget about blocks and strong blows. After the victory, Iorvet will speak with us briefly.

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

Looks like all roads lead to Loc Muinne...

Curse of Blood

It’s no wonder that His Majesty is tormented by him! After all, he sent Sabrina Glevissig to the stake, for which she cursed him. The details of this sad incident need to be learned from Detmold, but it is impossible to do without visiting the place of her execution. Well, we leave the camp and go west along the coast, crossing a small stream. But in addition to the main goal, your friend Zyvik will ask you to find two lost soldiers in order to quickly return them to duty. As you cut your way through the ranks of the drowners, you will find warriors right at the place of execution, which they made the subject of their cult. It is headed by someone Inspired, who lives in the gorges behind the camp. In the meantime, carefully examine the site of the scaffold three years ago. You will find familiar square coins, footprints in the ash, a letter and a nail, and this is what your new companions will be interested in. Whether you give it or not is your choice. And so that they don’t bother you anymore, bring the dunces to the stream, from where they will get to the camp on their own.

Go there too and talk about your find with the relic seller hanging out in the dining room. From him you will learn a lot of interesting things, in particular, that Yagon eased Sabrina’s fate by piercing her with a spear on the scaffold. However, you still can’t do without a visit to the Inspired One. Leave the camp again and move east to the gorges, fighting off the corpse eaters along the way. The main tactic for dealing with them is to jump away from them in time before they explode. In the final part of your journey, you will witness the death of two soldiers from the clutches of foulbroods, and as soon as you take revenge on these creatures, you will go to the dwelling of the Inspired One. After fighting off the harpies there, talk with the head of the cult and try to extract all possible information from him. The easiest way to do this is through bribery, but if money is a pity, then there is another way. Pretend that we agree to join the cult and undergo a test for this. All you need to do is drink the resulting potion at the onset of darkness (after 21:00) near the crypt between two lakes and view the vision. Well, and fight a little more with the evil spirits along the way. Having won his trust (or bought it) he will inform you about the relics needed to lift the curse from the king. You already have Seltkirk's armor, but the relic dealer should have Yagon's spear. For some reason we didn’t see this spear on him - let’s go find out! Having pressed the merchant in the camp, he admits that he sold the spear to a soldier who successfully lost the artifact in the battle with the elves. Moreover, the spear is most likely in the hands of our old friend Iorvet, who may now be in Vergen.

Be gone, evil spirit!

Having told Detmold the information you have received, you receive from him the task of making your way through the dangerous fog directly to the city of Vergen, having received only a talisman and an embassy flag to overcome this suicidal task. It’s good that our friend Zoltan met us on the way to the exit from the camp and, having learned where we were heading, happily agreed to go with us. And the road will not be easy. The amulet you receive will indeed tell you the way through the fog, but you will have to fight the endless ghosts entirely on your own. The main thing is to quickly cross the danger zone in order to end up at a village with elves, where only thanks to the presence of our friend you will not be riddled with arrows. Continue forward until you meet the commander of the dwarven guard. He will show you the location of one of the items needed to remove the spell - the symbol of death. It is located in the dungeons in the forest outside the city. But there is also bad news. No one is going to let you into the city, and then your traveling companion decides to stay in Vergen forever. But in gratitude to Geralt, he promises to get the sword of General Vandergrift and give it to you in the dungeons under the city.

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

Now we go to meet Zoltan. To begin, return to the burnt village, and from there, at the two subsequent forks (at the gorges and at the gate), turn left. Thus, you will reach the catacombs under the city, which is not recommended to go into without sufficient supplies of a potion for orientation in the dark. You will have to get quite lost in them, meeting along the road not only ordinary corpse eaters, but also their hefty leader. Fortunately, your friends are waiting for you very close behind the nearest door to give you the much-needed sword. And Zoltan will bring good news - Iorvet successfully lost the spear in dice to Skalen Burdon from the outskirts, so all you have to do is return there and win back the relic for yourself. It is unlikely that you will be able to win right away, so be persistent. After winning the spear, head back through the fog to the camp. Brushing away the ghosts, you will escape from the darkness, where Roche is already waiting for you to report on the events that occurred during your absence. His squad was attacked by Nilfgaardians meeting Philippa's maid Eilhart. We rush to the camp to find out the details, but failure awaits us there. The Nilfgaardians have already set sail, so we go to the king and inform him of the completion of our successful search.

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

Assassins of Kings

These are the times! The king himself invited us to the feast, but the guards still won’t let us in because the monarch was receiving a foreign ambassador. Then we meditate until the evening (until 22 o’clock) and again go to the reception with the king. He's lucky that he let us in! The story about the events that happened in the castle of La Valette will be interrupted by two assassins who killed the ambassador. You need to fight both of them to protect the king from certain death. Over time, Sheala will get into the fray, and you will win a relative victory - the king is alive, but one of the killers managed to escape, and you won’t learn anything from the second. Although Detmold offers a way out of this situation. If you resort to necromancy, you can perform a ritual, thanks to which you will be able to see events through the eyes of the killer for a certain period before his death. Find Detmold in the hospital and ask him about the ingredients needed to perform the ritual. You will need the “Duck” potion, the recipe for which can be bought from the merchant near the hospital. We return with him to Detmold and prepare for a kind of transformation. Seeing the world through the eyes of the dead killer Egan, you and his companion hurry forward through the gorge, fighting the harpies there. Having carefully avoided the traps after the battle, your deadly tandem will reach the meeting place with Leto, from whom he will learn that Sheala is also involved in the conspiracy and should be gotten rid of.

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

Eternal fight

Fortunately, to complete this mission you have in your hands all the artifacts received in previous tasks: the banner of the Brown Banner and the sword of Vandergrift, the armor of Zeltkirk and the royal medallion of Henselt. Having received final instructions from Detmold, it was time to leave the camp and head into the dangerous fog. There, Geralt is one by one possessed by the spirits of dead soldiers, so he will have to complete several simple tasks on their behalf. First, in the guise of an Aedirn warrior, you will have to cross the line of enemy fortifications and, having fought with the spirits of soldiers, capture the Kaedweni banner. And immediately after success, Geralt is possessed by the soul of a Kaedweni soldier, rushing across the battlefields to his commander to report the loss of the banner. You will have to move in short dashes in between the volleys of archers, so as not to fall under their arrows. After admiring the fight between the Kaedweni general and Sabrina, whom you know in absentia, you are transported into the image of an Aedirn commander fighting with enemy soldiers. Soon you will reach their general, the battle with whom will take place on behalf of the true Geralt, giving you the opportunity to use all his abilities in it. Just in time, because this fight promises to be very difficult. It is better to avoid the fiery volleys and deadly whirlwinds he uses against you in time, trying to roll up to the enemy from the unprotected side and hit him with a silver sword. Finally, after the victory, the final transformation into a priest awaits you, leading his warriors out of the dangerous zone, where, at the edge of darkness, this leapfrog of universes will end as soon as we emerge into the light of day.

Conspiracy theory

Remember how, in the secret room of Madame Carole’s brothel, we made some noise in the ranks of the conspirators? So, it's time to deal with the rest. We learn their location from Buttercup, who woke us up and pointed to a house standing on the top of a hill. That’s why we run there, but we meet there not the conspirators at all, but our comrade Roche, and now we need to gather all his people together. To begin with, we run together to the camp of his squad, fighting along the way with Kaedweni warriors. But upon arriving at the place, we find no one except a lonely prostitute, who told us that the king invited all Rocher’s people to the dining room of his camp for a feast. We return there, overcoming fierce enemy attacks, and see with horror that all of Roche’s comrades are hanged on the gallows, with the exception of one Bianca, who will tell you about Henselt’s betrayal. He is now just at the walls of Vergen, where we are heading to show him Kuzka’s mother, and at the same time to find Sheala, whom we know that she worked in conjunction with the killer of kings.

Assault on Vergen

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

From him we learn that Sheala, whom you are looking for, is hiding in the house of her trade friend Philippa. You can immediately run there, but before that there is a chance to help your old friend Iorvet out of trouble (after all, we are indebted to him), surrounded by enemy soldiers in the city. Climb up towards the suspension bridge, which will treacherously break at the last moment, leaving you without Roche's support. From here it is worth turning right, making your way through the ranks of Kaedweni soldiers to the fortification of Iorveth. Having provided the elf with support, it’s time to head to Philippa’s house to look for Sheala (this can be done right away). You can deal with ordinary opponents on the way to it without any problems, but you will have to tinker with the monster summoned by the sorceress. It’s all the more disappointing that we won’t be able to have a heart-to-heart talk with her. She will disappear into the portal right in front of your nose, and King Henselt and his retinue will appear in her place. Having dealt with his knights and taken on him, you will be interrupted by Roche running in, and the further fate of the cunning monarch depends on Geralt’s decision. Whether you persuade Roche to spare him or let him take revenge for his hanged comrades is your choice. Having made a difficult moral choice, it’s time to enter the home stretch of history leading to Loc Muinne.

Chapter 3
In the name of Temeria!

The road to the city will be smooth – the harpies never cease to bother you here too! And here, at the gates in Loc Muinne, the knights of the Order of the Flaming Rose will not want to let the Witcher into the city. Fortunately, Roche’s diplomatic skills are quite enough to allow you to go on a date with the head of the order, Siegfried. After talking with him, you will temporarily part with your friend and go on an excursion to the city alone. However, in its central square you will reunite your duet again, heading from there to a reception with King Radovid. From him you will learn that the only legitimate heir of Temeria, Princess Anais, was kidnapped by Detmold. And if she is gone, then this kingdom will simply be divided among other monarchs, which is unlikely to be done without massive bloodshed. But he will also say that Geralt’s beloved Triss is now in this city as a prisoner of the Nilfgaardians. As a result, we are faced with another serious choice. He will go to rescue from captivity the daughter of King Foltest, who was killed partly due to our oversight, or take care of personal affairs by going in search of Triss. The choice is not easy, but, looking ahead a little, we can tell you that the princess will not remain in trouble anyway, so you can go save Triss with a clear conscience.

Where is Triss?

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

Meeting of sorcerers

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

Dragon Appearance

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

Assassins of Kings

Returning to the city border, Triss will meet you and inform us about Leto's presence in the Temerian camp. Go to this fateful meeting, fighting off soldiers' attacks along the way. Surprisingly, it is quite possible to avoid the final fight if you follow Leto’s arguments. Well, if they don’t suit you, you are welcome to take part in the final battle, which will end with a spectacularly staged scene of your victory.

Are you sad that the game is over? No problem! Embark on a new adventure doing things differently, and your hike will be vastly different from the last.

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

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

The Butcher of Tsidaris

[A] Wandering around the camp, we will sooner or later end up in the dining room. There, among others, we meet Manfred, who sips vodka alone. If we talk to him, he will tell us about his son Sven, who is awaiting a duel with a certain Lethande Avet, also known as the Butcher of Tsidaris. If we offer our help, Manfred promises to do his best to repay us. We leave to talk to Sven. At first he tries to get rid of us, but in the end we convince him to fight the Butcher together. We go to Avet to present to him our idea of ​​a 2 on 2 fight. He agrees, and we return to Sven. When we say that we are ready, we will be transported to the arena, where Avet and his partner are already waiting for us. [Combat] In battle, the main thing is to repel the Butcher's attacks and deliver strong blows with a steel sword.

You can immobilize the enemy with the Yrden Sign and stab him in the back. At the exit from the arena we will meet Manfred, who will thank us for trying to save Sven or for saving him - depending on the outcome of the battle. We can ask him about the people with square coins. Manfred is true to his word: she gives us a square coin. In addition, he advises us to go to Madame Carole’s brothel and ask Whistling Zosya. We must ask that “her smile open the gates of heaven for us.”

This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a knight's tournament. Proxim invites us to take part in the tournament, and this will be the beginning of a new task (Ave Henselt!).

Truth in beer

[B] We can also learn about Whistle Zos if we help the drunks who are wandering around the camp in search of their friend Odrin. To do this, we need to talk to one of the three-drunk soldiers. We can walk around the entire camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We are leading the drunken soldier back to the camp. Sentinels are posted at the gate. We can tell them that we got Odrin drunk because he is an important witness in the investigation we are conducting, or we can simply bribe them. In any case, they will let us into the camp. We will have to wake up Odrin twice: to find his comrades and to take him to the dining room. If we have found all three of Odrin's friends, then we can go to the canteen to drink beer. If we structure the conversation correctly, these gentlemen will relax and loosen their tongues. They will tell you about the brothel, Svistushka Zosia and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise we will not achieve anything from them.

[Choice] Once we have the square coin and information about Whistle Zos, we can go to Detmold and tell him everything we have learned. It will end with his soldiers helping us in the battle against the conspirators. However, we can continue to investigate the conspiracy on our own.

So, we go to Madame Carole's brothel. We say that we want to have fun with the girls, show her the money and choose Zosya the Whistler. We tell Wendy: “I want your smile to open the gates of heaven for me,” and she will open for us a secret passage into the den of the conspirators.

Below we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the battle of the ghosts - Seltkirk's armor. The conspirators leave us no choice: we have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important to remember to search Trout's body after the battle and take the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of Master Dandelion's style... It looks like we'll have to talk to the poet in the camp. The first part of this task ends with a conversation with Dandelion. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and the other conspirators, we can stop by Detmold and tell him everything. The sorcerer will pay us a reward for each killed conspirator, so we can make good money.

On the way to Inspirational

We receive the quest automatically during the course of the quest" Royal blood"

Stage 1: rescue the soldiers from the foulbroods

On the way to Inspirational you'll come across a group soldier, fighting off foulbrood. We need to help them. There are three of them, but none of them have a silver sword, so they will be of little use. The fight can end in two ways:

You saved at least one soldier. Let's move on to stage 2, option A.
All the soldiers died. Let's move on to stage 2, option B.

Attention! During a fight, you should not use strong blows. They will only make the task more difficult, and you will not be able to save all the soldiers.

Stage 2, option A: talk to the soldiers

If at least one soldier survives (it will not be possible to save everyone in any case), you will find out that they were heading towards Inspirational . Being scared, they will give you money and ask you to give it to him.

Go to stage 3.

Stage 2, option B: search the bodies of soldiers

If it was not possible to save the soldiers, you need to search their corpses. On one of them you will find some orens and soldier's note to the Inspired .

Stage 3: Move to Inspirational

Right in front of the house you are attacked by a flock of harpies - the battle can be difficult as they quickly surround you. If you don't have good equipment or your character isn't developed, you won't be able to handle the monsters (unless you're playing on the lowest difficulty level). In this case, quickly run into the circle of candles, where monsters cannot enter. Now you can either give the money to the Inspired, or keep it for yourself - whichever option you choose, until he receives the full amount, you will not know much information. There are two options:

Pay him (you need a lot of orens, a very undesirable choice). The quest will end and you can continue the task" Royal blood ".
Become a follower.

Stage 4: in the evening go to the lakes and drink the Inspirational potion

Your task is to spend the night near a small chapel deep in the forest. You'll get potion of the Inspired , which should be drunk before starting meditation. On your way there you will encounter endriagas, and near the chapel there will be head-eye. At this stage of the game it should no longer be a serious obstacle, but do not forget about Irdene, which will allow you to attack the monster from behind. Wait until 21:00, enter meditation mode near the altar and drink the potion - the vision will begin. Try to remember what you see, because you will have to talk about it later Inspirational .

Step 5: Tell the Inspirational about the vision

When the vision ends, you will wake up on a rock ledge - do not forget to raise Notes of the Inspired I (second And third parts can be found in the house of the Inspired). Jump down and return to Inspirational the same way they came here ( M23, 7). Tell him everything you saw - if you lie, the initiation process will not be completed (tell him that you saw a magical forest and a big chicken).

Eternal fight

Stage 1: find the Brown Banner banner, Vandergrift's sword, part of Seltkirk's armor and get Henselt's medallion

To continue the task, you need to complete the quests" symbol of courage ", "symbol of death ", "symbol of hatred " And " symbol of faith ".

Stage 2: Talk to Detmold about the curse

After collecting all the artifacts, talk to Detmold (M25, 7). When you're ready, tell him it's time to lift the curse.

Stage 3: Take part in a ghostly battle in the darkness

Once the fog clears, the memory fragment associated with the quest will return to you again" return of memory ".

You will unlock the quest" assault on Vergen ".

Symbol of Courage

We receive the quest automatically after talking with Detmold in the quest "Conspiracy Theory"

Stage 1: Ask around the Kaedweni camp about the symbol of courage

You will learn most of the information about the symbol of courage from a conversation with the Inspired - you must complete a certain part of the quest " Royal blood "(and optionally, " on the way to Inspirational "). You will mention ghosts and the desire to lift the curse, as well as the artifacts that are necessary for this. The Inspired One will tell you about the symbol of courage - Seltkirk's armor .

Stage 2: Ask about Seltkirk's armor in the Kaedweni camp

U Zyvika there is some information, so it's worth asking him about the armor. You will find out that they now belong to a person named Vinson Trout . You will follow his trail during the quest" conspiracy theory ". To find out about the hideout of the conspirators, you must complete at least one of these quests: " the truth is in beer " or " butcher from Tsidaris ". Once in cover, you will encounter Vinson Trout , on which there will be Seltkirk armor . To get them, you will have to kill him.

Symbol of death

We receive the quest automatically after talking with Detmold in the quest "Conspiracy Theory"

Stage 1: Walk through the darkness and ask about the banner on the other side

Complete part of the quest" blood curse

As soon as you enter Vergen, you are welcome Cecile And Skalen Burdon (M27, 1). Ask them about the standard and they will tell you about the catacombs where it could be.

Attention! If you decide to trick the ghost, the last correct answer is slightly different: "The priest brought us out".

Symbol of hate

We receive the quest automatically after talking with Detmold in the quest "Conspiracy Theory"

Stage 1: Ask about Vandergrift's sword on the other side of the haze

Complete part of the quest" blood curse ", during which you need to get to the other side of the darkness.

As soon as you enter Vergen, you are welcome Cecile And Skalen Burdon (M27, 1). Ask them about the sword and Zoltan will assure you that he will get it. You need to meet in the tunnels under Vergen.

Stage 2: find the entrance to the catacombs, and the banner inside

Moving through the tunnels to Zoltan And Saskia (M29, 3), you will meet several types of monsters: nekers , foulbrood, and even duckbill (M29, 2). The Maiden of Aedirna will give Vandergrift to you sword without further ado. You will also learn that now the tip of the spear is not with Iorveth, but with Skalena Burdona .

You will unlock the quest" Holy Lance ".

Symbol of faith

We receive the quest from Zyvik

Stage 1: Discuss Henselt's medallion with Detmold

When you ask Zyvika about the details of the war, you will learn about Medallion of the Cross – it is worth studying his future fate. It turns out that the medallion is now in Henselt's possession. Let's go to Detmold (M25, 7) and talk to him about the king’s medallion. Unfortunately, you won't get it until you lift the curse.

Stage 2: Remove Henselt's curse and then discuss the medallion

Unfortunately, when you lift the curse, Henselt is attacked by assassins - now, in order to get the medallion, you will have to find out their intentions.

To continue the task you must complete the quests " Royal blood " And " assassins of kings ".

Upon completion of the quest with the killers, Detmold give you medallion .

Holy Lance

We receive the quest automatically during the quest" symbol of hatred"

Stage 1: play with Skalen Burdon on the tip

While completing the quest" symbol of hatred "from Saskia you will know that the tip is at Skalena Burdona . You can find him near the main gate ( M27, 1), however first you need to leave founders tunnel (M29, 1), preferably the same way we got there.

Start a conversation and mention the tip - the dwarf is ready to give it up if you beat him at dice poker. The rules are the same as before. Your opponent is a little luckier than you, so it will likely take you a few tries. If you win, you will receive a tip.

Attention! Try not to throw the dice too hard as they may fall out of bounds! In this case, their result is not considered.

After rolling, you can choose which dice you want to roll again and then increase your bet. After the second throw, the game ends and the one with the most points wins.

Possible combinations: none, pair, two pair, three of a kind, four of a kind, small and big straight (1-5 or 2-6 respectively), full house (three dice of the same value and one pair) and poker (all five dice of the same value) .

Attention! Skalen also has Brown Banner cloak – we will get it by beating him three times. The thing will be useful in the quest" symbol of death ".

Assault on Vergen

We receive the quest automatically upon completion of the quest "Conspiracy Theory"

Stage 1: reach Vergen through forested gorges

Move to Vergen through the gorges. Along the way you will meet several groups soldier. Near the shipwreck you will find troll (M23, 16). Depending on how you conduct the conversation, it can be beneficial:

Kill her
Ask about Leto

Walking forward a little, you will meet troll (M23, 17). Get rid of Kaedweni soldiers and talk to the monster:

If the troll is alive, you can mention the Kaedweni. Angry, the troll will run towards Vergen to beat the soldiers. There will be no benefit from the second option.
If you killed a troll and admitted/did not admit it, the troll will attack you.
Head towards the Founders Tunnels ( M23, 12)

Stage 2: Defeat the people of Detmold

Inside you will have to fight not only monsters, but also mercenaries of Detmold , so you will have to use both swords. You will encounter Adam Pangratt (you will have to fight with his people, and you can deal with him yourself later) ( M29, 4).

Once you reach the largest cave, you will come across Detmold And Adam Pangratt (M23.5). Don't attack Detmold, since you won't be able to finish him off anyway. Instead, focus on Adam or his soldiers. One way or another, the soldiers must fall before you move towards the sorcerer. Beware of the spells he uses from time to time. He also likes to teleport from place to place and use Quen- in this case, wait until he uses the teleport again. When his health drops to a certain level, he will run behind the barrier and teleport completely. Talk with Adam Pangratt and decide his fate (the decision has no consequences): you can let him leave, or kill him.

Stage 3: Help Iorvet

You can now leave the tunnels through the exit leading to Vergen (M29, 6). Zoltan will meet you outside and explain the situation. Helping Iorveth is optional and will not affect the plot. If you decide to help him, go through the door on the left ( M27, 3) and then up the stairs to get to the suspension bridge, which, however, will collapse. Rise even higher. Head south to Castle of the Three Fathers (M27, 4). In the meeting room you will find Iorveta fighting with Kaedweni – get rid of them and talk to the elf.

Stage 4: get to Philippa's home

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