The Witcher 2 eternal battle way rocher. Complete passage of the main and side quests of the second chapter. Where is Triss

Prelude to War: Kaedwen

Attention! Play on the side Roche you can if in first chapter took his side in the quest" at the crossroads: Scoia "taeli" "

Stage 1: go to negotiations with the Aedirn nobles

You will start the second chapter playing as Henselt. Together with Detmold And Shealoy you'll head to tent where the meeting will take place Stennis (M13, 1). The conversation will be about buying land - you can agree, or offer half the price. Soon after this there will be Saskia And Stennis .

Stage 2: fight Saskia

There are two options for conducting a conversation. If you don't let me Saskia talk, the battle will begin, and you will need to concentrate on dragon slayer . You can also listen to Saskia and be challenged to a duel. In this case, the battle will be easier, since enemy soldiers will not interfere with you.

Stage 3: Stop the ghosts so Dethmold can concentrate and cast the spell

The action will focus on Geralt's arrival in Kaedwen. During the conversation with the guard, the sun will disappear, and you and Vernon will move towards the negotiation site. Will start to appear ghosts of Aedirn knights . Your goal is to protect Detmold. However, what you should be most concerned about is draugirs- large, massive monsters. Immobilize them Yrden, but don't fight at close range for too long - it's better to dodge more often.

Stage 4: get out of the ghostly darkness, following Detmold

Eventually, the sorcerer will create a magical barrier. Try not to go beyond it. As soon as one of ghosts steps into it, he will die immediately - at low difficulty levels you don't have to do much. At higher levels you will most likely have to finish them off. Along the way Detmold will be stopped three times ghosts. They themselves do not attack, however, the soldiers who appear do. Try to quickly get rid of the ghosts to unlock the barrier. As you progress you will also come across a corpse Stennis- after searching the body, we will find Stennis sword . Eventually you'll get to Kaedweni camp (M24, 1).

Stage 5: Walk around the camp with Zyvik or convince him to go straight to the king

At the gate you will meet Zyvika, who will give you a tour of the camp. After talking with him, you can convince him to go straight to the king. If we follow him, we will visit the most important places in the camp: the gunsmith Lesovika (M25, 2), a canteen and a notice board nearby ( M25, 3), arena ( M25, 4) and a captive elf ( M25.5). Eventually, Zyvik will lead you to the main gate ( M25, 6), and then it will be deleted.

Attention! Zyvik will be waiting for you at main gate (M25, 6) until you meet him again. After this he will walk around the camp.

You will unlock the quest" assassins of kings ".

Stage 6: Talk to King Henselt

When the gate opens, you can go straight to Henselt (M25, 1). The king will ask you to remove the curse from him, and in return he will help restore your good name. You will be allowed to move freely around the camp, and Detmold will have some information for you. He will call you as soon as you leave the tent. Be sure to ask about the haze and Sabrina .

Reward: 200 XP

You will unlock the quest" conspiracy theory ".

Assassins of Kings

We receive the quest automatically at the beginning of the second chapter

Stage 1: talk to the captive elf in the Kaedweni camp

Carry out this step not necessary. Moving towards King Henselt in the quest" Prelude to War: Kaedwen ", you will see a captive elf ( M25, 4), which has some useful information. Unfortunately, the guards will not allow you to talk to him until you have earned a certain reputation.

To complete this stage, you need to complete the quest " lost lambs ".

You will speak in senior speech so that the guards will not understand anything. Ask about everything related to the other two witchers.

To continue the task you need to complete the quest " blood curse ".

Stage 2: Protect Henselt

After removing the curse from Henselt and visiting his tent, you will be attacked by assassins. Even though there are two of them, the fight won't be particularly difficult. You have to be careful as the enemies fight with two swords and constantly attack. You can charm one of them Axiem and watch killers fight each other. If you decide to fight with two at once, you will have to dodge often and attack with a quick style. As soon as you kill one of them, the fight will end - the second will simply run away.

Additional reward: 500 XP

Stage 3: help Detmold in the necromancer ritual

Enter the tent where Detmold studying the killer's corpse ( M25, 23). Before you see the dead man's memories, you need to drink a special elixir - mallard. The recipe can be purchased from master Miron (M25, 23), which is either inside the tent or outside. To create the elixir, you will need the following ingredients: 1x vitriol, 1x cinnabar, 1x hydragene. Drink the elixir and approach Detmold to begin the ritual.

Attention! If you make a mistake, you will wake up and the dream will begin again.

You will have to control the witcher Egan. Follow killer, killing harpies along the way. Eventually you'll get to killer hideouts (M23, 14).

Inside you should beware of traps ( M30, !). Follow the killer closely to avoid them. After going through the next door you will meet Summer (M30, 2) and find out that he is going to Loc Muinne.

Attention! If you are discovered during the stealth portion, you will wake up and have to start all over again.

Wait until the sentries leave and move towards the tents - you can kill the soldier, or sneak past him when his back is turned. Be careful as he may turn in your direction first, so it's best not to rush.

Soon we will find ourselves in a cave below the camp, and then we will have to fight Kaedweni soldiers. The dream will end with a battle with Geralt - whether you are close to victory or not does not matter.

Stage 4: Go to the Kingslayer Hideout

Don't waste your time and go after the killer in his shelter (M23, 14) – do not go through the darkness, but go around the ravines from the north. This time in the cave you will encounter gargoyles, and in the main room will be waiting for you elemental (M30, 2). Also don't forget about traps. The fight with the elemental should not be difficult, immobilize it and attack from behind, but at the same time watch out for its attacks and dodge in time. Victorious, you will find a dying man killer on the ground. Talk to him and you will have a memory (related to the quest " return of memory "). Don't forget to search his body - you will find several valuable items and Zerrita's notes .

Step 5: Talk to Detmold

Return to camp and talk to Detmold, who is waiting for you in the tent ( M25, 7). He will give you medallion Henselt.

Conspiracy theory

We receive the quest automatically upon completion of the quest "Prelude to War: Kaedwen"

Stage 1: Talk to Detmold

Coming out of their tent Henselt after the first conversation with him, the sorcerer will invite you to go to his tent. Ask him about everything related to the curse. Geralt will decide to change the wars, but for this he will need several of its symbols: hatred, courage, faith and death. Also be sure to ask about the cabal square coins.

You will unlock the quest" eternal battle ".

You will unlock the quest" blood curse ".

Stage 2: talk to the soldiers about the plot against Henselt

To learn more about the conspiracy, you should walk around the camp and interview the soldiers. There are two ways to do this:

There are three in the camp drunk soldier (M25, 10). Talking to anyone will start the quest" the truth is in beer ".
When you pass by the dining room ( M25, 3), you will witness a quarrel between an old soldier and his son. The quest will start automatically" butcher from Tsidaris ".

To continue the task, you must complete one of these quests.

Attention! Both quests can be completed, although only one is required to continue.

Stage 3: take the square coin to the brothel and ask Whistle Zosya there

Attention! Before going to a brothel, you can go to Detmold (M25, 7) and inform him that they have found the hiding place of the conspirators. In this case, at some point four soldiers will come to your aid.

Leave the camp, head to brothel (M25, 12) and talk to there Madame Carole . Tell her you're here to have some fun and show her the square coin. When she asks what kind of girl you would like, choose Zosya the Whistle. Tell her: "I want your smile to open the gates of heaven for me". She will show you a secret passage in basement of the old tower .

Attention! If you have visited before Detmold, four will come to your aid soldier .

Downstairs you will find Vinson Trout - unfortunately, all dialogue options lead to a battle with him. It will be much more difficult to fight alone, so actively use Quen, Aard and blocks. If soldiers are helping you, focus on Vinsone .

Stage 4: Search the room

On the body Vinson you will find: Seltkirk armor (related to the quest " symbol of courage "), note " boar named Henselt " And key to the conspirators' hideout . Using the key you will open the door ( M26, 3) leading out.

Stage 5: talk to Buttercup and Detmold

Buttercup can be found by the fire between the tents ( M25, 20). You can talk to him about his stupid creations, because of which he could be killed. Then move towards the sorcerer ( M25, 7) and tell him that the conspirators are finished. You'll get 300 orens(50 for each killed).

To continue the task you must complete the quests " blood curse ", "assassins of kings " And " eternal battle ".

Stage 6: Meet the conspirators at the house on the hill

After being passed out for three days, you wake up in a brothel. After talking with Buttercup, you will learn about the meeting of the conspirators in house over a cliff (M23, 2). Move there to understand the situation. There you will meet Roche, the main conspirator.

Stage 7: return to Kaedweni camp

After the recent arrests, the conspirators have been uncovered, and you need to quickly warn everyone. Move with Roche to his camp (M25, 15) to notify Bianca and everyone else. Unfortunately, there will only be Kaedweni soldiers - we get rid of them. From one of the whores you learn that everyone has been invited to the camp for a feast.

Stage 8: go to the soldiers' canteen

Once you enter the camp, take out a few soldiers, and then move into dining room (M25, 3). Unfortunately, you will see how the feast ended - all the conspirators were hanged. The only one who survived is Bianca, who was raped by Henselt.

You will unlock the quest" siege of Vergen ".

Reward: 500 XP

Truth in beer

We receive the quest from a drunk soldier, having previously started the quest “conspiracy theory”

Stage 1: Find Odrin

In the camp you will meet three drunken soldiers ( M25, 10), who are looking for their missing comrade, Audrina. Unfortunately, you don't know his whereabouts, so you'll have to search. Leave the camp in west gate , leading to the shore ( M25, 11). Drunk Audrina you will find lying near the entrance to the cave ( M25, 17).

Stage 2: gather Audrina his three comrades

Raise the drunkard and lead him to the gate ( M25, 11) – a guard will stop you. You can bribe him or tell him that Audrin is your prisoner or an important witness.

Attention! If you tell the guards that you are leading a witness, the quest will fail!

Upon entering the camp, you need to find all the drunks ( M25, 10) - we just go to them.

Stage 3: escort Odrin and his drunken friends to the soldiers' mess

Once everyone is gathered, go to the dining room ( M25, 3). Sitting over a glass of beer, it will not be difficult for you to learn a lot of interesting information. True, you should choose the right dialogue options - "people are afraid of Henselt" And "I need some information". You'll get square coin and information that Whistle Zosya

The Butcher of Tsidaris

We receive the quest from Manfred, having previously started the quest “conspiracy theory”

Stage 1: Talk to the reckless son's father in the cafeteria

The quest will start automatically as soon as you pass the cafeteria ( M25, 3), having previously started the quest "conspiracy theory". You will see an old soldier arguing with his son. It's worth finding out more about the situation. Manfreda can be found in the dining room, sitting at the table. You learn that his son is about to fight the feared Butcher of Cidaris - offer your help in exchange for information.

Stage 2: Talk to Sven

Talk to the soldier's son - Sven. He trains near the cafeteria ( M25, 18). Tell him that you want to help him defend his honor and make the battle easier. You will propose a battle in pairs.

Stage 3: Challenge Lethande Avet to a fight

Butcher can be found in the next tent ( M25, 19). Regardless of how you conduct the conversation, he will agree to a doubles fight.

Stage 4: Return to Sven and then defeat Lethande Avet in the arena

Return to Sven ( M25, 18) and tell him that the fight is arranged. When you're ready, select the appropriate dialogue option and the game will automatically move to the arena. The fight itself should not cause difficulties - Letande will focus on you, and Edwin will fight Sven. If you are close to Edwin, he will start attacking you. The fight can end in two ways: Sven will either survive or not. If he survives, he will become a knight. Regardless of the outcome of the battle, near the arena you will meet Manfreda, who will give you some information. You'll get square coin and information that Whistle Zosya will take you to the conspirators if you tell her the password. The quest will end.

will come to you Proxim and will inform you about the tournament.

You will unlock the quest" Ave Henselt! ".

Curse of Blood

We receive the quest from Manfred after talking with Detmold during the quest "conspiracy theory"

Stage 1: Explore the site of Sabrina Glevissig's execution

For more details on Sabrina's death, you should head to place of execution (M23.5). Approach the circle - you can take a closer look at some elements:

Look at the pillar

Examine objects lying nearby: inspect the candles, raise square coin (related to the quest " conspiracy theory "), raise letter .

Listen

Look at the ground: look at the tracks of people, look at the tracks of animals

Consider the wheel: see how burned everything is, examine fresh traces (you can lift relic nail - connected with our quest).

Attention! On the way you will meet two soldiers associated with the quest " lost lambs ".

Stage 2: talk to the soldiers near the circle

Ask the soldiers if they saw the execution and what they are doing here. You will learn about the Inspired - find out where he lives. At the end you will be asked to return the nail, which is supposedly protecting the owner. You can take the soldiers with you or leave them here.

Attention! By carrying a nail, you can help arguing soldiers determine whether the nail they bought from a relic dealer is genuine.

Attention! To finish the quest" lost lambs ", you must return with the soldiers!

Stage 3: Meet with the Inspired or Relic Seller

It's better to visit both, but since relic seller closer, you should start with it. He sits in dining room (M25, 3), to the right of the entrance. You can ask him about the battle three years ago, but the most important topic of discussion is his footprints in the ashes. Ask him about the relics he is selling, and especially about the spear of Yagon.

Attention! You will see three soldiers arguing about the authenticity of the relic nail. If you haven't given yours nail to the soldiers at the execution site, you can prove that their relic is a fake.

Stage 4: Talk to the Inspired about Sabrina Glevissig

On the way to home Inspirational (M23, 7) you will come across a group of soldiers ( M25, 16), fighting off foulbroods.

This will activate the quest" on the way to Inspirational "

Once the Inspired One agrees to talk to you, ask him about everything related to Sabrina's Curse, the Phantom Mist, and the Spear of Yahon.

Step 5: Pick up the spear from the relic seller

Move in again dining room (M25, 3) To relic seller – without further ado, we demand his spear. Unfortunately, the seller no longer has it, and information about his whereabouts has its own price: you can pay him (or tell him that it is too expensive and set the amount yourself), or use intimidation, persuasion, or Aksiy. You will learn that the spear was won by one soldier who is now in Vergen.

Stage 6: Talk to Detmold about the ghostly haze

Go to the sorcerer's tent ( M25, 7) and tell him that to get to the spear, you will have to cross to the other side of the ghostly darkness. You'll get emissary standard - a sign that you are going in peace, Zirael armor And amulet of Detmold . Also, do not forget to ask for magic dust, which will come in handy during the removal of the curse, when you draw runes in accordance with the marks in grimoire .

Attention! Before you go to the other side, you should find out about the remaining artifacts, in particular, complete the quest " symbol of courage ".

Attention! Before you go to Vergen, it's worth talking to Zyvik- he will give you beaver hat , which will be useful in the quest" symbol of hatred ".

You will unlock the quest" symbol of death ".

You will unlock the quest" symbol of hatred ".

Stage 7: Go through the darkness and get the spear

As soon as you leave the tent and head towards the darkness, a Zoltan– you can have a drink with him and ask him why he’s not in the mood. Invite him to go to Vergen together, and the dwarf will agree. Leave the camp and head towards haze (M25, 21).

Stage 8: Get to Vergen

When you find yourself in the darkness, the medallion will point you in the right direction. You can take the upper or lower path, however, you will encounter fewer ghosts on the lower one. Whatever path you choose, you will get there eventually Vergena (M24, 1).

Attention! There is no need to fight ghosts. It is much easier to immediately run to the other side of the fog, since they do not give experience for killing them.

On the way to the city, in burned village you will encounter a squad skoya"tael (M23, 10), but a white flag will get you out of trouble.

Stage 9: Talk to the guards in Vergen

As soon as you enter the city you are greeted Cecile And Skalen Burdon (M27, 1). Ask them about Saskia's sword and standard. You will learn more details about the symbol of death and the symbol of hatred.

Stage 10: get Yagon's spearhead, Vandergrift's sword and the banner of the Brown Banner

Vandergrift's Sword symbol of hatred ".

Banner of the Brown Banner you will receive by completing the quest " symbol of death ".

Spearhead you will receive by completing the quest " Holy Lance " – the task will begin after you complete the quest " symbol of hatred ".

Stage 11: get to Henselt's camp

Having collected all the artifacts in Vergen, you can return to Kaedweni camp (M24, 2). To do this, you will again have to go through the darkness (the medallion will again show the way) - this time you will take the lower path, far from the majority ghosts. You can simply run over to the other side, since they still don’t give you experience for killing them.

Stage 12: Find Triss in the Nilfgaardian camp

Once you get to the other side, you will see Roche in the company of the corpses of several Nilfgaardians. HE will tell you that a certain woman crossed the fog with a figurine that looks like Triss. Together with your friend, head to nilfgaar camp (M25, 22). Unfortunately, just to see the ship sail away Lok Muinne .

Stage 13: Go to King Henselt

Move towards the tent. Henselt (M25, 1), happy that you have collected all the artifacts, will decide that it is time to lift the curse. The action will automatically move to the place of Sabrina's execution. After a short conversation, the king will show the place from where he watched the execution ( M23, 13).

If you take a look at grimoire who gave you Detmold, you will notice a line drawn through the skull and connected by red dots. Below you will find a list of what is and where:

1. Witches circle
2. Black candles
3. Charred wood
4. Goat skull
5. Crow carcass
6. Curdled milk in a stone bowl
7. Petrified Bread

The line can be drawn in two ways (the second is a mirror image of the first):

1. Curdled milk in a stone bowl
2. Crow carcass
3. Charred wood
4. Goat skull
5. Black candles
6. Charred bread
7. Witches circle

Step 15: Ignite the magic powder with the Igni Sign

Go down and approach any of the items - stand in front of it and use Igni to ignite the powder. The ritual will begin.

Stage 16: Protect Henselt until the end of the ritual

Your task is to protect the king from the emerging ghosts. Try not to let yourself be surrounded, and remember that the number of ghosts killed does not matter - you just need to wait for the right moment in the ritual (when Henselt pierce with a spear Sabrina). At the end you will mention the creed - you will receive it for your labors in the king's tent.

Stage 17: go to King Henselt's tent




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Prelude to War: Kaedwen

Spoiler

The chapter begins with the meeting of King Henselt and Prince Stennis. Since in the previous chapter, the Wolf helped Roche, control will pass to Henselt and we, as King Kaedwen, go to negotiations.

Soon the gunslayer Saskia and Prince Stennis appear. A choice has to be made: to listen to Saskia or not. The first option will end in a duel between the king and the dragon slayer, and the second - in a massacre.

The game now switches back to Geralt. Suddenly the atmosphere changes, the sun disappears, and the ghosts of fallen warriors begin to wander everywhere. Now the priority is to protect the sorcerer Detmold, as he is able to create a barrier that protects against spirits. The sorcerer creates a dome and the squad moves forward. It is highly discouraged for Geralt to go beyond the barrier, just as it is not recommended for ghosts to enter it, but for some reason they think differently and die quite quickly.

The Witcher gets out of the darkness and ends up in the Kaedweni camp. There will be a guard at the gate named Zyvik. If you have a desire, he can arrange a tour of the camp, if not, then we convince him to immediately go to the king.

The wolf and the king make a deal: Geralt removes the curse from him, and Henselt restores the Witcher's good name. As soon as the Wolf leaves the tent, Detmold will call him.


Conspiracy theory

Spoiler

Leaving Henselt's tent, Geralt meets Detmold and decides to talk to him about everything that is happening. As the conversation progresses, the Witcher learns of the conspiracy; The wolf decides to get more information.

You can continue the quest by completing one of these two tasks: “The Butcher of Tsidris” and “The Truth in Beer” (you can complete both).

Geralt receives a square coin and also finds out where the conspirators' lair is located. He reports his successes to Detmold, after which he goes to the brothel, shows the square coin to Madame Carole and chooses Zoska Svistushka from the ladies offered. During the dialogue with Zoska, you should select the option “I want your smile to open the gates of heaven for me,” and then she will open the passage to the conspirators’ hideout.

Vinson Trout (and a bunch of his allies) will be waiting below. No matter what the Witcher does, a battle cannot be avoided, but the people of Detmold will come to his aid. Together they deal with the conspirators. After clearing the lair, you can go to Dandelion, and then to the sorcerer for a reward.

To get the quest off the ground, you need to complete the tasks “Eternal Battle”, “Assassins of Kings” and “Curse of Blood”.

Buttercup says that the conspirators are gathering in the house above the cliff (a mark will appear); Geralt arrives there and sees that the main conspirator is... Roche. Due to recent events, the conspirators have been exposed, so everyone needs to be warned. Wolf and Vernon go to the Blue Stripes camp, but there they find only Kaedweni (whom they get rid of). One of the prostitutes says that all members of the squad were invited to a feast.

And the feast ended funny: all the conspirators were hanged, and only Bianca remained alive, who, by the way, was deceived and raped by Henselt. He will still have the opportunity to take revenge.


Truth in Beer

Spoiler

The Witcher meets on the road leading to the tents of important people three drunken soldiers who are looking for Odrin, his missing friend. The wolf goes in search: he goes through the western gate leading to the shore and finds Odrin lying near the cave. The wolf picks up the drunk and leads him to the camp. On the way, Geralt will be stopped by guards. Bribe them, or tell them that you are leading a prisoner. If you say that this is an important witness, then the quest will fail. The Witcher returns Odrin to his friends, and they all go to the dining room for a drink. During the subsequent conversation, you should choose the following dialogue options: “People are afraid of Henselt” and “I need some information.” The wolf will find out the information he needs and will also receive a square coin.


The Butcher of Tsidaris

Spoiler

Passing by the dining room, the Witcher sees father and son (Manfred and Sven, respectively) arguing with each other. You should approach Mandred and find out what is happening. The fact is that his son was going to fight the Butcher from Cidaris, who was clearly too tough for him. The wolf agrees to help in exchange for information.

Geralt approaches Sven (he is training near the canteen) and suggests a doubles fight. Now we need to inform the Butcher himself about this. He is in the next tent and agrees to a doubles fight. The wolf returns to Sven; they soon enter the arena.

The battle itself is not difficult, and the opponents are weak. Sven can survive the duel and become a knight, or he can die if he is attacked too actively. Anyway, the Wolf returns to Manfred after the fight and receives the information, as well as the square coin.


Curse of Blood

Spoiler

The wolf takes on a difficult task: he has to lift the curse from King Henselt. The Witcher goes to Detmold to talk about some things, including the curse.

To begin with, Geralt is going to inspect the place of execution of the sorceress Sabrina Glevissig. To get there, you need to leave the Blue Stripes camp to the south, cross the river and follow the road to the right.

Having arrived at the place, Geralt should perform the following actions:

  • Listen;
  • Look at the ground (there will be traces of people and animals);
  • Look at the wheel (there will be a nail there; take it);
  • Look at the pillar;
  • Examine the junk lying around.
Not far away, the Witcher meets two soldiers. After questioning them, he learns about the Inspired One, as well as about the nail that supposedly protects the wearer.

Now you need to ask the relic seller and the Inspired. The first one is sitting in the camp, in the dining room, and the second one is further away. To get to it you need to exit the left exit of the Kaedweni camp and go forward. Along the way, the Wolf will come across several soldiers fighting foulbroods. The quest “On the Path to the Inspired” is activated.

The Witcher questions both. Now he needs the spear of Yahon, which the relic seller had, but now he no longer has it, and the location of the artifact has its price. We agree to the merchant’s conditions, put forward our own, use intimidation, persuasion or axius and, in the end, we find out that the spear is Vergene.

The path is blocked by darkness, so the Witcher goes to Detmold for help; Having received the amulet of Detmold, the standard of the emissary (a symbol that the Wolf came in peace) and the armor of Zirael, Geralt goes to the darkness (before going, it is better to complete the quest “Symbol of Courage”).

On the way to the darkness, the Witcher meets Zoltan, who is clearly upset about something. The wolf can drink with him and offer to go through the darkness together. Once they are on the battlefield, the medallion will point them in the right direction. Along the way, Geralt and Zoltan will meet ghosts, and in large quantities. Feel free to ignore them and run to the exit to Vergen, since these spirits do not give experience for you.

On the way to the city, the Witcher and the dwarf will meet several Scoy "taels; the emissary's standard will save them from problems with squirrels. Arriving in Vergen, Geralt meets Cecil and Skalen Burdon. He asks them about the items he needs. Having learned everything he needs, the Wolf goes in search .

Having completed the quests “Symbol of Hate”, “Symbol of Death” and “Spear of Destiny”, the Witcher receives the Sword of Vandegrift, the Banner of the Brown Banner and the Head of the Spear, respectively, and returns back to the king’s camp through the darkness.

Coming out of the darkness, the Wolf sees Roche and the corpses of the Nilfgaardians. Geralt learns that a certain woman has crossed the darkness with a figurine that looks like Triss. The Witcher and Vernon rush to the Nilfgaardian camp, but arrive too late, and the ship sails to Loc Muine.

The time has come to end the curse: the Witcher goes to Henselt and together they return to the place of Sabrina’s execution. There the king must draw a symbol, and Geralt must tell where and what to draw. He tells Henselt what objects to draw through. There are two options for creating a drawing:

  1. Witch's circle
  2. Black candles,
  3. Goat skull,
  4. Charred wood
  5. Crow carcass
  6. Curdled milk in a stone bowl,
  7. Witches Circle;
or
  1. Curdled milk in a stone bowl;
  2. Crow carcass;
  3. Charred wood;
  4. Goat skull;
  5. Black candles;
  6. Charred bread;
  7. Witches circle.
Now you need to set fire to any of the objects (the easiest way is igni) - a ritual will begin, during which Geralt must protect Henselt from ghosts until he pierces Sabrina with a spear.

Having lifted the curse from the king, the Wolf goes to Henselt for a reward in his tent, but suddenly killers appear...


On the Path to Inspirational

Spoiler

While walking towards the Inspired, the Witcher encounters a group of soldiers fighting Rotfiends. If Geralt can save at least one of them, then the Wolf will learn that the soldiers are also going to the Inspired One, and they will give him money, which they will ask him to bring to the Inspired One. If the Witcher did not save a single soldier, then you need to examine their bodies.

Arriving at the place, the Witcher is attacked by harpies, but they cannot cope with the monster killer and die. Geralt speaks to the inspired one, but, as always, something needs to be done for information... Or given.

Option 1: The wolf can become a follower! To do this, you need to come to the forest at night, to a small altar (on the way you will meet endriags and the head-eye) and drink the elixir given by the Inspired One. This rubbish will make Geralt imagine a magical forest with giant mushrooms and a huge chicken.

The Witcher regains consciousness on a rock, not far from the house of the Inspired One. Geralt tells him everything he saw, and the initiation process will end.

Option 2: The Wolf pays the Inspired 400 orens and does not deal with any visions.


Assassins of Kings

Spoiler

When Geralt walks through the Kaedweni camp for the first time, he will meet a captive elf, but the guards will not let him talk to him until the quest “Lost Lambs” is completed.

The wolf asks the pointy-eared one everything about the other Witchers (by the way, the conversation will take place at the senior speech).

Having lifted the curse from Henselt, Geralt comes to his tent. The Witcher is attacked by assassins. No matter how hard the Wolf tries, it will not be possible to kill both: when the first one falls, the second one will run away.

Now you have to look through the killer's memories (hello from sci-fi) using the Detmold ritual. However, before you start, you should drink the mallard elixir (you need one serving each of hydragene, cinnabar and vitriol).

In the flashbacks, control will pass to the witcher Egan (yes, the killers were witchers). Egan follows his comrade into the shelter, killing harpies along the way. Having reached the shelter, you need to do everything the same as the first killer, since there are many traps on the floor. The witchers speak with Leto, after which they head to the Kaedweni camp. The memory ends with a fight with Geralt, the outcome of which we know very well.

The witcher from the memories learns about the location of the killers' lair from the memories and goes there. Gargoyles and an elemental will be waiting for him in the cave (dodge his attacks in time). Eventually the Wolf will see the dying killer and, after a conversation, will return another fragment of memory.

Geralt returns to Detmold, who rewards him.


Eternal Fight

Spoiler

The Witcher talks to Detmold about the darkness. To deal with ghostly warriors, you first need to find symbols of death, courage, hatred and faith. Having collected all the relics, Geralt returns to Detmold and after that goes to the fog again (now for the last time).

Once on the battlefield, we have to change our appearance several times.

For the first time we will control an Aedirn soldier; The task of his squad is to kill the Kaedweni soldiers and the standard bearer, and also capture the banner.

The second time we are in the body of a Kaedweni soldier, who will have to get to the commander and report the capture of the banner. It seems that this is not a very difficult task, but it was not so, because the enemy archers do not sleep and rain down arrows on their opponents. There is only one way to survive - to take cover behind the barricades when the enemies are firing, and to run as fast as you can to the next shelter when they are not shooting.

For the third time, we take on the guise of Seltkirk and go, killing all the enemies we come across, to Vandegrift’s standard-bearer. Here we again take control of Geralt and kill the standard bearer. Now there is more difficult work ahead: Draug appears. The monster is armed with a shield, and if you want to attack openly, then first we break the shield. If you want to save time, then wait until Draug makes a running strike (naturally, we dodge it), and then we hit him from the back. This is not the only type of his attacks: the ghost can also use fire rain (the area where the block falls will be highlighted) and turn into a tornado (we run away from it). While Draug uses these two attacks, keep Quen turned on, otherwise things can end quite sadly.

For the fourth and final time, we take control of the priest and lead the squad to safety. Fire stones will fall on the ghost, but they can be avoided in the same way that we used in the fight against Draug: we monitor the ground, since the area that will be hit by the blow will be highlighted.

Once outside, Geralt will return another fragment of memory.


Symbol of Courage

Assault on Vergen

Spoiler

The Witcher and Vernon go through the gorges to Vergen, killing soldiers along the way.

When they reach the shipwreck, a troll will appear who can either be killed or questioned about Leto. Moving forward, Roche and the Wolf will also meet a troll, who will either run to kill the soldiers towards Vergen if his wife is mentioned, or will try to kill the Witcher and Vernon if they killed the troll.

As it were. The Wolf and Vernon go through the tunnels to the city, but along the way, in the dungeons, they encounter Adam Pangratt and his mercenaries led by Detmold. It’s better to focus on Adam, since it’s still not possible to kill Detmold. At the end of the battle, you can spare and release Pangratt or kill him (this action does not have any special consequences).

Outside, Wolf meets Zoltan, who explains what happened. You can go to the Castle of the Three Fathers and help Iorveth defeat the Kaedweni, and then talk to him.

Now Geralt runs to Philippa Eilhart's house, where Sheala is. Having reached the house, the Witcher is attacked by a golem. Having defeated him, he enters the house, but it is too late: Sheala teleports away. Suddenly Henselt appears, who seems to want Geralt dead. First you should finish off a couple of soldiers, then another one along with the king. Henselt will be seriously wounded, but not killed. Roche comes on stage...

Option 1: Geralt allows Vernon to kill Henselt.

Option 2: Geralt convinces Vernon not to kill Henselt.

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...

Step 8: Get to Vergen

Once you get into the fog, the medallion will show you the right path. You can choose the bottom or top path - if you don't want to make your way through packs of fighting spirits, then the bottom is a better choice. Whatever you choose, you need to get into Vergen(M24, 1) .

Advice! You don't have to fight all the spirits. It's better to just run to the other side of the fog, since you still won't get experience for killing the spirits.

On the way to the city you will meet Scoia'tael V burnt village(M23, 10) . Fortunately, the banner will save you from death.

Step 9: Talk to the guards in Vergen

Immediately after you enter the gate, you will be greeted by Cecile Bourdon And Skalen Burdon(M27, 1) . Ask them about Saskia's banner and sword. You will learn more about Symbol of death And Symbol of hate.

Step 10: Get the spearhead, Vandergrift's sword and the Brown Banner banner.

Vandergrift's Sword Symbol of hate.

Banner of the Brown Banner can be obtained by completing the task Symbol of death.

Spear Tip can be obtained by completing the task Holy Lance– the task is activated after you complete the task Symbol of hate.

Step 11: Get to Henselt's camp

Once you have received all the items in Vergen, you can return to Kaedweni camp(M24, 2) . To do this, you will have to cross the fog again - the medallion will show you the way - this time you will take the lower path, away from most spirits. You can also run through without a fight, since they still don’t give you experience.

Step 12: Find Triss in the Nilfgaardian camp

After you reach the camp, you will meet Roche and you will find several corpses of Nilfgaardians. He will tell you that a certain woman walked into the fog with a Triss-like statue in her hands. Run with your friend to Nilfgaardian camp(M25, 22) , unfortunately only to see a ship sailing to Lok Muinne.

Step 13: Go to King Henselt

Go to the tent. Henselt(M25, 1) , happy that you have collected all the artifacts, will decide that it is time to lift the curse. You will automatically be transported to the site of Sabrina's execution. After a short dialogue, the king will show you where he watched everything from (M23, 13).

Step 14: Guide Henselt to draw the runes from Dethmold's book of witchcraft

If you look in witchcraft book which I gave you Detmold, you will notice a path drawn on the skull, connected by red dots. Below you will see a list of what is where:

  1. Elf Ring
  2. Black candles
  3. Burnt tree
  4. Goat skull
  5. Raven Corpse
  6. Curdled milk
  7. Stale bread

A line can be drawn correctly in two ways (the second will be a reflection of the first):

  1. Curdled milk
  2. Raven Corpse
  3. Burnt tree
  4. Goat skull
  5. Black candles
  6. Stale bread
  7. Elf Ring

Step 15: Use Igni to Ignite the Magic Dust

Go down and go to any item listed above - face it and use Igni to ignite the dust. The ritual will begin.

Step 16: Protect Henselt until the ritual is completed

Your task is to protect the king from spirits, which will constantly appear. Try to avoid being surrounded, and remember that it doesn't matter how many spirits you kill - you just need to reach the right step in the ritual when Henselt will pierce Sabrina spear. At the end you will mention an artifact symbolizing faith - you will receive it for your fee, but first you will need to meet the king in his tent.

Step 17: Go to Henselt's tent

Time to pick up the reward - unfortunately, the king will have a guest, and the guards will not let you through. You need to wait until 11 pm to be able to enter the tent. You talk about Foltest's children - it doesn't matter what you say. Eventually you will be attacked by assassins. The mission will be over.

The Witcher 2 quest Curse of Blood is taken from Manfred after a conversation with Detmold takes place during the quest "Conspiracy Theory".

  1. At the very beginning, you need to go to the place where Sabrina Glewessig was executed and examine it. As soon as you find yourself near the circle, go to the pillar to carefully examine the objects scattered around it: candles, a square-shaped coin, a letter. By the way, you need to pick up the message and take it with you. Then look at the ground and notice human and animal tracks. After this, you need to go to the burnt wheel and examine the place near it in order to pick up a special nail, which will be useful in the further passage of the quest Curse of Blood, The Witcher 2.
  2. Move further towards the circle to meet the soldiers near it. You need to talk to them and try to find out if they saw the execution itself. The whereabouts of the Inspired One will become known. At the end of the conversation, the soldiers will ask for the nail you found. It’s up to you to decide whether to give it back or not, but keep in mind that if the find remains with you, you can help resolve the dispute about the authenticity of the nail that will occur between other soldiers later. I also advise you to definitely allow the fighters to join you in order to complete the “Lost Lambs” quest.
  3. Then, in the passage of the quest Curse of Blood The Witcher 2, you need to head to the canteen where the relic dealer is sitting. Once there, look to the right, there you will find a merchant at a table. Talk to him and find out about the massacre that occurred three years ago and about the traces left in the ashes. Also find out about the valuables he is selling, namely the spear of Yagon. After the conversation, go to Vkhodnovenny’s house.
  4. Along the way you will meet soldiers who will fight the Rotfiends, help them to start the quest “On the Path to the Inspired”. Once you meet, try to start a conversation in which you need to find out all the details regarding Sabrina’s curse. If they start talking willingly, then do not miss the chance and find out information about the spear of Yahon and the ghostly haze.
  5. Then, in completing the quest Curse of Blood in The Witcher 2, you will need to take the spear from the relic dealer. To do this, you should return to the dining room where you met him and demand a weapon from him. It turns out that the merchant has already sold it, but in order to find out who the buyer is and where he is, he will have to pay. You can also scare him or use Axii to avoid wasting precious orens. Thus, it turns out that the spear was won by one of the soldiers who is in Vergen.
  6. Now you need to talk with Detmold regarding the ghostly haze. To do this, you must first find it. I advise you to go to his tent and tell him that you urgently need to go to the opposite side of the ghostly darkness. If he does not want to help you, then tell him that you are going there for a spear. After this, when completing the quest Curse of Blood in The Witcher 2, you will receive an emissary standard, which will indicate that you are coming with good intentions. Detmold will also give you the Zirael armor and the Detmold amulet. I advise you to ask the sorcerer about the magic dust, which will be very useful when you have to remove the curse and for drawing runes in the future

    It is worth noting that before going to the opposite side, you need to find out some information about other artifacts and complete the task “Symbol of Courage”. Also, before going to Vergen, talk to Zyvik, because this is the only way to get a beaver hat, which will be useful in completing the next quest “Symbol of Hate”.

  7. In the further passage of the quest Curse of Blood, The Witcher 2, you need to go to Vergen. As soon as you find yourself in the darkness, you need to get a medallion that will point in the right direction. You can take either the upper road or the lower one, but the latter path will have far fewer ghosts. Sooner or later you will find yourself there. It is worth noting that it is not at all necessary to fight ghosts, because you will not receive experience for them, so when you see them, run to the other side of the fog.
  8. As soon as you enter Vergen, you will immediately receive a greeting from Cecil and Skalen Burdon. Be sure to ask them about the standard and sword of Saskia to find out all the information regarding the symbols of death and hatred.
  9. Now in the passage of Curse of Blood The Witcher 2 you need to get the tip of Yagon’s spear. In order to get this artifact, you need to complete the quest "Spear of Destiny." You also need to get Vandergrift's sword, which will be at your disposal after completing the quest "Symbol of Hate." The last symbol you need to get is the Brown Banner banner. You will have it after completing the task "Symbol of Death".
  10. In the further passage of the quest Curse of Blood The Witcher 2, you need to go to Henselt’s camp after you already have all the artifacts. Make your way to the Kaedweni camp through pitch darkness. Use the medallion again and follow the path below to avoid more ghosts.
  11. Once on the opposite side, find Roche. Approach him and find out about Triss's whereabouts. It turns out that she walked through the darkness with a figurine in her hands. Together with Roche, go to the Nilfgaar camp. But you won’t get on the ship there, because it will already leave and head to Loc Muinne.
  12. Go to the tent where King Henselt is located. Tell him that you managed to collect all the artifacts so that he will remove the curse from you. After this, you will automatically find yourself at the place where Sabrina was executed.
  13. Now, in completing the quest Curse of Blood in The Witcher 2, you need to help Henselt in tracing the runes. Take out the grimoire you received from Detmold and find on it a line passing through the skull and connected by red dots. After all the lines have been drawn, go down and go to any of the objects, stand in front of it and use Igni. This way the powder will be set on fire and the ritual will begin.
  14. Now you have to desperately protect the king from constantly arriving ghosts. I advise you not to let yourself be surrounded and wait for Henselt to pierce Sabrina with a spear. After the battle, you need to tell the king about the symbol of faith and Henselt will definitely give it to you. However, you will have to wait until 23:00 to enter the tent to collect your reward. The fact is that the king will receive a guest and you will not be allowed inside. After receiving your reward, fight the mercenaries and celebrate your victory. At this point, the passage of the quest Curse of Blood The Witcher 2 is considered complete.
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