In search of magic. In search of magic In search of power The Witcher 2

If we sail from Flotsam with Iorveth and go to Vergen, then we begin the second chapter in the role of Stennis, the son of the murdered Demavend and heir to the Aedirn throne. We, Saskia, the priest of Kreva and a detachment of dwarves must meet with Henselt, the king of Kaedwen, who has laid claim to Upper Aedirn. The road leads us through the gorge away from Vergen.

We arrive at the meeting place and listen to Henselt's proposal: if we give him Lower Marchia, he will allow us to keep the crown. If we refuse, he will easily take what he seeks by force. Negotiations are heating up. Depending on what we tell the king, he challenges us to a duel or orders his men to capture us. [Combat] We shouldn't have any problems. It is enough to block enemy attacks and deliver heavy blows with a steel sword. At a certain moment, the priest of Kreva tries to stop the fight, but Henselt kills him in a fit of rage... The sky darkens, the fog thickens, and ghosts appear from it.

The peaceful surroundings of Vergen suddenly turn into a ghostly reflection of the battle that took place three years ago. Geralt, who is heading towards the dwarven city, finds himself in the thick of what is happening. Now we play as the witcher again and must save Stennis and Saskia, whom we met in the fog. We are accompanied by Iorveth and an owl, which shows the way. Philippa Eilhart, a sorceress helping the Aedirns, turned into an owl. She surrounds us with a magical barrier and strikes with lightning all the creatures that try to attack us. [Combat] We do not recommend engaging in battle with ghosts or going beyond the limits of Philippa’s spell: outside the sphere we will rapidly lose strength and health, and there are so many draugirs and spirits that they will certainly kill us. Several times the owl-Phillipa's path will be blocked by ghosts. To move on, we will have to destroy them. Following the owl, we emerge from the fog, and we have the opportunity to talk with Philippa and Saskia. Saskia gathers all her commanders for a council to discuss the strange events we have just witnessed. The game then takes us beyond the walls of Vergen, where we meet the mayor of the city. He reports that a room has already been prepared for us in the tavern. After examining it, we will be able to walk around the dwarven city. When we are ready, we can go to the council.



Having rested after a long journey, we set off for the council convened by Saskia. Arriving there, we see that everyone is already assembled: Philippa Eilhart, Saskia, Stennis, Zoltan, the Aedirn nobility and a representative of the militia. They develop a plan to defend against the Kaedweni invaders. But first of all, we need to remove the curse from the battlefield and dispel the ghostly fog. Phillippa Eilhart and Geralt will do this. To remove the curse, we will need four magical items related to the battle three years ago. Then you will need to prepare for the defense of Vergen. Iorvet appears at the council, which causes indignation among the majority. However, Saskia appreciates the help the elf offers. And suddenly a disaster happens: the girl makes a toast, takes a sip and immediately falls - she has been poisoned.

Philippa has stabilized the Maid of Aedirn and wants to talk to us. The sorceress tells us that to save the girl the following ingredients are needed: dwarven immortelle, dragon's dream, royal blood and a rose of memory. Having learned about this, we receive 500 experience points and begin a new task - A Question of Life and Death. It covers the quests Underground Life, In Search of Magic, Royal Blood and Where is Triss? Completing these tasks will allow us to find the necessary ingredients.


Underground life

Experience for completion: 1000

According to Philippa, one of the ingredients of the antidote is an herb that grows deep underground. The dwarves call her the immortelle. The sorceress advises us to look into the closed Vergen mine; this herb may well be there.

Entering the nearest inn, we meet a group of good friends: Dandelion, Zoltan and Yarpen, as well as Sheldon and Cecil Burdon, the headman of Vergen. When asked about the immortelle, the dwarves will also advise us to go down into the mine, and Cecile will explain why it is closed. Our friends will offer us help, and we will agree to meet them at the entrance to the mine.

When we tell Cecil that we are ready, he will ask Sheldon to open the mine. The headman will instruct us to clear the adits of monsters (Dirty work). When going on a mission, you should take with you at least four Cat elixirs. If we want to rid the mines of monsters forever, then a few grapeshot bombs.

Accompanied by the dwarves, we go down to find the immortelle. You need to be prepared to meet corpse eaters. [Combat] Lightning strikes with a silver sword are the best remedy for them. Do not forget that killed corpse eaters explode, so it is better to jump away from the dying creatures as far as possible.

The dwarven mines are a real labyrinth with long passages, locked doors and corpse eaters. Not only that: they are also dark, as is usually the case in dungeons. We enter the first large cave, and it turns out that we need a key to open the door to the lower levels. Having dealt with the monsters in the face on the right, we find the body of a killed miner, and on it is a key. Now we can return to the cave and open the locked door. Further in the mines we will find the bodies of two more miners and two more keys. This way we will get to the lowest level, where the duck catcher is waiting for us. [Combat] If we have bombs with us, we can kill the corpse eaters surrounding this monster. With post-mortem explosions they also injure duckbills. This monster can also be immobilized using the Yrden Sign and then finished off with a backstab.

After the victory, we pluck the dwarven immortelle. Now we can return to the surface and tell Philippa about our findings.

First key

First locked door

Second key

Second locked door

Third key

Third locked door


In search of magic

The sorceress Philippa Eilhart says that a certain magical artifact is required as one of the ingredients for Saskia's antidote. If you ask her for advice, she will recommend that we be creative and ask around the city. She will also say that Cecile Bourdon somehow knows about all the matters that concern Vergen.

When we ask Cecil about stories related to magic, he talks about a magician's tower that stands in the forest beyond Vergen. It is believed that this is a unique Place of Power that has always attracted magicians. We should look there.

We pass through the outskirts of the city and then through a tunnel cut into the rock. On the other side, a picturesque view awaits us. Fortunately, the tower is also visible from there. We cross the river and go to the hill. Harpies live not far from here. They attack us while we are going to the Place of Power. [Combat] This is one of our first fights with the harpies. They usually attack in groups, so using the Aard Sign is recommended. He will help knock down several harpies to the ground, which will then be easy to finish off with a silver sword. Having dealt with the harpies, we approach the destroyed tower that Cecil spoke about. Inside we see a nest with a crystal in which magic is felt. Is this what Philippa needs? We return to Vergen to talk with the sorceress.

Having examined the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarf. This is an interesting artifact, but it is not powerful enough to be an antidote. Only Keleno harpies encase dreams in crystals, and these monsters mainly live in an abandoned quarry outside the city. We are confident that we will find a sufficiently powerful dream there, but the elder of Vergena has locked the gate to the caves leading there to block the way for the monsters. Fortunately, Cecil’s own dream came into our hands first, so we have something to discuss with him.

A dwarf teetotaler, who would have thought... The most important thing is that now we have the key to the quarry, and we immediately go there. In the quarry itself and in its surroundings, many harpies await us. [Combat] As before in the forest, the best way to deal with the harpies is to shoot them down with the Aard Sign and then finish them off with the silver sword. In the caves we must find five enchanted crystals. They can be placed in a magical obelisk, which is a kind of projector. This will allow us to view crystallized dreams. One of them will turn out to be a dragon's dream. It will certainly be suitable for preparing an antidote. In addition, we will find Baltimore's dream. Watching it begins a separate task Baltimore's Nightmare. We got what we came for. It's time to return to Vergen.



Where is Triss? (Part one)

It was not by chance that we came to the city of dwarves. The tracks of the Kingslayer and the kidnapped Triss Merigold led here. Now the search for the sorceress takes on additional meaning: in Flotsam we gave her a rose of memory. If she still has the flower, we'll get another antidote ingredient for Saskia. We ask Philippa Eilhart about Triss, and she tells us about a tavern regular who allegedly saw a red-haired woman falling from the sky.

It wouldn't hurt us to hear this story first hand, and we go to the tavern. The dwarf Philippa spoke about is talking with the owner. He agrees to tell us the story of the red-haired woman for a mug of Mahakam. Having bought him a drink, we learn that in a ravine near the quarry, a woman and a huge thug appeared as if from the sky. The man abandoned the woman, who was immediately kidnapped by the troll.

So we go to the quarry. At the crossroads where there is a wooden altar, we turn left, towards the gorges. There we meet the troll we have already heard about. The troll will tell a story we already know, adding something new to it. He was caring for an injured woman and his troll wife left him out of jealousy. She took the red-haired woman's ribbon from him. Soon after, the redhead ran away. [Choice] We have a choice:

[A] If we make the troll angry, he will attack us. [Combat] The easiest way to defeat a troll is with lightning strikes from a silver sword. If this is not enough, we can use the Yrden Sign and then stab him in the back. After that, we must find the troll's wife and get the tape.

[B] We can also promise the troll that we will not offend his wife. In this case, he will ask us to talk to the troll and convince her to return to her native lair.

We go deeper into the gorges where the troll's wife went. Along the way we meet harpies. [Combat] It's best to hit them with a silver sword, but you can knock them down with the Aard Sign. Walking along the gorge, we reach a grove with the wreckage of a ship. There we also see the troll's wife, surrounded by armed men. [Choice] [A] We can help people and kill the monster. [B] We can also engage in battle with people to save the monster. What if the troll’s wife saw Triss or Leto?

[A] If we decide to help the mercenaries, they will thank us later, during the siege of Vergen. However, now we have to fight the troll's wife. [Combat] It makes sense to use lightning strikes with a silver sword. Also, if we haven't killed the troll before, it will attack us the next time we meet. But that will come later. Now we take Triss's ribbon from the troll's body.

[B] If we defend the monster, we will have to fight the mercenaries. [Combat] Our enemies are numerous, so the main thing is to put up blocks and carry out counterattacks. The Yrden sign will also be useful to us. As we begin to gain the upper hand, Pangratt gives in and after a brief conversation agrees to leave, leaving the monster alive. After the battle we talk to the troll's wife. If we killed her husband, then we ask her about the tape and return to Vergen. If the troll is alive, we ask her to return to her husband. The grateful spouses will give us Triss's ribbon and a horn, which can be used to summon them in case of danger. Later they will help us in the defense of Vergen.

It's time to return to Philippa to tell her everything and give her the tape: perhaps Philippa will be able to figure out where Triss is from her little thing. Our conversation with the sorceress is interrupted. It turns out that the peasants want to kill Stennis: they believe that it was he who poisoned Saskia. We will return to the search for Triss later. Now we need to run to the town hall, where the heir to the throne (Royal Blood) is being besieged.


Royal blood

To find the ingredients for an antidote for Saskia, Philippa entrusts us with several tasks at once, including this one. For the potion, the sorceress needs royal blood. Immediately after the council (Council of War), we can see Stennis and tell him what we need from him, but he will indignantly refuse us. We will have a chance to get royal blood only when we deliver Triss' ribbon to Philippa. Our conversation with the sorceress will be interrupted by a nobleman who will say that the peasants are ready to tear Stennis apart, accusing him of poisoning Saskia.

We go to where the prince barricaded himself. A crowd of Vergen residents, peasants, nobles and dwarves, as well as our friends Zoltan and Buttercup, are waiting for us there. These two will describe the situation to us. The peasants consider Stennis guilty, and the nobles defend him. We must gather as much information as possible and reach a verdict.

We will have several conversations with the gathered dwarves, peasants and nobles. We can also talk with Stennis if we use the Axii Sign in conversation with the guards.

After three conversations, we will find out the positions of both sides, and the peasants will demand that we pronounce a verdict. [Choice] We have a difficult decision to make. We have not learned any facts that could clearly point to the culprit. [A] However, we can condemn Stennis to death as a culprit. [B] We can also state that the available evidence is insufficient. In this case, Saskia will make the decision after recovery.

[A] By declaring Stennis guilty, we will get the royal blood we need.

[B] If we leave the decision to Saskia, we will give Stennis a fair trial, but we will have to obtain royal blood from Henselt.

Regardless of the choice made, we go to Philippa to inform her of Stennis's fate. Meanwhile, the sorceress was able to find traces of Triss using a megascope.


Where is Triss? (part two)

While we were trying Stennis for his alleged role in Saskia's poisoning, Philippa Eilhart located Triss from the tape we obtained. When we meet the sorceress at her home, she tells us that Merigold is on the other side of the ghostly fog in the camp of King Henselt. The Enchantress offers to help us cross the battlefield, so we just head there.

We pass through a burnt village and enter the fog. We are accompanied by the already familiar owl, which surrounds us with a magical barrier and strikes the ghosts with lightning. We follow the sorceress. After some time, the owl will fall into a magical trap. We must defeat all enemies to free Philippa and continue our journey. [Combat] We use strong blows from the silver sword. Ghosts are weak opponents, so there shouldn't be any problems. We move on, trying not to go beyond the protective barrier.

As we cross the battlefield, Philippa leaves us: she is afraid that she will be noticed by Dethmold, the court sorcerer of King Kaedwen. We go north to Henselt's camp. We find a mysterious figurine at a border post, and then unexpectedly come face to face with Vernon Roche and his squad. Despite the unpleasant circumstances of our parting, the Temerian will show us the way to the camp of the Nilfgaardian ambassador Shilard, where we may find Triss. [Choice] [A] We can try to sneak through the Kaeven camp from the side of the cliff or [B] go through the underground tunnels inhabited by monsters.

[A] We go to the cliff, as Roche told us, and make our way to the royal camp.

We approach the tent on the left, and when a drunken sentry comes out, we wait for him to turn left. Then we wait until all the soldiers sitting around the fire are distracted by a vomiting comrade. Then we slip further and turn left, towards the tents, so as not to attract the attention of the sentries. This will take us to the second gate. Now we wait for the patrol to enter the camp. We leave the gate, deal with the sentry and go down to the caves under the camp. The Neckers meet us there. [Combat] You need to use quick strikes of a silver sword against them. Soon we reach the opposite exit from the cave. There we are noticed by a Nilfgaardian sentry.

[B] The alternative route that Roche showed us goes through the caves below the camp. The entrance there is hidden in the courtesans' tent opposite the Kaedweni fortifications. There we must talk to Madame Carole and bribe her to get the necessary information and the key to the entrance to the tunnel. This will take us to the basement of an abandoned tower, from where we can get into the caves. We are heading north and northeast. Along the way we will meet local inhabitants - nakers. [Combat] The Aard sign will be useful to us against monsters that attack in groups. It will allow us to knock down some of these creatures, and it will be easier to finish them off with a silver sword. There is also a duckling there. Previously, in the dwarf mines, we had already dealt with one. This one also needs to be immobilized using the Yrden Sign and attacked from the back. As we emerge from the caves onto the shore, we are stopped by a Nilfgaardian sentry. An Empire soldier will take us to Ambassador Shilard Fitz-Esterlen. After a short conversation, we will be searched, and the guards will take the figurine from us. It turns out that this is the transformed Triss Merigold! The ambassador will leave, ordering his men to kill us. Vernon Roche and Bianca will save us at the last moment. Now we must fight the Nilfgaardian soldiers led by the sorcerer. [Combat] Spells must be dodged. It is best to immediately knock him down at the moment of teleportation using the Aard Sign and kill him. We can immobilize the guards with the Yrden Sign, and then finish them off with backstabs.

[Consequences of the choice in the task Royal Blood]

[A] If we declared Stennis guilty of poisoning Saskia in the Royal Blood quest and obtained the royal blood in this way, we can now resort to Roche's help to leave the Kaedweni camp. He will lead us out of there as prisoners whom he must get rid of. On the way, we should avoid patrols: if they notice us, they will figure out the trick, and we will face a heroic death and the end of the game. Avoiding the patrols, we reach the gate, where a sentry stops us. The answer to his first question is “Game”, and then we must select the option “Silence”, otherwise the sentry will understand what is happening and raise the alarm. So we get out of the camp and return to the fog.

[B] If in the Royal Blood quest we decided that there was not enough evidence of Stennis's guilt and did not receive the royal blood, then now we can ask Roche to help us get Henselt's blood. Vernon will distract the guards, and we will be able to get into the tent of King Kaedwen. We hide behind the barrels and wait for the soldiers to leave, and then we make our way behind the tents to the largest tent. Behind him are barrels, which we set on fire using the Igni Sign to distract the sentries. Now we can enter the royal tent. After talking with Henselt, we receive royal blood and are taken out of the camp in exchange for a promise to remove the ghostly fog. It's time to return to Vergen.

Before we enter the fog, Philippa will appear once more. She will guide us through the battlefield. As in previous times, we will have to fight spirits and ghosts. [Combat] It’s better to stay behind the sorceress’s magical shield and let her deal with the enemies. However, at some point the ghosts will catch the owl in a magical trap. To free Philippa, we will have to kill all enemies. Then you can continue your way to the dwarven fortress.

So we'll get to the safety of Vergen. Now you can go to Philippa's house to inform her about Triss's fate. It turns out that the sorceress's maid Cynthia was a Nilfgaardian spy and escaped. Fortunately, she left all her things, among which we find a rose of memory. The flower is withering, we need to hurry...


A matter of life and death

Saving Saskia is one of our most important tasks in Vergen. It combines the four above-mentioned quests for collecting ingredients: Underground Life, where we are looking for the dwarven immortelle, In Search of Magic, where we find a dragon's dream, as well as the quests Royal Blood and Where is Triss?, during which we get royal blood and a rose of memory.

Having collected all the ingredients, we hand them over to Philippa Eilhart, who immediately begins to prepare the medicine for Saskia. We are present at the girl’s recovery. Having come to her senses, Saskia gives us Vandergrift’s sword. We will need the blade of the Kaedweni commander to disperse the ghostly darkness.


Eternal fight

At the war council, Philippa and I discuss how to remove the curse from the battlefield. According to the sorceress, for this we will need four magical items related to the battle three years ago. They are supposed to symbolize courage, faith, hatred and death. Philippa promises us to find the first two, leaving us with symbols of hatred and death.

We must learn as much as possible about this battle. To do this, we need to ask Philippa, the headman of Vergen Cecil Burdon and our dwarf friends Zoltan and Yarpen about her. They will tell us about the sword of Vandergrift, which Saskia now owns, and about the banner of the Brown Banner. It turns out that the Kaedweni general who owned the sword was notorious for his cruelty. In addition, we learn that the Brown Banner was killed in the battle for Vergen to the last man, and the bodies of the soldiers were buried in the forest, not far from the city. Since the elves guarding Saskia do not allow anyone except Philippa to approach her, we will have to wait for her recovery to get the sword.

Symbol of death

So, let's start looking for the Brown Banner banner. We need to explore the catacombs in the forest. We can do this while searching for the dragon's dream (In Search of Magic) or while investigating the murders that happened in the city (With a Trembling Heart). We go into the forest: from the outskirts of Vergen we find ourselves on the walls and reach the area where Iorveth’s detachment is stationed. There we find a tunnel that opens onto the river bank. The forest we are interested in is on the other side. Somewhere in it there is an entrance to the crypt. We'll probably be attacked by ghosts inside. [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 that this is incorrect. The next answer is Menno Coehoorn, and the third answer is Menno Coehoorn was killed at Brenna. Answer to the question about the commanders in the Battle of Vergen Seltkirk and Vandergrift. Last answer: Biggerhorn 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 its 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

Once we get the banner, all we have to do is get Vandergrift's sword. To do this, we need to collect all the ingredients of the medicine for Saskia. When the Dragon Slayer is healed, she will simply give us the sword.

Now we need to talk to Philippa to get the other two artifacts - the magic medallion and Zeltkirk's armor. Having received all four items, we go to the ghostly haze.

In the fog we turn into an Aedirn soldier. Our commander gives orders to the archers and orders 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 the enemy's attacks and strike quickly. We are deprived of witcher skills, so we will have to do without Signs, potions and bombs.

After victory, our body will be taken over by the spirit of the Kaedweni warrior. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we are safe between shots. So we get to our general... This is Vandergrift. Draug. He quarrels 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...


Siege of Vergen

After the battle of the spirits ends, we come to our senses in the house of Philippa Eilhart. The sorceress informs us that Kaedwen's troops, led by Henselt himself, are approaching Vergen, and asks us to talk with Zoltan: he is responsible for the defense of the city. We will find Zoltan with Saskia at the city gates. During the conversation with the dwarf, the Kaedweni will appear. Zoltan will ask for help we must pour boiling oil on the attackers. We're running up the walls. There we encounter Kaedweni shield warriors. [Combat] When fighting enemies who have a shield, we need to block attacks and hit hard. In addition, they can be immobilized with the Yrden Sign or approached from the side using a roll. Having destroyed the enemies, we pour out the oil using the lever and return to Zoltan. Unfortunately, Detmold appears and uses magic to destroy the barricade the defenders had built. Zoltan gives the order to retreat beyond the second gate of the city.

Sheldon closes the gate behind us and we hurry up the walls. Henselt's army captures the outskirts and approaches the city wall. The soldiers are climbing the stairs... A mortal battle awaits us. [Combat] We are not fighting alone, so we can fight back quite effectively and use Signs. Having repulsed the first wave of attackers, we will get a respite. When we deal with the second wave, Saskia will inform us about a secret passage into the city. It passes through the caves adjacent to the mines under Vergen. She will add that the detachment sent there did not return.

Saskia will ask us to explore the tunnels with her. We follow the girl and come across a detachment of Kaedweni. [Combat] Against heavily armed warriors, quick strikes of a steel sword and the Aard Sign are best. We go deeper into the caves and meet Detmold there with a detachment of mercenaries. The sorcerer blocks our way back and forces us to accept an unequal battle. [Combat] In this battle, we must not forget about defense; we must counterattack and dodge Detmold’s spells. Suddenly a spell strikes Geralt... Saskia will save us by turning into a dragon. Then, after a short conversation with the girl, we return to the city. Along the way we meet Zoltan. He says we are needed on the walls.

On the walls of Vergen, Saskia gives a speech to raise the morale of the defenders. Enemy troops led by Henselt and Detmold immediately appear. The sorcerer breaks the gate, and the king gives the order to storm. A new wave of Kaedweni soldiers is rolling towards us. [Combat] We should easily cope with enemies if we skillfully reflect their blows and, if necessary, use Signs.

At the other end of the battlefield, Iorveth appears with a detachment of Scoia'tael. Now Henselt's troops are surrounded, and the elves shower the enemy with arrows. Saskia asks Geralt and Zoltan to support Iorveth and help him close the first city gate in order to cut off the Kaedweni's only escape route.

We run to the stairs to the walls on the right and find ourselves next to the fortifications from which oil was previously poured. Zoltan closes the gate... and Henselt has no choice but to surrender. So he immediately does so.

] |

From the beginning of the episode, you will have to manage Prince Stennis, who is staying to negotiate with King Helselt. Very soon everything will escalate into a fight and the king will accidentally splash blood on the altar. This will lead to a curse that will cover the earth. Ghosts will appear everywhere, the sun will be hidden behind black clouds, a hundred elves with Iorveth and Geralt will appear on the shore. You need to cleanse Saskia before the magical owl appears. The owl will lead you to the right place, protecting you with magic. It is important that you do not go outside the circle. Occasionally drive away ghosts from the bird. In the city, talk to the sorceress and also to Saskia.

When you follow the dwarf into the room, you need to distribute skill points. Then go to the tavern. If you don't want additional quests, go out into the fresh air. After making pompous speeches, raise your glass. The girl was poisoned. Philippa will be able to cure her, but she needs to find the immortelle root, the grove of memory and the royal blood.

Walkthrough of the game The Witcher 2 - Underground Life

Start searching for healing herbs. First, visit the local tavern, where Zoltan is drinking with his comrades. Find out about the mine - it is boarded up and very mysterious. You promise to help kill the raging monsters. Zotlan, Yarpen, Sheldon will be waiting for you at the mine at noon. Before descending into the dungeon, drink a number of elixirs. Pay attention to “Swallow” and “Cat”.

There are only “corpse eaters” inside, but the right door is locked. Sheldon will say that previously there was a chief digger named Balin Fergusson. He must have the key. We need to find Balin's corpse. He's in the room next door. Read the diary. You will find out what he gave to his four assistants.

Go forward, sometimes turning for the next key. When you open the last door, the medallion will begin to vibrate. A duckbill will appear around the bend. He is a slow and weak opponent. You need to use Quen. When you kill him, take the grass and blow it to Philippa.

Walkthrough of the game The Witcher 2 - In Search of Magic

We need to look for the second component for the potion. This is a magical artifact. Philippa does not know where to find him, but she will give a recommendation to go to the headman - Sicil. He will say that there is one place where many sorcerers are drawn. Go to the indicated place.

Get out of the city through the northern gate, go through the ford, go up the slope where you can see the tower. One of the nests contains a huge crystal that begins to affect Geralt's medallion. Take the crystal and get ready to fight the harpies. The Aard sign will help a lot. When you kill everyone, go to Philippa.

Unfortunately, you will have to look for a couple more similar artifacts. She will say that the crystal contains someone's dream. Geralt will think that the harpy who built the nest was a dream thief. When you talk to the sorceress, you will find out that these harpies previously lived near the old quarry, but headman Cecil closed it and does not want to open it. Luck - the dream that is enclosed in the crystal belongs to him! Go to the headman. After your explanation, he will open the gate.

The Witcher 2 gameplay continues. Getting to the lair of the sleep thieves is difficult. First, go down into the gorge, at the bottom of which there will be a fight with five creatures. Kill them and collect the ingredients for the potion from their bodies. Go to the big door where there will be fewer harpies. Be prepared to use the Aard sign and the silver sword.

When you get to the round altar, watch the cutscene. Sit down and drink some healthy elixirs, save yourself. When you take out the pink crystal, you will be attacked by a dozen harpies. Place protection in time - the “Quen” sign. Then you need to run into any passage and cut out one creature at a time. Local grenades will help a lot. Buy them in the city from merchants.

When you have killed the harpies, go to the altar and insert crystals into it (crystals of different colors should come across along the way. They must be collected). After four dreams, return to Philippa.

Walkthrough of the game Witcher 2 – Where is Triss?


Remember that before Triss was kidnapped, you gave her a rose of memory? She is needed to heal Saskia. When you talk to Philippa, go to the inn. You can learn a lot of information from a local regular and treat him to good beer. It turns out that the bald thug and the girl fell from the sky. The thug left, and the red-haired woman was kidnapped by the troll. Once you find out where the troll is, go talk to him. This is a great guy. He will offer soup to their elves. Tactfully refuse and ask him about the “redhead.” Choose calm remarks, do not contradict him, so as not to lead to a fight. So you will find out that the troll’s wife was jealous of the “redhead” and left, taking the scarf with her. Triss herself ran away the next night. Go to the troll's wife.

There will also be mercenaries who need to be convinced to spare her. Ask her to go back to hubby. In gratitude, she will give a scarf to the “redhead.” So, return with the handkerchief to Philippa. The conversation with her will be interrupted by the prince's servants. He will say that the peasants believe that Steniss poisoned Saskin. We need to figure it out.

Walkthrough of the game The Witcher 2 – Royal Blood

Go to Prince Steniss's room. He locked himself in the estate, and the men from the city want to kill him. After talking with Dandelion and Zoltan, you will learn about a servant who seems to have heard Stennis and the late priest talking about the deliverance of Saskin. Talk to the servant who lives nearby. The guy is nervous, plus everything, he sits at home when such a quarrel is going on. All this is suspicious. Go to the headman. He will show you on the map where the priest lived. When you examine the room, you will find a drawing of a special. cup with a cavity for poisons. Yes, the priest is to blame, but you can’t ask him anything.

Chat with the prince. Convince the guards that only you can help a high-ranking person. The prince will refuse to give his blood, but will offer a lot of money for an excuse against the crowd. Go outside and pass judgment. The servant will inform you that before serving, the drink is checked for the presence of poison. Tell me about the drawing of the cup. When the prince makes a spectacular performance, you need to remind him of his attempt to bribe you. You have to decide his fate. You can sentence him to death, or let him live until Saskia’s amendment. The best thing to do is soak it and take the blood. Everything indicates that the prince had an agreement with the priest.

The Witcher 2 gameplay continues. To have all the ingredients, you just need to find Triss and the rose of memory. Philippa claims that she is now in the Helselt camp. However, the camp is located on the other side of the ghostly darkness. Only a sick person would dare to pass through it. Naturally you have to go! In this case, Philippa will provide assistance by becoming an eagle owl. When you get to the other side, say goodbye to the girl for a while, go to the king’s camp.

At the beginning of the quest you will see a corpse. Search it and you will find a figurine of some monarch. Move on. When you meet Roche, talk to him and ask for help. Despite the offense, he will tell you about the secret passage into the camp. We must go through the old cave. If Roche doesn’t want to talk, go to the city, where the local “mother” will tell you about the same cave.

Entering the cave is easy, but getting out is difficult. The stone elemental will interfere with you. Use a fast style when fighting. The Yrden sign, which slows down the enemy, is also suitable.

To complete the game The Witcher 2, you need to search the enemy, who will crumble into pebbles. Go outside. Now we need to get to the ambassador. First, stock up on throwing weapons. Approach the healthy wooden gate, ask the guard to take you to the ambassador. He will tie you up and carry you to him. The ambassador will pull out the figurine you found from his pocket, break it and take the inside contents. After talking a little, he will give the order to execute you and leave. When Bianca and Vernon come to help you, take on the sorcerer.

Your fight with Vangemar will cause a lot of noise. Vernon will suggest pretending to catch you. Agree, but first we need to ransack the camp. Here you can profit from good armor. Go to the wooden gate, avoiding the patrols. When the guard asks, answer that you are taking a witcher for interrogation. When you part with your savior, go to Philippa. Tell her about Triss, overcome the darkness and go to the city. It turns out that Philip's maid is a traitor. But in her things you will find a rose of memory that was taken from Triss.

Walkthrough of the game The Witcher 2 – A Matter of Life and Death

Give all the ingredients to Philippa, watch the video where Saskin is healed. When you are alone with her, ask about the commander's sword. You will find out the necessary information, then she will give the blade and thank you for your help.

Eternal fight

To remove the curse, you need to have 4 items that played a significant role in the battle. Echoes of the battle can be observed when passing through the ghostly darkness. Philippa will give advice to talk to the mayor of the city. He will tell you that he personally fought against the Brown Banner, whose banner we should have. When you find out all the details of the battle, go to the crypt in which the soldiers killed in battle were buried. You will find the banner in the sarcophagus. But he is guarded by a ghost. Lie to the ghost that you were in the Brown Banner detachment. He won't believe it - he'll have to convince him.

The first statement must be answered with the remark - “Everything was wrong.” The next answer should be the name "Manno Coehoorn". The third answer is “Manno Koehoorn died at Brenna.” The fourth answer is “Zeltkirk and Vandergrift.” Then tell us that you were captivated by the Bigerhorn. If you don't answer correctly, there will be a fight with him. In any case, take the symbol of hatred, go to Philippa.

The Witcher 2 gameplay continues. If you already have Saskia’s sword, then tell the sorceress to go to the battlefield, which is in the ghostly darkness. She will give two other artifacts - a knight's armor and a medallion. When you reach the darkness, possess the Aedirn knight. Your commander will order to capture the enemy's banner. After defeating the standard bearer, transfer to the Kaedweni scout and tell your superiors that the standard has been lost. Jump from cover to cover. After a short cutscene, possess Zeltkirk and move forward, cutting the throats of the warriors that get in your way. When you meet Vandergrift, bring your life bar to the middle and enjoy your victory.

Then Dragoon will appear. We need to persuade Zeltrik to allow us to fight him.

The fight with the huge demon is the most difficult task in this mission. It’s good that all witcher skills are available. You need to use “Quen” and unleash powerful blows on the brute. As soon as he dies, the sorceress will summon a rain of fire onto the battlefield. You, in the role of a priest, will have to lead the fighters out of the field. This way the curse will be lifted.

Walkthrough of the game The Witcher 2 – Siege of Vergan

When you wake up in Philippa's room, tell her about all the events, go to Zoltan. He now leads the army. He will say that enemy troops are coming to the city. You will immediately see the martinets of King Henselt’s army appear on the horizon. First you will be asked to climb the walls to activate the oil supply mechanism. This is how Zoltan wants to fight the first wave of the enemy. Climb up and deal with those who managed to get over, use QTE to start the oil supply.

The first platoon was destroyed. However, the next wave is coming, so the dwarf general will give the order to retreat. When you retreat, climb the wall and talk to Saskia. Listen to the instructions, watch the video. Then you need to place traps near the stairs. It turns out that the opponents who have risen to the top will receive good damage before they can begin the fight. This way you can fight off three waves at once. Then talk again with the “Dragon Slayer”. The girl's scouts are in the mine under the city, but have not returned yet. You will receive an order to go with her into the tunnels to find out what the essence of the matter is.

Walkthrough of the game The Witcher 2. Follow the girl, deal with the corpse eaters. You will stumble upon Henselt's detachment, which will be led by Detmold. You can easily defeat ordinary soldiers, but with this sorcerer you will have to work hard. Wait until his life energy is half gone. He then attacks Geralt with a spell to incapacitate him. It is at this point that you learn how interesting Saskia is in her own right.

Talk to her about her secret, return back to Vergen to defend yourself. At the exit you will meet Zoltan. He will say that the remaining army, led by Henselt himself, is rushing towards the city. The people are depressed, but Saskia pulled herself together. She pushes the speech and leads the attack.

First, destroy those who climbed the city walls. Then it will seem to you that there are a great many enemies and you can give up. Suddenly, Iorveth will appear at the head of a detachment of Scoiathael archers. Close the gate to trap the royal soldiers. Zoltan and the leader of the “squirrels” will provide assistance with this. When further progressing through the game The Witcher 2, go down from the wall using the stairs that are located on the right side, when looking at the open gate.

When Henselt finds himself in a disadvantageous situation, he will order his martinets to surrender their weapons. Well, he will sign the surrender himself. This is how victory in the war will be won. But you will notice that Saskia behaved very strangely during the negotiations. Therefore, Iorvet will offer to follow the girl. The girls will leave through the teleport, and you and the elf will go in search of the sorceress’s room. You can find the book "Elixirs and Poisons" in the back room. Show it to Iorveth. If you don't go after Philippa right away, something very bad could happen.

First, head to Philippa to find out information about the magical artifact from her. She will send you to the local population who may know something about the relic. I advise you to first go to Skalen Burdon to find out from him about the magician who lived in the living forest. You can look into the ruins and crypts located nearby.

Then go to another tavern to talk to the next local, who will also tell you a little about the magician. After this, go to Cecil to find out information about the ruins in the forest. Move there and start looking for the relic there.

Once you pass through the main gate, take the stairs leading to the west gate. Then move towards the northern ones. Once near the river, you will meet three Scoy "taels and a dwarf. You have to fight them off, be careful and do not let Fritz get close to you. I advise you to kill the elves first, and in order to immobilize the dwarves, you need to use the Yrden sign.

Continue through The Witcher 2: Path of Iorveth and get to the other side. There is no need to rush, move forward with caution, because you will soon be attacked by Kaedweni soldiers. But you don’t need to spend all your energy on them. The fact is that we still have to fight off the harpies and nekkers. Having fought off all the enemies, go around the hill and jump from one rock to another a couple of times. Soon you will have to fight the harpies again. It is best to use the Igni sign against them. After all the enemies are destroyed, climb up the ruins and take a magic crystal from one of the harpy nests.

Then in The Witcher 2: The Path of Iorveth you need to return along the same path you came here. Go to Philippa's house and tell her that the source of power has been found. It is worth noting that the crystal that you took from the harpy’s nest contains the dream of one dwarf. However, his strength will not be enough.

Now we have to find another crystal. To do this, you need to go to the nests of the Keleno harpies, which are located in the quarry. In order to open the gate, you can use the crystal found earlier. After talking with Cecil, you will receive a runic key.

Then in The Witcher 2: Path of Iorveth you should get out of the city through the gate that is located in the western part of the city. Move to the crossroads with the Scoia "taels, then turn left. This way you will reach the quarry. Be careful, because before entering you will encounter harpies and erinyes. Before this, it is better to distribute talent points and stock up on a lot of bombs. Deal with him immediately using Igni sign. If you have the pumped up Aard and Yrden signs at your disposal, then they can also be used to throw enemy creatures off the cliff. The quarry is opened with a runic key.

After you enter the cave, you will immediately be attacked by harpies. Kill them and fight off the rest. It is worth noting that all the places where these creatures have settled are marked on the map with exclamation marks. You have to collect four dream crystals, the location of which is also marked on the map. Every time you pick up a crystal, you will be attacked by Keleno harpies.

In the further passage of The Witcher 2: Path of Iorveth, head with the found crystals to the projector. Now you will have to watch a video in which one of the harpies will put a crystal with the dream of the main villain Leto into the projector. Take it and fight off the Gapri queen. In this fight, I can advise you to constantly move so that the harpies cannot take you into a circle, run into the tunnels and kill them one by one, not forgetting to use Yrden and Quen.

Having won, head to the projector to use it to view the dreams of all the crystals found: the dream of Leto, Baltimore, the peasant, the dragon and Iorveth. After this, you can get out of the lair and head to Vergen to give the finds to Philip.

The reward for completing this task is 1000 experience points.

The sorceress Philippa Eilhart says that a certain magical artifact is required as one of the ingredients for Saskia's antidote. If you ask her for advice, she will recommend that we be creative and ask around the city. She will also say that Cecile Bourdon somehow knows about all the matters that concern Vergen.

When we ask Cecil about stories related to magic, he talks about a towermage that stands in the forest beyond Vergen. It is believed that this is a unique Place of Power that has always attracted magicians. We should look there.

We pass through the outskirts of the city and then through a tunnel cut into the rock. On the other side, a picturesque view awaits us. Fortunately, the tower is also visible from there. We cross the river and go to the hill. Harpies live not far from here. They attack us while we go to the Place of Power. [Combat] This is one of our first fights with the harpies. They usually attack in groups, so using the Aard Sign is recommended. He will help knock down several harpies to the ground, which will then be easy to finish off with a silver sword. Having dealt with the harpies, we approach the destroyed tower that Cecil spoke about. Inside we see a nest with a crystal in which magic is felt. Is this what Philip needs? We return to Vergen to talk with the sorceress.

Having examined the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarven man. This is an interesting artifact, but it is not powerful enough for an antidote. Only the harpies encase dreams in crystals, and these monsters mainly live in the abandoned quarry of the city. We are sure that we will find a sufficiently powerful dream there, but the elder Vergena has locked the gate to the caves leading there to block the way for the monsters. Fortunately, Cecil’s own dream fell into our hands first, so we have something to discuss with him.

A dwarf teetotaler, who would have thought... The most important thing is that now we have the key to the quarry, and we immediately go there. In the quarry itself and in its surroundings, many harpies await us. [Combat] As before in the forest, the best way to deal with the harpies is to shoot them down with the Aard Sign, and then finish them off with a silver sword. In the caves we must find five enchanted crystals. They can be placed in a magical obelisk, which is a kind of projector. This will allow us to view crystallized dreams. One of them will turn out to be a dragon's dream. It will certainly be suitable for preparing an antidote. In addition, we will find Baltimore's dream. Watching it begins a separate task - Baltimore's Nightmare. We got what we came for. It's time to return to Vergen.

Received automatically upon completion Military Council.

Step 1: Talk to Philippa at her house.

To learn more about the magical artifact, head to the house Philippa Eilhart(M15, 14) . You will find her being massaged by her student. When you ask about the artifact, she will tell you to talk to the locals.

Step 2: Talk to locals about magical places

It would be a good idea to visit Skalena Burdona(M15, 11) who will tell you about some wizard who used to live in the forest. You can search abandoned ruins and abandoned crypts. The next local is the innkeeper, who, obviously, must be looked for in tavern(M15, 1) . You will hear about the wizard again, but this time you will be sent to Cecil, who seems to know about Vergene All. From the elder himself (M15, 12) you will again hear about the ruins in the forest - start looking for a magical artifact there.

Advice! Win against twice Skalena Burdona poker with dice. As a reward he will give you Brown banner cloak– it will be useful in the future, during execution Symbol of death.

Step 3: Find the place of power identified by Cecil Bourdon

Beware harpies And Erinyes– don’t try to run down all the time, it’s better to kill them in small groups. pumped up Igni will come in very handy. Also works well Aard And Yrden, a combination of which you can try to throw harpies off a cliff. Once you get to the bottom, you will notice large gate(M13, 6) leading to the harpy's lair. Open them with the key.

Advice! Inside you will have to fight dangerous harpies kelaino. Bombs work well against them.

As soon as you enter you will be attacked harpies kelaino. The fight won't be the easiest - you can't do much tumbling in a cramped cave - try not to get pinched. Places where they appear harpies, are marked with red exclamation marks on the map (M16, !). They usually attack in groups of two or three. Your task is to collect crystallized dreams, four in total. Their position is also marked on the map in this guide (M16, 2).

Advice! One of crystal dreams Connected with Baltimore's nightmare. You will only learn about it with the help of a projector.

Advice! Kelaino Harpies will appear every time you pick up a crystal.

When you have collected all four crystals, go to the projector (M16, 3) and a cutscene will show you how the harpy places the crystal in the projector. This is a dream Summer. When you take this crystal, you will immediately be attacked Harpy Queen Kelaino(M16, 4) with the support of several henchmen. The battle will not be easy. Among other things, do not let them surround you, use the corridors of the cave - run in circles and kill the harpies one by one.

After a long and painful carnage, approach the projector. Use it to play dreams from all the collected crystals.

Advice! Among the crystals you will find Baltimore's dream which will start a side quest Baltimore Nightmare.

Except sleep Summer, you will also see Baltimore's dream, dream kmeta, dragon's dream And Iorveth's dream, of which the most powerful will, naturally, be the dragon's dream. Now you can leave nests(M16, 1) and go to Vergen, where you can give the crystal Philippe(M15, 14) .

Reward: 1000 experience.

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