How to enter the territory of the sanctuary The Witcher 2. Detailed walkthrough of the main and side quests of the first chapter. Arm wrestling - Kaedweni camp

You will start the game in a dungeon with Vernon Roche. He will ask you several questions, and the order in which you answer will determine in what order and which episodes of the story you will play. It is recommended to go through them one by one, as otherwise you may find yourself in combat situations for which you are not prepared.

Meeting with the king

During the first episode of Geralt's story, you will be asked to meet King Foltest. The king watches the battlefield at the ballistas. Approach him and listen to an explanation regarding the operation of this siege weapon. He will soon hand you the telescope and ask you to aim. Already in the aiming mode through the telescope, find the knight with the red feather and give the order to fire. Then follow the king and his men into the siege tower.

Barricades

The second episode of Geralt's story begins with the landing of the king and his army from the siege tower. Kill La Valette's soldiers or let your allies deal with them themselves. Ahead there will be heavily fortified barricades with archers. Don't try to break through there, jump down into the courtyard and fight the guards. First, deal with the swordsmen without armor, then with the knights with a two-handed sword, and finally with the soldiers with shields. Either parry enemy attacks or use Quen to absorb damage.

After the enemies are dealt with, follow the steps in the two interactive cutscenes to fire the ballista. If you fail to complete any of the actions, you will have to fight with guards - up to four people at a time in heavy armor and with shields. Once the barricades are clear, return to the king and his men. Move forward through the castle and help Foltest's forces in battles with La Valette's soldiers. Since both the king and four of his soldiers will be with you, you can calmly chop everyone down right and left, without thinking about signs and blocks.

Then you will enter the tower, where a knight with a huge ax and several other soldiers will stand in your way. Wait until the king and his guards attack the enemies harder, and deal with the unarmored infantrymen yourself. When you deal with weak enemies, help your allies kill the commander. To avoid problems with aiming among such a large number of enemies, use lock on the desired enemies while they are nearby. But keep in mind that the target setting will reset if you move away or roll away very far.

When the enemies are finished, go up the stairs, and soon you will meet one of the commanders of this rebel army - Arian La Valette. You will have several options for developing the dialogue: 1) come to an agreement with him; 2) fight him and his people; 3) or offer a duel. Your choices here will affect the final part of the Prologue, and it is recommended to spare the young commander. However, if you decide to fight him, stick to a convenient method: parry the blow - the enemy will stagger - counterattack with a quick two-hit combo.

After you deal with Aryan, you will be asked to choose the next episode of the story. Choose a question about a dragon attack.

Dragon attack

Making your way deeper into the enemy fortifications, you will meet Foltest, Triss and Roche. The Knights of Foltest will lower the bridge ahead, and you will be able to enter the fortress. But the dragon will attack the location. Quickly hide under the canopy on the left to escape the fire. And although your allies will help you in the battle with La Valette's soldiers, it is better to take matters into your own hands and kill the enemies yourself.

After the first group of enemies, you may have to run through the dragon's fiery breath and you will get hurt a lot. Here it is better to switch to defensive tactics, using magic, and let your allies fight the remaining enemies while you restore your health. Since you're in combat, you can't drink elixirs, so you'll have to rely on health and parry regeneration. Once the Knights of La Valette are dealt with, go through the archway on the left to move on to the next part of Geralt's story.

Secret entrance

In this episode of Geralt's story, it is better to arm yourself with the Aard sign in order to get rid of obstacles that will meet on your way. The king ordered you to find a way to open the main gate. Go down the stairs and walk along the main street of the city. Behind the crowd of people on the right, destroy the wooden wall with the Aard sign, and soon you will reach a guarded well. Deal with the La Valette soldiers using the sword and the Yrden sign. Once the fight is over, go down the well and then into the wastewater.

There are monsters here that receive additional damage from a special witcher's silver blade. Inspect the location for useful loot, destroy the wooden doors with Aard. If you come across a locked door, the key can be taken from one of the bodies in the next room. Soon you will reach the stairs that lead to the ground floor of the fortress.

On the shore you will see several elves swimming up, but at this stage you cannot stop them in any way. On the floor above, three more guards are waiting for you, whom you will have to kill. Once you're done, go forward and left, through the garden, and into the main hall.

You will be attacked by guards, including heavily armored ones with long swords. Cut them all down by parrying blows and using a protective spell. Once the enemies are killed, take the key and go back to the small room. Open the gate for Foltest and Roche.

Return of the Dragon

In this episode of Geralt's story, you will first need to talk a little with the priest and Count Tailes. From them you will learn that the king's bastard children are alive and well, and they are in the tower on the other side of the bridge. Go through the nearby arch and the dragon will attack you again. This will be followed by several short interactive skits.

First, run straight and press the buttons that appear on the screen to dodge the dragon's attacks. Even when an interactive scene appears to have ended, it will actually continue, so be prepared to press buttons at any moment. Find the king's children and listen to the end of Geralt's story.

The escape

Roche will give you the key so you can escape from the dungeon. Provoke the guards on guard at your cell, and you will enter into a fist fight. The fight takes place in the form of an interactive scene, so you will need to press the appropriate buttons to block and hit your opponent. Once the two guards are dealt with, arm yourself with whatever is nearby and sneak your way through the corridors. Stealth can be used to keep run-ins with guards to a minimum. You will also make your way easier if you put out torches and sneak up on unsuspecting guards from behind.

Depending on your previous actions and choices, you will either meet Arian or Shilard Fitz-Esterlen, both ready to help you get out. In any case, you will need to go to the executioner's room and kill him to get the key and other supplies.

If you are with Aryan, then you will need to kill the guards on the floor above to clear the way and help the young nobleman get to the secret passage and the explosives supply. In the case of Shilyard, he will distract the guards and clear the corridors so that you can simply leave.

Regardless of your escape style - with fireworks or quietly - Roche, Bianca and Triss will be waiting for you on the ship, ready to chase the Scoia'tael.

With the help of Roche, the commander of a special detachment, we get out of the dungeons of La Valette castle. In search of the king's killer, we go on Vernon's ship to the Flotsam trading post. Having dropped anchor near the town, we go on reconnaissance.

We leave the ship in company with Triss Merigold and Vernon Roche and move through the forest towards the city. Suddenly we hear the sounds of a flute. Roche is sure that there are elves nearby. Very soon we come face to face with Iorvet, the famous elven partisan and old acquaintance of Roche. From the conversation we understand that the elves have been hunting for Roche for a long time; In addition, Iorveth is harboring Foltest's killer. To quote the Scoia'tael commander, we have a "conflict of interest." Triss fires magical lightning towards the elf, but he dodges, and in response, a hail of arrows rains down on us from the nearby thickets. Triss instantly creates a magical barrier around our small squad, upon reaching which all arrows turn into butterflies. Unfortunately, this drains the sorceress's strength and she faints. Roche picks up Triss, and we cover the retreat. [Combat] We do not recommend going beyond the magical barrier: then the witcher will face a quick death from elf arrows. We recommend using power techniques against attacking Scoia'tael. Roche carries Triss into the city, and we follow him, repelling the attacking elves as necessary. So we reach the gates of Flotsam, where local guards come to our aid. Iorveth promises that we will meet again... The guards warn that if we hurry, we will be in time for the execution, which is to take place in the main square of the city.


By the will of the gods and executive fools

As we already know from the guards, there are plans to execute criminals in the city. Walking through Flotsam, we see people rushing to the square: they can’t wait to look at this spectacle. Soon we reach the main square of the city. On the scaffold, already with nooses around their necks, are our friends: Zoltan and Buttercup, it turns out that the poet is Roche’s informant. As soon as we approach the gallows, the guard starts a conversation with us. From him we learn that Zoltan is accused of collaborating with the Scoia'tael, and Dandelion is accused of debauchery and rowdy. [Choice] We have two ways to resolve the situation: [A] we can turn the crowd on the guards, or [B] we can confuse the guards. It doesn’t matter which path we choose: in any case, we will have to fight with the guards.

After our victory, the executioner begins to hang the condemned, so we have to deal with him too. And that means another fist fight. After defeating the executioner, Loredo, the commandant of the local garrison, appears in the square. Regardless of our answers, we will be able to get the execution of Zlotan and Dandelion canceled. They are given back their freedom, but are forbidden to leave the city. Moreover, the commandant invites you to come to his mansion in the evening of the same day (task “Infamous Proposal”).


Vile proposal

Saving Buttercup and Zoltan from the gallows, we meet the city commandant. He invites us to his place. It is absolutely impossible to refuse an offer, so after 21:00 we go to Lored's mansion. We should talk to the guard at the gate: he will take our weapons. During this conversation, Roche will join us: he also wants to get to know the commandant better. We enter the mansion, talking with Vernon.

Ballista

Our companion notices that the commandant has a ballista, and it is aimed at the bark. Thanks to her, all ships entering and leaving Flotsam are under the control of Loredo. If we do not want to depend on the mercy of Loredo in the future, it is worth disabling the weapon in advance. However, the ballista is under guard, so we should somehow distract the guard’s attention. For this there is nothing better than a beautiful woman... Therefore, we need the help of the courtesan Margarita, who stands near the mansion. Depending on what we tell her, she will help us [A] for a small reward [B] or in exchange for a favor. In the latter case, we will have to teach two arrogant guards, Myron and Alphonse, a lesson. These two are nearby and we need to defeat them in arm wrestling. Whatever path we choose (pick up or provide a service), Margarita will take the guard away to demonstrate her art to him. We will have enough time to deal with the ballista. Besides, we can postpone this task until later and go to a meeting with the commandant first, but why waste time? Having broken the ballista, we go to Loredo.

Having climbed the stairs, we find ourselves at the entrance to the house. Our path is blocked by a guard who says that Loredo is busy - he has a meeting with the sorceress Sheala. Roche suggests waiting downstairs. We can try to look around, but all the passages are either closed or guarded, so we go down to Roche.

Vernon says he can distract the guard guarding the backyard of the mansion, and in the meantime we can sneak in there and see what's going on in the backyard. At this moment, if we have not yet killed the monster blocking the entrance to the harbor (Keyran's task), one merchant will contact us. If we agree to listen to him, he will tell you that in the backyard of the mansion lies part of a unique trap. It can be used when hunting kayran. According to the merchant, sooner or later we will have to fight this monster. Finding part of the trap is a good reason to take advantage of Roche's offer and look into the backyard.

While Vernon distracts the guard, we go down the stairs and find ourselves at the corner of Loredo's residence. Here you need to hide behind the stone on the right as quickly as possible. Then we will have to wait until the guard turns his back to us so that we can stun him. Next, trying not to make noise (and this is not an easy task, because we can trip over a nearby bucket), we must sneak up on the guard around the corner and stun him. This is how we get to the backyard. Once under the windows of the house, we can overhear the conversation between the commandant and the sorceress. When it ends, we return to Roche and go to meet Loredo now is the time to talk to him.

If the guards catch us in the backyard, we will still end up with Loredo, but we will not know what he talked about with the sorceress. We will simply be led past her as she leaves the commandant's room. Loredo will ask what the witcher, accused of killing Foltest, is doing in “his” city. Whatever we answer, in the end Loredo will give us a task: to deal with Iorvet and his squad. He will suggest turning to Zoltan for help, since he is connected with the Scoia'tael. If the dwarf is still forbidden to leave the city, Loredo will promise to release him in exchange for one more favor: we must kill the kayran, the monster who blocked the harbor. We can, of course, accept Loredo's offer or reject it if we don't want to deal with the city government. After the conversation, you can take on side quests, go hunting for the kayranm (task “Kayran”), and if the monster has already been killed, focus on finding Iorveth (task “Assassins of Kings”).



Keiran

Experience for completion: 1750

We have already suffered from the actions of a monster that plagued the residents of Flotsam when we sailed to the city: it was because of him that the Blue Stripes ship was unable to enter the harbor. When we visit a tavern for the first time, immediately after our conversation with friends ends, a peasant bursts into the hall, calling the people to arms. It turns out that the keiran attacked the pier. Triss suggests going to see what's going on in the harbor. According to her, someone is casting spells there.

We are going after the peasant. Upon arrival, it turns out that the monster has already disappeared, but a sorceress and several poor people are waiting for us on the pier. It turns out that the sorceress knows us. The peasants are extremely hostile: in their opinion, the magician almost killed a certain Zosik. Depending on what we say [Choice], this skirmish will have a different outcome. [A] We can try to intimidate the peasants. If they don't heed the threats, a fight will break out. Also [W]e can ask what is going on; this will allow us to convince the peasants that the monster is to blame for everything and there is no point in scolding the sorceress.

Regardless of our choice, we will then speak with Sheala de Tanserville. She will say that she arrived in Flotsam as soon as she heard about the kayran. A certain Ludwig Moers, the only stranger remaining on the pier, will interrupt our conversation. He will say that local merchants give a reward for killing the monster. In his opinion, Sheala and the witcher will be able to cope with him. Sheala makes us an offer: she is ready to take part in the battle with the monster and will even give us all the money received for it. She only needs ingredients that can be extracted from the monster's body. Sheala advises us to meet with the merchant, negotiate a price with him and, perhaps, find out something else. She herself goes to the room she rents on the second floor of the little house. You can find her there if you suddenly need her.


Keiran: a question of price

So, we go to the merchant to discuss the reward for killing the monster. We can intimidate him, use the Axii Sign on him, or simply ask him to raise the price. In addition, we may require an advance payment. The merchant himself knows little about the monster and advises contacting Serdik, a local trapper. It can be found in Bindyug, a village under the city walls.

Without wasting time, we go in search of Cedric. Near the gate we meet Triss, who asks us not to do business with Sheala. No matter what we tell her in response, she will come with us to look for Cedric. As we pass through the village, we can hear the guard and the elf talking about him. If you talk to her, she will explain where to find Cedric.

We find the elf Cedric in the indicated location. Among other things, he will tell you that Kayran killed many with poisonous mucus. The witcher should study this poison before engaging in battle with the monster. Cedric will say that he saw traces of a monster near the wrecked ship in the east. After talking with the elf, Triss teleports: she will wait for us at the island of the ship.

We walk through the forest up the river, hoping to stumble upon traces of the monster. After some time, at the ruins of the bridge we see Triss. On the shore we will notice the ship that Serdik spoke about. All that's left is to go down. When we are almost at the ship, several drowners will attack us. [Combat] Defeating them is not difficult: just use quick attacks with a silver sword. After defeating the monsters, we collect kayran mucus, from which we have to brew a potion. It will make us invulnerable to the monster's poison. In addition to the mucus for the potion, we will need tenecost, a rare underground plant. Triss advises us to return to Cedric and ask him a couple of questions; she herself remains by the ship.


Keiran: tenecost

So, we again need the help of the elf trapper. We are returning to Binduga. If we don’t find Cedric at the watchtower, it means he’s at home, in the village. We tell Cedric that we have found the monster slime, but we still need the tenecost. Unfortunately, the elf does not have this plant. If it can be found somewhere, it is only in a cave near the ruins in the south.

The entrance to the cave is hidden by a waterfall and is located near the elven ruins. Several flocks of neckers are waiting for us inside. [Combat] When fighting a pack, it is worth using the Aard Sign: with its help you can knock down opponents. After this, all that remains is to finish them off with one blow of the silver sword. At the far end of the cave we find a tenecost. Now we can make an antidote to the Kayran poison. We return to Flotsam with the antidote and inform Sheala that we are ready to face the monster. The sorceress says that she will wait for us at the destroyed bridge, near the monster’s lair. When we get there, she explains her plan. She will remain upstairs and support us with magic, while we will go down and meet the kayran face to face. [Combat] Dealing with this monster will not be easy. It attacks with huge tentacles, and if you get too close, it spits poisonous mucus. The best way to deal with it is to immobilize the tentacles one by one with the Yrden Sign, and then chop them off with a silver sword. When we deal with four of the six tentacles of the Kayran, a scene will begin in which you will need to quickly press the necessary buttons (QTE scene). This will end the battle. Having finished with the monster, you can go to Flotsam, to the merchant, for a reward.




If you can’t complete this quest, download the save after killing Kayran from the Witcher 2 save page. How to kill a Kayran tips and discussions on a separate page.

Assassins of Kings

Having received a reward for killing Kayran, we meet Triss Merigold at the entrance to the Loredo mansion. The conversation can develop differently depending on whether we accepted the commandant’s offer or not. In any case, we learn about a barge docked in the harbor. It holds Scoia'tael prisoners, including Kiaran aep Easnillen, Iorveth's right hand. Maybe he knows something about Foltest's killer? We need to check this out, so we're heading to the floating prison.

The ship is guarded by two soldiers. If we accepted the commandant's offer, they will let us through. If not, we have problems. However, nothing is impossible: the guards can be intimidated, bribed, or simply convinced. We board and go down to the lower deck where Ciaran is being held. The elf is severely beaten: he is unconscious and almost dying. To bring him to his senses, Triss needs our help: we must calm him with the Sign of Axii, and at this time the sorceress will cast healing spells on him. After this we can talk to Ciaran. If the dialogue is successful, then we will learn that the huge man we saw with Iorveth is Leto. It was he who killed Foltest and Damavand. He used the elves to achieve his goals, and now he wants to get rid of both the Scoia'tael and Iorveth. As it turns out, it was Leto who destroyed Ciaran’s squad. When we finish talking with the elf, Geralt begins to have a vision: he remembers how the Wild Hunt kidnapped Yennefer.


Rose of Memory

Having learned about the visions, Triss says that she will try to return all of Geralt's memories. Cedric told her that roses of memory could be found near the elven ruins. If we bring these flowers to the sorceress, she will prepare a potion that will restore memory. [Choice] [A] We can ask Triss to go to the ruins with us, or we can [B] go there alone.

[A] If we asked Merigold to come with us, then we will go to the Elish ruins in her company. You should walk through the forest with extreme caution: it is full of traps set by hunters and monsters (nakers and endriags) who only dream of dealing with us. Near the waterfall, Triss notices that the ruins must be somewhere nearby. Following her, we climb the hill. From there we see the beautiful ruins of the elf garden, where roses of memory grow. We pick flowers, and three bandits attack us near the statue of elf lovers. [Combat] It's not difficult to defeat them if you don't forget to place blocks. During the battle, the ground collapses under our feet, and we find ourselves together with Triss in the elf bath. We try to destroy the wall using the Aard sign, but nothing works. It's time to talk to Triss. If we play our cards right, we end up in the water with her. If we talk about business, then we will not see the passion of love. Triss asks us to forget about everything, run away with her and start a new life far from here. At the end of the conversation, we will again try to use the Aard Sign against the wall, and this time we will succeed. If we make love with Triss, we will lose our heads and forget time. In this case, Vernon Roche, concerned about our long absence, will come to our aid. After this, we will return to Flotsam to talk with Zoltan. According to Triss, he can lead us to Iovert.

[B] If we decide to go for roses alone, then we go to the waterfall, the location of which we already know well from searching for the tenecost. On this path we will have to face neckers and endriags. [Combat] Neckers are best knocked down with the Aard Sign, and then finished off with one blow from a silver sword. It is better to immobilize Endriag with the Yrden sign. The ruins we are looking for are located above the waterfall. We climb the hill and find roses of memory near the statue of elf lovers. We tear them down and return to Flotsam, where we rest with Triss. The sorceress says that Zoltan can help in the search for Iorveth, since he is somehow connected with the Scoia'tael. We find Zoltan in a tavern. If we tell him that we need to see Iorveth and that he may know the kingslayer, the dwarf will agree to help.

So Zoltan and I go into the forest, to the place of his previous meeting with the squirrels. We soon realize that we are being watched. At the last moment, Zoltan pronounces the password, but the elves still do not lower their bows from us. Zoltan leads us to another meeting place, but warns us that it is a trap. The places where the Scoia'tael sent us - the lair of the crab spider. However, for a witcher this is not a problem. Zoltan leads us to the monsters. Before entering the clearing with the crab spider, we can invite our friend to wait for us: the dwarf is not a witcher and is not trained to fight monsters. You can take Zoltan with you: another pair of hands is never superfluous in battle. [Combat] Killing the crab spider is much more difficult than the monsters previously encountered in the forest. For this, it is best to use the Irden and Inni Signs. Don't forget about the block. When we deal with the crab spider, a detachment of elves led by Iorvet appears in the clearing. If the conversation with the elf commander fails, death awaits us. Therefore, it is worth maintaining politeness: there is no need to anger an enemy who has complete advantage. We explain to Iorveth that Leto wants him dead and that it was he who killed the elves from the cunning squad: we will bring Iorveth to the killer of Foltest with his hands tied and see what happens next. At this time, the Iorveth elves will cover their commander from afar.

We are going with Iorvet to meet Leto. We once again visit the elven ruins, where we find the killer of kings near the statue of Eldan and Cimoril.

A conversation with Leto quickly proves to Iorvet the truth of our words. Foltest's killer is really going to get rid of his former allies. We also learn that he has assistants in Upper Aedirn. When the battle begins, the elves from Iorveth's detachment are attacked by Roche's people who suddenly appear. [Choice] Iorveth asks us to give him his sword. [A] If we return his weapon, he will turn it against Roche's people and escape from the encirclement. In the future, this will lead to a pogrom of non-humans in Flotsam. [B] If we refuse him, then Iorvet will be captured by Roche, and a festival will be held in Flotsam in our honor. In any case, having made a choice, we will again find ourselves in the bath of the elves. This time with Leto. [Combat] A duel with the kingslayer is not an easy task. You should block enemy attacks, use signs and power strikes. Unfortunately, we underestimate our enemy, and Leto takes us by surprise, using techniques from the witchers' arsenal. He disarms us; now we are in his power. And he surprises us again by leaving us alive! Summer says that he and I are alike, and then leaves the bathhouse, wondering out loud if Triss can teleport him to Aedirn...

In the ruins, either Iorvet or Roche finds us (depending on whether we helped the elf or not). There is no time to talk: Leto went to look for Triss, which means we must get to her first.

Fight with summer: tips on how to successfully fight Leto. And we discuss everything regarding the fight with Leto there.




Where is Triss?

Depending on our choices in the Assassins of Kings quest, Iorveth may repel the attack of Roche and his men [A], or not, and then he will be captured [B]. In Flotsam, either [A] there will be a mass murder of non-humans, or [B] a holiday in honor of Geralt and Roche.

[A: We helped Iorveth, a massacre begins in the city] When we get to Flotsam, we are stopped by a guard at the gate. If, when completing the quest “Infamous Proposal”, we decided to work with Loredo, we will be allowed into the city without hindrance. If we refused the commandant, the guard will refuse to let us through. In this case, we can persuade him, intimidate him, or use the Axii Sign. Entering the city, we find ourselves in the epicenter of a pogrom: people are killing non-humans. Having reached the tavern, we hear Buttercup’s voice. Judging by his screams, he is in serious trouble. We enter the tavern. It turns out that the local hillbilly is going to have fun with two elves, whom the bard protects with all his might. We can try to convince the enraged men to go home or use the Axii Sign. If we fail, a fight will break out. [Combat] Fist fighting is based on the principle of quickly pressing certain keys (QTE) and for a witcher it will not be difficult. After the fight, Dandelion briefly talks about the pogrom. We ask about Triss and learn that she was going to talk to Sheala when Dandelion told her about the megascope. So, we go to Sheala's room on the second floor of the inn. Here we find traces of blood and a hole in the wall. Someone probably did it to peep into the next room where the brothel was located. We go to the brothel madam to get at least some information. It turns out that Triss was talking to Philippa Eilhart. Garvena also says that she saw Cedric wander somewhere towards the forest, and traces of blood from Sheala’s room lead outside the city. We drink the Cat's elixir, which will allow us to follow the bloody trail. Following them, we cross the forest and come out into a clearing in front of a waterfall. Here we find the dying Serdic. Gathering his last strength, the elf tells us what happened. Triss asked him for help. When they entered Sheala's room, they were attacked by a witcher. He was so fast that Cedric could not do anything. The Witcher overpowered the sorceress and forced her to teleport them both using a megascope. It seems that he was going to get to the vicinity of the dwarven city of Vergen, which is located in Upper Aedirn or, as it is otherwise called, Upper Marchia. Cedric dies in our arms... Some time later, Zoltan and Dandelion find us in the forest...

[Q: Iorveth is captured and a celebration is held in the city]

After our duel with Leto, Roche finds us. He says that he was able to take Iorveth prisoner. However, the killer escaped, which means Triss is in danger. We run to Flotsam with Roche. In the town square we meet Loredo. The commandant announces a holiday in our honor and calls us heroes. Having reached the tavern, we hear Dandelion ranting. Maybe he knows where Triss is? The bard says that Triss went to Sheala, to the room she rents on the second floor of the inn. We go upstairs to look at the sorceress's room. There we find traces of blood and see a hole in the wall. There is a brothel behind the wall, and perhaps they could see what happened here. So we go looking for witnesses. In the brothel we meet Buttercup’s “acquaintance,” the elf Dare, who, as it turns out, was spying on Triss and Cedric together with Garvena. Merigold wanted to find out who de Tanserville was talking to through the megascope. Triss tried to contact King Kaedwen's court magician, Dethmold. The elf doesn’t know what happened next, but she heard noise and the sounds of a struggle. When she went outside, she saw only Cedric wandering towards the forest. And his bloody footprints... Using the Cat elixir, we follow in his footsteps. Soon we reach a clearing near a waterfall. Here we find Cedric dying. Gathering his last strength, the elf tells us what happened. Triss asked him for help. When they entered Sheala's room, Summer appeared. He was so fast that Cedric couldn't do anything. The Witcher overpowered the sorceress and forced her to teleport them both using a megascope. It seems that he was going to get to the vicinity of the dwarven city of Vergen, which is located in Upper Aedirn or, as it is otherwise called, Upper Marchia. Cedric dies in our arms... Some time later, Zoltan and Dandelion find us in the forest...


At a crossroads

Depending on our actions, a celebration or a pogrom took place in Flotsam. Triss was kidnapped by Foltest's killer, Sheala disappeared, Cedric died... Before we could leave Cedric's body, we meet Dandelion and Zoltan.

The conversation with our friends depends on how we treated Iorveth. [Choice] [A] Buttercup reveals that Roche is planning something against Loredo. [B] Zoltan, on the other hand, begins to persuade us to help the Scoia'tael, who are planning to seize the prison barge. This is a difficult choice. [A] If we decide to help Roche (quest Death to the Traitor!), then we finish the first chapter with him. [B] If we take Iorveth’s side and help him free the prisoners or help the Scoia’tael free Iorveth (the Floating Prison task), then we come to the end of the first chapter with him, and we begin the second chapter in a completely different place.

Vernon Roche

Roche can be found in his home in Flotsam, while Iorveth wanders around the elven ruins. Everyone can tell us a lot of interesting things.

As we learn from Roche, Loredo sold himself to Kaedwen and is hiding the spy Henselt in the city. Vernon wants to capture the Kaedweni exile and extract all the useful information from him. Loredo himself was sentenced to death (the task Death to the Traitor!).

Scoia'tael

In the Scoia'tael camp, we learn that the elves are going to go to Aedirn, to the dwarven city of Vergen. Iorveth says that the Maiden of Aedirn rules there, under whom the sorceress Philippa Eilhart is a member. Virgo wants to create a truly independent state in the Pontara Valley, in which there will be a place for both people and elves. The Kaedweni army led by King Henselt prepares to storm Vergen, and Iorveth wants to help defend the city. To make it on time, he needs to capture the prison barge (task Floating Prison).


Death to the traitor!

If we decide to help Roche, we will have to participate in the plan he developed. According to Vernon's plan, Bianca must disguise herself as a prostitute and infiltrate the traitor's mansion. We will help her in killing Roche. The rest of the Blue Stripes will come to our aid only as a last resort. After dark we go to where it is easiest to climb the wall surrounding the commandant's mansion. There's a ladder waiting for us here so we can climb onto the platform next to the top of the wall. From here we will see a girl running away from a richly dressed man. We jump into the garden, sneak up on the man and stun him. The girl tells us that Bianca was taken to the tower. The tower door is locked and the guard has the key. The second key is kept by Loredo's mother, who is preparing fisstech in the basement. We can sneak through the garden without being noticed. If we prefer bloodshed, we can simply kill all the guards. In any case, we get to the wooden fence. Having jumped over it, we find ourselves through the window into Loredo's house. We go down, deal with the guard and enter the room at the end of the corridor. This is the basement where the commandant's mother lives. Here we will again have to press the right buttons (QTE) in time. We go upstairs, defeat or kill the guards and finally reach the top floor. We sneak past the sleeping guards and take the key to Loredo's chambers from the chest by the window. We go upstairs and open the door... Inside we see Bianca tied up. Loredo attacks us from the next room. Here again a small QTE scene awaits us, and if we are not quick enough, Geralt will die. We defeat the enemy and free Bianca. Some sounds are heard from the next room, we check it and see there... the elf Moril, who is about to give birth. We decide to take her out of the commandant’s house, but halfway there plans change: the elf’s water breaks. Bianca takes her back, and we go for help. We are finally leaving the tower. Fortunately, Roche's squad is waiting for us outside. The ship is ready to sail. It's time to go to the border of Aedirn and Kaedwen...



floating prison

If we sympathize with Iorveth and believe that cooperation with him is the best way to track down the killer of Foltest and the kidnapper of Triss Merigold, we agree to help the elves. The plan is simple. Secretly infiltrate the city, capture the prison barge with a swift and unexpected attack and sail to Aedirn. After talking in the elven ruins with Iorveth or with the dwarf (if Iorveth was captured in the Assassin of Kings quest), we go to meet with Iorveth and his squad (or just the squad). Here the leader of the squirrel troop lays out his plan. He gives us his best scout and several elves and orders us to make our way to Flotsam along the river bank. The remaining elves must attack under his command from the river. [Choice] If Iorveth was not captured, we can suggest another method. To do this, we need to disagree with the elves' plan [A] and propose to infiltrate Flotsam through deception [B].

[A] If we agreed with the elves' plan, then we follow the scout to the cliffs. Reaching the river, we see Vernon Roche's ship leaving. We follow the scout further, and at some point he notices a Temerian patrol. [Choice] Here we need to make a choice: either we get involved in the battle and give ourselves away (which will make the battle in the port much more difficult), or we let the guards pass by. Having reached the pier, we find a mass of soldiers in the port. But it’s too late: we won’t have time to warn the second part of the squad. The only thing left for us is to join the fight.

[B] If we follow our own plan, then we go to the city, accompanied by Iorveth alone; he pretends to be our prisoner. This trick is not perfect: the guards begin to pester us, asking permission to beat up the famous elven commander. If we agree, Iorveth is beaten. If we refuse, the guards will still let us through. As a result, we escort Iorvet onto the prison barge and take the soldiers by surprise. At our signal, a squad of squirrels begins an attack from the forest. With this scenario, we gain an advantage due to the surprise factor. As a result, the battle will be more difficult than when carrying out Iorveth's plan, but shorter.

[Combat] Remember to block attacks and use the Yrden Sign. Defeating more and more new opponents, we move towards the prison barge. We defeat the guards on deck and below, and then free the prisoners (including Iorveth, if he was captured in the Assassin of Kings quest). As the ship is ready to sail, we see Loredo setting fire to the toll collector's tower, where several elves are located. At the last moment, Geralt jumps onto the pier. [Choice] [A] We can try to get to the tower and save the elves, or [B] go in pursuit of the commandant.

[A] We are running to the tower. We neutralize the commandant's two men standing at the door; then we climb into the tower and free the elves. Their salvation is a simple QTE scene in which we are required to rhythmically press the keys that appear on the screen. If we can save the lives of all the elves, one of them will thank us in the future... But that will be in the second chapter. If we hesitate, we may die in the fire, so it’s better to hurry. When it's all over, we jump into the river. The elves pull us out of the water, and we go to Aedirn.

] | Chapter II: Roche's Path [

Vernon Roche's team docks the ship on the shore of a forested area. You leave him in the company of Roche and Triss to explore the area and get to Flotsam. But on the way to the city you will be very unlucky, and you will meet a charismatic representative of the elven robbers - Iorveth. Unfortunately for you, Iorveth and Roche are long-time sworn enemies, and the situation cannot be resolved peacefully.

You can either [A] persuade Triss to release an electric discharge at Iorveth, or [B] don’t do this - then Roche will throw a knife at Iorveth, but the result will still be the same - the elf will dodge the attack and order his soldiers to shoot you. Triss will prevent this by creating a protective magical barrier around herself, but soon her strength will begin to leave her and the barrier will weaken, so you must get to Flotsam as soon as possible. On the way to the city, you will be attacked by elves on both sides. If you deal with your opponents without ever getting out of the barrier, you will receive a “Barrier”. On the approach to the city, the Scoiathaels will be driven away by local guards.

By the will of the gods and executive fools

You will arrive in Flotsam right in time for an important event - the execution on the main square. Quickly go there, because they are going to execute not just anyone, but your best friends - Zoltan and Dandelion. Approaching the gallows, you learn that the first is being executed for aiding the Scoiathaels, and the second for debauchery and rowdy. You can resolve this situation in two ways: [A] set the local crowd on guard, or [B] try to intimidate the guards, but in any case you will have to fight with one (in the first case) or two guards (if you decide to intimidate).

After defeating the guard, the executioner will still begin to hang the condemned, so you will have to deal with him too. When you do this, Commandant Loredo, the main man in Flotsam, will arrive. No matter how you behave, Loredo will release both Zoltan and Dandelion, but will forbid them to leave the city. And he will ask you to come see him in the evening.

Vile proposal

When you decide to visit Loredo, wait until evening and go to his residence. Before you go inside, a guard will take your swords.

You will be joined inside the residence by Vernon Roche. He will immediately notice a ballista located nearby, facing towards Flotsam Harbour. Thanks to this gun, all arriving and departing ships are under the control of Loredo. Roche suggests that you disable the ballista. To do this, you will need to somehow distract the guard on duty nearby. For help we turn to the courtesan Margarita. You can either [A] bribe her, or [B] help teach two thugs Myron and Alphonse a lesson. This is very simple to do - you just need to humiliate them a little by picking them off in your arms. Then, when the naive guard follows Margarita, take part of her mechanism from the ballista, and you can head to the commandant.

Your path to the door will be blocked by a guard who will inform you that Loredo is currently busy and will receive you a little later. Roche offers to explore the backyard and find out what is interesting there. If by this time you have not yet killed the monster blocking the harbor - Keiran, then your conversation will be interrupted by a merchant who overheard your conversation. He, as an interested party in the extermination of Keairan, will tell you that you can find part of the monster trap in the backyard, and will go home.

While Roche distracts the guard, you must go inside the courtyard and carefully approach the guard, who will deliberately stand with his back to you. The main thing is not to knock over the bucket standing nearby. After stunning the first guard, climb up the stones and sneak into the courtyard. You must also knock out the guards scurrying back and forth, otherwise they will notice you and the mission will be interrupted (the caught Geralt will be escorted to Loredo in disgrace). Now there are exactly two things left to do: find part of the trap in the backyard and eavesdrop on Loredo’s conversation with the sorceress Sheala. And now, with a clear conscience, you can personally go to an audience with the commandant.

Loredo will ask what the king's killer is doing in his domain, but no matter what you answer, he will ask you to deal with the leader of the Scoiatael, Iorveth. You can [A] accept his offer - this will help in the future to get on the ship with the elven robber without delay, or [B] reject, which will not lead to any unpleasant consequences. According to the commandant, Zoltan, who is somehow connected with the elven fighters, will help you with a tip on Iorvet. And, if you have not killed Keiran yet, then Loredo will promise you to free Zoltan for his destruction.

Contract for Keiran

On your first visit to the Flotsam inn, you will witness Keiran's attack on the city: a peasant will fly into the inn and call the people to arms. Triss will offer to go to the harbor - according to her, someone is casting a magic spell there. Upon arrival at the harbor, you will find that Keiran has already gone home, and instead of him the sorceress Sheala will be waiting for you - the same one who recently talked with Loredo.

Several peasants close to the sorceress will raise a fuss because she allegedly almost killed their friend Zosik. You can either [A] threaten the peasants with violence (if it works, the peasants will leave, if not, then they will have to break their faces), or [B] try to find out what's going on. In the latter case, you can convince them that the sorceress had nothing to do with it, and the peasants will go home.

Sheala will tell you that she came to Flotsam to help the residents destroy Keiran. Your conversation will be interrupted by the local merchant Ludwig Moers, who will offer you and Sheala to deal with the monster for a decent reward. Sheala will even refuse a reward in your favor - supposedly she is only interested in the ingredients. And she will offer you to talk to the merchants and, perhaps, extract from them a slightly larger sum for destroying the monster than they initially offered.

Keiran: a question of price

Go to the merchant to talk to him about Kayran. Don’t be shy about asking for a larger sum, and when convinced, use the Axii Sign - this will allow you to get “Merchant” (the skill will be added after killing the monster). In addition, you can ask the merchant to give you an advance immediately. He doesn’t have detailed information about Keiran and will send us to the local trapper Cedric.

Cedric lives in Bindyug, a small outback on the edge of Flotsam. He is either on duty at the observation deck, looking through binoculars, or is in a house next to this platform. The guard and the elf can point him to him if they mention Cedric in their conversation.

On your way to the trapper, you will meet Triss, who will warn you against doing anything with Sheala. Having heeded her instructions, go to Cedric. The latter will tell you that he saw traces of a monster near a wrecked ship in the east, and that to fight it you will need a potion based on a rare ingredient - Tenecost.

Triss will teleport to the ship, and you will have to walk on foot. Near the ship, you have to destroy a small group of drowners and collect Kayran's mucus to make a potion that will make you immune to Kayran's poison.

Keiran: tenecost

To find the tenecost ingredient mentioned above, you will again need Cedric's help. He will point to the location of the cave south of Flotsam, in which this plant grows. Before you go there, fill up with elixirs and lubricate your blades - inside there lives a whole swarm of neckers - small and dexterous monsters. When you deal with them, get to the farthest corner of the cave and rip off the tenecost.

After brewing the Mongoose potion, return to Sheala and tell her that you are ready for battle. She will teleport to the destroyed bridge, and you will have to walk. Before the fight, drink the antidote and get ready for the battle - it will not be easy.

If you can’t deal with the monster, take a look at the separate page dedicated to it -

When Keiran is defeated, visit the merchant to collect your well-deserved reward.

Assassins of Kings

Now is the time to tackle Iorveth. At the entrance to the Loredo mansion, Triss Merigold will be waiting for you, who will tell you that the captive Scoiatael Kiaran, Iorveth’s right hand, is being held in the barge on the pier. At the entrance to the barge, Loredo's guards will block your path. If you accepted Loredo's offer to capture Iorveth, then there should be no problems, otherwise you will have to intimidate, convince or bribe the guards.

Ciaran, whom you will find on the lower deck, is in a deplorable state after being tortured by Loredo's men. To bring him to his senses, Triss will cast healing spells on the elf while you hold him with the Sign of Axii. The prisoner will tell you that the killer of kings is called Leto - it was he who dealt with Damavand and Foltest, and now he wants to get rid of the elves who have become unnecessary. Leto destroyed the entire squad of Ciaran, but the latter miraculously survived. After talking with him, Geralt has a vision of Yennefer and the Wild Hunt.

Rose of Memory

Having learned about the visions, Triss will offer to return Geralt's memories with the help of a rose of memory, which can be found at the ancient elven ruins. We [A] we can take Triss with us or [B] go there alone.

. If you asked Triss to accompany you, then you will make your way through the forest and look for the rose together. The forest is full of traps and monsters that can ruin your romantic trip. When you reach the waterfall, Triss will tell you that the ruins are somewhere above it. Climbing the hill, you will find yourself in a majestic elven garden. However, you won’t be able to enjoy the views: local vandals will interfere with you. When you subdue them, the battlefield below you will collapse, and you will find yourself in an elven bath. It would be a shame to skip the sex scene here, but if you don't do it, you won't receive the "Magic Resistance" that is awarded for destroying the wall by Aard. If you decide to relax a little with the red-haired beast, the wall will be broken down by Vernon Roche, who is worried about your long absence. It's time to return to Flotsam.

. If you went to the ruins alone, then this hike will be shorter than the previous option. Find the ruins, pick the rose and return back to Triss in Flotsam.

In Flotsam, Triss will tell you that Zoltan is somehow connected with the hated Scoiathaels, and therefore will be able to help with their search. Zoltan, who is in the tavern, will not deny it, and will immediately agree to take you to the meeting place with the squirrels (but will note that this is a bad idea).

When you find yourself in the depths of the forest, Zoltan will pronounce the required password (the passwords “Kierkegaard” and “Heidegger” are a direct reference to the great philosophers from the real world), and turn himself and Geralt into walking targets for Scoiatael archers. Incredulous elves will lead you to the next meeting place, which turns out to be the lair of a terrible monster - the crab spider.

You can [A] persuade Zoltan Khivay to wait for you on the side while you deal with the monster, since he is not a witcher and may get hurt, or [B] take it with you - after all, the dwarf is no longer a boy and knows how to hold an ax in his hand. The best way to kill a crab spider is to quickly roll behind it and deliver powerful blows with your sword.

After defeating the monster, Iorvet himself will appear. If you are rude to him, then you will have a great chance to end the game right in the clearing with a pack of arrows in your chest. Explain to Iorveth that Leto wants him dead, and that is why he killed an entire detachment of his fighters. During the conversation, you will come to the following plan: Geralt will lead the bound Iorveth directly to the meeting place with Leto, under the cover of the rest of the fighters, and force him to confess everything. Here you can either immediately transfer to the desired place, or prepare and do it yourself - a difficult battle with Leto will await you ahead, but the best option would be to use all the necessary potions and prepare the best equipment even before the fight with the crab spider.

The trick with the prisoner will succeed - Leto admits that he is a killer of kings and he does not need Iorveth alive. The latter will eventually lose his temper and order the elves accompanying him to capture the kingslayer. The Scoiataels, who suddenly jumped out of the ambush, would also suddenly be attacked by the Blue Stripes, led by Vernon Roche. Iorveth will ask you to give him his sword, and the decision will need to be made quickly. It will partially influence the further development of events; you will have to make your main choice later.

So you can either [A] give the sword to Iorveth, or [B] don't do this. In the first case, Iorveth will enter into an equal battle with Roche, break out of the encirclement, and in the future the Blue Stripes will be forced to retreat. Without the sword, the Scoiatael detachment will be defeated, and Iorveth will be captured by Vernon Roche. Having made your choice, you will enter into a fight with Leto, after which it will continue in the elven bath.

You can find out how to defeat Leto on a separate page dedicated to this battle -

No matter how you conduct the battle, you cannot win it plot-wise - Leto will defeat you in the end, but will save your life, since Geralt once saved Leto from the death of an ass, and the latter, apparently, has certain principles that he cannot step over condition. Summer leaves, but warns that the next fight with him will be the last.

Where is Triss?

The further development of events depends on whether you gave the sword to Iorveth or did not do so.

. If Iorveth has the sword, he will be able to repel the attack of Roche's men, and will come down to you after the fight with Leto. This event will lead to mass pogroms and murders of non-humans in Flotsam. The guard at the city gates will refuse to let you through if you refused to cooperate with Loredo in the “Infamous Proposal” task. In this case, you will have to use threats, the Axii sign, or simply talk him out. When you enter the city, you will witness brutal massacres of non-humans. In the inn you will find Dandelion trying to protect two elves from unfriendly local residents. Traditionally, you can either convince the men to break up or punch them in the face. After you resolve the problem, Dandelion will tell you about the pogrom and the fate of Triss.

It turns out that shortly before the events described above, Triss was going to talk with Sheala, who was renting a room on the second floor of the inn. In the room you will find a megascope and signs of a struggle. If you carefully examine the details, you will notice a hole in the wall adjacent to the brothel. One of the visitors or workers of the brothel could have witnessed the events that took place in the room. Direct your steps towards Garvena. She will briefly tell you about Triss's conversation with Philippa Eilhart, and about the elf Cedric, who, being seriously wounded, wandered somewhere towards the forest.

. If Iorveth is left without a sword, he will not be able to help his fighters repel Roche's attack and will be captured. When you find yourself in Flotsam, you will see that in honor of this event the city has already organized a celebration. Commandant Loredo, who is in the main square, calls Geralt and Roche heroes and even offers to have a drink with him. Dandelion, who can be found in the inn, can tell you about Triss’s fate.

Triss was going to talk to Sheala, who was renting a room on the second floor of the inn. In this room you will find a megascope and signs of a struggle. If you carefully examine the details, you will notice a hole in the wall adjacent to the brothel. One of the visitors or workers of the brothel could have witnessed the events that took place here. This eyewitness is Dandelion's friend, the elf Dare. She will talk about Triss's attempt to find out information from the Kaedweni sorcerer Detmold, whom she contacted using a megascope. Then the sounds of a struggle were heard, and when Dare looked out into the street, she saw a bloodied Cedric, weaving towards the forest.

To find Cedric, you must follow his bloody footprints, with the Elisquir Cat helping you. Several tracks will be false, but one will still lead you to the barely alive Cedric. The latter, dying, will tell about how he was wounded by the witcher Leto, and that the latter was going to end up in a dwarven settlement known as Vergen. For this he needed the sorceress Triss.

At a crossroads

Before you have time to move away from Cedric’s body, Zoltan and Dandelion will find you. They'll tell you that the Scoiatael and the Blue Stripes are up to something, and you better find out what it is.

Vernon Roche can be found at his temporary headquarters in Flotsam. If you helped Iorveth during that very battle, he will grumble a little, but, nevertheless, will tell you about the latest events. It turns out that Loredo sold himself to the Kaedweni and is collaborating with Henselt. Roche wants to capture the Kaedweni spy Arnold Maliger, who is hiding at Loredo headquarters, and he sentences the commandant himself to death.

If you helped Iorveth during the battle with the Blue Stripes and Leto, then you can find him in the thicket of the forest near Flotsam. He will tell you that the independent Maiden of Aedirn, served by the sorceress Philippa Eilhart, is gathering strength in Aedirn. Aedirn plans to create a powerful state in the Pontar Valley, in which representatives of all races (especially elves and dwarves) could live peacefully. Henselt plans to take Aedirn's Vergen by storm, and Iorveth wants to help defend it. To make it in time, he plans to capture the prison barge moored in the harbor of Flotsam. If you did not help Iorveth during the fight with the Blue Stripes and Letho, then instead you will meet another Scoiatael commander who plans to forcefully recapture Iorveth from the prison barge.

The choice you make now will affect the rest of the game, and will cut off for you almost half of all the tasks of the second and third chapters. But you still have to make this choice. Or Iorvet or Roche.

Death to the traitor!

If you decide to continue your difficult story path with Vernon Roche, then you need to listen and agree to take part in the plan he developed to storm the mansion of the dirty commandant. According to this plan, Bianca disguises herself as a prostitute and infiltrates Loredo's hideout. It will be just us and Bianca, everyone else will cover the rear.

Wait until dark and go to the right place near the wall of the estate, where the stairs will be waiting for you. Jumping off the platform near the top of the wall will take you to a garden patrolled by Loredo guards. You can immediately attack them and fight immediately with a whole crowd of opponents who will come running from the immediate surroundings, or start by stunning all the patrolmen one by one.

One of the girls in the garden, whom a certain rich man is looking for at the very beginning, can tell you that Bianca was taken to the commandant's tower, and the key to this tower is with Loredo's mother, who is preparing fisstech in the basement. Having killed or stunned all the guards, enter the mansion by jumping through the window above the wooden outbuilding. Inside the mansion you must go down, deal with the guard and proceed to the door at the end of the corridor. There you will find Loredo's mother - an ugly, embittered old woman who will try to kill you with a knife, having first blinded you with a handful of fisstech. To avoid this fate, you must click through a simple QTE scene, after which Geralt will draw his sword and rip the old woman's head off her shoulders.

Take the key and go up to the tower, destroying the enemies you meet along the way. When you enter the tower room, Bernard Loredo will jump out at you with a hefty halberd at the ready, where you will need to react in time to the QTE scene. Kill him, free Bianca and go into the next room. In it you will find the elf Moril, ready to give birth to a child any minute. Bianca will stay with Moril, and you need to go for help. Fortunately, at this very time, the Blue Stripes, led by Vernon Roche, are already fighting with might and main. Kill all the enemies, and this will complete the first chapter. You board the ship and sail to the border of Aedirn and Kaedwen.

floating prison

If you prefer Iorveth to Roche, you can join his (or another Scoiathael officer's, if Iorveth is captured) raid on the prison barge moored in the port of Flotsam, and then sail on it to Upper Marchia and join the army of Aedirn Virgos. You will need to accompany an advance detachment of Scoiathaels led by one of the best scouts of Iorveth's detachment. If Iorveth was not captured, then you can either [A] agree with his plan, or [B] offer a “smarter option.”

. If you agree with the plan to attack the prison barge, then you will need to follow the scout and go along the river. All other Scoiataels will have to attack the guards on the front line. When you reach the cliffs, Vernon Roche's sailing ship will appear in the distance, which means that the Blue Stripes will not interfere with you. At the same time, a Temerian patrol will pass by you. If you attack now, the battle in the port will be harder. Therefore, it is best to pass by and join the battle, which will have time to start without your participation. There will be much more soldiers than planned, but there is a witcher on the side of the Scoiataels. Attack the Temerians and kill every single one of them.

. If you decide to use a trick, then you will enter Flotsam in the company of only one bound Iorveth. On the way to the prison barge, guards will pester you with a request to let them practice hitting your prisoner. Your decision will ultimately not affect anything, so you can safely send the soldiers away. Once on the ship, Geralt and Iorveth suddenly attack the guards there, and then the rest of the Scoiathaels appear from the forest. The fight with the stealth option will be more difficult, but much shorter.

When you have defeated all the enemies and are ready to set sail, you will notice at the top of the toll collector's tower the smug face of Loredo, setting fire to the tower with the tied up elves. Geralt jumps to the ground, leaving you with a difficult choice: you can either [A] save the elves from the burning tower, or [B] try to catch up with the commandant.

. You need to run to the tower, eliminate a couple of guards at the entrance to the tower, and climb the spiral staircase, after which a simple QTE scene will follow to rescue the captives. One of the rescued elves will “thank” Geralt in the future (if you know what I mean). Geralt jumps into the river, after which Iorveth's soldiers pull him out of the water, and he goes with Iorveth's team to Aedirn.

. If human feelings are alien to your Geralt, then you can chase Commandant Loredo. He will be waiting for you in the main square of Flotsam, armed with a heavy halberd, surrounded by his soldiers. Having dealt with Loredo, return to the pier, where a Scoiathael ship will be waiting for you, ready to depart for Aedirn.

The walkthrough describes only the story quests necessary to move forward in the scenario until the end credits. This is just one of several possible ways to complete the game, and does not claim to be the only correct one.

Prologue
After spending a little time in the role of a punching bag for two brainless guards, Geralt is taken out of the cell on the orders of his former comrade Vernand Rocher, to whom he will tell his version of what happened in the interrogation room. Moreover, if he refuses, Geralt will face public evisceration in the square and other troubles. By selecting the first line, “That morning the king called me to him,” you will begin your first task in the game.

By the will of the king
Waking up in the tent in bed with Milady Merigold, the start of the morning is pleasantly interrupted by the arrival of the royal envoy. King Foltest wants to see us right now, so we have to go. Leave the tent and go through the camp until you meet His Majesty surrounded by several advisers at one of the ballistas. Foltest wants to see you at his side during the assault on the castle and invites you to follow him to the siege tower. On the way there, help the king aim his ballista to hit one of his enemies on the city wall. To do this, point the “crosshair” of the telescope into the gap between the fortress turrets where the enemy is holed up. If you miss, you'll have to finish it off manually later. Now go inside the tower and climb the stairs to the very top. Here your story will be interrupted briefly, and the Witcher will be transported back to the interrogation chamber, where he will discuss social inequality in the world with Roche. Having done this, choose the line “Start of the assault” and continue your story.
Having set foot on the fortress walls, get involved in battle with the defenders of the citadel, helping allied soldiers cope with them and protecting the king. Once you deal with everyone, you will face a serious obstacle. From the side of the nearest tower, your squad is mercilessly fired upon by archers, and a barricade prevents you from breaking through. To demolish it, go down the stairs from the castle wall into the courtyard and take the ballista standing there. It will be guarded by a small garrison of several soldiers, after killing them you will be able to approach the ballista. We cock its bow with rhythmic clicks on the LMB, and again we fight with the defenders of the war machine. In the same way, we direct it to the target and continue the battle with the enemies. Having fired a shot at the barricade, we climb back onto the wall and break through into the opened tower. On its walls we deal with the knights of the Lord Echeverria we killed earlier (or not killed) and approach the locked wooden gate, which the king’s soldiers will chop with axes. There you will be warmly welcomed, and you, having thanked your opponents for their hospitality, climb the stairs and not the wall.
You have a new difficult task ahead of you. Climb a well-defended tower and bring the rebellious Arian La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to give up or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebel baron remains alive, so the choice is up to you. Having won the victory and prompted the knights to throw down their weapons, you are again transported to the spit-stained cell of Vernand Roche to listen to his commentary on the fate of Arian and continue your story by choosing the line “What happened to the dragon?” Moreover, your listener took a direct part in the following story.

Trial by Fire
It begins at the last fortification of the enemy castle, where King Foltest is trying in vain to force the defenders to open the gate, and the Witcher is urging Milady Merigold, who has arrived in time, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher penetrates inside and opens the castle gates. He reports that loyal soldiers are already in full swing in the city, and the baroness has been captured alive. But there were no children with her; they are probably somewhere in the area of ​​the monastery. Roche doesn’t have time to tell you anything else, because a suddenly appearing dragon attacks the squad and you have to hastily run through the city gates. Run forward under the wooden awnings, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gates, you will be glad that you did not have time to send the lady from the battlefield - she will use magic to smash them to pieces. Fortunately for you, the approaching dragon will be driven away with a shot from a ballista and this episode of the story will end. In the conversation with Roche, we select the last line “We split up near the monastery” and continue the story.

Blood from blood

Having bumped into the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Head down to the city streets and notice a handful of townspeople captured by the king's soldiers. Next to this “meeting” there is a passage boarded up with wooden boards. They are no hindrance to your sword, nor are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. In these half-flooded corridors live the undead called “drowned people,” for whose final rest your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having picked it up, you can calmly climb the stairs to the top, ending up on the spiral staircase of the temple tower, where a warm welcome from its garrison will await you. Having eliminated them from your path, go through the grate and exit the tower corridor through a gap in the wall overgrown with ivy. In the fresh air, you will again have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate requires a key from you. Then we go through the only open door, where in the courtyard you will find the necessary key, removing it from the corpse of one of the soldiers. True, before that we will have to bring him to the required condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel that opens the large locked gate in the courtyard and let the king and his knights through it. The Witcher will note that he saw a small detachment of elves near the river, but the king will brush aside this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon and after the remark “It all began with Arthur Tiles”, you will begin the final part of the story about your adventures in the fortress.
You will meet with him to find out from him and the high priest where the king’s children are. But this couple stubbornly wanders around, not wanting to tell you the truth. Then the Witcher will use a special spell, and the priest, against his will, will tell you that you need to move to the monastery. As soon as the three of you follow in the given direction, your squad on the bridge is attacked by the returning dragon. Roche will be cut off on the other side of the bridge, and you, with the king under your arm, will be fleeing from the enraged flagship of the fantasy world Air Force. While running across the bridge, carefully press the keys that appear on the screen, after which the Witcher will stuff his sword into the dragon’s mouth and slam the gate in front of him. And now, finally, the long-awaited meeting of the king with his children, who were looked after by a blind monk during the assault. But the happy ending is not destined to come true. In fact, the monk is not who he claims to be, and even Geralt is unable to help the king this time... The killer jumps out of the windows, and the Witcher is captured by the running soldiers, who suspect him of murder.

Dungeons of La Valette Castle
Vernand Rocher is inclined to believe your stories, but he alone is unable to influence the court’s verdict. And the court is guaranteed to sentence Geralt to the gallows. Then the commander of the special squad offers the Witcher help in escaping in exchange for him immediately going in search of the real killer. I strongly recommend that you agree to this, otherwise nothing good awaits you. Having said goodbye to your new-old ally, you soon find yourself in your cell with the key to the handcuffs in the stash. The game gives you a choice - simply free yourself from the shackles in a locked cell, or provoke the guards and throw off your shackles suddenly when they are inside. The second option is more original. After boxing a little in the QTE scene, leave your cell, grabbing the cell key from the pockets of the defeated guard and your sword from the chest in the corridor. Further escape can be organized secretly in the spirit of Solid Snake or send everyone oncoming to a mass grave. With the second option, I think everything is clear, but we will especially concentrate on passing unnoticed. After leaving the cell room through the upper corridor, hide in an empty cell until a guard approaches the door. Now sneak up on him from behind and knock him out. Move forward, extinguishing the torches along the way, and soon this tactic will pay off. However, be careful when you climb the stone stairs to the top. There is a guard standing just outside the doorway, so you need to quickly dive back into the darkness so that he does not realize who he saw in the darkness. A little ahead you will almost be betrayed by a prisoner who yelled from his cell and called the guards. Fortunately, the guard will not believe him, and when he returns to his post, he will receive a fist on the head for his skepticism. Leaving the room with the barrels through the door, you will see how the Baroness is being taken out of one of the cells - the mother of La Valette, who you killed, or himself, if he survived earlier. In the second case, the boy will scatter his guards and you will only need to promise to return for him when you clear the road ahead, but in the first option, his mother will come out of the cell, escorted by the Nilfgaardian ambassador. And in this case, the ambassador will notice the hiding Witcher and nod to invite him to follow them. In both situations, you will have to go forward and quietly (or loudly) eliminate the guards along the way. At the end of the path, you will enter a room where the baroness and the ambassador are sitting, offering their help to you. Soon the messenger left, informing the guards that the Witcher had escaped, sending them to the lower levels of the catacombs. Now you can fearlessly walk forward along the empty corridors and get out into the street. Run forward past the stunned guards (beat them with a baton if necessary) and meet Milady Merigold and Roche at the boat to set sail in search of the killer. If you returned to the wounded La Valette, he will remember the secret passage, starting a fire in the corridors and sending you forward along it to the exit from the dungeons to the treasured ship. As a result, you will sail away with the same composition.

Chapter 1
Bad reception
Moored ashore, your party of three adventurers heads through the forest towards Flotsam. Their sweet road chat is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorveth. He is not very friendly towards Roche. The Witcher tries to moderate Iorveth’s elven ardor, but Roche can’t stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by putting up an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From this point on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she uses her last strength to hold the barrier that prevents the elves from shooting you from afar. Well, you, as a Witcher, need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one piece of advice here - don’t lag behind your companions, otherwise you risk leaving the barrier and being hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the king's killer will only have to quietly grin after you. They welcome you here cordially - they invite you to gawk at the imminent public execution and have fun in the hot spots of the city.

By the will of the gods and executive fools
Take this advice and walk up to the Flotsam Market Square, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche’s informant. Approach the gallows platform and talk to the guard. It doesn’t matter what conversation tactics you use with him. Whether he becomes confused under the onslaught of your questions or enraged by the fact that the crowd starts making fun of him, he will still have to take part in a fist fight. But while you are fighting with the guard, the executioner has already begun to carry out the sentences. Engage in battle with him, interrupting the lynching process. After this, the commander of the garrison Loredo, who is surprisingly loyal towards your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having pulled the unknown thief away, the commandant calms down and leaves Zoltan and Dandelion alive. In exchange for this favor, he wants to meet us at his mansion in the evening, where we will certainly head as soon as it gets dark.

Vile proposal
Approaching the gates of the Loredo estate in the pouring rain with Roche, you will have to surrender your weapon to the sentry in order to get inside. The guards are out and about and you can take your time to look around. Roche notices the commandant’s personal ballista, realizing that it wouldn’t hurt to damage it. Loredo is an unpredictable type and who knows, maybe he will want to direct this power to the detriment of your enterprise. But to do this you need to distract the guard from the ballista. This can be done with the help of Margarita, a local prostitute standing nearby. She agrees to provide a service to the Witcher, but demands some kind of payment. As an option, Margarita will ask you to thoroughly humiliate the commandant’s two lackeys - Miron and Alfons. Fortunately, we won’t have to punch people in the face, since this problem can be solved relatively peacefully. Find the necessary soups at the table nearby and hook each of the guards one by one. The bickering will lead you to arm wrestling, which you can win by holding the marker within the special indicator with your mouse movements. After victories, report your successes to Margarita and wait until she takes the guard away from the ballista. Now you can carry out sabotage and, together with Roche, climb the stairs to the entrance to Loredo’s house. But they will tell you that the commandant is busy, so he cannot receive you now. Go downstairs and discuss the further plan of action with Roche. Your friend offers to inspect the backyard of the mansion and even volunteers to distract the guards for this purpose, but a random passer-by intervenes in the conversation and tells us about a terrible monster roaming the harbor area. You will probably be tasked with destruction, so the advice of this wanderer may be useful. From him you learn that in the backyard of the house there is part of a trap designed to catch this monster. Now there is a reason to go there! Once Roche takes the guard aside, follow the path around the house, quietly knocking out 2 other guards along the way. Next, climb over the stone ledges, and you will find yourself directly in the commandant’s yard. Stun another guard here and climb the stairs to the window on the second floor of the house to eavesdrop on Loredo's conversation with a witch. Don't forget to find a box in the garden with part of the trap, standing against one of the walls, carefully knocking out all the guards. Now you can go back to Roche. True, the guard will not let him into the house anyway, so you will have to talk with the commandant face to face. And he has already received a letter for the capture and extradition of the murderer of King Foltest Geralt, that is, you. But he agrees to turn a blind eye if you help him catch the leaders of the forest elves of Iorveth. Zoltan, who you saved from the gallows, can lead you to him, but the commandant agrees to let him go beyond the gates only after you catch the monster Keiran, who is terrorizing the approach to the harbor. Such are the things. When leaving the residence, do not forget to pick up your sword from the chest next to the guard.

Keiran
Head to the inn to discuss the current state of affairs with friends. Your conversation will be interrupted by a peasant running in, screaming in panic that a monster has attacked the harbor. Run there, especially since Triss felt that someone was using magic there. By the time you arrive at the harbor, the witch Sheala has already driven the monster away, saving the peasant Zosik. Because of him, a small problem begins, which can be solved in radical ways (a banal fight), persuasion or threat. Having solved one problem, take on the second. And she is much more serious. Fortunately, a certain Ludwig Moers will contact you, offering you a reward for the capture of Keiran. Its size still needs to be discussed with the merchants at the docks, where we will now head, remembering that our hunting companion was staying on the second floor of the inn.

Keiran: a question of price
Go to the docks to settle payment issues. You can get there through the large wooden gates in the shopping area, located exactly opposite the scaffold. Go down the path and talk to the merchant about his hard life. Use any means to persuade the merchant to pay you for capturing the beast, and at the same time ask him about it. He won’t help you here, but he will name someone who probably knows more. This is the elf Cedric, who can be found in villages near the city walls. Return to the trading area, and through the gate on the right behind the scaffold, leave the city limits. On the forest path you will meet Triss, going with her to the watchtower to look for the desired elf. Follow the young lady up the stairs, where you will meet Cedric. He will tell you a brief biography of the monster and inform you that your potential prey recently sank an entire ship. Its skeleton still lies under the bridge. It’s worth looking around, maybe you’ll find something important. The companion will immediately be transported to the place thanks to teleportation, but you will have to get there on your own two feet. Leave the village towards the river and turn onto the forest line, going upstream. Along the way you will have to fight several opponents near the fires, so be prepared for this. At the end of your path, you will meet Triss waiting for you, and you will overcome the last section together, jumping over boulders. Once in the swamp, your company is attacked by already familiar drowners, and a silver sword is best suited to deal with them. A little before reaching the abandoned ship, inspect the tree on the right as you move. It's all covered in monster slime. Moreover, Triss informs you that Keiran is mortally ill and his mucus is poisonous. He won’t die his own death anytime soon, but he can easily kill the Witcher with poison. An antidote can be made from the tenecosta plant. Cedric should know where to look for him. So, we return back to the village to the watchtower.

Keiran: tenecost
Cedric will tell you that there are caves in the south, deep in the forest. This is where the tenecost grows, so your path lies in the same direction. By the way, Cedric may not be on the watchtower. In this case, he can be found in his village house nearby. Making your way through the dense forest in a given direction, you will soon be attacked by several flocks of nekers - rather weak, but numerous opponents. Once you deal with them, you can enter the cave through the entrance hidden behind a small waterfall. The path to the dungeon is not short, but if you follow the marker on the mini-map, you will eventually get to the ill-fated tenecost, and numerous nekkers will not let you get bored along the way. After picking the plant and getting the antidote, return to the city and visit Sheala on the second floor of the tavern. She will suggest tactics for the upcoming battle. The sorceress will use magic to lure Keiran to the shore, where you alone will be given the role of defeating the monster. Immediately after this, you will be transported to the battle site, where you will need to go down to the river and prepare for the battle.
The fight will not be easy. What did you expect, because the monster is the size of half a football field! But it’s quite possible to defeat him if you learn a couple of rules. First, dodge his poisonous spits and tentacle attacks. Secondly, paralyze his limbs one by one using the Yrden sign and chop them off with the silver sword. As soon as you deprive him of 4 limbs, grab one of the tentacles (you need to press the indicated key in time) and perform a simple QTE scene. After this, Keiran will be covered with stone blocks, and all you have to do is jump on top of him from one of them and end the battle. All that remains is to go to the merchant at the city docks for a reward and you can go tell the commandant about completing the first task.

Assassins of Kings
Near the house of Commandant Loredo, we meet Triss and learn from her that on a floating prison in the harbor, among other elves, Iorveth’s closest associate named Kiaran is languishing. It’s worth visiting him and asking about his older comrade, and at the same time the big man who killed the king. Walk along the pier to the distant ship, where two guards will stop you. If you previously agreed to carry out Loredo’s instructions, then they will let you see the elf without talking. Otherwise, you will have to use bribery, intimidation or persuasion. Go down into the hold of the ship and use the Axia sign on Kiaran lying there so that Triss can use magic. Having regained consciousness, the prisoner will tell you that the Witcher you are looking for is called Leto. He turned out to be a traitor and attacked Ciaran near the place where the roses of memory bloom. And now Iorvet himself is in danger. Give him this information and you might have a new unexpected ally in catching the Kingslayer. Immediately after this, Geralt will have another vision, after which Triss will offer to help restore his memory. But for this she needs at least one petal of the rose of memory blooming near the elven ruins. Further events will be slightly different, depending on whether you take Triss with you on the road or go alone.

Roses of memory
In both cases, your path lies along the forest road to the place where you entered the cave through the waterfall. Be careful not to fall into a hunting trap and, as necessary, eliminate the opponents you come across along the way. Next, we climb a hill with a waterfall and pick flowers from the statue of two lovers in the elf garden. But then everything depends on whether you came here alone or in company with Triss. In the first case, you simply return back to the city and give the find to Triss, who will advise you to find Zoltan (in the tavern) and find out from him where you can find Iorvet. If you come for flowers together, then after a short conversation at the statue, your peace will be disturbed by three bandits, with whom you will have to fight. After victory, the earth will fall beneath you, and you will find yourself in a romantic elven font. This moment can be used to pleasantly pass the time together, and only then talk about business. Roche, who has arrived in time, will free you from the sweet prison and all you have to do is return back to the city to talk with Zoltan in the tavern.
We tell him that we want to meet with Iorvet, and he agrees to accompany us to the meeting place with the “squirrels”. Making their way through the forest, fighting off the attacks of aggressive living creatures, your duo will finally reach the meeting place with the elves and Zoltan will say the password. However, the sentinels are in no hurry to let us go to Iorvet, so we will have to go to another meeting place. An unpleasant surprise awaits you there in the form of a crab spider at the edge of the forest. The fight with him will not be easy, but the reward for victory will be a meeting with Iorvet, surrounded by guards, aiming his bows at the heroes. In this situation, you should not be rude in communicating with their leader - this will not end well. Tell him that Letho betrayed him and that Ciaran is now alive. Iorveth, of course, cannot be sure of your words, so he decides to give Leto a test with your help. The big guy is now sitting in the elven garden near the statue of lovers (where you collected roses of memory). Go there and meet Iorveth there. You will act out a scene with him. Pretend that you are leading the elf tied up to the bored killer, and Iorveth will look at his reaction. The conversation quickly convinces Iorveth of the veracity of your accusations, and he and his men are going to put an end to Leto. But Roche and his men intervene and a fight ensues. In it, you can help Iorvet by giving him a sword, which will help him escape and soon provoke a massacre of non-humans in the city. Or deny him this, which will help Roche take him prisoner, and then arrange a feast in your honor.
In our walkthrough, we will consider the second option, and further we will adhere to Roche’s line, because the passage of further chapters of the game is fundamentally different depending on whose side you choose. This does not mean that Iorveth's story is worse or less interesting. Perhaps we will talk about it later. But all this will happen later, and now you will find yourself alone with Summer in the font, and this solitude will not be as pleasant as with Triss. The fight with him is not easy and will end about halfway when your opponent knocks you to the ground. But he will not do fatality, but instead will calmly go about his business, hinting that Triss can help him teleport to Aedirn. After this, Roche will run into the hall (we agreed that we are considering only this option for the development of events) and inform us about the capture of Iorvet. However, after hearing our story, he and the Witcher will run into the city in search of Triss.

Where is Triss?
The commandant is already waiting for you in the square to thank you for capturing Iorvet and throw a party in our honor. But we have no time for fun now, we need to find Triss as soon as possible, maybe it’s not too late? We run to the tavern and ask Buttercup where he last saw her. He says that he saw her go to Sheala on the second floor of the tavern. But when we run to the indicated place, only disappointment awaits us. The room is empty, and what’s much worse is that we see traces of blood in it. But also a broken wall adjacent to the brothel. Perhaps the girls from the establishment saw something through her. Let's go there and ask the elf Dere, a worker of love. Fortunately, she turned out to be overly curious and spied on the room through the wall. Triss really was inside her, but then some kind of fight occurred there, the outcome of which she did not see. Only the bloodied Cedric, wandering towards the forest. Use the "cat" elixir to see the elf's footprints on the ground, leading you to a familiar waterfall. With his last breath, he will tell you that Triss stole Summer, planning to cross with her help to the city of Vergen. Soon after his death, Geralt will be found in the forest by Dandelion and Zoltan. Zoltan is agitating for you to rescue the captive Iorvet from the floating prison. If you do this, you will start the second chapter differently than after fulfilling Dandelion's request. Namely, we will now choose Buttercup’s proposal, especially since he will report that Roche has decided to go against Loredo, and this is a risky business.

Death to the traitor!
Find Roche in his town house and find out what fly bit him. Our comrade replies that Commandant Loredo is a traitor, since he is hiding the spy Henselt in the city. And it would be quite nice to catch the enemy spy, and at the same time give what he deserves to the corrupt policeman. A simple plan has been devised for this. Dress Bianca as a prostitute and send her to the commandant's mansion. Well, you will need to provide fire cover for the entire operation. To do this, we climb over the wall into the garden of Loredo’s house, using a ladder prepared in advance for us. And we quietly knock out a man rushing across the yard after some girl. She will tell us that Bianca got into trouble and was taken to the tower. You can only get there if you have the keys, and the guards and Loredo’s mother have them. You can get to it if you cross the garden (preferably unnoticed) and, jumping over the fence, climb into the house through the window. Go downstairs, quietly deal with the security guards and go into the basement where the commandant’s mother lives. Complete the next QTE scene and go upstairs, suppressing resistance along the way and not forgetting to take the key to Loredo’s room, lying near the window, not far from the sleeping guards. Inside his chambers you will see the bound Bianca, and the commandant himself will not take long to attack Geralt. Be alert and get ready to perform a QTE solo, after which we will defeat the traitor. And we will not only free Bianca, but also facilitate the forced delivery of the pregnant elf lying in the next room. One way or another, we will get out of the estate, where Roche and his comrades will be waiting for us. After that, you will board the ship and go in search of the kidnapped Triss and the mysterious killer.

Chapter 2
Prelude to War: Kaedwen
We arrive at the city of Vergen, where the Kaedweni army is planning to seize these lands. And quite unexpectedly, we begin the chapter not from the perspective of Geralt, but from King Henselt, who wants to take over the ownerless lands of the fallen monarch Damavand. To do this, His Majesty, in the company of the familiar Sheala and the magician Detmold, goes to negotiate with the Aedirn barons. They are definitely not going well, and then the famous Saskia challenges Henselt to a duel. In fact, this will not be the most difficult battle you have in the game, but the intervening priest of Kreva will fall under the hot hand of the king and the entire area will be covered in darkness. Our old friends, Roche and the Witcher, will also see her, just approaching the camp of the Kaedweni army at that moment. In this darkness they come across the king who provoked this disgrace. However, now is not the time to read morals; we need to get out of the danger zone as quickly as possible. Fortunately, Detmold will put up a protective barrier against the spirits, inside of which it will be quite easy to defeat them. But it’s better not to marry him - nothing good awaits you there. Help the sorcerer repel the attacks of spirits as needed until you all reach the camp together. At its gates, the king will give us the foreman Zyvik as a guide. You can take a walk around the local attractions (better do this, you will know in advance where everything is located) or go straight to the royal tent at the top of the camp. Having met the Nilfgaardian ambassador at the tent, feel free to go inside and satisfy the monarch’s curiosity about the death of his colleagues. But he won’t let you go without his wishes. It predictably boils down to freeing the battlefield from the curse. And on the way out, Detmold will contact you and ask you to uncover the conspiracy in the camp.

Conspiracy theory
You can begin to unravel the threads of the conspiracy in different ways, for example, in the way described here. Go to the army canteen (you didn’t disdain the tour of the camp at the end of the last mission?) and talk to Manfred there. He has reason to be sad. After all, his son Sven will most likely fall in the tournament at the hands of a certain Lethande Avet, nicknamed the butcher from Tsidaris, with whom he has a duel scheduled. If you at least try to help his son, he will, in gratitude, provide you with all the information he knows about the conspirators. We go to a meeting with poor fellow Sven and having received his consent to your help, we follow to his opponent Avet, agitating for a team fight in the arena. He agrees and all we have to do is notify Sven about this, after which you will find yourself in the arena itself. Regardless of whether Sven survives the two-on-two battle or not (well, you try) his father will tell you to visit Madame Carole’s brothel and ask for Whistling Zosya there. As a password for the conspirators, you need to say the phrase: “Her smile opened the gates of heaven for us.” By the way, after the battle you will have the opportunity to take part in an additional side tournament in the “Ave Henselt!” task. There you can fight with your friend Bianca and, if successful, receive a tempting reward from her.
In any case, go to the brothel and choose Svistushka Zosya from the girls. Don’t forget to say the code phrase and then they will open a secret passage where the intriguers are hiding. The leaders of the conspiracy are not here, but even without their presence you will have to wave your sword quite a bit. Be sure to take the Zeltkirk armor from the corpse of Vinson Trout, and from the table a piece of paper with text that clearly belongs to the pen of the bard Dandelion. Find him in the camp and force him to explain. Also, don’t forget to visit Detmold and receive a reward for the killed conspirators. Now you can begin to fulfill the royal commission to lift the curse.

Curse of Blood
It’s no wonder that His Majesty is tormented by him! After all, he sent Sabrina Glevissig to the stake, for which she cursed him. The details of this sad incident need to be learned from Detmold, but it is impossible to do without visiting the place of her execution. Well, we leave the camp and go west along the coast, crossing a small stream. But in addition to the main goal, your friend Zyvik will ask you to find two lost soldiers in order to quickly return them to duty. As you cut your way through the ranks of the drowners, you will find warriors right at the place of execution, which they made the subject of their cult. It is headed by someone Inspired, who lives in the gorges behind the camp. In the meantime, carefully examine the site of the scaffold three years ago. You will find familiar square coins, footprints in the ash, a letter and a nail, and this is what your new companions will be interested in. Whether you give it away or not is your choice. And so that they don’t bother you anymore, bring the dunces to the stream, from where they will get to the camp on their own.
Go there too and talk about your find with the relic seller hanging out in the dining room. From him you will learn a lot of interesting things, in particular, that Yagon eased Sabrina’s fate by piercing her with a spear on the scaffold. However, you still can’t do without a visit to the Inspired One. Leave the camp again and move east to the gorges, fighting off the corpse eaters along the way. The main tactic for dealing with them is to jump away from them in time before they explode. In the final part of your journey, you will witness the death of two soldiers from the clutches of foulbroods, and as soon as you take revenge on these creatures, you will go to the dwelling of the Inspired One. After fighting off the harpies there, talk with the head of the cult and try to extract all possible information from him. The easiest way to do this is through bribery, but if money is a pity, then there is another way. Pretend that we agree to join the cult and undergo a test for this. All you need to do is drink the resulting potion at the onset of darkness (after 21:00) near the crypt between two lakes and view the vision. Well, and fight a little more with the evil spirits along the way. Having won his trust (or bought it) he will inform you about the relics needed to lift the curse from the king. You already have Seltkirk's armor, but the relic dealer should have Yagon's spear. For some reason we didn’t see this spear on him - let’s go find out! Having pressed the merchant in the camp, he admits that he sold the spear to a soldier who successfully lost the artifact in the battle with the elves. Moreover, the spear is most likely in the hands of our old friend Iorvet, who may now be in Vergen.

Be gone, evil spirit!
Having told Detmold the information you have received, you receive from him the task of making your way through the dangerous fog directly to the city of Vergen, having received only a talisman and an embassy flag to overcome this suicidal task. It’s good that our friend Zoltan met us on the way to the exit from the camp and, having learned where we were heading, happily agreed to go with us. And the road will not be easy. The amulet you receive will indeed tell you the way through the fog, but you will have to fight the endless ghosts entirely on your own. The main thing is to quickly cross the danger zone in order to end up at a village with elves, where only thanks to the presence of our friend you will not be riddled with arrows. Continue forward until you meet the commander of the dwarven guard. He will show you the location of one of the items needed to remove the spell - the symbol of death. It is located in the dungeons in the forest outside the city. But there is also bad news. No one is going to let you into the city, and then your traveling companion decides to stay in Vergen forever. But in gratitude to Geralt, he promises to get the sword of General Vandergrift and give it to you in the dungeons under the city.
Now our path lies in the dungeons in the depths of the forest, in which you need to go down to the lowest tier. And if on the way to it you were attacked by ordinary ghosts, then when you reach one of the halls on the lower floor, you will encounter the very spirit of the standard-bearer Brown Banner. To take possession of the banner by force, you will have to work hard - your opponent is very strong. But the bloodless path is not easier. You can try to convince him that you yourself were in this detachment, but no one will take your word for it. The spirit will ask questions, and only by answering them correctly will you earn its trust and the right to take the banner for yourself. For opponents of violence, here are the correct answers to the questions in order: incorrect, Menno Koehoorn, he was killed at Brenna, Seltkirk and Vandergrift, we were captured by Biggerhorn. But even if you did everything right and the spirit allowed us to take the banner, there is a risk that we will have to deal with it later. Therefore, if you are confident in your abilities, then it is safer to choose a forceful solution to the problem.
Now we go to meet Zoltan. To begin, return to the burnt village, and from there, at the two subsequent forks (at the gorges and at the gate), turn left. Thus, you will reach the catacombs under the city, which is not recommended to go into without sufficient supplies of a potion for orientation in the dark. You will have to get quite lost in them, meeting along the road not only ordinary corpse eaters, but also their hefty leader. Fortunately, your friends are waiting for you very close behind the nearest door to give you the much-needed sword. And Zoltan will bring good news - Iorvet successfully lost the spear in dice to Skalen Burdon from the outskirts, so all you have to do is return there and win back the relic for yourself. It is unlikely that you will be able to win right away, so be persistent. After winning the spear, head back through the fog to the camp. Brushing away the ghosts, you will escape from the darkness, where Roche is already waiting for you to report on the events that occurred during your absence. His squad was attacked by Nilfgaardians meeting Philippa's maid Eilhart. We rush to the camp to find out the details, but failure awaits us there. The Nilfgaardians have already set sail, so we go to the king and inform him of the completion of our successful search.
While the king heads to the place of Sabrina's execution, you need to take a special powder for drawing runes from Detmold. Their images can be seen in the book received from him. Having arrived at the place where the king is already waiting for you, start drawing runes. More precisely, you will only guide the actions of the monarch, telling him the correct way to reproduce the image. You need to draw from the witch's circle to the petrified bread and from the charred tree to the corpse of a bird, curdled milk, and close the figure again at the witch's circle. Now set fire to the powder and get ready for battle. You need to protect the king from the attacking spirits until he pierces the spirit of Sabrina with the received spear. From this moment on, the curse will be lifted, and in gratitude you will receive a medallion and an invitation to the royal feast.

Assassins of Kings
These are the times! The king himself invited us to the feast, but the guards still won’t let us in because the monarch was receiving a foreign ambassador. Then we meditate until the evening (until 22 o’clock) and again go to the reception with the king. He's lucky that he let us in! The story about the events that happened in the castle of La Valette will be interrupted by two assassins who killed the ambassador. You need to fight both of them to protect the king from certain death. Over time, Sheala will get into the fray, and you will win a relative victory - the king is alive, but one of the killers managed to escape, and you won’t learn anything from the second. Although Detmold offers a way out of this situation. If you resort to necromancy, you can perform a ritual, thanks to which you will be able to see events through the eyes of the killer for a certain period before his death. Find Detmold in the hospital and ask him about the ingredients needed to perform the ceremony. You will need the “Duck” potion, the recipe for which can be bought from the merchant near the hospital. We return with him to Detmold and prepare for a kind of transformation. Seeing the world through the eyes of the dead killer Egan, you and his companion hurry forward through the gorge, fighting the harpies there. Having carefully avoided the traps after the battle, your deadly tandem will reach the meeting place with Leto, from whom he will learn that Sheala is also involved in the conspiracy and should be gotten rid of.
The second part of the vision starts at the royal camp and requires the killer to quietly sneak into the royal tent, avoiding the watchful eyes of the guards. If you manage to get through this part of the path undetected, you will witness how the killers communicate with each other in the dungeon under the camp, where they will discuss the congress of sorcerers in Loc Muinne. Finally, the last push has to be made right at the tent itself, having fought near it with well-armed guards. So, a lot of information has been received! We tell them to the magician and go to the killers’ hideout, which we saw under the influence of the drug. There you will find the wounded escaped killer and extract all the information you are interested in. Returning back to Detmold, you will receive the king's medallion from him and go to remove the fog from the battlefield.

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

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

Assault on Vergen
You can get to the city through the gorge, which we saw through the eyes of one of the failed assassins of King Henselt in the task of the same name in this chapter. The harpies have not disappeared from there, but after them you will meet a lonely troll. You should not kill her (there is such an opportunity), because then you will learn from her that her husband recently met someone heading to Loc Muinne. Having said goodbye to her, follow the road to the quarries, again fighting off the harpies and meeting the husband of our recent friend in the gorge ahead. Help him fight off the soldiers and calmly move on (but if you killed his wife, you will have to fight with him too). Already near the entrance to the caves, you will fight with the next portion of soldiers and dive into the dungeons after the only surviving warrior. Moving deeper into the caves and dealing with his comrades, you will reach Detmold and the commander of the local soldiery, Pangratt. You need to quickly cope with the latter, because the magician, although he will distract you with his spells, will still leave your sword, hiding in the portal. After defeating Pangratt, all you have to do is run out of the caves, where Zoltan, who previously emigrated to Vergen, will be waiting for you.
From him we learn that Sheala, whom you are looking for, is hiding in the house of her trade friend Philippa. You can immediately run there, but before that there is a chance to help your old friend Iorvet out of trouble (after all, we are indebted to him), surrounded by enemy soldiers in the city. Climb up towards the suspension bridge, which will treacherously break at the last moment, leaving you without Roche's support. From here it is worth turning right, making your way through the ranks of Kaedweni soldiers to the fortification of Iorveth. Having provided the elf with support, it’s time to head to Philippa’s house to look for Sheala (this can be done right away). You can deal with ordinary opponents on the way to it without any problems, but you will have to tinker with the monster summoned by the sorceress. It’s all the more disappointing that we won’t be able to have a heart-to-heart talk with her. She will disappear into the portal right in front of your nose, and King Henselt and his retinue will appear in her place. Having dealt with his knights and taken on him, you will be interrupted by Roche running in, and the further fate of the cunning monarch depends on Geralt’s decision. Whether you persuade Roche to spare him or let him take revenge for his hanged comrades is your choice. Having made a difficult moral choice, it’s time to enter the home stretch of history leading to Loc Muinne.

Chapter 3 In the name of Temeria!
The road to the city will be smooth – the harpies never cease to bother you here too! And here, at the gates in Loc Muinne, the knights of the Order of the Flaming Rose will not want to let the Witcher into the city. Fortunately, Roche's diplomatic skills are quite enough to allow you to go on a date with the head of the order, Siegfried. After talking with him, you will temporarily part with your friend and go on an excursion to the city alone. However, in its central square you will reunite your duet again, heading from there to a reception with King Radovid. From him you will learn that the only legitimate heir of Temeria, Princess Anais, was kidnapped by Detmold. And if she is gone, then this kingdom will simply be divided among other monarchs, which is unlikely to be done without massive bloodshed. But he will also say that Geralt’s beloved Triss is now in this city as a prisoner of the Nilfgaardians. As a result, we are faced with another serious choice. He will go to rescue from captivity the daughter of King Foltest, who was killed partly due to our oversight, or take care of personal affairs by going in search of Triss. The choice is not easy, but, looking ahead a little, we can tell you that the princess will not remain in trouble anyway, so you can go save Triss with a clear conscience.

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

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

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

Assassins of Kings
Returning to the city border, Triss will meet you and inform us about Leto's presence in the Temerian camp. Go to this fateful meeting, fighting off soldiers' attacks along the way. Surprisingly, it is quite possible to avoid the final fight if you follow Leto’s arguments. Well, if they don’t suit you, you are welcome to take part in the final battle, which will end with a spectacularly staged scene of your victory. Are you sad that the game is over? No problem! Embark on a new adventure doing things differently, and your hike will be vastly different from the last.

The walkthrough describes only the story quests necessary to move forward in the scenario until the end credits. This is just one of several possible ways to complete the game, and does not claim to be the only correct one.

Prologue

After spending a little time in the role of a punching bag for two brainless guards, Geralt is taken out of the cell on the orders of his former comrade Vernand Rocher, to whom he will tell his version of what happened in the interrogation room. Moreover, if he refuses, Geralt will face public evisceration in the square and other troubles. By selecting the first line, “That morning the king called me to him,” you will begin your first task in the game.

By the will of the king

Waking up in the tent in bed with Milady Merigold, the start of the morning is pleasantly interrupted by the arrival of the royal envoy. King Foltest wants to see us right now, so we have to go. Leave the tent and go through the camp until you meet His Majesty surrounded by several advisers at one of the ballistas. Foltest wants to see you at his side during the assault on the castle and invites you to follow him to the siege tower. On the way there, help the king aim his ballista to hit one of his enemies on the city wall. To do this, point the “crosshair” of the telescope into the gap between the fortress turrets where the enemy is holed up. If you miss, you'll have to finish it off manually later. Now go inside the tower and climb the stairs to the very top. Here your story will be interrupted briefly, and the Witcher will be transported back to the interrogation chamber, where he will discuss social inequality in the world with Roche. Having done this, choose the line “Start of the assault” and continue your story.

Having set foot on the fortress walls, get involved in battle with the defenders of the citadel, helping allied soldiers cope with them and protecting the king. Once you deal with everyone, you will face a serious obstacle. From the side of the nearest tower, your squad is mercilessly fired upon by archers, and a barricade prevents you from breaking through. To demolish it, go down the stairs from the castle wall into the courtyard and take the ballista standing there. It will be guarded by a small garrison of several soldiers, after killing them you will be able to approach the ballista. We cock its bow with rhythmic clicks on the LMB, and again we fight with the defenders of the war machine. In the same way, we direct it to the target and continue the battle with the enemies. Having fired a shot at the barricade, we climb back onto the wall and break through into the opened tower. On its walls we deal with the knights of the Lord Echeverria we killed earlier (or not killed) and approach the locked wooden gate, which the king’s soldiers will chop with axes. There you will be warmly welcomed, and you, having thanked your opponents for their hospitality, climb the stairs and not the wall.

You have a new difficult task ahead of you. Climb a well-defended tower and bring the rebellious Arian La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to give up or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebel baron remains alive, so the choice is up to you. Having won the victory and prompted the knights to throw down their weapons, you are again transported to the spit-stained cell of Vernand Roche to listen to his commentary on the fate of Arian and continue your story by choosing the line “What happened to the dragon?” Moreover, your listener took a direct part in the following story.

Trial by Fire

It begins at the last fortification of the enemy castle, where King Foltest is trying in vain to force the defenders to open the gate, and the Witcher is urging Milady Merigold, who has arrived in time, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher penetrates inside and opens the castle gates. He reports that loyal soldiers are already in full swing in the city, and the baroness has been captured alive. But there were no children with her; they are probably somewhere in the area of ​​the monastery. Roche doesn’t have time to tell you anything else, because a suddenly appearing dragon attacks the squad and you have to hastily run through the city gates. Run forward under the wooden awnings, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gates, you will be glad that you did not have time to send the lady from the battlefield - she will use magic to smash them to pieces. Fortunately for you, the approaching dragon will be driven away with a shot from a ballista and this episode of the story will end. In the conversation with Roche, we select the last line “We split up near the monastery” and continue the story.

Blood from blood

Having bumped into the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Head down to the city streets and notice a handful of townspeople captured by the king's soldiers. Next to this “meeting” there is a passage boarded up with wooden boards. They are no hindrance to your sword, nor are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. In these half-flooded corridors live the undead called “drowned people,” for whose final rest your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having picked it up, you can calmly climb the stairs to the top, ending up on the spiral staircase of the temple tower, where a warm welcome from its garrison will await you. Having eliminated them from your path, go through the grate and exit the tower corridor through a gap in the wall overgrown with ivy. In the fresh air, you will again have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate requires a key from you. Then we go through the only open door, where in the courtyard you will find the necessary key, removing it from the corpse of one of the soldiers. True, before that we will have to bring him to the required condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel that opens the large locked gate in the courtyard and let the king and his knights through it. The Witcher will note that he saw a small detachment of elves near the river, but the king will brush aside this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon and after the remark “It all began with Arthur Tiles”, you will begin the final part of the story about your adventures in the fortress.

You will meet with him to find out from him and the high priest where the king’s children are. But this couple stubbornly wanders around, not wanting to tell you the truth. Then the Witcher will use a special spell, and the priest, against his will, will tell you that you need to move to the monastery. As soon as the three of you follow in the given direction, your squad on the bridge is attacked by the returning dragon. Roche will be cut off on the other side of the bridge, and you, with the king under your arm, will be fleeing from the enraged flagship of the fantasy world Air Force. While running across the bridge, carefully press the keys that appear on the screen, after which the Witcher will stuff his sword into the dragon’s mouth and slam the gate in front of him. And now, finally, the long-awaited meeting of the king with his children, who were looked after by a blind monk during the assault. But the happy ending is not destined to come true. In fact, the monk is not who he claims to be, and even Geralt is unable to help the king this time... The killer jumps out of the windows, and the Witcher is captured by the running soldiers, who suspect him of murder.

Dungeons of La Valette Castle

Vernand Rocher is inclined to believe your stories, but he alone is unable to influence the court’s verdict. And the court is guaranteed to sentence Geralt to the gallows. Then the commander of the special squad offers the Witcher help in escaping in exchange for him immediately going in search of the real killer. I strongly recommend that you agree to this, otherwise nothing good awaits you. Having said goodbye to your new-old ally, you soon find yourself in your cell with the key to the handcuffs in the stash. The game gives you a choice - simply free yourself from the shackles in a locked cell, or provoke the guards and throw off your shackles suddenly when they are inside. The second option is more original. After boxing a little in the QTE scene, leave your cell, grabbing the cell key from the pockets of the defeated guard and your sword from the chest in the corridor. Further escape can be organized secretly in the spirit of Solid Snake or send everyone oncoming to a mass grave. With the second option, I think everything is clear, but we will especially concentrate on passing unnoticed. After leaving the cell room through the upper corridor, hide in an empty cell until a guard approaches the door. Now sneak up on him from behind and knock him out. Move forward, extinguishing the torches along the way, and soon this tactic will pay off. However, be careful when you climb the stone stairs to the top. There is a guard standing just outside the doorway, so you need to quickly dive back into the darkness so that he does not realize who he saw in the darkness. A little ahead you will almost be betrayed by a prisoner who yelled from his cell and called the guards. Fortunately, the guard will not believe him, and when he returns to his post, he will receive a fist on the head for his skepticism. Leaving the room with the barrels through the door, you will see how the Baroness is being taken out of one of the cells - the mother of La Valette, who you killed, or himself, if he survived earlier. In the second case, the boy will scatter his guards and you will only need to promise to return for him when you clear the road ahead, but in the first option, his mother will come out of the cell, escorted by the Nilfgaardian ambassador. And in this case, the ambassador will notice the hiding Witcher and nod to invite him to follow them. In both situations, you will have to go forward and quietly (or loudly) eliminate the guards along the way. At the end of the path, you will enter a room where the baroness and the ambassador are sitting, offering their help to you. Soon the messenger left, informing the guards that the Witcher had escaped, sending them to the lower levels of the catacombs. Now you can fearlessly walk forward along the empty corridors and get out into the street. Run forward past the stunned guards (beat them with a baton if necessary) and meet Milady Merigold and Roche at the boat to set sail in search of the killer. If you returned to the wounded La Valette, he will remember the secret passage, starting a fire in the corridors and sending you forward along it to the exit from the dungeons to the treasured ship. As a result, you will sail away with the same composition.

Chapter 1
Bad reception

Moored ashore, your party of three adventurers heads through the forest towards Flotsam. Their sweet road chat is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorveth. He is not very friendly towards Roche. The Witcher tries to moderate Iorveth’s elven ardor, but Roche can’t stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by putting up an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From this point on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she uses her last strength to hold the barrier that prevents the elves from shooting you from afar. Well, you, as a Witcher, need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one piece of advice here - don’t lag behind your companions, otherwise you risk leaving the barrier and being hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the king's killer will only have to quietly grin after you. They welcome you here cordially - they invite you to gawk at the imminent public execution and have fun in the hot spots of the city.

By the will of the gods and executive fools

Take this advice and walk up to the Flotsam Market Square, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche’s informant. Approach the gallows platform and talk to the guard. It doesn’t matter what conversation tactics you use with him. Whether he becomes confused under the onslaught of your questions or enraged by the fact that the crowd starts making fun of him, he will still have to take part in a fist fight. But while you are fighting with the guard, the executioner has already begun to carry out the sentences. Engage in battle with him, interrupting the lynching process. After this, the commander of the garrison Loredo, who is surprisingly loyal towards your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having pulled the unknown thief away, the commandant calms down and leaves Zoltan and Dandelion alive. In exchange for this favor, he wants to meet us at his mansion in the evening, where we will certainly head as soon as it gets dark.

Vile proposal

Approaching the gates of the Loredo estate in the pouring rain with Roche, you will have to surrender your weapon to the sentry in order to get inside. The guards are out and about and you can take your time to look around. Roche notices the commandant’s personal ballista, realizing that it wouldn’t hurt to damage it. Loredo is an unpredictable type and who knows, maybe he will want to direct this power to the detriment of your enterprise. But to do this you need to distract the guard from the ballista. This can be done with the help of Margarita, a local prostitute standing nearby. She agrees to provide a service to the Witcher, but demands some kind of payment. As an option, Margarita will ask you to thoroughly humiliate the commandant’s two lackeys - Miron and Alfons. Fortunately, we won’t have to punch people in the face, since this problem can be solved relatively peacefully. Find the necessary soups at the table nearby and hook each of the guards one by one. The bickering will lead you to arm wrestling, which you can win by holding the marker within the special indicator with your mouse movements. After victories, report your successes to Margarita and wait until she takes the guard away from the ballista. Now you can carry out sabotage and, together with Roche, climb the stairs to the entrance to Loredo’s house. But they will tell you that the commandant is busy, so he cannot receive you now. Go downstairs and discuss the further plan of action with Roche. Your friend offers to inspect the backyard of the mansion and even volunteers to distract the guards for this purpose, but a random passer-by intervenes in the conversation and tells us about a terrible monster roaming the harbor area. You will probably be tasked with destruction, so the advice of this wanderer may be useful. From him you learn that in the backyard of the house there is part of a trap designed to catch this monster. Now there is a reason to go there! Once Roche takes the guard aside, follow the path around the house, quietly knocking out 2 other guards along the way. Next, climb over the stone ledges, and you will find yourself directly in the commandant’s yard. Stun another guard here and climb the stairs to the window on the second floor of the house to eavesdrop on Loredo's conversation with a witch. Don't forget to find a box in the garden with part of the trap, standing against one of the walls, carefully knocking out all the guards. Now you can go back to Roche. True, the guard will not let him into the house anyway, so you will have to talk with the commandant face to face. And he has already received a letter for the capture and extradition of the murderer of King Foltest Geralt, that is, you. But he agrees to turn a blind eye if you help him catch the leaders of the forest elves of Iorveth. Zoltan, who you saved from the gallows, can lead you to him, but the commandant agrees to let him go beyond the gates only after you catch the monster Keiran, who is terrorizing the approach to the harbor. Such are the things. When leaving the residence, do not forget to pick up your sword from the chest next to the guard.

Keiran

Head to the inn to discuss the current state of affairs with friends. Your conversation will be interrupted by a peasant running in, screaming in panic that a monster has attacked the harbor. Run there, especially since Triss felt that someone was using magic there. By the time you arrive at the harbor, the witch Sheala has already driven the monster away, saving the peasant Zosik. Because of him, a small problem begins, which can be solved in radical ways (a banal fight), persuasion or threat. Having solved one problem, take on the second. And she is much more serious. Fortunately, a certain Ludwig Moers will contact you, offering you a reward for the capture of Keiran. Its size still needs to be discussed with the merchants at the docks, where we will now head, remembering that our hunting companion was staying on the second floor of the inn.

Keiran: a question of price

Go to the docks to settle payment issues. You can get there through the large wooden gates in the shopping area, located exactly opposite the scaffold. Go down the path and talk to the merchant about his hard life. Use any means to persuade the merchant to pay you for capturing the beast, and at the same time ask him about it. He won’t help you here, but he will name someone who probably knows more. This is the elf Cedric, who can be found in villages near the city walls. Return to the trading area, and through the gate on the right behind the scaffold, leave the city limits. On the forest path you will meet Triss, going with her to the watchtower to look for the desired elf. Follow the young lady up the stairs, where you will meet Cedric. He will tell you a brief biography of the monster and inform you that your potential prey recently sank an entire ship. Its skeleton still lies under the bridge. It’s worth looking around, maybe you’ll find something important. The companion will immediately be transported to the place thanks to teleportation, but you will have to get there on your own two feet. Leave the village towards the river and turn onto the forest line, going upstream. Along the way you will have to fight several opponents near the fires, so be prepared for this. At the end of your path, you will meet Triss waiting for you, and you will overcome the last section together, jumping over boulders. Once in the swamp, your company is attacked by already familiar drowners, and a silver sword is best suited to deal with them. A little before reaching the abandoned ship, inspect the tree on the right as you move. It's all covered in monster slime. Moreover, Triss informs you that Keiran is mortally ill and his mucus is poisonous. He won’t die his own death anytime soon, but he can easily kill the Witcher with poison. An antidote can be made from the tenecosta plant. Cedric should know where to look for him. So, we return back to the village to the watchtower.

Keiran: tenecost

Cedric will tell you that there are caves in the south, deep in the forest. This is where the tenecost grows, so your path lies in the same direction. By the way, Cedric may not be on the watchtower. In this case, he can be found in his village house nearby. Making your way through the dense forest in a given direction, you will soon be attacked by several flocks of nekers - rather weak, but numerous opponents. Once you deal with them, you can enter the cave through the entrance hidden behind a small waterfall. The path to the dungeon is not short, but if you follow the marker on the mini-map, you will eventually get to the ill-fated tenecost, and numerous nekkers will not let you get bored along the way. After picking the plant and getting the antidote, return to the city and visit Sheala on the second floor of the tavern. She will suggest tactics for the upcoming battle. The sorceress will use magic to lure Keiran to the shore, where you alone will be given the role of defeating the monster. Immediately after this, you will be transported to the battle site, where you will need to go down to the river and prepare for the battle.

The fight will not be easy. What did you expect, because the monster is the size of half a football field! But it’s quite possible to defeat him if you learn a couple of rules. First, dodge his poisonous spits and tentacle attacks. Secondly, paralyze his limbs one by one using the Yrden sign and chop them off with the silver sword. As soon as you deprive him of 4 limbs, grab one of the tentacles (you need to press the indicated key in time) and perform a simple QTE scene. After this, Keiran will be covered with stone blocks, and all you have to do is jump on top of him from one of them and end the battle. All that remains is to go to the merchant at the city docks for a reward and you can go tell the commandant about completing the first task.

Assassins of Kings

Near the house of Commandant Loredo, we meet Triss and learn from her that on a floating prison in the harbor, among other elves, Iorveth’s closest associate named Kiaran is languishing. It’s worth visiting him and asking about his older comrade, and at the same time the big man who killed the king. Walk along the pier to the distant ship, where two guards will stop you. If you previously agreed to carry out Loredo’s instructions, then they will let you see the elf without talking. Otherwise, you will have to use bribery, intimidation or persuasion. Go down into the hold of the ship and use the Axia sign on Kiaran lying there so that Triss can use magic. Having regained consciousness, the prisoner will tell you that the Witcher you are looking for is called Leto. He turned out to be a traitor and attacked Ciaran near the place where the roses of memory bloom. And now Iorvet himself is in danger. Give him this information and you might have a new unexpected ally in catching the Kingslayer. Immediately after this, Geralt will have another vision, after which Triss will offer to help restore his memory. But for this she needs at least one petal of the rose of memory blooming near the elven ruins. Further events will be slightly different, depending on whether you take Triss with you on the road or go alone.

Roses of memory

In both cases, your path lies along the forest road to the place where you entered the cave through the waterfall. Be careful not to fall into a hunting trap and, as necessary, eliminate the opponents you come across along the way. Next, we climb a hill with a waterfall and pick flowers from the statue of two lovers in the elf garden. But then everything depends on whether you came here alone or in company with Triss. In the first case, you simply return back to the city and give the find to Triss, who will advise you to find Zoltan (in the tavern) and find out from him where you can find Iorvet. If you come for flowers together, then after a short conversation at the statue, your peace will be disturbed by three bandits, with whom you will have to fight. After victory, the earth will fall beneath you, and you will find yourself in a romantic elven font. This moment can be used to pleasantly pass the time together, and only then talk about business. Roche, who has arrived in time, will free you from the sweet prison and all you have to do is return back to the city to talk with Zoltan in the tavern.

We tell him that we want to meet with Iorvet, and he agrees to accompany us to the meeting place with the “squirrels”. Making their way through the forest, fighting off the attacks of aggressive living creatures, your duo will finally reach the meeting place with the elves and Zoltan will say the password. However, the sentinels are in no hurry to let us go to Iorvet, so we will have to go to another meeting place. An unpleasant surprise awaits you there in the form of a crab spider at the edge of the forest. The fight with him will not be easy, but the reward for victory will be a meeting with Iorvet, surrounded by guards, aiming his bows at the heroes. In this situation, you should not be rude in communicating with their leader - this will not end well. Tell him that Letho betrayed him and that Ciaran is now alive. Iorveth, of course, cannot be sure of your words, so he decides to give Leto a test with your help. The big guy is now sitting in the elven garden near the statue of lovers (where you collected roses of memory). Go there and meet Iorveth there. You will act out a scene with him. Pretend that you are leading the elf tied up to the bored killer, and Iorveth will look at his reaction. The conversation quickly convinces Iorveth of the veracity of your accusations, and he and his men are going to put an end to Leto. But Roche and his men intervene and a fight ensues. In it, you can help Iorvet by giving him a sword, which will help him escape and soon provoke a massacre of non-humans in the city. Or deny him this, which will help Roche take him prisoner, and then arrange a feast in your honor.

In our walkthrough, we will consider the second option, and further we will adhere to Roche’s line, because the passage of further chapters of the game is fundamentally different depending on whose side you choose. This does not mean that Iorveth's story is worse or less interesting. Perhaps we will talk about it later. But all this will happen later, and now you will find yourself alone with Summer in the font, and this solitude will not be as pleasant as with Triss. The fight with him is not easy and will end about halfway when your opponent knocks you to the ground. But he will not do fatality, but instead will calmly go about his business, hinting that Triss can help him teleport to Aedirn. After this, Roche will run into the hall (we agreed that we are considering only this option for the development of events) and inform us about the capture of Iorvet. However, after hearing our story, he and the Witcher will run into the city in search of Triss.

Where is Triss?

The commandant is already waiting for you in the square to thank you for capturing Iorvet and throw a party in our honor. But we have no time for fun now, we need to find Triss as soon as possible, maybe it’s not too late? We run to the tavern and ask Buttercup where he last saw her. He says that he saw her go to Sheala on the second floor of the tavern. But when we run to the indicated place, only disappointment awaits us. The room is empty, and what’s much worse is that we see traces of blood in it. But also a broken wall adjacent to the brothel. Perhaps the girls from the establishment saw something through her. Let's go there and ask the elf Dere, a worker of love. Fortunately, she turned out to be overly curious and spied on the room through the wall. Triss really was inside her, but then some kind of fight occurred there, the outcome of which she did not see. Only the bloodied Cedric, wandering towards the forest. Use the "cat" elixir to see the elf's footprints on the ground, leading you to a familiar waterfall. With his last breath, he will tell you that Triss stole Summer, planning to cross with her help to the city of Vergen. Soon after his death, Geralt will be found in the forest by Dandelion and Zoltan. Zoltan is agitating for you to rescue the captive Iorvet from the floating prison. If you do this, you will start the second chapter differently than after fulfilling Dandelion's request. Namely, we will now choose Buttercup’s proposal, especially since he will report that Roche has decided to go against Loredo, and this is a risky business.

Death to the traitor!

Find Roche in his town house and find out what fly bit him. Our comrade replies that Commandant Loredo is a traitor, since he is hiding the spy Henselt in the city. And it would be quite nice to catch the enemy spy, and at the same time give what he deserves to the corrupt policeman. A simple plan has been devised for this. Dress Bianca as a prostitute and send her to the commandant's mansion. Well, you will need to provide fire cover for the entire operation. To do this, we climb over the wall into the garden of Loredo’s house, using a ladder prepared in advance for us. And we quietly knock out a man rushing across the yard after some girl. She will tell us that Bianca got into trouble and was taken to the tower. You can only get there if you have the keys, and the guards and Loredo’s mother have them. You can get to it if you cross the garden (preferably unnoticed) and, jumping over the fence, climb into the house through the window. Go downstairs, quietly deal with the security guards and go into the basement where the commandant’s mother lives. Complete the next QTE scene and go upstairs, suppressing resistance along the way and not forgetting to take the key to Loredo’s room, lying near the window, not far from the sleeping guards. Inside his chambers you will see the bound Bianca, and the commandant himself will not take long to attack Geralt. Be alert and get ready to perform a QTE solo, after which we will defeat the traitor. And we will not only free Bianca, but also facilitate the forced delivery of the pregnant elf lying in the next room. One way or another, we will get out of the estate, where Roche and his comrades will be waiting for us. After that, you will board the ship and go in search of the kidnapped Triss and the mysterious killer.

Chapter 2
Prelude to War: Kaedwen

We arrive at the city of Vergen, where the Kaedweni army is planning to seize these lands. And quite unexpectedly, we begin the chapter not from the perspective of Geralt, but from King Henselt, who wants to take over the ownerless lands of the fallen monarch Damavand. To do this, His Majesty, in the company of the familiar Sheala and the magician Detmold, goes to negotiate with the Aedirn barons. They are definitely not going well, and then the famous Saskia challenges Henselt to a duel. In fact, this will not be the most difficult battle you have in the game, but the intervening priest of Kreva will fall under the hot hand of the king and the entire area will be covered in darkness. Our old friends, Roche and the Witcher, will also see her, just approaching the camp of the Kaedweni army at that moment. In this darkness they come across the king who provoked this disgrace. However, now is not the time to read morals; we need to get out of the danger zone as quickly as possible. Fortunately, Detmold will put up a protective barrier against the spirits, inside of which it will be quite easy to defeat them. But it’s better not to marry him - nothing good awaits you there. Help the sorcerer repel the attacks of spirits as needed until you all reach the camp together. At its gates, the king will give us the foreman Zyvik as a guide. You can take a walk around the local attractions (better do this, you will know in advance where everything is located) or go straight to the royal tent at the top of the camp. Having met the Nilfgaardian ambassador at the tent, feel free to go inside and satisfy the monarch’s curiosity about the death of his colleagues. But he won’t let you go without his wishes. It predictably boils down to freeing the battlefield from the curse. And on the way out, Detmold will contact you and ask you to uncover the conspiracy in the camp.

Conspiracy theory

You can begin to unravel the threads of the conspiracy in different ways, for example, in the way described here. Go to the army canteen (you didn’t disdain the tour of the camp at the end of the last mission?) and talk to Manfred there. He has reason to be sad. After all, his son Sven will most likely fall in the tournament at the hands of a certain Lethande Avet, nicknamed the butcher from Tsidaris, with whom he has a duel scheduled. If you at least try to help his son, he will, in gratitude, provide you with all the information he knows about the conspirators. We go to a meeting with poor fellow Sven and having received his consent to your help, we follow to his opponent Avet, agitating for a team fight in the arena. He agrees and all we have to do is notify Sven about this, after which you will find yourself in the arena itself. Regardless of whether Sven survives the two-on-two battle or not (well, you try) his father will tell you to visit Madame Carole’s brothel and ask for Whistling Zosya there. As a password for the conspirators, you need to say the phrase: “Her smile opened the gates of heaven for us.” By the way, after the battle you will have the opportunity to take part in an additional side tournament in the “Ave Henselt!” task. There you can fight with your friend Bianca and, if successful, receive a tempting reward from her.

In any case, go to the brothel and choose Svistushka Zosya from the girls. Don’t forget to say the code phrase and then they will open a secret passage where the intriguers are hiding. The leaders of the conspiracy are not here, but even without their presence you will have to wave your sword quite a bit. Be sure to take the Zeltkirk armor from the corpse of Vinson Trout, and from the table a piece of paper with text that clearly belongs to the pen of the bard Dandelion. Find him in the camp and force him to explain. Also, don’t forget to visit Detmold and receive a reward for the killed conspirators. Now you can begin to fulfill the royal commission to lift the curse.

Curse of Blood

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

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

Be gone, evil spirit!

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

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

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

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

Assassins of Kings

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

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

Eternal fight

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

Conspiracy theory

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

Assault on Vergen

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

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

Chapter 3
In the name of Temeria!

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

Where is Triss?

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

Meeting of sorcerers

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

Dragon Appearance

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

Assassins of Kings

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

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

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