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The witcher 2 place of execution of sabrina card. Complete walkthrough of the main and side quests of the second chapter

Tomato blanks for the winter

Prelude to War: Kaedwen

Attention! Play on the side Rocher you can if in first chapter sided with him in the quest " at the crossroads: skoya taeli "

Stage 1: go to negotiations with the Aedirn nobility

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

Stage 2: fight Saskia

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

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

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

Stage 4: Get Out of the Ghostly Haze by Following Detmold

In the end, the sorcerer will create a magical barrier. Try not to go beyond it. Once one of ghosts enters it, it dies right there - at low difficulty levels, you almost do not need to do anything. At higher levels, you will most likely have to finish them off. Along the way Detmold stop three times ghosts... They themselves do not attack, however, the soldiers who appear do it. Try to get rid of the ghosts as quickly as possible to unlock the barrier. You will also stumble upon a corpse as you progress. Stennis- having searched the body, we will find Stennis sword ... Eventually you will get to Kaedwen camp (M24, 1).

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

At the gate you will meet Zyvika who will arrange you a tour of the camp. After talking with him, you can convince him to immediately go to the king. If we go after him, we will visit the most important places in the camp: the gunsmith Lesovik (M25, 2), a dining room and a notice board nearby ( M25, 3), arena ( M25, 4) and a captive elf ( M25.5). In the end, Zyvik will lead you to the main gate ( M25, 6), and then deleted.

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

You will unlock the quest " assassins of kings ".

Stage 6: Talk to King Henselt

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

Reward: 200 XP

You will unlock the quest " conspiracy theory ".

Assassins of Kings

We get the quest automatically, at the beginning of the second chapter

Stage 1: Talk to the Captive Elf at the Kaedwen Camp

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

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

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

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

Stage 2: protect Henselt

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

Additional reward: 500 XP

Stage 3: Help Detmold in the Necromancer Ritual

Enter the tent where Detmold examines the murderer's corpse ( M25, 23). Before you see the memories of a dead man, you need to drink a special elixir - Mallard... The recipe can be purchased from Master Myron (M25, 23), which is either inside the tent or outside. To create the elixir, you will need the following ingredients: 1x vitriol, 1x cinnabar, 1x hydragen. Drink the elixir and go to Detmold to begin the ritual.

Attention! If you make a mistake, you will wake up and the dream will start over.

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

Inside you should beware of traps ( M30,!). Follow the assassin exactly to avoid hitting them. Passing through the next door you will meet Summer (M30, 2) and find out that he is going to Lok Muinne.

Attention! If you are discovered during the stealth part, you will wake up and everything will have to start over.

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

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

Stage 4: Go to the Kingslayer Hideout

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

Stage 5: Talk to Detmold

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

Conspiracy theory

We get the quest automatically after completing the quest "Prelude to War: Kaedwen"

Stage 1: Talk to Detmold

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

You will unlock the quest " eternal battle ".

You will unlock the quest " blood curse ".

Stage 2: Talk to the soldiers about the conspiracy against Henselt

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

There are three drunk soldier (M25, 10). After talking with anyone, you will start the quest " truth in beer ".
When you walk past the dining room ( M25, 3), you will witness a quarrel between an old soldier and his son. The quest will start automatically " butcher of Tsidaris ".

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

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

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

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

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

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

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

Stage 4: search the room

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

Stage 5: Talk to Dandelion and Detmold

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

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

Stage 6: Meet the Conspirators at the Hill House

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

Stage 7: Return to Kaedwen Camp

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

Stage 8: Enter the Soldier's Canteen

After entering the camp, deal with several soldiers, and then move to dining room (M25, 3). Unfortunately, you will see how the feast ended - all the conspirators were hanged. The only one who survived is Bianca, who was raped by Henselt.

You will unlock the quest " siege of Vergen ".

Reward: 500 XP

Truth in beer

We get the quest from a drunken soldier, after starting the "conspiracy theory" quest

Stage 1: Find Audrin

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

Stage 2: Collect Audrina's Three Companions

Pick up the drunkard and lead him to the gate ( M25, 11) - you will be stopped by a guard. You can bribe him or tell him that Audrin is your prisoner or an important witness.

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

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

Stage 3: escort Audrin and his drunken buddies to the soldiers' mess

As soon as everyone is assembled, go to the dining room ( M25, 3). Sitting with a glass of beer, you will not be hard pressed to find out a lot of interesting information. True, you should choose the right dialogue options - "people are afraid of Henselt" and "I need some information"... You'll get square coin and information that Whistle Zosia

Butcher of Tsidaris

We get the quest from Manfred, after starting the "conspiracy theory" quest

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

The quest will start automatically as soon as you pass the cafeteria ( M25, 3), after starting the "conspiracy theory" quest. You will see an old soldier arguing with his son. It is worth finding out more about the situation. Manfred can be found in the dining room, seated at the table. You will learn that his son is about to fight the fearsome Butcher from Tsidaris - offer your help in exchange for information.

Stage 2: Talk to Sven

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

Stage 3: challenge Letande Avet to battle

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

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

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

Will suit you Proxim and will inform you about the tournament.

You will unlock the quest " Ave Henselt! ".

Curse of blood

We get the quest from Manfred by talking with Detmold during the conspiracy theory quest

Stage 1: Inspect the execution site of Sabrina Glevissig

To find out more about Sabrina's death, you should go to place of execution (M23.5). Walk up to the circle - some of the elements can be seen closer:

Look at the pillar

Examine nearby items: examine the candles, raise square coin (related to the quest " conspiracy theory "), raise letter .

Listen

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

Consider the wheel: see how much burned everything, inspect fresh tracks (you can raise relic nail - linked to our quest).

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

Stage 2: talk to the soldiers near the circle

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

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

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

Stage 3: Meet the Inspirational or the Relic Vendor

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

Attention! You will see three soldiers arguing about the authenticity of the relic nail. If you didn't give your nail to the soldiers at the place of execution, you can prove that their relic is a fake.

Stage 4: Talk to Inspirational about Sabrina Glevissig

On the way home Inspirational (M23, 7) you will stumble upon a group of soldiers ( M25, 16), fighting off foulbrood.

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

As soon as Inspirational agrees to talk to you, ask him about everything related to the curse of Sabrina, the ghostly mist and the spear of Yahon.

Stage 5: Collect the spear from the relic vendor

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

Stage 6: Talk to Detmold about the ghostly haze

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

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

Attention! Before heading to Vergen, it is worth talking to Zyvik- he will give you beaver hat , which will come in handy in the quest " hate symbol ".

You will unlock the quest " death symbol ".

You will unlock the quest " hate symbol ".

Stage 7: go through the mist and get the spear

As soon as you leave the tent and head towards the mist, a Zoltan- you can have a drink with him and ask why he is not in the mood. Offer him to go to Vergen together, and the dwarf will agree. Leave the camp and head to the side haze (M25, 21).

Stage 8: get to Vergen

When you find yourself in the darkness, the medallion will point you in the right direction. You can move up or down the path, however, there are fewer ghosts on the lower path. Whichever path you choose, in the end you will get to Vergena (M24, 1).

Attention! You don't have to fight ghosts. It is much easier to immediately run to the other side of the fog, since they do not give experience for killing them.

On the way to the city, in burnt village you will face the squad skoya taeli (M23, 10), but a white flag will save you the trouble.

Stage 9: Talk to the guards in Vergen

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

Stage 10: Obtain Yagon's Spearhead, Vandergrift's Sword, and the Brown Banner

Vandergrift Sword hate symbol ".

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

Spearhead you will receive by completing the quest " Holy Lance "- the task will start after you complete the quest" hate symbol ".

Stage 11: Get to Henselt's Camp

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

Stage 12: Find Triss at the Nilfgaard Camp

Moving to the other side, you will see Rocher in the company of the corpses of several Nilfgaardians. HE will inform you that a certain woman crossed the fog with a statuette that looks like Triss. Together with your friend, head to nilfgaar camp (M25, 22). Unfortunately, only to see how the ship sails into Lok Muinne .

Stage 13: Travel to King Henselt

Move to the tent. Henselt (M25, 1), glad that you collected all the artifacts, decides that it is time to remove the curse. The action will automatically be transferred to the place of Sabrina's execution. After a short conversation, the king will show the place from where he watched the execution ( M23, 13).

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

1. Witch's circle
2. Black candles
3. Charred tree
4. Goat skull
5. Crow carcass
6. Sour milk in a stone bowl
7. Petrified bread

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

1. Sour milk in a stone bowl
2. Crow carcass
3. Charred tree
4. Goat skull
5. Black candles
6. Charred bread
7. Witch's circle

Stage 15: Ignite the Magic Powder with the Igni Sign

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

Stage 16: Protect Henselt until the Ritual is Over

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

Stage 17: Enter King Henselt's Tent




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

The beginning of the story

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

The beginning of the first path

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

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

One of the further scenarios

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

In The Witcher 2, Royal Blood (quest) offers many ways to investigate, but there are problems here. When Geralt starts talking with all the nobles and peasants in the hall on the other side of the barricades, a cut-scene will start. In it, the player will see how the main character gives Stennis to be torn apart by the crowd. If this happens, then the necessary resource for the antidote can be collected from your own sword after completing the "Royal Blood". The Witcher 2 is a game that often presents the user with moral choices. Here it is better to always know all the facts of the assignment, conduct an investigation and only then pass a sentence. This is why the player should know exactly who to talk to when completing a mission.

The role of the detective

If the player wants to fully understand whether it is worth giving Stennis to the people, then you should talk to some people on the "Royal Blood" assignment in "The Witcher 2". The passage provides for the above difficulties with the launch of the cut-scene and the execution of the character, but this can be avoided. To do this, you need to conduct a conversation only with certain individuals. Zoltan and Dandelion will adhere to neutrality, as they are poorly acquainted with the prince. You can talk to them, but they will only confirm the fact that the situation requires an investigation.

Then you can talk to Stennis himself, who will once again refuse to give a small share of his "blue" blood. To go to the chambers, you should use the magic sign Axii to convince the guards. He will declare that the peasants simply decided to vent their anger at him. Of all the nobles, the best dialogue is with Haldorson. The nobleman will begin to protect the prince and will assure that the peasants simply want to quickly avenge the poisoning of Saskia. In the same conversation, you can learn that Stennis always listened to the advice of a certain priest. Next, you should turn to the peasant, who is accused by the nobles of bribery and poisoning. He will tell you that he overheard the conversation between the priest Olshan and Stennis. The first asked the second to call the servant away from the kitchen. This gives a hint that it was the close priest who poisoned the wine. After all the conversations, quests will appear that are included in the "Royal Blood" mission in "The Witcher 2" - "The walls have ears" and "Suspect: Torak".

Additional tasks

A hike on the two mentioned tasks will allow you to work through all the options on the "Royal Blood" task in "The Witcher 2". The mission "Suspect: Torak" begins with a trip to the rune master, who refuses to make a special bowl for the antidote. The task stops there until the passage of "Baltimore's Nightmare". It is connected with the disappearance of the second master of the runes. To begin with, the player will have to take notices from the board in Vergen that the man may be alive. After some time, the player will see Baltimore's dream, after which he should head to his workshop. There he will again see Torak and several other blacksmiths. He will give permission for a search. A close inspection reveals a box with a key and instructions describing the way to one location. Thorak will be at the entrance, but the records should not be given to him. According to the instructions, the user will come to the place indicated by Baltimore. The text must be read carefully, otherwise you can get confused. After going to the chest, you should return to the workshop, but first prepare for the attack of Torak with friends. After winning, the player must search the body to pick up the key. Signs Axius and Yrden will help to cope in the battle. In Thorak's chest, you can find a recipe for the Priest of Olshan with a fake bowl. This is the first proof of guilt, and the second will be found in the quest "The walls have ears."

Solution

After talking with the peasant Willie Oblatom, whom the nobles suspect of poisoning, the aforementioned task will begin. IN story mission"Royal blood" in "The Witcher 2" (the path of Iorweth) it is recommended to go through it in order to get a second proof of the priest's guilt. It is also worth knowing that Willie will refuse to speak at first, but in this case, you can use Axiy or just intimidate. He will tell about the overheard conversation between Olshan and Stennis with the already mentioned phrase about the distraction of the servant in the kitchen. After that, the player's path lies to the local elder Cecil Bourdon. In conversation, he will agree to show Olshan's house.

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

Possible consequences

Above, the first scenario of Geralt's actions on the assignment "Royal Blood" in "The Witcher 2" is described in full. How to justify Stennis, it became known, and whether he deserves it, the player himself decides. The prince maintains a position of peace with Kaedwen, but he does not want to receive help from Iorweth. Only now the decisions are made by the military council, and therefore the poisoning of Saskia was beneficial to him. If you give it to the peasants to be torn to pieces, then Aedirn will be without a throne and the state will plunge for many years into the abyss of a hopeless war.

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

The beginning of the second option

According to the mission in the game "The Witcher 2" "Royal Blood", all options should be considered by every player. If the user decides to justify Stennis, then he will have to look for another way to obtain the necessary resource. The only remaining candidate is King Henselt, who is on the other side of the magic mist. He wants to conquer Aedirn and is not the most pleasant person by nature. The first obstacle on the way will be an enchanted battlefield with fog. In order for Philip Eilhart to show the right path, you must first go to the old quarry and rescue the troll there. This is needed for the task "Where is Triss?" The player needs to take it to Philippe, and then she, in the form of an owl, will become a guide for Geralt to the camp of King Kaedwen Henselt. Initially, the path will lead to the burnt village, and from there into the magic fog. The reference point will be the camp of the skoy'taels (elf and dwarf rebels), which should be on the right side. It should be noted that a similar scenario will occur even with the death of Stennis, but this will no longer apply to the "Royal Blood" quest. On the other side, Geralt will meet an old friend who will agree to help infiltrate Henselt's camp.

Penetration options

The next difficult task will be to infiltrate the camp on the mission "Royal Blood". There are several ways to do this. The first will open after an agreement with Madame Karol, who will sell the key to the secret passage in the tent for half a thousand coins. The player will have to go through the caves and fight some monsters. You can also get here via the east side of the coast, from where the path leads to the dining room and the same dungeons. This is the easiest path available. In any case, the user will arrive at the tent of Ambassador Nilfgaard Schilard Fitz-Österlen. He will run away, but the guards will have to fight. Opponents are strong, you should prepare for the battle, drink potions from the arsenal. Vernon Roche will also help here, but it's best to be self-prepared.

The next guard post will be distracted by the new ally, and the player will have to wait for the development of events on the "Royal Blood" mission in "The Witcher 2". Then, hiding behind the tents, move deeper into the camp. A third larger tent along the way will be a necessary target. There is a guard at the main entrance. To distract the soldiers, you need to smash the boxes behind the royal tent with Aard's sign. This will distract them, and Geralt will be able to get inside. This will be followed by a dialogue with Henselt, in which the main character will ask for a phial with his blood. He will agree to give it to the witcher, after which he will order the guards to escort Geralt to the exit from the camp. At the same time, no one will touch him, and one of the most important ingredients for saving Saskia will be obtained without losing the central characters of the narrative.

The player is advised, when completing tasks, to pay attention to whether the conditions are not interfered with with other missions. In The Witcher 2, starting one quest will often automatically fail another, which may result in players not receiving important rewards. To start the mission "The Walls Have Ears", you need to find Willie Oblath, and this is connected with the "Royal Blood" mission in "The Witcher 2". Where is the cupbearer (the profession of a suspicious peasant), many players do not know. To do this, it is enough to follow to the southern part of Vergen and find a detachment of Scoya'taels. They protect Willie from the wrath of the nobles.

If we sum up the task "Royal Blood", then the player is presented with a classic moral choice, for which the entire series "The Witcher" is famous. The player is invited to go the simple way and choose the greater evil, condemning Stennis, on whom there is no direct fault. In this case, the user will be interested to test himself and see what kind of choice he will make.

In the claws of madness

If you try to find out from Cedric about working for the witcher, then he will tell you about a long-destroyed estate, which has long been one of the hospitals for the mentally ill. It existed even during the war with Nilfgaard. According to the elf, two researchers recently went there, but never returned.

Apparently, the job is just for the witcher, so we set off to investigate. As you go through the forest, you will meet one of the missing explorers named Rupert. Rupert will ask you to help his friend, who is still in the ruins of the old manor. As soon as you approach the ruins, you will immediately hear the sounds that the nakers make. It's time to get your silver sword and quickly run inside the estate. Avoid the traps with your medallion. As soon as you get inside and go down the stairs to the basement, you will come across a naker, which is not too hard to kill.

So now is the time to take a close look at the basement. At some point, it becomes clear that this place has long been cursed. Suddenly, the ghost of one of the soldiers of the Nilfgaard of that time appears and everything starts burning around. Follow this ghost. In the end, after going a little deeper, you find yourself in a place where a couple of ghosts will suddenly attack. It's time to get your weapons and set the heat on these ghosts. As soon as you defeat the enemies, then look into the chest nearby - there you will find pieces of the medical record. After that, we start looking for Grydli.

Having passed into the next room, the ghost of the Nilfgaardian soldier appears again. He will show you where to go and in the end, again leads you into another trap. This time you are attacked by a lot more ghosts, so now you have to tinker a little. Now the signs Quen and Yrden will be very useful to you. As soon as you pass a couple of rooms, you find what you were constantly looking for. Grydlya will be so scared that there is nothing really to tell you and will not be able to. In order for him to calm down and tell everything he knows, you need to give a sedative, so we set off to look for a cure. In the room on the right side, you can find the item you need, but as usual, you will first have to fight a couple of ghosts. Once you kill the enemies and take the medicine, you can safely go back to the frightened researcher.

Now he will tell you about a terrible story and a terrible curse that was imposed by one of the Nilfgaardians. You will find this culprit in the adjacent room on the left side. To everyone's surprise, he turns out to be not aggressive at all. During a conversation with this ghost, you learn that in order to put him to rest, you must bring the eyes and hearts of those who tortured him - that is, Grydley and Rupert. It's time to get Grydlya out of here and talk to him and Rupert. Now you have several ways to solve this building:

    You can accept the offer of the ghost of the Nilfgaard soldier and give him what he demanded from you, more precisely from them.

    You can deceive this ghost, while telling everything to Rupert and Grydle. They, in turn, will offer to transfer parts of the pigs' bodies instead of real body parts, since they will not differ much from human remains, and the local butcher will very warmly sell them to you. If you choose this solution, then the ghost will have no doubts and will believe you.

    You can also slip the eyes and hearts of nakers to the ghost, but in this case, the ghost will find out about the deception and then immediately attack you. After the massacre, you still have to decide the fate of two comrades - Grydli and Rupert.

As soon as you get rid of the curse in the hospital, you will need to decide the further fate of Grydli and Rupert: you can both let them go and decide to judge them by the standards of the law.

Hospital ruins (unless Cedric was found)


Hangover

As soon as you go to visit the Temerian special intelligence service, you will see that they are planning a holiday. As soon as you accept the invitation and join their holiday, then at some point Bianca will challenge you to take part in one of the competitions. One of them is throwing knives. But soon the local peasants interrupt the game and unexpectedly accuse the soldiers of Vernon Roche of desecrating their sacred statue - Veyopatis. This situation can end in an extremely unpleasant way, for example, a battle between Roche and Geralt. In general, in the end this is what happens, after which the girl decides to tell you about Vernon's past life. At some point, the celebration is interrupted again, but already one of the soldiers will measure their strength under the pretext. If you defeat this soldier, then you receive Craiden's sword as a reward. As a couple more beers pass, you are completely cut out. When you come to your senses, you are already on the bank of the river, and then some unknown peasant will wake you up.

So, you find yourself not only unarmed, but also stripped to the waist. It's time to find out what happened at night at the party. If you intimidate or bribe a peasant, then you will know that you should visit a local girl in a brothel. Finding it will not be difficult for you - the brothel will be located one floor above the inn itself. If you dump some gold to the girl in the brothel (whose name is Garven), she will tell you that you and your friends climbed on her girls and rode them to the harbor. In addition, she advises you to talk to Bianca. You can find Bianca in the Blue Stripes camp. The girl will tell you that you, along with the rest of your friends, tried to swim across the river on prostitutes. You will also learn how you got a special tattoo that every soldier in Vernon Roche's squad has. And one more good news - your belongings are folded neatly in a chest next to it.

Naker contract

On the bulletin board in the city, you can find a contract for nakers (forest monsters). The notice board is located immediately at the entrance to the city inn. But before proceeding to the hunt, you must first collect all the known information about these creatures. As the saying goes, "practice is the best teacher." Therefore, it's time to go to blame the nakers sooner. As soon as you kill more than a dozen nakers, the witcher will understand that these creatures use burrow systems as movement, so if you can find and destroy all the passages to these tunnels, then the nakers will stop terrorizing Flotzam. All entrances will be located in the vicinity of the town. Several caves are located immediately in the forest, near Flotzam, another cave is located behind the waterfall near the elven ruins. The best, surest and most reliable way to get rid of these caves is to use the Cartridge! In order to create such a bomb, you need to use only two alchemical ingredients - these are aer and rebis. As soon as you fill up all the caves, then you just have to find a merchant named Ludwig Mers and take your well-deserved reward from him!

Location of naker tunnels



Endriag contract

As before, you can find the new contract on the notice board, which is located near the city inn. As expected, first you need to study your opponent, and then overwhelm about a dozen creatures in order to understand their essence and tactics. A lot of these creatures will be in that part of the forest, which is located near Bindyuga. At the very beginning of the game, the endriags will be extremely difficult to resist. In battle with them, you should be very careful and accurate, while do not forget to use the Yrden sign to first slow down their movement, and then kill with a silver sword. As soon as you kill a sufficient number of these creatures, the witcher will understand that it is possible to destroy them forever only if you destroy their cocoons. These cocoons will have yellow and translucent shades, new monsters will crawl out from them - in general, you will immediately understand. The cocoons will be arranged in bundles, one such bundle will contain three cocoons. You need to open the cocoon and finish off what will be there with your sword. As soon as you destroy three cocoons, their uterus will visit you. As soon as you kill two queens, you can return for your reward to the already familiar character - Ludwig Merce.

The location of the endriaga cocoons



Poker game - Flotzam

It's time to remember the old game - dice poker (mini-game). This game is familiar to every player who has played the first part of the legendary series at least once. In it, you roll six dice, but first you need to make a bet, then confirm and finally, finally roll the dice. Dice should not be thrown too hard, as they can fly off your board and naturally they will not be taken into account. Your opponent will always be the second to roll the dice. As soon as you make a throw, then further you can choose which dice you will throw next time. Your opponent performs the same action. After the second call, it is usually already summed up who became the winner.

The ascending order of the dice is as follows: poker (if you hit five dice all of the same number); square (if you got four dice of the same number); full house (an ode to a pair of dice and three dice of the same number); senior street (five dice in a row starting from the second number and ending with six - that is, 2,3,4,5,6); junior street (five tiles in a row starting from one to five - that is, 1,2,3,4,5); three, a pair and two pairs (if three dice of the same number fell).

You can find the first players in the Flotzam tavern: all playing characters will sit on the first floor. The weakest players in Flotzam are Casimir and Benedict, so it's best to practice on them first. The strongest here is Zyndraba and in order to get a chance to play with him, you must first beat the weakest opponents. As soon as you win Zyndrab's dice, he will tell you about stronger opponents who also play dice. Strong players are called Burnt and Einar Hussel. You can find the burnt one in the Bindyugi area, but you can find Einar in the artisan area. As soon as you defeat the Burnt One, then you will have a choice: you can take either gold or the head of a troll. You will need the last item if you go to help the troll that lives under the bridge (according to the "Trouble with the troll" quest).

Hand wrestling - Flotzam

A new game in the "Witcher" series. If earlier there were only fistfights, now they have been added to the fight on the hands. So, the essence of the game boils down to the fact that you need to keep the circle within the repainted square on the screen. As soon as Geralt gets tired, the sector decreases in size.

Old Zoltan will tell you about wrestling in your arms, besides that, he will even become your first opponents. And besides that, he will be happy to constantly try to fight with you in his arms, so he is an excellent coach. We advise you to try it first, then move on to more serious rivals.

As soon as you defeat the dwarf, then you will need to find yourself a new opponent. The first real rival can be Janos Zhila, whom you can find in the city tavern. He will be a rather weak opponent, so you shouldn't have any difficulties.

As soon as you defeat Janos, he will complain to a stronger opponent. As soon as you defeat him, then an even more serious opponent will soon come up against you - Fat Mikel (the same frequenter in the tavern). The enemy is very strong and no worse than Zoltan. As soon as you defeat Mikel, you will be able to challenge the local champion - Bartholomew Barca. You can find him in the village (Bindyuga). As soon as you offer him a fight in his arms, he will gladly agree to take part. As soon as Barca is defeated, he will tell everything to a stronger opponent - Adam Pagratt (the only person who was able to defeat Barca). After defeating Adam Pagratt, in the first chapter you will not meet any more new opponents, but you can still continue to train on Zoltan and Janos.

One on one - Flotzam

Fistfighting is a classic The Witcher game. This mini-game is based on QET - that is, instant keystrokes: various signs will appear on your screen that will show which buttons you need to press - A, D, W. As soon as you visit the city tavern of Flotzam for the first time, you will see people, who are fighting. If you dare to talk about it with them, you can find out about the rules of local battles. After that, immediately you are offered to meet with someone in the ring. As soon as you win your first victory, you will be given a stronger opponent. As you win the second victory, your ardent talent will be noticed by King Ziggy - the most famous fighting personality of Flotzam. He will offer you to take part in the battles that are held in the estate of the local commandant (Loredo). This will happen on assignment " Fight club". If you agree to Ziggy's offer, then he will be waiting for you every day at 21:00, near the entrance to this inn. In addition, to become the local champion of fistfights, you will need to defeat the strongest fighter named Little Dodu. if you win this big competition, you can challenge any previously defeated opponent to battle.

Fight club

If you decide to take part in a major competition, then it's time to go to the tavern in the evening and meet with Ziggy there. Your certain "patron" will take you straight to the Loredo estate, while on the way telling you about money and fame. Please note that you still have a chance to abandon this venture if you change your mind.

Immediately behind the commandant's estate, you are met by four opponents. Opponents will not be the weakest, so you have to tinker a little. But the stronger the opponent, the greater the gain! Before the fight with an opponent named Zhdan, Loredo will want to talk to you personally in some quiet place. In a quiet place, he tells you to merge this fight. The fact is that, as expected, everyone is betting on the witcher's victory, so if Loredo bets on Zhdan, then he will get a good jackpot. But it's up to you to decide, so you can either agree or refuse.

    If you agree. In this case, the commandant will share a good win with you.

    If you don't agree. In this case, Loredo will promise you to avenge such an alleged betrayal.

As you leave this house, do not forget to pick up your weapon. The guards left your weapon near the chest at the gate. If you won the fight against the evil Loredo, then at some point in the street next door two thugs who were sent by the commandant fall on you. In order to defeat these villains without any particular difficulties, first immobilize one of the opponents with the help of the Yrden sign, after which you dodge the attack of the second enemy, then go behind your back and beat. After this counterattack, use the Aard sign on the first thug, after he falls you must finish him off. Now, in order to complete the task, you need to go to Buttercup and talk about everything that happened to him.

Trouble with the troll

the witcher 2 assassins of kings troll

Among the other contracts on the bulletin board, there is another very interesting task! Every witcher knows that trolls are intelligent creatures and, according to the witcher code, they cannot be killed if they do not pose a threat to people, therefore, before meeting a troll, you will first need to talk about it with the headman named Horab, which is located in the Bindyugi area. He asks you not to kill the troll, no matter what is said in your order on the bulletin board. Well, everything is getting quite interesting. We are now going to the forest, where near the destroyed bridge (which was mentioned in the order) you will soon find one peasant. Kill the naker who is trying to kill the peasant and talk to him about the troll, after which you find out that he is a troll, has gone mad. Before that, he followed this bridge, and the bridge was the only way that led through Pontar. But now, the bridge is destroyed, and the troll now requires a fee, but not gold, as is usually required as a payment, but vodka! If he does not receive what he requires, then he is going to kill all the travelers who only come across to him. The peasant informs you that they need both a sober troll and a working bridge, so the peasant asks not to kill the troll, but to talk again with the headman. If you have already talked to the headman, then you can finally meet with the troll.

The troll is under the bridge. As you meet with him, he will ask you to bring you vodka. If you didn't have anything with you, or you just didn't want to give him anything, he attacks you. After a little fight, he asks for mercy. Here, as usual, you have to make a choice.

    If you kill a troll. In this case, you will receive the long-awaited reward from Ludwig Mers.

    If you don't kill the troll. In this case, you then have to help this creature and generally fulfill the request of the head of the village. The troll will tell you that his beloved wife was killed, so he began to drink heavily. He will promise you to rebuild this bridge if only we can find the murderer of his wife. If you choose this option, then you will need to help the troll.

Logically, who needs a troll's head? Either an alchemist or a sorceress, right ?. I need to talk to Sheala, maybe she knows something about this. As you chat with the sorceress, you will need to meet with old Zoltan. Zoltan will tell you that only those who want to hang their heads as a trophy need this. Therefore, the most logical thing would be to go to Bindyuga. Without any difficulty, you will be able to notice that the house of the Burnt One will be decorated with the head of a troll. After talking with him, you learn that he bought this trophy from a person named Dimitar. You can get out on this person only through his friends, who hang around the inn in the evenings. In addition, you can get the head of the troll by winning from the Burnt in the dice, but he will play with you only if you get to him by beating the rest of the players on the "Poker with dice - Flotsam" task (the above described task).

Moving on to Dimitar's friends. Finding them in the evening near the inn is not too difficult. If you scare them properly, then they will tell you where you can find Dimitar. This place is the cemetery, which is located near Bindyuga. If the men do not fall for your threats, then you will have to beat them properly. In general, you meet the killer of the wife of a poor troll in the cemetery. After a short conversation, he attacks you. You have to fight several enemies at once, so do not forget to dodge attacks and counterattack. also remember about the Yrden sign. As usual, people turn out to be bigger monsters than those that live in the forest ... After everything is over, then go back to the troll and after, you can already go to the headman, who will adequately reward you.

The smell of incense

As you wander around the port part of the city, at some point you will meet a very noble person who will offer a good amount of gold if you provide him with a couple of services. It will be very difficult to refuse his offer. At some point, it turns out that you have to get a very rare recipe for incense, which can only be bought from one merchant in Flotzam. In addition, it becomes clear that these incense are poisonous. As you look for a merchant, you soon notice how a huge crowd of people is standing at one counter, which is located on the square. At the head of this whole crowd will be a girl, she will speak to you. At some point, she will ask you to do something with the nasty bastard who, according to them, deceived them. This is due to the fact that these "harmless incense" is even worse than the well-known fisstech, and the incense is even more addictive. Of course, the merchant himself does not recognize this fact. If you intimidate or convince this merchant, then he will close his shop. If you can do this, then not only the locals will like it, but also you, since your wallets will add a little. In addition, you will also get a real recipe for this incense. If you directly tell about your assignment, then he will give you a fake recipe. In any case, along with the recipe, you will need to go to Wenzel. Further actions will depend only on how clear your conscience is.

    A real formula. If you give Wenzel a real formula that he wanted to get for so long, he will immediately begin to check whether it is real or not. Of course, you cannot take risks if we are talking about such a sum of money. After confirming that the formula is real, you will have to pick up the formula and meet with Wenzelam near the gates of Flotzam. As you meet, then together go to his laboratory. To keep the location of the laboratory a secret, he will ask you to blindfold you. After a certain amount of time, you find yourself near his laboratory and his people check the obtained recipe. If you brought him the real formula, then you are richly rewarded.

    Fake formula. If you give a fake in the city to Wenzel, then your lies at some point come out and you will find yourself unarmed among armed people. In theory, defeating them all with fists is not that difficult, but real. But the best option will - take the sword that lies on the rack right in front of you. Together with this sword, the Yrden sign should be used against enemies. In any case, your task will be completed.

    They refused to blindfold. After you have met Wenzel at the city gates of Flotzam, then you can refuse to blindfold you. In this case, you will have to get to the indicated place alone. In the end, you will receive an assassin merchant's hideout or a reward, it all depends on the formula passed (fake or real).

    Leaving the recipe for yourself. In this case, Wenzel will be very unhappy and will soon leave the city. After that, at some point, in the forest, near the lair of the keiran, the merchant's thugs attack you, after which they stun you and take you to a secret laboratory. The bandits will soon take absolutely everything from you, including the recipe. To escape from this place, you will need to defeat all the enemies that are here. Since you will not have a weapon, then actively use the signs of Aksiy and Quen. Other than that, it's best to hurry up and grab the sword that is on the rack. As soon as you have a weapon, it will not be difficult for you to defeat all the enemies.

Malena

the witcher 2 assassins of kings walkthrough

Wandering in the Bindyugi area, at some point you will meet a group of Flotzam guards who will surround the young elf. If you interfere in this lynching, then you will find out that this girl is connected with the fact that two guards have recently disappeared. The guards say that she seduced them and led them straight into the ambush of the "squirrels". If you offer to assist in this investigation, then you will soon need to go down to the city caves, since the last time the guards were seen was there. Well, we are going to this place. As you find yourself inside the cave, you will see that there are traces of blood - move along them. Going a little deeper, you find the corpse of one guard. But it was most likely not the elves who killed him, but the nakers living here. If you don't want to end up like this soldier, then you have to kill everyone here. Make your way through the crowds of nakers using the fast attacks of your silver sword. After going a little deeper, you soon find the corpses of two more guards. But before examining these two corpses, you will first need to kill the corpse-eater wandering around here. Use blocks and strong blows in the battle with this monster. When the monster grabs its head and crouches down, move away from it as soon as possible, as an explosion will soon occur. After this skirmish, you can finally calmly examine the corpses of the soldiers. After examining these bodies, you will see that their bodies are literally stuck with the arrows of the Scoy`taels, so most likely the elf was still involved in this and the guards were right. It's time to go back to the guard and talk about what you found deep in the caves. As soon as you climb out of the cave, you are greeted by a nervous guard who demands a prompt solution to the problem. As usual, you can choose from several options for the development of events.

    If told to the guard. In this version, they learn that their friends were really killed by "squirrels", but the girl will deny everything you say. Here you have several options for the development of events: you can say that it is enough to lie and sentence her to death, or you can believe her words and ask you to explain everything. The girl will say that you should see everything with your own eyes and walk into the forest with her. At some point, it turns out that she decided to lead you into an ambush of the elves as well. A battle is brewing, so you need to draw your sword and start using the Yrden sign. Use blocks and dodges to save your life and the guards. As soon as you kill all the elves, then the task will be over and your reward will depend on how many guards are left alive.

    Unless told to the guards. If you decide to keep all the evidence found in deep secrecy, then soon the girl invites you to meet in the forest near the waterfall. Apparently she decided to thank the witcher for the work done. Since Geralt is still that mischievous person, you need to walk to the waterfall. Along the way, you will encounter many dangers, for example, traps, which you will surely fall into without a medallion. In addition, there are nakers in the forest along with endriags. If you are attacked by a flock, then they are already a danger, so be extremely careful. Use power attacks with a silver sword and the Yrden sign against monsters in the forest. As you overcome all obstacles and find yourself near the waterfall, then the charming Milena will already be waiting for you there. But suddenly, everything is interrupted by the "squirrels" squad. If before that in the ruins you helped Iorvet on the assignment of the "Assassins of Kings", then no one will touch you, and in general, they will demand that Milena apologize to you. If you came to the girl before this assignment, and if you did take the side of Vernon Roche, then they will attack you. The battle will be difficult. You will again need to use the Yrden sign, blocks and a steel sword. Also, do not forget to defend the rear and dodge. If you attack them from the rear, the damage will increase. Melena, too, will not just stand and take this opportunity to get out of here, so she will need to find her.

Since the elves are well aware of the forests of Flotzam, and the girl is perfectly hiding, no one can help you in this matter. It is best to continue this task by completing the task "In the claws of madness", since the elf uses the very hospital for the mentally ill as a place of shelter. Having carefully examined the ruins, you will definitely find it. You just have to decide what to do with it. You can kill her on the spot, take her away and lynch Loredo, or just let her go.

Melitele's heart

When the siege of La Valette Castle took place, then you had the opportunity to talk to the rubiles from Krinfried, who showed a very strange amulet. If this thing happened to you, then you can unravel all its secrets as you find yourself in Flotzam.

Near one house, which is located in Bindyug (near the wall of Flotzam), a witcher's amulet suddenly begins to vibrate. This is a sign that something magical is near you. It soon turns out that the whole problem lies in Aneshka (the city herbalist, who is still called a witch). As soon as you tell about Petty's amulet, she will immediately ask you to sell it to her.

    Selling. By agreeing to her proposal, you immediately finish your task, so the adventure associated with the talisman will end. It is best to do this after you have already completed the "Trouble with the troll" quest or if you do not want to kill him.

    Don't sell. If you do not want to sell this little thing to her, then you can ask why she needs it. If you do not believe her and immediately use your wonderful charm, then you will find out that this amulet is a very powerful artifact called the Heart of Melitele. Thanks to its properties, it protects the owner. You may already have heard about this story, but the more interesting thing is that they put a spell on him that he did useful property the opposite - now he does not protect, but kills. The girl asks to sell her this amulet, since she knows a spell that can return the useful property of this item.

If you try to find out from the witch about the ritual, then she will say that for his ritual it is necessary to get rare ingredients: the troll's tongue, the fruit of the endriaga, the essence of death and also the eyes of the crabhopper. If you can get all these ingredients, then Aneshka will be able to remove the negative effect that is imposed on the ancient artifact. The Endriaga Fruit is the most easily obtainable item, so there will be no difficulty. To get the essence of death, you will need to kill the ghost, for example, it will be easy to get this item from the ghost on the quest "In the claws of madness." As for the eyes of the crab spider, you can get them only when you meet with Iorveth on the assignment of "Assassins of Kings". Well, you can get the troll's tongue only if you kill the poor troll under the bridge, in the "Trouble with the troll" building.

As you get all four ingredients, then talk again with Aneshka and during the dialogue a meeting is scheduled at midnight, near the altar of Veyopatis. The ritual will begin there. We recommend that you meditate before 22:00 and after that, go to the indicated place. The statue of Veyopatis will be located in the thicket of the forest, so along the way you will often meet nakers and endriages. Use your silver sword and the Yrden sign against the forest monsters. You will meet Aneshka near the altar. At midnight, the ritual to remove the curse begins. Flame will emanate from the mouth of the god, and various ghosts will begin to rise from the magical aura. If you come close enough to the witch, then the ritual will be violated and subsequently the whole process will be destroyed, but you cannot let the spirits near her. With the help of a silver sword, try to reflect all blows. In addition, here the signs of Igni and Yrden will greatly help you in battle, and as soon as you defeat all the ghosts that have appeared, the ritual will be over. As a worthy reward, Aneshka will give you the purified Heart of Melitele.

Location of Aneshka - witches


Mystical river

Chapter 1

When inspecting a ship that crashed after a collision with a keiran, you will soon find a corpse. A key will hang on the body of this corpse. With this key, you can also open a nearby chest. Inside this chest is the logbook and the report of the captain of this ship named "Peter Zille". In addition, there will be a couple more useful things. In order to complete this task, you will need all the things located here. And do not forget to carefully read the captain's report and his logbook. Based on what has been read, it becomes clear that the expedition that was on the ship "Petr Zille" in the course of research found a very ancient and valuable artifact of the crows in Lok Muinna, in addition, another ship took part in this journey. The captain was never able to send his completed report, so you can do it instead of him. There are several pieces of mailboxes in the city. You can attach the captain's report to any of these mailboxes. Every day, couriers check these mailboxes, so in any case they will send the report wherever he needs to go.

As you know, all mail in the city goes directly through a man named Ludwig Mers. You can find one of the mailboxes lying on his desk. If you try to get inside the box, then Merce will make a noise that you don't need in any way, so just talk to him and use the Axii sign during the conversation. If he succumbs to your spells, then you can take everything in the box without any problems or noise. Inside this box, you find Merce's report to an official who is in Vizima. In this report, Moers accuses the postmaster of not doing the job that he should be doing. You will have to find another box, which is already in the estate of Commandant Loredo. But in order to open the commandant's mailbox, you will already need a key, which only Loredo has. It will be possible to inspect this box only almost at the very end of the first chapter, but on condition that you kill Loredo and take the key from his body. Inside the box, you find a letter to the court magician named Detmold. After reading the letter, one can understand that the death of King Foltest did not hurt Loredo too much - he is much more concerned about the well-being of King Kaedwen Henselt.

Chapter - 2

Once you find yourself in Aedirne and sail along Pontar, you will be able to find "Ayla Tar" - this is another destroyed ship, which is somewhat similar to the "Petra Zilla" that you once found in Flotzam. Use the captain's key that you found earlier in the first chapter and you can open a new chest that you will find on this ship. Inside you can take and read the report of the captain of the ship "Eila Tar". In addition, there will also be Vranian blacksmith tools, with the help of which you can forge the legendary armor of the Ravens. And from this report you can find out how the ships were actually destroyed.

Chapter - 3

As you go down into the dungeon that is located under Lok Muinn, then near the entrance to the city square, go to the left side, and then to the right side. So you will find yourself in a room where a new chest is waiting for you. You can also open this chest only if you have the captain's chest from the first chapter. In general, in the chest you can find armor from Iisgit, the new sword of Deireat, the drawing of the armor of the crows, one rune of fire, and even items that are needed for forging. With all these items in your hands, you can finally talk to the blacksmith. Go to the local blacksmith in Lok Muinne named Bras of Ban Arda. You can find it in the place of the tavern, which is located on the city square. Ask him to forge your armor from Iisgit with the help of the found Vran blacksmithing tools that you found back in Aedirne. As a result, you will eventually receive a beautiful Vran armor and this will be the end of the task.

Additional / Side Quests Chapter - 2: Path of Iorveth

With a fluttering heart

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After you go to the inn, as the council convened by Saskia passes, then an elf, who is in Iorveth's detachment, comes up to you and ask you to give him a little attention. He introduces himself to you as the elf Eleas and tells you that recently in the city of Vergen, young residents began to gradually disappear. The bodies of these unfortunates were found near a long-burnt village. If you are interested in this and you start asking him questions, then he will tell you that the bodies of these young residents were buried in the vicinity of the city. Most likely, the inhabitants are not killed by an elf or even a person, so the case most likely concerns the witch's craft. So, in addition to this, Eleas announces a reward for the capture of the mysterious killer.

Having gone to the village, you do not find anything that would contribute to the advancement of the mysterious investigation. Soon, the smell of sulfur and traces of blood only confirm all the elf's suspicions. It's time to finally examine carefully the bodies of the killed young residents, maybe there is at least some clue. At some point, you will find a tunnel that is located on the outskirts of the city. The tunnel will lead you straight into the forest thicket. You need to get to the catacombs, which are located in the very center of this valley.

You can only get into the underground room by breaking through the wall using the Aard sign. As you do this and go further, then you will find the bodies of the killed inhabitants, which are already wrapped in some kind of cloth. Not having time to take a closer look at them, you are attacked by ghosts. You might have already met such enemies in the fog. In addition, they were also a hospital in the building "In the claws of madness". You can defeat them using the old and proven tactics: the signs of Yrden and Aard, a few rolls + a silver sword. After a little skirmish, it will be necessary to do the autopsy - not the most pleasant thing. We need to find fresh corpses that were recently brought to this place. Moving along this crypt, you will soon find a more or less normal body, which is in the third room (if you count from the entrance to the catacombs). So, after unrolling the fabric, you need to carefully examine the corpse. If you have surgical instruments with you, then you will be able to get a small piece of iron from the murdered person (if you don’t have surgical instruments with you, you will need to buy them from a character named Felicia Corey, a seller of books and recipes). Apparently, this piece is a sword shard. When you turn the body over on the other side, you find an album under the carcass, where old Dandelion's rhymes are attached. After a thorough examination, one has to conclude that there is a succubus behind everything. Since you have already come to these gloomy catacombs, then go down to the level below. There you can meet the spirit of a Kaedwen soldier. He will guard the banner of the Brown Banner. The item is needed in order to remove the ghostly mist on the mission "Eternal Battle". In any case, you will need to go back to the city and already talk with Dandelion about his rhymes.

An old friend can be found at the inn. If you ask about his poems, he will tell you that recently someone stole them from him. Well, it's time to join forces and enlist Dandelion's support: ask him to lure the monster with his poems. In the end, you agree to meet at midnight near the burnt village.

So, at the appointment time, you meet with Buttercup. Now control goes to Buttercup and you need to play in order to eventually lure out the demon with the verses. The following song will have to be folded: "If the virgin wanted to lie with me; That would ask the heart of white palms; Can you hold it; If you open my chest?" The song Buttercup works and soon a succubus comes to you. Next comes the choice.

    You went for a succubus. In this case, Buttercup goes after the demon, despite the fact that Geralt strictly forbade him to follow the demon.

    You didn't go after the succubus. In this case, you need to get to Geralt as soon as possible. Little will depend on this choice in the future. In any case, you will return to managing the witcher. Hurrying to the demon, it turns out that she is in no hurry to fight with you and most likely that you were mistaken in your assumptions.

So, the succubus reports that she really seduces men and sleeps with them, but only in order to suck their energy, while she does not kill anyone in order to come to her again and she eats constantly. She will report that her recent boyfriend fell very deeply in love, so he began to kill his competitors out of jealousy. The name of this lover is Eleas. It will be very difficult to decide, since all the statements sound convincing.

    If you don’t believe. In this case, you enter into a fight with a succubus and you have to kill her. The battle with her will be quite difficult. In the fight, use your silver sword, the signs of Quen and Yrden. After you kill this demon, you can return to the elf and receive a well-deserved reward.

    If you believe. In this option, you will have to talk to Eleas again to find out what the matter is. You can find the elf near the inn. When you ask him about the murders, he will begin to deny everything, so it's time to go to his captain. If you have with you a fragment of the weapon that you found in the corpse, then Iorvet will believe you, but if it is not there, then for the accusation you will need to find some evidence. As soon as you show evidence to Iorveth, the elf will suddenly disappear. Thus, all the suspicions that the succubus suggested are only confirmed. Go back now to the demon and get your reward from her. On the way to the succubus, Eleas will unexpectedly attack you. Your enemy will have two sabers, so first you should immobilize him with the Yrden sign and attack him in the back. As you defeat the enemy, then continue to go to the succubus for a reward.

Baltimore's nightmare

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When you are looking for a magical artifact, you can dream of Baltimore in a quarry with a container. A very frightened dwarf ran away from something. As you walk around the city, at some point you will stumble upon a house that was in a dream. Going inside, you will meet a character named Torak. After talking with him, it turns out that he is a student of the great rune blacksmith, who has long disappeared. Torak, in turn, took as a legacy not only the house, but also the title of Baltimore. Torak himself admits that no one, including him, can compare with the skill of the great blacksmith.

Soon Thorak will allow you to take a closer look at the workshop of the mysteriously missing blacksmith. So, having examined carefully the forge, you can notice that you can break one of the walls with the help of the Aard sign. In this secret room you can find a small chest, and inside this chest is a map of Baltimore itself. But in fact, this is not a map, but a kind of poetic guidebook. As you leave the workshop, Torak will come up to you and report that he is a little nervous about the noise that sounded down there. You have a choice: you can tell him about the find, or you can keep silent. If you told him, then he will ask you to bring him any notes that you can find.

The first part of the verse reads as follows: "Begin your search from the well, where the echo will echo." A similar well can be found in a burnt village nearby. Following the Baltimore records, you will walk through the entire village. After that, you will need to turn to the left and go to the huge gate. Finally, you find an altar made of wood. The altar itself is dedicated to some deity. Move further along the middle path and at the end you find yourself in the quarry, in which you have already been. The next part will tell you about the harpy cave, but instead of going to the gate, climb the rocks on the left side and find a chest in which you will find the rune key. We continue to study the notes of Baltimore: "If you chose the right path, do not forget to meet the maiden. The shade of the poor drowned woman at noon will become the right arrow ...". It's time to go back to the intersection and go from there to the ravines where the trolls live. We are talking about the "Poor Drowned Woman" - it is a ship that has long since crashed on the rocks. Soon you will find doors that are densely overgrown with ivy. These doors can only be opened with the rune key. To go further, you first have to burn all the weeds that are here. To do this, use the sign of Igni. Behind these doors you can find another chest, but with the runes of Baltimore. In addition, you can still find his old notes here. Before you open the chest, Torak will come to you along with the rest of the students. It turns out that they were following you all this time from the very beginning, as soon as you mentioned Baltimore with him.

    If you told about the finds. If you have previously agreed to hand over the notes to Torak, then he will ask you to be the first to unlock Baltimore's chest. In return, he will give you not only money, but also allow you to pick up all the contents that are in the chest. If you agree, then the task will be completed - if you notice that the dwarf is not behaving as expected, then he will attack you.

    If you didn’t tell about the findings. In this case, at the first meeting, the dwarf, along with the rest of the students, will attack you.

Use the Aard sign against these enemies. You will need to apply the sign at the very beginning of the battle in order to knock back your enemies and come up with tactics against them. Since you, as usual, are losing in numbers, we recommend that you use the Yrden sign, which will immobilize one of your enemies. After you defeat Torak along with the rest of the students, then you can open the coveted chest. Here you can find many useful items, but the most useful are Baltimore's Notes.

As you read these notes, you will find out that it was Thorak who killed the old master of Baltimore. This incident will need to be reported to the mayor of the city Cecil. For the work done, you will be given a reward, after which the search for a new blacksmith will begin, but that's another story, and at this stage the task is over.

Poker game - Vergen

The game of dice poker is a very popular game, so it takes place everywhere, even in a rebellious town like Vergen. Your first opponent in this city is Skalen Burdon. Scalen will agree with you to play anywhere and at any time convenient for you. As usual, you have to beat weak rivals in the city for the beginning, in order to move to stronger ones.

On a tip from the owner of the tavern, you can find the first rivals in the house of the blacksmith's apprentices, which is located near the dwarf god. Your first Vergen rivals are Cornelius Meyer and Bruno Bigs. As soon as you beat these rivals, you can go to the inn and play there with the owner. Once you beat him, you can play with a stronger opponent, which will be Cecile Bourdon. You can find Cecil in the house, near the entrance to the mine from above. After you beat Cecil, you find out about the best Vergen poker player. His name is Hagarth. It is also located near the statue of the dwarf deity. In general, in this place you have already been once during the search for Cornelius and Bruno. As soon as you beat the last opponent, then you can take either meteorite steel as a prize, or you can take the prize in gold. The line of the poker challenge in Vergen at this stage will be completed. Of course, you will be able to play with the others at any time now.

Fist fights - Vergen

As expected, in all taverns there will be a game "kick your face". If you decide to test your witcher skills in the Vergen tavern, then first you need to talk to a character named Sheridan, who is engaged in these battles here.

He will read the rules to you as it should be, and after that, you can agree to clean up a couple of muzzles. So, you are waiting for a fight immediately with three opponents in a row. Each subsequent opponent will be stronger than the previous one, but if you try, then you will be able to defeat all your opponents. As you achieve the third victory, you will receive glory.

As soon as Sheridan begins to congratulate you sincerely, then everything is interrupted by one nobleman, who, as he claims, is the brother of Seltkirk. Wanting to finally get out of his brother's shadow, he wants to try to overcome you. Whether you accept the challenge or refuse it is up to you.

If you reject his challenge, then he will leave you with insults and deeply upset. But if you accept the battle and lose, then he leaves you with a smile from ear to ear, after which the task in this city is considered completed, and the next meeting with him will take place in the third chapter.

Hand wrestling - Vergen

Vergen is a place of miners who have hands as good as a sword, so there should be plenty of opponents here. Among these rivals, you can also meet old friends: Sheldon Skaggs and Yarpen Zigrin. Well, Zoltan once talked about these characters to you.

The above-described dwarves almost always sit in taverns, so we go to the tavern. After inviting them to fight, they gladly agree to your proposal. Please note that the new opponents will be strong enough and those whom you met in the first chapter are no match for them. As soon as you defeat these opponents, then they will ask you to put out the ardor of Scalen Bourdon, who constantly boasts that he is the strongest in Vergen.

You can find Skalen Bourdon at the inn. If you offer him to fight, then he will say that you will first have to defeat all the other opponents (weaker), and when there is no one left, you can come to him. Skalen Burdon will be the strongest opponent in the first two chapters, so you will have to try to defeat him.

Harpy Queen Contract

On the notice board, which is located near the inn, you can find a new contract in which you will need to kill the harpy queen. You will be able to complete the task only during the dream of the dragon in the quest "In Search of Magic". The harpy queen can be found in the quarry, which is located near the city. To get to this place, you will need to take the key, which is at the headman of Vergen. The harpy queen attacks you immediately after watching the dragon's dream. In addition, the harpy queen will have a lot of henchmen, so do not forget about the Aaard sign and actively use it. With the help of the Aard sign, you can shoot down harpies, and then finish them off on the ground. As soon as you kill the harpy queen, take everything from her body and go back to the city so that you can already tell everything to the headman of Vergen and get a decent reward.

Harpy Contract

Again, on the board near Vergen's inn, you can find a new contract. So, you have to significantly reduce the population of harpies in the area. Work as usual for a witcher.

As usual, you first need to study your opponent. You can learn about these monsters in practice or from books. There will be enough harpies in the vicinity of the city to fill up a dozen critters, so it makes sense to save some gold. Harpies are found in the Vergena forest, in various ravines and, of course, in the quarry.

Once you get everything necessary knowledge, then the witcher will understand that you need to destroy a couple of nests of these creatures. Harpy traps will help you destroy these nests, and Torak or Ukhach can make them for you. After that, you just need to find the nests and destroy them. All harpy nests will be located in the quarry area, so do not waste time and go there. After you have dealt with all the nests, then return back to Vergen and receive your reward for the work done from the head of the city.

Dirty work

You can hear about the locked mine from the mayor of Vergen, Cecil Bourdon. In addition, you can also read about this on the notice board, which is located near the tavern. The quest is best completed when you are looking for a plant called the dwarf immortelle on the "Underground Life" quest. It will be convenient that everything can be done at once with one descent down.

So, before heading down, prepare five pieces of grape bombs. To make them, you will need to get the ingredients that contain the aer and the rebis. In addition, you still need a potion "Cat", and more than one.

In these mines you will have to fight with a fairly large number of corpse eaters. As expected, you will need to study them, so fill up a dozen of these creatures, after which you will need to destroy their nests. Also, do not forget that when the corpse eaters are already dying, you should move away from them, as they explode. If you notice a foulbrood that is trembling, then just as quickly move away from it, as it will explode. Keep in mind that corpse eaters will attack you in batches, so use the Aard and Yrden sign.

If you are attentive, then you can find all the nests of corpse eaters without any problems. And with the help of the made buckshot bombs, you can easily destroy the nests found. As you finish your work, you just have to report the work done to Cecil Bourdon. As you receive the reward, the task will be completed.

Additional / Side Quests Chapter - 2: Roche's Path

Little sisters

As you wander through the siege camp of the Kaedwen army, at some point your attention will be attracted by a person who is literally "sprinkled" with various ridicule and beaten very hard. If you are interested in this and you want to find out more about what is happening, then talk to the poor fellow and he will tell you why all this is happening. So, three years ago, on one side of the river, he met a strange ghost, and from this meeting he just kicked it in his pants. From that moment on, ghosts haunt him, so his comrades treat him badly. The poor man, who is beaten and mocked, I call Mavrik. In general, he will ask you to help him and get rid of these pursuers.

First, the task will lead you straight to the lair of the waitresses. It is there that you meet a girl named Liva. This girl was with the Kaedwen army three years ago, so she knows about the house on the hill (about which Mavrik told you). It turns out that there are rumors that a doctor named Malgett lived in that house. This doctor had daughters who were killed by the soldiers, and he himself threw himself into the river out of grief.

Well, after what you heard, it's time to go to the abandoned house and carefully examine the cemetery located there, about which the girl Liva spoke. As you find yourself in the cemetery, you will find four graves in each of which a girl is buried: Malgeta, Murron, Marissa and Moira. There are more questions than answers, so it's time to figure this out. First, break the barrels that are behind this house. As you break them, you will find a secret passage down to the basement. As you go down to the basement, you will see traces of magical rituals performed. Light magic lamps at this place. Please note that if you light up you will not correct order, then a ghost will attack you. First, set fire to the distant lamp, which is located from the entrance, after the one that is right at the entrance, well, at the end on the right side of the doors. In the course of your actions, at some point a secret room opens, where you find an encrypted magical record.

Mavrik claimed that he first met a ghost somewhere at midnight. It's time to go to the banks of this river and wait for midnight. At some point, the ghosts of those murdered girls-sisters come out. Here you can both attack them and talk.

    If attacked. Fighting spirits is a common thing for the witcher. First, push your enemies away with the Aard sign, and then use the Quen sign and do not forget to dodge enemy attacks. It is best to attack only from the side or from behind. If the need arises, then immobilize the enemy using the Yrden sign. Once you defeat these ghost girls, you can return back to the Kaedwen siege camp for your reward. This completes the task.

    If you have listened. If you agree to listen to them, then they will tell you about who killed them. And the killer turns out to be none other than that poor fellow Mavrik. After that, their beloved father went crazy and committed suicide. In general, now the spirits want revenge. After that, there are still a lot of questions, so we continue our investigation.

We leave now to the old days of Detmold, maybe he knows something about the manuscripts that you found earlier in the basement of an abandoned house. A little later it turns out that this was the best idea. Detmold will explain that these manuscripts are a kind of description for the use of a necromantic ritual, which makes it possible to enter into a relationship with spirits.

Finally, now you need to talk about everything with Mauritius. If you press this Kaedwenian at the right time, then he will tell you that about three years ago there were rumors that supposedly the same doctor Malgett had contacted the spirits. Now you have to make your choice: you will help ask Mavrik to help you and meet him on the riverbank at 23:00, but if you tell him about the fact that the ghosts called him a murderer, then he will get very angry and go ashore at alone.

    If Mavrik is with you. In this case, you, as before, agreed to go ashore at 23:00. You will meet with him near the gorge, after which you will go to the ghosts together. After a short conversation with the female ghosts, you have to choose again.

    Not supported. If you ask the Kaedwena to admit your guilt, and then give it up, then Marik attacks both you and the ghosts, but soon dies, thereby making evil stronger. At some point, he becomes a demon. Now the demon will talk to you and say that it was he who actually killed the sisters, and you were simply deceived. As it turns out, it was the father who killed his daughters because the Kaedwenians had dishonored them. Since the healer was fond of necromancy, he died of girls and his death, only gave even more strength to the demon. After the conversation, the demon attacks you. Get out your silver sword quickly and defend yourself. Try to dodge the attacks of this demon in time, and use the Yrden sign to immobilize him. Since Mavrik died, you will not be able to get money and you are only entitled to experience.

    Supported. In this case, you and Mauritius will fight the ghost of the girls. Reflect their attacks in time and skillfully counterattack, besides this, do not forget about the Quen sign. After you kill the ghosts, then Mavrik will tell the truth about what happened three years ago.

    If Mavrik is not with you. In this case, you will come ashore and it will be too late, as Mavrik will be killed. And when you start examining the body, a laughing demon will come out. He will tell you that, thanks to your efforts, he has become much stronger and will soon attack you. If you want to defeat him, then try to avoid each of his attacks. Try to put blocks in time and attack from behind or from the side. In battle, the signs Yrden and Aard will greatly help. But since Mavrik died, then you will not see the money, so you have to be content with only experience.

Ave Henselt

The task becomes available only if at one time you were able to help Manfred save his young and stupid son, that is, together with him you fought the Butcher from Tsidaris in the Kaedwen arena on the assignment "Conspiracy Theory

Foulbrood contract

In the Kaedwen camp on the bulletin board, you can find your new contract - the destruction of foulbrood. These creatures are very annoying to the Kaedweni, so they announced a reward for their destruction. Before you clear the camp of these creatures, then, as usual, you must first carefully study them, find out their weak and strong points. As usual, you can learn knowledge in practice or from books. The practice option will cost you a lot less, so it's better not to waste money and hack to death a couple of critters.

Rotten can be found on the battlefield, which is located between the Kaedwen camp itself and the gorge, which was covered with white haze. So, the monsters will attack you in groups, and before their death they explode, so consider all this. It will be possible to effectively fight them with the help of the Aard sign and a silver sword. As soon as you kill the right amount, you will get the knowledge you need about these creatures. Geralt soon realizes that in order to get rid of these creatures, it will be necessary to burn all the remains of the fallen people around the camp. The corpses are to be found in the hollows that are located in the eastern part of the Kaedwen siege camp. You can find out the corpses by the carriage that is located near the river. After you burn nine corpses, the foulbrood will have nothing else to eat and they will soon just leave here. After you do your job, all you have to do is find Proxima and take the well-deserved reward.

Poker game - Kaedwen camp

Well, it's time to finally find the players in the Kaedwen camp, as you did before in Flotzam and Vergen. As usual, most will refuse to play with you, so you will need to prove that you are worth something. First you need to beat a couple of Kaedwen soldiers, whom you can find near the cafeteria of the camp. If you beat two soldiers there, then you can finally play for real money with the masters.

Your first serious opponent in the Kaedwen camp is Ten's manager Zyvik. He often hangs around the gunsmith's tent, so go look for him there. As soon as you beat him, Madame Karol will recommend the Kaedwenians to you, so we go straight to her (you can find out about her from the local players). You can find the girl immediately near the tent, where her workplace is directly located. Once you beat Madame Karol, you can already play with the real local champion, which is the gunsmith Lesovik. In addition, in addition to winning the Kaedwen camp, you can get not only pleasure, but also a more substantial reward.

At the gunsmith Lesovik, the quest chain ends, which is associated with poker in the Kaedwen siege camp. But do not forget that you can continue to play with the beaten opponents, thereby filling your pockets with gold. In addition, there are other players who are not included in the task: Isidor Kai, who is sitting near the field hospital, and Sambor, who is hanging out near the brothel.

Hand wrestling - Kaedwen camp

As before it was in Flotzam - here you can also find worthy rivals who will gladly want to fight with you. To begin with, you will meet mercenaries who are part of Adam Pongratt's detachment (the lower part of the camp, a fire that is located near the field hospital).

Two of these mercenaries will gladly want to fight the witcher, but keep in mind that the new opponents are much stronger than the old ones. Just try to be attentive and you will overcome them. As you defeat two mercenaries, they will tell you about a stronger rival than they are, so you need to go to meet this strongman.

The mercenaries told you about the blacksmith. This blacksmith works not far from them, but only on the opposite side of the path. Perhaps the blacksmith will be the strongest opponent. After defeating the blacksmith, you can finally meet with the captain of the condottieri himself, with the famous Adam Pangratt.

You can find Captain Adam at the top of the Kaedwen camp. But before you start fighting him, talk to him about his adventures that he spent in the battle of Brenna (thanks to this, you will be able to understand much better what is happening now). As soon as you defeat Adam, the quest chain ends there in the Kaedwen camp. Now you can walk freely and challenge everyone to fight, thereby earning gold.

Against Blue Stripes

In this task, you will get the opportunity to beat and clean a couple of muzzles near the Kaedwen camp, in the camp of the Roche squad. The first person you will meet is Fenna, who is near the tents and trains there with his friends. If you ask him, then he and his friends will agree to take part in a couple of battles. Now you will get the opportunity to see the soldiers of Vernon Roche in action and how well he trained them.

As soon as you defeat three Temerians, the captain of this detachment himself will soon call you to battle. Vernon Roche will be a very strong contender, unlike his subjects. But few can compare with Geralt of Rivia, which is why you can clean his face. After you defeat Vernon Roche, the unexpectedly friendly conversation is interrupted by the Kaedwen, who in turn challenges you to a duel. If you agree to this fight, then after a couple of punches Zyvik interrupts the fight, and the Kaedwenian leaves, while chatting to himself about some square coins and accounts that need to be settled. This will serve as the beginning of a new quest "Old Accounts", which will end only in the third chapter of the game. This completes the task, but you can continue to beat the soldiers of Vernon Roche until you get tired of this business.

Additional / Side Quests Chapter - 3

Gargoyle hunting

It is very difficult to wander through what is left of the former greatness of Lok Muinne and not get caught by the gargoyles. There is a tavern in the central square of this town, and next to it there will be a notice board, where you can find, among other things, a contract for gargoyles. The contract was posted by a Ban Arda native named Bras. The sorcerer will be standing near the bulletin board. After talking with him, you will learn that gargoyles are magical creatures that served and guarded the owners of this city.

Fights with gargoyles will make you think that in order to destroy these creatures once and for all, you need to break the magic seals or signs (as you like). The seals themselves tied these creatures to one place, so they are mostly found in one point. There are three such places in Lok Muinne. Such places are underground halls, where some ancient symbols are written. You will have to inspect every meter of the hall and break the seals in every place. The order of deprivation of magical power will be determined randomly each time.

Each room has classified notes that describe the correct procedure for disabling seals. In order to understand these records, you first have to go to a local merchant and buy there a treatise on the ruins, which consists of four volumes. Go to Lockhart the Magnificent's shop and buy the necessary books from him. Of course, you can try on your own to find correct sequence disabling the seals, but every mistake you make will be punished in the form of a battle with gargoyles. The correct deactivation of the runes will be as follows:

The hall on the left side near the main gate of Lok Muinne:

    The first rune is the right wall from the entrance, the second rune is on the wall on the left side, the third rune is the rune below (on the floor) on the left side, the fourth rune is on the floor near the chest.

    The first rune is the left wall of the entrance, the second rune is on the floor on the left side, the third rune is on the floor near the chest, the fourth rune is on the right side of the entrance.

Once you destroy the first seal, you can open the chest located here. In addition to all the trophies obtained, you can also take encrypted records. As soon as you take this paper, a new task "The Mystery of the Manuscript" will appear.

Hall on the right side of the central gate of Lok Muinne:

    The first rune is the right wall from the entrance, the second rune is on the floor on the right side of the entrance, the third rune is the left wall, the fourth rune is the floor on the left side.

    The first rune is on the left side on the floor from the entrance, the second rune is on the wall on the right side, the third rune is on the floor on the right side, the fourth rune is on the wall on the left side.

The hall that is in ruins, located not far from the amphitheater:

    The first rune is on the floor on the left side of the entrance, the second rune is on the floor on the right side, the third rune is on the wall on the left side, the fourth rune is on the wall on the right side.

    The first rune is on the floor on the right side of the entrance, the second rune is on the floor on the left side, the third rune is on the wall on the left side, the fourth rune is on the wall on the right side.

Once you break all the seals, you can go back to Bras and tell him about everything. The wizard will reward you as promised in the contract.

The mystery of the manuscript

The quest appears after you find an encrypted manuscript in a chest guarded by gargoyles. The chest is located in one of the underground halls, to the left of the main gate of Lok Muinne. How to open this chest is described in the "Hunt for Gargoyles" quest.

Once you've picked up the scroll, head to Bras from Ban Ard. This person will be standing in the central square of the city, near the city tavern, so it will not be difficult to find him. After you show the scroll to the sorcerer, he will tell you that this manuscript was sealed with magic that the "old school" possessed. He will also offer you to open it, but first you will need to bring a couple of ingredients, as usual, that you cannot find in the city, but you may have them. So, in the list of ingredients you need: pheromones of the queen of the endriages, the brain of the duck, the blood of the naker warrior and the testicle of the harpy. Note that you can replace the harpy egg with a foulbrood tongue.

If you have all the necessary ingredients, then the sorcerer will very quickly open the manuscript to you. Upon discovery, it turns out that this manuscript belonged to an ancient blacksmith-sorcerer. In this manuscript, you can learn how to forge the legendary sword called Kerm. In this matter, as usual, Bras will help you, who will make this legendary drawing for you, according to which you can later order to forge a blade. We recommend that you do not postpone forging until later, since after negotiations you will not be able to return.

Hand Wrestling - Lok Muinne

So, in Lok Muinn you will finally meet the strongest opponent. On the city board, near the tavern, you can find a notice that says that anyone who wants to fight can challenge Mighty Numa. You can find this hero near the descent into the sewer. You will be guided by the tower, which stands near the central square. You will find the champion of the city during training. After you start fighting Noume, you soon lose. It becomes clear that the matter here is unclean, because it is simply impossible to possess such a monstrous power, so it's time to conduct a little investigation. So, you are given several answers to choose from: you can threaten Numa and if successful, he will promise you not to use potions anymore, or you can sniff out about the potion from his assistant and then you can even buy a potion.

If you drink the potion or intimidate Nume, then the next time you fight, you can easily defeat him. But this should be done before you go to negotiations, since after that you will not be able to return to the strongman.

Old accounts

If in Vergen you were able to meet a man named Zilgart, and also beat him, then he will appear in Lock Muinn and demand revenge in order to win back. And even if you refused in the past, he will still come to you, so there is no way to get away from him. You can meet this fighter near the passage to the sewers or near the tower, which is located not far from the central square of the city. In general, Zilgard will not stand on ceremony and will immediately rush at you, therefore, without any decency, we set out to him everything you want in the language of struggle. It doesn't matter how the fight ends, but you will definitely not see this person anymore. This brawl ends the fistfights in the game altogether.

In addition, a similar situation will occur even if you arrived in Loc Muinne in the company of Vernon Roche, and before that you had already managed to fight a soldier in the camp. If you remember, in this case the battle was not over - Zyvik dispersed everyone. In general, this time, as it should be, he will suddenly rush at you. Once you defeat him, the quest chain will be forever finished in the game.

Poker Game - Bow Muinne

Even in the ruins of the ancient town there are those who are constantly being cut into bones, so it's time to look for new rivals. So, in one of the destroyed houses of this city, you can find a certain "residence" of the players, which is located on the right side of the central gate of Lok Muinne. Before that, in the first two chapters, you first had to play with the weak and end up champions, so two elves will be such weak players to warm up. As soon as you beat them, you will have to play further with the sorcerer. Having beaten the sorcerer, it will be possible to summon his apprentice. Keep in mind that the girl plays much better than her mentor. As you accumulate four victories, you can finally play with the best player in these ruins. This player will again be the wizard and none other than Lockhart the Magnificent! You should have already seen his shop, so we go to his shop. Once you beat this master among the masters, you will get a good title of Champion of the Northern Kingdoms. In addition, you can still choose for yourself some worthy reward from Lockhart. This concludes the dice chain in the game.

ROCHER'S WAY

Prelude to War: Kaedwen

If we helped Roche kill the commandant Loredo, then we leave the Flotzam on the ship a special unit of Temeria. We go to the border of Aedirn and Kaedwen. As far as we know, Leto fled there with Triss. In the same place, near the city of Vergen, the Kaedwen army is preparing an invasion of Aedirn ...

We start the second chapter playing as the Kaedwen king Henselt. Accompanied by Sheala de Tanserville, the sorcerer Detmold and the Kaedwen knights, we set off to negotiate with the Aedirn nobility. The nobles seek the protection of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

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

Geralt and Roche approach the gates of the Kaedwen camp. The witcher's medallion begins to tremble, warning of impending danger. Suddenly the area is covered with a ghostly haze. In it we meet Henselt and his companions. We must lead the king out of the ghost battlefield and get to the camp. Detmold shows us the way and surrounds everyone with a protective magical barrier. [Combat] The ghosts attacking us quickly perish after entering the protective dome of Detmold. You should not go beyond the safe territory - outside we will not last long.

In the fog, Detmold is stopped several times by ghosts. We will have to defeat them all in order to free the mage from their spells. So, we get to the Kaedwen camp. At the gate we meet the foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

Zyvik leads us around the camp, showing us the blacksmith, the canteen, the hospital and the arena for fights. If we have no desire to tour the camp with a guide, we can try to convince the old campaigner to take us to the top of the camp right away.

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

Conspiracy theory (part one)

The task concerning the conspiracy in the camp begins after a conversation with Detmold: the sorcerer will come up to us when we finish talking with Henselt.

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

Butcher of Tsidaris

[A] Wandering around the camp, sooner or later we will find ourselves in the dining room. There, among others, we meet Manfred, who draws vodka alone. If we talk to him, he will tell us about his son Sven, who is waiting for a duel with a certain Letande Avet, also known as the Butcher of Tsidaris. If we offer our help, Manfred promises to do his best to thank us. We're leaving to talk to Sven. At first, he tries to get rid of us, but in the end we convince him to fight the Butcher together. We go to Avet to explain our idea of ​​a 2v2 battle to him. He agrees, and we return to Sven. When we say that we are ready, we will be transported to the arena, where Avet and his partner are already waiting for us. [Combat] In combat, the main thing is to repel the Butcher's attacks and deliver strong blows with a steel sword. You can immobilize the enemy with the Yrden Sign and stab him in the back. At the exit from the arena, we will meet Manfred, who will thank us for trying to save Sven or for saving him, depending on the outcome of the battle. We can ask him about people with square coins. Manfred is true to his word: she gives us a square coin. In addition, he advises us to go to Madame Karol's brothel and ask Whistle Zosia. We must ask that "her smile will open the gates of paradise for us." This is the conspirators' password. After the fight with Avet, Proxim will also come up to us, who will say that King Henselt was watching our fight. He liked it so much that he ordered to arrange a knightly tournament. Proxim invites us to take part in the tournament, and this will be the beginning of a new task (Ave Henselt!).

Truth in beer

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

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

So, we go to Madame Karol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosia. We say to Wendy: "I want your smile to open the gates of paradise for me," and she will open a secret passage to the den of the conspirators for us.

Below we will meet Vinson Trout, whom Detmold and the foreman Zyvik told us about. Vinson has one of the magic items he needs to end the battle of ghosts - the Seltkirk armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is by knocking them down with the Aard Sign and then finishing them off. It is important not to forget to search Trout's body after the battle and pick up the armor. There is an interesting note on the table in the middle of the room. It's worth reading. Suspiciously reminiscent of the style of Master Buttercup ... It seems that in the camp we will have to talk to the poet. The first part of this quest ends with a conversation with Dandelion. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and the other conspirators, we can go to Detmold and tell him everything. The sorcerer will pay us a reward for every conspirator killed, so we can make good money.

Curse of blood

Full walkthrough main and side quests of the second chapter


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

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

Lost Sheep

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

We cross the stream at the Roche camp and walk west along the bank. On the way to the place of Sabrina's death, the drowned men will attack us. [Fight] Against them, the silver sword and the Aard Sign will help us.

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

After examining the circle, you need to talk to the soldiers. They will tell us about the cult of Sabrina, led by a man called the Inspirational, and about the execution that took place at this place three years ago. They will try to take the nail we found, and if we disagree, then our dialogues with other admirers of Sabrina will change slightly.

We lead the soldiers to safety and along the way we fight the drowning people emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We have completed Zyvik's task. When we return to the camp, we will receive a reward for helping: we will be allowed to talk to the captive Scoya'tael. He will tell us about the plans of Zerrit and Egan, Leto's henchmen.

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

We'll find the merchant in the cafeteria. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The traveling merchant will tell you that Iagon pierced the dying Sabrina with a spear to stop her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for corpse eaters, scouring the battlefield. [Fight] Monsters will attack in groups, and when they die, they will grab their heads and explode. It is best to use the Aard Sign against them and finish off the stunned and knocked down creatures with a silver sword. If a corpse eater grabs his head, you need to jump away from him as soon as possible to a safe distance - he will soon explode.

Inspiration

In the ravines, we meet two soldiers fighting off the foulbrood, but we do not have time to save them. After defeating the monsters, we turn north and reach the clearing where the Inspirational's hut stands. Harpies are attacking us there. [Fight] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. The candles burning around will scare away the creatures.

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

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

When it's over, we will return to the Inspirational's hut. As new converts, we ask him about the events of three years ago. He will tell us about the curse that Sabrina put on Henselt. If we ask about the artifacts needed to end the ghostly battle, the Inspirational will tell us about Seltkirk of Gulet and say that his armor may be the symbol of courage we are looking for. We must ask him about Jagon's spear, which is needed to remove the curse from King Henselt. We learn that the relic merchant must have it ...

It seems that the merchant did not tell us everything ... We are heading to the camp to talk with him again. He confesses that he once had a spear that Iagon used to cut off Sabrina's torment. If we bribe, convince or intimidate him (in the latter case, the nail found at the place of execution will be useful to us), he will tell that he lost a spear to the bone to some soldier. Later, this soldier fought with the Scoia'taels in the valley of Pontar, and the spear hit the commander of the elven squad, Iorveth ... The merchant will say that, according to rumors, the elf joined Saskia and that he is now in Vergen, on the other side of the fog. We need to discuss this with Detmold. Maybe at least now the sorcerer will be useful to us in some way.

Begone, evil spirit!

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

On our way out of the upper camp, we encounter Zoltan grunting about the racism that is rampant in the camp. Our friend will be happy to know that there is an opportunity to get to Vergen, although he will be wary of this venture. Thus, we find a travel companion for a dangerous journey. Together we step into a ghostly fog.

The battlefield of three years ago appears before our eyes. Our Witcher Medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of fallen soldiers and draugirs - demons made from the armor and shields of the fallen. [Fight] We will have to fight for our lives. It makes no sense to try to kill all opponents in the darkness. Our goal is just to get to the other side. A silver sword and the Aard and Quen signs should be used against the spirits.

Coming out of the fog, we follow Zoltan to the city of dwarves. In the burnt-down village behind the ravine, we will encounter a squad of Scoya'taels. Thanks to Zoltan's presence, the elves will not kill us. They will advise us to meet with their commander on the outskirts of the city.

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

Death symbol

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

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

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

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

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

Hate symbol

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

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


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

Krasnoludskie mines are a real labyrinth. We will probably get lost more than once before we start navigating them and find our way. Not only that: it is dark in the dungeon, and oil lamps are of little use. I advise you to stock up on potions in advance that will allow us to see in the dark. In the mines, we will face corpse eaters. [Combat] We use tried and tested methods: knock them down with the Aard Sign and finish them off with a silver sword, remembering to jump back to a safe distance when they die. After a long wandering in the mines, we reach a room where a two-meter duck will attack us. This corpse eater is as big and strong as a troll. [Combat] The easiest way to deal with it is with the Yrden Sign and a finishing blow in the back. In the hallway outside the door we will meet Zoltan and Saskia, the Dragon Slayer.

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

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

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

Vernon says that shortly before we appeared, a woman came out of the fog and that the Blue Stripes were attacked by the Nilfgaardians who met her. It looks like it was Philippa Eilhart's maid, whom the sorceress sent here in search of Triss ... Or maybe she spies for the Empire? We hurry to the camp: perhaps Ambassador Shilard will explain everything to us. In the camp it turns out that the Nilfgaardians have already sailed ... We must speak with Henselt. Perhaps he will allow us to follow the Black ones.

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

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

This is a kind of mini-game. If we have read the book that Detmold gave us earlier, then we can easily draw the signs in the correct order. We need to create a kind of goat skull inscribed in a circle. To do this, we advise Henselt to start at the witch's circle and move towards the petrified bread. Then we ask the king to go to the charred wood, and then to the carcass of a raven, yogurt, and finally again to the witch's circle.

Now we need to set fire to the runes - this will allow the ceremony to begin. Signs on the ground will light up with blue flames and ghosts will appear outside the circle. Over time, the barrier that protects the king and us will disappear and evil spirits will penetrate inside. We must protect Henselt until Sabrina's spirit utters the final curse. [Combat] We repel the attacks of the ghosts with a silver sword and use the Signs as needed. Soon, the king pierces the spirit of the sorceress with a spear, completing the ritual and removing the curse from himself. Henselt will be so grateful to us that he will promise to give away the medallion - the creed needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation ...

Assassins of Kings

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


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

When we remove the curse of Sabrina Glevissig from the king, Henselt invites us to a feast. Arriving at the upper camp, we see that the monarch is receiving the Redanian ambassador. The guards will not let us into the royal tent, and we will have to wait until evening. After 22:00 we try again. The ambassador informs Henselt that after Foltest's death and as a result of the tragic death of Prince Bussey, his sister Anais may become the heir to the throne. The King asks us about some of the details of the siege of La Valette Castle. However, the conversation is interrupted by an assassin, from whose hand the ambassador will fall. We save the king with the Aard Sign. A fight with two assassins awaits us. [Combat] Our opponents are strong enough. In a battle with them, it is worth using blocks and the Yrden Sign.

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

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

Thanks to necromancy, we now see the world through the eyes of the killer - Egan. We are in a gorge, far from the camp. Another killer of kings, Zerrit, is with us. We need to get to the hideout. On the way, we come across harpies that live in gorges. [Fight] Strong blows from the silver sword will clear the way for us. Soon, Zerrit leads us to hiding. We follow it strictly, trying not to hit the traps that surround it. So we will reach the place where the main killer - Leto is. We talk to the Assassin of Kings and learn that Sheala de Tanserville is also involved in the conspiracy and that the assassins no longer need her. In addition, Leto says he is going to Lok Muinne.

Then, still under the influence of Detmold's spell, we are transported to Henselt's camp. Zerrit is walking along the wall, and we need to sneak along the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a rock on the left and wait for the sentries to finish talking and leave. Now you need to get to the end of the passage between the tents and the palisade. If we succeed, we will find ourselves in a cave under the camp, where Zerrit will voice his ideas for the creation of a new Council and Chapter of Sorcerers at a meeting in Lok Muinn. The spell will then take us to the upper camp, where we will have to fight to get to Henselt's tent. [Combat] We need to deal with the guards and shield guards armed with two-handed swords. We must deflect their blows and deliver power blows with a steel sword.

The action of necromancy ends, and we wake up in the hospital. We briefly retell everything that we saw, and go to the hideout of the killers. The injured Zerrit is probably there. First, we can wander around the camp and finish the rest of the tasks. After that, we go to the killer's cave the way we walked during the vision. We find the dying Zerrit where we met Leto in a vision. We briefly talk with him about Sheal. Now we need to go back to Detmold and tell him everything. The sorcerer tells us that it is time to remove the curse from the battlefield, and gives us Henselt's medallion - the creed we need to dispel the darkness. After that, it remains for us to reveal the conspiracy. If the conspiracy has already been revealed, you can remove the curse from the battlefield.

Eternal battle

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

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

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

In the fog, the spirit of an Aedirn soldier takes possession of us. Our commander gives orders to archers and sends us to capture the enemy banner. We run through the defensive fortifications to the spirits of the Kaedwen warriors defending the banner. [Fight] We have to block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs. After that, the spirit of a Kaedwen soldier infiltrates us.

We must inform our commander that the banner fell into the hands of the enemy. Arrows rain down from the sky. Taking cover behind wooden shields, we cross the battlefield. Archers fire at regular intervals, so we’re safe between shots. This is how we get to our General Vandergrift. Drauga. The general engages in battle with Sabrina Glevessig, the court sorceress of King Henselt.

Sabrina sends a rain of fire to the battlefield. We were seized by the spirit of the Aedirn commander Zeltkirk. We once again engage in battle with the spirits and ghosts of the Kaedwen soldiers. [Fight] We only have a sword at our disposal. We try to block enemy attacks and quickly retaliate. In the end, we find ourselves face to face with Vandergrift. The spirit of Seltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

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

After the death of the demon, the spirit of the Kaedwen priest will take possession of us, who will try to lead the soldiers out of the fiery shower. Hiding behind cover, we head towards the edge of the fog ...

Conspiracy theory (part two)

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

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

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

We are in a hurry to the place the poet spoke of. To our surprise, we meet Vernon Roche there. We have no choice: we must help Roche. Together we hurry to the Temer tent in search of Bianca. At the Blue Stripes camp, Kaedwen soldiers are attacking us. [Fight] We will win if we skillfully reflect blows and use the Aard and Yrden Signs. We see that the tent is empty. The camp whore tells that Detmold invited Roche's men to a banquet in the camp dining room. We go there, but on the way we encounter the Kaedwen soldiers who remained in the camp. [Combat] Our enemies are numerous, some of them have halberds, so we'll have to be careful. You need to put blocks and dodge. The Yrden, Quen and Aard signs will also come in handy. Arriving at the site, we will find all of Roche's people ... hanged. Only Bianca survived. She tells who arranged it. Burning with a thirst for revenge, Roche rushes to Vergen to find and punish Henselt. Geralt is more interested in Sheala de Tanserville, who also fled to Vergen. It's time for reckoning ...

The storming of Vergen

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

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

So, we are heading to the besieged Vergen. Our path lies through the gorges, with which we are familiar with the assignment of the Assassin of Kings, so we look forward to meeting with the harpies again. In the depths, where there used to be fog, we find ancient debris, and next to them a troll.

[Choice] We can speak to her politely and learn that her husband recently met someone going to Lok Muyinn. Or we can kill her so we don't waste time. On the way to Vergen, near the old quarry, we must be ready to meet the harpies. Then, in the hollow, we will have the opportunity to save the trolls' husband, who was attacked by three Kaedwen mercenaries. If we killed the troll before that, her husband will attack us. Around the bend, we meet the Kaedwenian bushbugs. [Fight] We must not forget about the blocks and deliver strong blows with a steel sword. After the battle, we will notice one of Detmold's men nearby. It turns out that the sorcerer also knows about the secret passage to Vergen.

Wasting no time, we hurry to the cave. We don’t have to search long for the escaped soldier. We face him ... and his companions. It turns out that this is one of the people of Adam Pangratt. We already saw him in the camp. He will order his people to kill us, and he will go deeper into the caves. We will have to draw our sword again. [Fight] This is a pretty difficult fight. It is best to block enemy attacks and use a combination of powerful and speedy strikes with a steel sword. The signs Aard and Igni will also be useful to us. Deeper in the caves, we will find another group of mercenaries. Making our way deeper and deeper, we will meet with Detmold himself. [Fight] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Detmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We hurry forward: Vergen should already be near. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress - Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedwenians have laid siege to Iorveth. It's up to us to decide whether [A] we want to help the elf, or [B] will immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Khivay spoke about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, we first run to the right, to the fortification that Zoltan told us about. There we will face large forces of the Kaedweni. [Fight] In this fight, don't forget about blocks and strong hits. After the victory, Iorvet will have a short talk with us.

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

Looks like all roads lead to Lok Muinne ...

Another way to get the same information is to help the three bums find their comrade. On the territory of the camp we will stumble upon three drunks who shout out the name of Audrin. So he was lost. When asked what their comrade looks like, they answer that he is as drunk and sleigh as they are. We leave through the western gate to the river and there we find Audrina not far from the cave. We drag him to the camp. On the approach to Geralt's camp, vigilant guards slow down. You can buy off them, say that you have caught a prisoner, you cannot pass him off as a witness, because the quest will fail. We reunite the group and go to the cafeteria to celebrate it. In the conversation we choose: "People are afraid of Henselt" and "I need some information." Again, as in the previous quest, we get both information and a coin.

SYMBOL OF CHARACTER

Now that we have both a coin and passwords, and we also know where all this can be used, we report to Detmold. Then we go to the brothel, it is there that the conspirators' den. We present a square coin to Madame Karol (this is a mother) and for intimate pleasures we choose Zoska Whistle. In a conversation with Zoska, we choose the phrase - "I want your smile to open the gates of paradise for me," to which Zoska will open the entrance to the conspirators' refuge. Vinson Trout and his friends are waiting for us there. We start a fight. The people of Detmold will come to our aid. The conspirators are utterly defeated, we mock everything and everything. We take Zeltkirk's armor from Vinson Trout, thereby closing the "Symbol of Courage" quest, we will need it in the future. We go to Detmold for a reward.

BLOOD CURSE

Now we need to think about how to remove the curse from the king. As with any crime, it is necessary to investigate from the inspection of the scene. And so we go to the place of execution of the hero of the occasion. From the Blue Stripes camp, head south. We cross the river and along the road to the right. Having reached the place, we make an inspection. The enchantress Sabrina Glevissig was first wheeled, crucifying her on a huge wheel. They just nailed it down. Then they burned it. In general, we examine the ashes. In order to have a general idea of ​​what happened and is happening, we draw attention to all the proposed points that will appear as you inspect.

LOST LAMS

Then we approach the soldiers whom we will find here, during our arrival. Let's talk with them and promise that you will go to the camp with them. Otherwise they are afraid. Also, from a conversation with them, we learn about a certain eccentric whose name is Inspirational, about nails of amulets and an artifact dealer. On the way to the camp, we will kill a number of drowned people. The soldiers will thank us, and to complete the quest "The Lost Lambs" we need to find Zyvik and tell him that his soldiers have been found. Zyvik will thank us. If you talk to Zyvik, you can learn a lot of interesting things, this information will be useful to us in the future. If you go to the artifact merchant now, he will mention the spear that killed the sorceress Sabrina. But we will not get anything more out of it.

ON THE WAY TO THE INSPIRED

We go to the Inspirational. We meet a group of soldiers who are fighting with rotten ones. As far as possible, we save someone. If this succeeds, then the soldiers will ask Geralt to give the Inspirational the money they have collected. If there is no one left alive, then we simply examine the bodies of those killed. Closer to the Inspirational's dwelling, the harpies will whirl. We'll have to interrupt them. Inspirational, like everyone else in this game, wants something. You can choose a rather stupid and stupid option, and become a follower of the Inspirational.

Why do we need to pinch ourselves in the forest to the altar at night, drink the elixir of the Inspirational, after which Geralt will start having glitches. He wakes up not far from the house of the Inspirational. We tell you what we saw and that's it, the dedication is over. There is an easier way to achieve the same results, just pay four hundred orens. We learn that the spear of the guard of Yagon, went to the type who trades in artifacts.

ARTIFACT TRADER

In the camp we will meet a group of soldiers discussing the amulets that they buy from the artifact merchant. Geralt asks to show one of them. This is a nail, an ordinary new nail. Unlike what Geralt picked up at the place of execution. Geralt's nail is rusted, melted and smoked. You need to ask the artifact merchant about his business. Based on the data we already have, we can hope that the spear of Jagon, the same guard, is still with the relic seller. The merchant tries to fill up the price ... But Geralt has his own trump cards up his sleeve. In general, we intimidate the merchant and draw out of him that the spear is ... in Vergen.

IN VERGEN

To get to Vergen, you need to go through the darkness, so we go to Detmold. We get Detmold's amulet and the emissary's standard, this is a symbol of the fact that the Wolf came in peace. You can put on the armor of Zirael, which the king will kindly provide us. From the name it is clear that this is elven armor. On the way into the darkness we meet Zoltan. Zoltan is overwhelmed by something.

We can have a drink with him and suggest a walk through the darkness. Having entered the darkness and being on the battlefield, Detmold's amulet will indicate the right direction, we will use it as well as a witch's medallion. We do not pay attention to the huge number of wandering ghosts, but simply run in the right direction. On the approaches to the city, we will meet several skoya "taels, the emissary's standard will help us. Arriving in Vergen, we meet the dwarves, Yarpen Zigrin and Skalen Bourdon. When asked about Leto, Yarpen answers negatively, but recalls that there was a scandal with Philippa Eilhart's assistant when she I sent her to check the portal to the gorge, where they allegedly saw some woman fall from the sky. The assistant also ran away. We learn from them where to look for the artifacts we are interested in. We begin the search.