Complete walkthrough of the main and side quests of the second chapter. Complete walkthrough of the main and side quests of the second chapter Sabrina's place of execution the witcher 2 map

ROCHE'S PATH

Prelude to War: Kaedwen

If we helped Roche kill commandant Loredo, then we leave Flotsam on the ship of a special detachment of Temeria. We are going 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 Kaedweni army is preparing an invasion of Aedirn...

We start Chapter 2 playing as the Kaedweni King Henselt. Accompanied by Sheala de Tanserville, the sorcerer Dethmold and the Kaedweni knights, we set out to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

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

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

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 Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

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

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

Conspiracy Theory (Part One)

The task regarding the conspiracy in the camp begins after talking with Detmold: the sorcerer will come 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 gather his drinking companions [B].

Butcher of Cidaris

[A] Wandering around the camp, sooner or later we will end up in the dining room. There, among others, we meet Manfred, who is drinking 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 Cidaris. 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 pitch our idea for a 2v2 fight 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 attacks of the Butcher and deliver strong blows with a steel sword. You can immobilize the enemy with the Sign of Yrden 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 for Zosya the Whistle. We must ask that "her smile will open the gates of paradise for us." This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a jousting 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 drunkards 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 go around the whole camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We're leading the drunk soldier back to the camp. Guards stop us at the gate. We can tell them that we got Audrin drunk as he is an important witness in the investigation we are running, or just 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 found all three of Audrin's friends, then we can go to the dining room to drink beer. If we build a conversation correctly, these gentlemen will relax and loosen their tongues. They will tell about the brothel, Zosya's Whistle and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise, we won't get anything from them.

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

So, we go to Madame Carol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosya. 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 lair of the conspirators.

Downstairs we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the ghost battle - the Seltkirk Armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important 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 Master Buttercup's style... Looks like we'll have to talk to the poet in the camp. The first part of this quest ends with a conversation with Buttercup. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and other conspirators, we can go to Detmold and tell him about everything. The sorcerer will pay us a reward for each killed conspirator, so that we can make good money.

Blood Curse

Complete walkthrough of the 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 betrayal. 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, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

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

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, drowners will attack us. [Combat] The silver sword and the Aard Sign will help us against them.

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

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

We lead the soldiers to safety, and along the way we fight drowners emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We've completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to speak with the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

In the circle we found some interesting clues. They must be used to remove the curse from Henselt. The soldiers mentioned the Inspirational One who lives in the gorges behind the camp, and the Relic Vendor that can be found at the canteen. So, we return to the camp. On the way to the dining room, we meet soldiers who are arguing over a relic. If we have the nail 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 a merchant in the canteen. If, when examining the place of execution of the sorceress, we noticed noticeable traces, then we will learn much more from him. The wandering merchant will tell you that Yagon pierced the dying Sabrina with a spear to end her torment. In addition, he will advise us to meet with the Inspirational.

We leave the camp and head east towards the gorges. On the way, we are waiting for the corpse-eaters, scouring the battlefield. [Combat] 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 stunned and knocked down creatures with a silver sword. If the corpse eater grabs its head, you need to quickly jump away from it to a safe distance - it will soon explode.

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse 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 hollow nearby.

We're 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. We will remember what we saw for a long time ...

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

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had the spear with which Iagon ended Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in the bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, 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 even now the sorcerer will be of some use to us.

Get out, evil spirit!

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

At the exit from the upper camp, we will encounter Zoltan, grumbling about the racism that flourishes 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 companion for a dangerous journey. Together we step into the ghostly mist.

Before our eyes appears the battlefield of three years ago. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of fallen soldiers and draugirs - demons made from the armor and shields of the fallen. [Combat] We will have to fight for our lives. Trying to kill all opponents in the dark does not make sense. Our goal is simply to get to the other side. Against the spirits, a silver sword and the Signs of Aard and Quen should be used.

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

In the mentioned suburbs we meet our old friend, Yarpen Zigrin. This dwarf now serves as the commander of the guard. In a conversation with him, we learn that the banner of the Brown Banner - the symbol of death that we are looking for - can be found in the catacombs in the forest beyond Vergen. Yarpen cannot let us into the city as parliamentarians, but Zoltan decides to stay in Vergen and not return to the Kaedwens. He promises us to get the sword of General Vandergrift from Saskia - another memorable item needed 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.

Symbol of death

So, we decide to search 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 can attack us. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal 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 into claiming that we once entered Buruya, or [B] we can fight him.

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

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

But that's not all. If we deceived the ghost, he will periodically pursue us in other battles.

Symbol of hate

We've done our part. Let's hope that Zoltan did his job and got a sword... We're going to meet the dwarf. We pass through the outskirts of Vergen and the burnt village and find ourselves in the same place where we 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

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

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

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

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

Vernon says that a woman came out of the mist shortly before we arrived, 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 is spying 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 talk to Henselt. Perhaps he will let us follow the Blacks.

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 site of Sabrina's execution. We need to meet with Detmold to get magic powder from him. With them we will draw the runes that we read about in the book taken earlier from the sorcerer. Having received everything we need, we go to Sabrina's circle.

After a brief conversation, the king leads us to a hill that overlooks the area. There we have another conversation with him. 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.

It's kind of like a mini-game. If we 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 circle and move towards the petrified bread. Then we ask the king to go to the charred tree, and then to the carcass of the raven, curdled milk, and finally again to the witch's circle.

Now we need to set fire to the runes - this will allow the rite to begin. The signs on the ground will light up with blue flames and ghosts will appear outside the circle. In time, the barrier protecting the king and us will disappear, and evil spirits will enter. We must protect Henselt until Sabrina's spirit speaks the last words of the curse. [Combat] We fight off the attacks of ghosts with a silver sword and use Signs as necessary. 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 hand over the medallion - a symbol of faith needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation...

Kingslayers

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 won't let us into the king's tent, and we'll have to wait until evening. After 22:00 we make another attempt. The ambassador informs Henselt that after the death of Foltest and as a result of the tragic death of Prince Bussi, his sister Anais may become the heir to the throne. The king asks us about some details of the siege of the castle of La Valette. However, the conversation is interrupted by the killer, from whose hand the ambassador will fall. We save the king with the Sign of Aard. We are waiting for a fight with two killers. [Combat] Our opponents are strong enough. In a fight with them, it is worth using blocks and the Yrden Sign.

At a certain point, Sheala intervenes in the fight, and one of the assassins manages to escape. Henselt wants to talk to 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.

Now we are free. We can finish other tasks 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 Rook potion. If we do not have its recipe, 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. Dethmold begins the ritual...

Thanks to necromancy, we now see the world through the eyes of a killer - Egan. We are in a gorge, far from the camp. We have another kingslayer with us, Zerrit. We need to get to the hideout. Along the way, we encounter harpies that live in the gorges. [Combat] Strong blows of the silver sword will clear the way for us. Soon, Serrit leads us to the hideout. We go strictly behind him, trying not to touch the traps with which it is surrounded. So we will reach the place where the main killer is located - Summer. We talk to the Kingslayer and learn that Sheala de Tanserville is also involved in the plot and that the assassins no longer need her. Also, Leto says he's going to Loc 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 on the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a stone on the left and wait for the sentries to finish 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 regarding the creation of a new Council and Chapter of Sorcerers at a meeting in Loc Muinne. Then the spell will take us to the upper camp, where we will have to fight to get into Henselt's tent. [Combat] We need to deal with the two-handed guards and shieldmen armed with two-handed swords. We must parry their blows and deliver power blows with a steel sword.

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

Eternal fight

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

Throughout the second chapter, we will collect information and look for a way to get rid of ghosts. Thanks to our own experience and the help of the sorcerer Detmold, we find out that we will need four artifacts related to the battle three years ago: symbols of faith, courage, hatred and death. When we complete the earlier quests that make up the 74th main storyline, we will come to the conclusion that the following artifacts are needed for nm: Henselt's medallion, Seltkirk's armor, Vandergrift's sword and the banner of the Brown Banner. We will receive the medallion from Henselt when we complete the Assassins of Kings task, the armor after the battle with Vinson Trout and the conspirators (Conspiracy Theory), and in Vergen (Blood Curse) we will get the sword and 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 mist, the spirit of an Aedirnian soldier takes possession of us. Our commander gives orders to the archers and sends us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs. After that, the spirit of the Kaedweni soldier is instilled in us.

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

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] The fight with the draug is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call in a volley of archers, and finally send Sabrina's fire hail at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most 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 Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind covers, 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 dissatisfied with Henselt's agreements with Nilfgaard, and Detmold has arrested several conspirators, and if we do not do something immediately, he will send another half of the camp to the rack. Henselt went with the army to Vergen. In addition, Buttercup informs us that the conspirators are hiding in the house at the top of the hill.

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

Assault on 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 leads through the gorges, which we are familiar with on the assignment of the Assassins of Kings, so we are again looking forward to meeting with the harpies. In the depths, where there used to be fog, we find ancient debris, and next to them is a troll.

[Choice] We can talk to her politely and find out that her husband recently met someone going to Loc Muinne. Or we can kill her to save time. On the way to Vergen, near the old quarry, we should be ready to meet harpies. Then, in the hollow, we will have the opportunity to save the troll's husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shieldmen. [Combat] Don't forget about blocking and strike hard with the steel sword. After the fight, 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 look long for a runaway soldier. We face him... and his comrades. This is revealed to be one of Adam Pangratt's men. We have already seen him in the camp. He will order his people to kill us, and he himself will go deeper into the caves. We'll have to draw our sword again. [Combat] This is a rather 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 come in handy. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Dethmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We rush forward: Vergen should be close by. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress - Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth . It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Chivay was talking about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will face a large force of Kaedweni. [Combat] In this fight, you should not forget about blocks and strong blows. After the victory, Iorveth 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 a few more soldiers. Then, after a couple of steps, we will have to face the monster that the sorceress summoned. [Combat] It is important not to forget about blocks: this monster can easily knock Geralt down. The Sign of Igni and the strong blows of the silver sword will help us. We get to Philippa's house only to see the sorceress open the portal. Sheala de Tanserville will advise us not to look for her again. She will disappear along with Saskia, and Henselt will appear instead. The king will order us to be killed. [Combat] In this battle, we will need a combination of blocks, the Sign of Igni, and strong strikes of the steel sword. After defeating the enemies, we will have to deal with Henselt. Meanwhile, Roche will break into Philippa's house. [Choice] It's time to decide what to do with the king of Kaedwen. We have a choice. [A] We can spare him and tell Roche it's better to keep our hands clean, or [B] let Roche kill the king. This decision will have serious consequences in the third chapter.

Looks like all roads lead to Loc Muinne...

Another way to get the same information is to help the three bastards find their comrade. On the territory of the camp we will stumble upon three drunks who shout out the name of Odrin. So he got lost. When asked what their comrade looks like, they answer that he is just as drunk and sleighing as they are. We leave through the western gate to the river and there, not far from the cave, we find Odrin. We take him to the camp. On the way to Geralt's camp, vigilant guards slow down. You can pay them off, say that you have caught a prisoner, you cannot pass him off as a witness, because the quest will fail. We reunite the company and go to the canteen to note this. 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 COURAGE

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, that's where the lair of the conspirators. We present a square coin to Madame Karol (this is the mother) and for intimate pleasures we choose Zoska Svistushka. In a conversation with Zoska, we select the phrase - "I want your smile to open the gates of paradise for me", to which Zoska will open the entrance to the shelter of the conspirators. 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 have been utterly defeated, we are shmona everything and everything. We take the armor of Zeltkirk from Vinson Trout, thereby closing the quest "Symbol of Courage", 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. Like any crime, it is necessary to investigate from an inspection of the scene. And so we go to the place of execution of the hero of the occasion. From the camp of the Blue Stripes, we move in a southerly direction. Cross the river and follow the path to the right. When we get to the place, we do an inspection. The sorceress Sabrina Glevissig was first wheeled, crucifying her on a huge wheel. Just nailed down. Then they burned it down. In general, we examine the ashes. In order to have a general idea of ​​what happened and what is happening, we pay attention to all the proposed items that will appear as we look.

LOST LAMBS

Then we approach the soldiers whom we will find here, during our arrival. We will talk to 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 amulets and an artifact dealer. On the way to the camp, we will kill a number of utopians. The soldiers will thank us, and to complete the Lost Lambs quest, we need to find Zyvik and tell him that his soldiers have been found. Zyvik will thank us. If you talk with Zyvik, you can learn a lot of interesting things, this information will be useful to us in the future. If you now go to the artifact dealer, he will mention the spear that killed the sorceress Sabrina. But we can't get anything more out of it.

ON THE WAY TO INSPIRATION

Let's go to Inspirational. We meet a group of soldiers who fight with foulbrooders. Rescue someone as much as possible. If this succeeds, then the soldiers will ask Geralt to transfer the money they have collected to Inspirational. If no one is left alive, then we simply examine the bodies of the dead. Harpies will swirl closer to the Inspirational's dwelling. You'll have to beat them. Inspirational like everyone 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 lean into the forest at the altar at night, drink the elixir of the Inspirational there, after which Geralt will start glitches. He comes to his senses not far from the house of Inspirational. We tell what we saw and everything, the dedication is over. There is an easier way to achieve the same results by simply paying four hundred orens. We learn that the spear of the guard Yagon went to the type that trades in artifacts.

ARTIFACT DEALER

In the camp we will meet a group of soldiers discussing the amulets that they buy from the artifact dealer. Geralt asks to see one of them. It's a nail, an ordinary new nail. Unlike what Geralt picked up at the place of execution. Geralt's nail is rusty, melted and sooty. You need to ask the artifact dealer about his business. Based on the data we already have, we can hope that the spear of Iagon, that same guard, is still with the relic seller. The merchant balks and fills 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.

TO VERGEN

To get to Vergen, you need to go through the darkness, so we go to Detmold. We get the amulet of Detmold and the standard of the emissary, this is a symbol 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 mist. Entering the darkness and being on the battlefield, Detmold's amulet will indicate the right direction, we will use it as well as a witcher'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 standard of the emissary to help us. Arriving in Vergen, we meet dwarves, Yarpen Zigrin and Skalen Burdon. When asked about Summer, Yarpen answers in the negative, but recalls that there was a scandal with Philippa Eilhart's assistant when she sent her to check the portal in the gorge, where they allegedly saw some woman fall from the sky. The assistant also escaped. We learn from them where to look for the artifacts we are interested in. We begin the search.

Prelude to War: Kaedwen

Spoiler

The chapter begins with a meeting between King Henselt and Prince Stennis. Since in the previous chapter, the Wolf helped Roche, control will pass to Henselt and we, as the king of Kaedwen, are going to negotiate.

Dronekiller Saskia and Prince Stennis soon appear. You have to make a choice: listen to Saskia or not. The first option will end with a duel between the king and the dragon slayer, and the second one with a massacre.

Now the game switches back to Geralt. Suddenly, the atmosphere changes, the sun disappears, and the ghosts of fallen warriors begin to roam everywhere. Now the priority is to protect the sorcerer Detmold, as he is able to create a barrier that protects from spirits. The sorcerer creates a dome and the squad moves forward. Geralt is highly discouraged from going beyond the barrier, just like ghosts entering it, but for some reason they think differently and die rather quickly.

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

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


Conspiracy theory

Spoiler

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

You can continue the quest by completing one of these two tasks: "The Butcher of Cidris" and "The Truth in Beer" (both can be completed).

Geralt receives a square coin and also learns where the conspirators' lair is located. He reports his successes to Detmold, after which he goes to a brothel, shows a square coin to Madame Karol, and among the offered ladies chooses Zoska Svistushka. During the dialogue with Zoska, you should choose the option "I want your smile to open the gates of paradise for me", and then she will open the passage to the shelter of the conspirators.

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

To move the quest off the ground, you must complete the tasks "Eternal Combat", "Killers of Kings" and "Blood Curse".

Dandelion says that the conspirators are gathering in the house above the cliff (a mark will appear); Geralt arrives there and sees that the main conspirator is... Rocher. Due to recent events, the conspirators have been exposed, so everyone needs to be warned. Wolf and Vernon go to the Blue Stripes' camp, but only the Kaedweni are found there (who are disposed of). One of the prostitutes says that all members of the detachment were invited to the feast.

And the feast ended in a funny way: all the conspirators were hanged, and only Bianca survived, who, by the way, was deceived and raped by Henselt. There will still be an opportunity for him to take revenge.


Truth in Beer

Spoiler

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


Butcher of Cidaris

Spoiler

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

Geralt approaches Sven (he is training at the cafeteria) and offers a pair fight. Now you need to inform the Butcher himself about this. He is in a nearby tent and agrees to a pair fight. The wolf returns to Sven; soon they enter the arena.

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


Blood Curse

Spoiler

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

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

Arriving at the place, Geralt should do the following:

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

Now you need to ask the seller of relics and Inspirational. The first is sitting in the camp, in the dining room, and the second is already further away. To get to it, you need to exit the left exit of the Kaedwen camp and go forward. Along the way, the Wolf will come across several soldiers fighting the foulbroods. The quest "On the Path to the Inspirational" is activated.

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

The path is blocked by darkness, so the Witcher goes to Detmold for help; having received Dethmold's amulet, the emissary's standard (a symbol that the Wolf came in peace) and Zirael's armor, Geralt goes to the darkness (before you go, it is better to complete the "Symbol of Courage" quest).

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

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

After completing the quests "Hate Symbol", "Death Symbol" and "Spear of Destiny", the Witcher receives the Sword of Vandegrift, the Banner of the Brown Banner and the Head of the Spear, respectively, and returns back to the king's camp through the darkness.

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

It's time to end the curse: the Witcher goes to Henselt and together they return to the place of Sabrina's execution. There, the king must draw a symbol, and Geralt must say where and what to draw. He tells Henselt through which objects to draw drawings. There are two options for creating a drawing:

  1. witch circle,
  2. black candles,
  3. goat skull,
  4. charred tree,
  5. carcass of a crow,
  6. Yogurt in a stone bowl
  7. witch circle;
or
  1. Yogurt in a stone bowl;
  2. Raven carcass;
  3. Charred tree;
  4. Goat skull;
  5. Black candles;
  6. Charred bread;
  7. Witch circle.
Now you need to set fire to any of the objects (the easiest way is igni) - a ritual will begin, during which Geralt must protect Henselt from ghosts until he pierces Sabrina with a spear.

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


On the Path to Inspiration

Spoiler

Going to the Inspirational, the Witcher encounters a group of soldiers fighting the foulbrood. If Geralt can save at least one of them, then the Wolf will know that the soldiers are also going to the Inspirational, and they will give him the money that they will ask him to bring to the Inspirational. If the Witcher did not save a single soldier, then you need to examine their bodies.

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

Option 1: The wolf can become a follower! To do this, you need to come to the forest at night, to a small altar (endriagi and head-eye will meet along the way) and drink the elixir given by the Inspirational. From this rubbish, Geralt will begin to see a magical forest with giant mushrooms and a huge chicken.

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

Option 2: Wolf pays Inspirational 400 orens and doesn't deal with any visions.


Kingslayers

Spoiler

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

The wolf asks the pointy-eared everything about the other Witchers (by the way, the conversation will go on in an older speech).

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

Now you have to view the memories of the killer (hello from sci-fi) using the Dethmold ritual. However, before you start, you should drink the mallard elixir (you need one serving of hydragen, cinnabar and vitriol).

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

The flashback witcher learns of the location of the flashback assassins' lair and goes there. In the cave, gargoyles and an elemental will be waiting for him (dodge his attacks in time). Eventually the Wolf will see the dying killer and, after talking, will return another memory fragment.

Geralt returns to Detmold, who will reward him.


Eternal Fight

Spoiler

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

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

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

The second time we are in the body of a Kaedweni soldier, who will have to get to the commander and report the capture of the banner. It seems to be not a very difficult task, but it was not there, because the enemy archers are not asleep and pour a shower of arrows from their opponents. The only way to survive is to take cover behind the barricades when the enemies are firing, and run as fast as you can to the next cover when they are not firing.

For the third time, we take on the appearance of Zeltkirk and go, killing all the enemies that have come across to Vandegrift's standard-bearer. Here we again take control of Geralt and kill the standard bearer. Now there is more difficult work to be done: Draug appears. The monster is armed with a shield, and if you want to attack in the open, then first we break the shield. If you want to save time, then wait until Draug makes a running attack (naturally, we dodge him), after which we beat him from the back. This is not the only type of his attacks: the ghost can also use fire rain (the area where the block falls will be highlighted) and turn into a tornado (we run away from it). While the Draug is using these two attacks, keep Quen on, otherwise everything can end up pretty sad.

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

After going outside, Geralt will return another fragment of memory.


Symbol of Courage

Assault on Vergen

Spoiler

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

When they reach the shipwreck, a troll will appear, which you can either kill or ask about Leto. Going forward, Roche and the Wolf will also meet a troll who will either run to kill soldiers in the direction of Vergen, if his wife is mentioned, or try to kill the Witcher and Vernon if they killed the troll.

Howbeit. Wolf and Vernon go through the tunnels to the city, but along the way, in the dungeons, they encounter Adam Pangratt and his mercenaries led by Detmold. It is better to focus on Adam, since Detmold will still not be beaten. At the end of the battle, it will be possible to spare and release Pangratt or kill him (this action has no special consequences).

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

Now Geralt runs to Philippa Eilhart's house, where Sheala is. Having reached the house, the Witcher is attacked by a golem. Having defeated him, he enters the house, but it's too late: Sheala teleports away. Suddenly, Henselt appears, seemingly wishing Geralt dead. First, it is worth finishing off a couple of soldiers, then another one along with the king. Henselt will be severely wounded, but not killed. Roche takes the stage...

Option 1: Geralt allows Vernon to kill Henselt.

Option 2: Geralt convinces Vernon not to kill Henselt.

If we helped Roche kill commandant Loredo, then we leave Flotsam on the ship of a special detachment of Temeria. We are going 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 Kaedweni army is preparing an invasion of Aedirn ...

We start Chapter 2 playing as the Kaedweni King Henselt. Accompanied by Sheala de Tanserville, the sorcerer Dethmold and the Kaedweni knights, we set out to negotiate with the Aedirn nobility. The nobles seek the patronage of King Henselt after the assassination of King Demavend. Henselt intends to use this opportunity and seize the lands of the deceased neighbor.

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

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

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 Kaedweni camp. At the gate we meet foreman Zyvik. The king instructs him to show us the camp, and then bring us to the royal tent.

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

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



Conspiracy Theory (Part One)

The task regarding the conspiracy in the camp begins after talking with Detmold: the sorcerer will come 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 gather his drinking buddies [B].

Butcher of Cidaris

[A] Wandering around the camp, we will sooner or later end up in the dining room. There, among others, we meet Manfred, who is drinking 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 Cidaris. 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 pitch our idea for a 2v2 fight 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 attacks of the Butcher and deliver strong blows with a steel sword. You can immobilize the enemy with the Sign of Yrden 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 for Zosya the Whistle. We must ask that "her smile will open the gates of paradise for us." This is the password of the conspirators. After the fight with Avet, Proxim will also approach us, who will say that King Henselt was watching our fight. He liked it so much that he ordered a jousting 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 drunkards 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 go around the whole camp, but we won't find any traces. Audrin sits on the banks of the Pontar. We're leading the drunk soldier back to the camp. Guards stop us at the gate. We can tell them that we got Audrin drunk as he is an important witness in the investigation we are running, or just 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 found all three of Audrin's friends, then we can go to the dining room to drink beer. If we build a conversation correctly, these gentlemen will relax and loosen their tongues. They will tell about the brothel, Zosya's Whistle and square coins. To do this, we must say that everyone is afraid of Henselt, and then that we need information. Otherwise, we won't get anything from them.

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

So, we go to Madame Carol's brothel. We say that we want to have fun with the girls, show her the money and choose the Whistle Zosya. 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 lair of the conspirators.

Downstairs we will meet Vinson Trout, whom Detmold and foreman Zyvik told us about. Vinson has one of the magical items needed to finish the ghost battle, the Seltkirk Armor. The conspirators leave us no choice: we will have to fight. [Combat] The easiest way to kill opponents is to knock them down with the Aard Sign and then finish them off. It is important 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 Master Buttercup's style... Looks like we'll have to talk to the poet in the camp. The first part of this quest ends with a conversation with Buttercup. Meetings with the leaders of the conspiracy will have to wait. After defeating Trout and other conspirators, we can go to Detmold and tell him about everything. The sorcerer will pay us a reward for each killed conspirator, so that we can make good money.

Blood Curse

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 betrayal. 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, you need to perform a special ceremony. To do this, we must find out as much as possible about the events of three years ago. In addition, Detmold advises us to inspect the place of execution of the sorceress.

lost sheep

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

We cross the stream at Roche's camp and walk west along the shore. On the way to the place of death of Sabrina, drowners will attack us. [Combat] The silver sword and the Aard Sign will help us against them.

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

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

We lead the soldiers to safety, and along the way we fight drowners emerging from the river. When we reach the ford across the stream, the soldiers thank us and leave for the camp. We've completed Zyvik's mission. When we return to the camp, we will receive a reward for our help: we will be allowed to speak with the captive Scoia'tael. He will tell us about the plans of Serrit and Egan, Leto's henchmen.

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

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

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

Inspiration

In the ravines we meet two soldiers fighting off the rotten ones, but we do not have time to save them. After defeating the monsters, we turn north and reach a clearing where the Inspirational hut stands. There we are attacked by harpies. [Combat] There are quite a few of them, so you should shoot them down with the Aard Sign and run to the hut. Candles burning around will scare away the creatures.

The inspired one will immediately guess that we did not come to him without a reason. We learn little from him until we win his trust. To do this, we can try to bribe him or start worshiping the cult of Sabrina Glevissig. If our purse 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 hollow nearby.

We're 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. We will remember what we saw for a long time ...

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

It looks like the trader didn't tell us everything... We head to the camp to have another talk with him. He confesses that he once had the spear with which Iagon ended Sabrina's agony. If we bribe, convince or intimidate him (in the latter version, we need a nail found at the place of execution), he will tell that he lost a spear in the bone to some soldier. Later, this soldier fought with the Scoia'tael in the Pontar Valley, and the spear fell to the commander of the elf detachment, 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 even now the sorcerer will be of some use to us.

Get out, evil spirit!

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

At the exit from the upper camp, we will encounter Zoltan, grumbling about the racism that flourishes 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 companion for a dangerous journey. Together we step into the ghostly mist.

Before our eyes appears the battlefield of three years ago. Our witcher's medallion, combined with the amulet received from Detmold, will show us the way to Vergen. In the fog, we are constantly attacked by the spirits of the fallen soldiers and draugirs demons made from the armor and shields of the fallen. [Combat] We will have to fight for our lives. Trying to kill all opponents in the dark does not make sense. Our goal is simply to get to the other side. Against the spirits, a silver sword and the Signs of Aard and Quen should be used.

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

In the mentioned suburbs we meet our old friend, Yarpen Zigrin. This dwarf now serves as the commander of the guard. In a conversation with him, we learn that the banner of the Brown Banner the symbol of death that we are looking for can be found in the catacombs in the forest beyond Vergen. Yarpen cannot let us into the city as parliamentarians, but Zoltan decides to stay in Vergen and not return to the Kaedwens. He promises us to get General Vandergrift's sword from Saskia, another memorable item needed 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.


Symbol of death

So, we decide to search 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 can attack us. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal 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 into claiming that we once entered Buruya, or [B] we can fight him.

[A] If we claim to have served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is wrong. The next answer is Manno Coehoorn, and the third answer is Manno Coehoorn was killed near Brenna. The answer to the question about the generals in the battle for Vergen Zeltkirk and Vandergrift. The last answer we were taken prisoner by the Bigerhorn. So we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a cloak of the Brown Banner, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them in dice from Scalen Bourdon.

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

But that's not all. If we deceived the ghost, he will periodically pursue us in other battles.


Symbol of hate

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

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

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

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

Like the first time, we use our medallion in the fog and follow its instructions. This time it will be much easier to get through the fog as we can see the camp in the distance. Spirits and ghosts will meet us again. [Combat] We deal with them with quick blows of the silver sword, and if necessary, use the Signs of Aard, Quen and Yrden.

Coming out of the fog, we meet Rocher with a detachment. Vernon says that a woman came out of the mist shortly before we arrived, and that the Blue Stripes were attacked by the Nilfgaardians who met her. It looks like it was Philippa Eilhart's servant, whom the sorceress sent here in search of Triss ... Or maybe she is spying 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 talk with Henselt. Perhaps he will let us follow the Blacks.

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 site of Sabrina's execution. We need to meet with Detmold to get magic powder from him. With them we will draw the runes that we read about in the book taken earlier from the sorcerer.

Having received everything we need, we go to Sabrina's circle. After a brief conversation, the king leads us to a hill that overlooks the area. There we have another conversation with him. 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.

It's kind of like a mini-game. If we 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 circle and move towards the petrified bread. Then we ask the king to move on to the charred tree, and then to the raven carcass, curdled milk, and finally back to the witch's circle.

Now we need to set fire to the runes this will allow the rite to begin. The signs on the ground will light up with blue flames and ghosts will appear outside the circle. In time, the barrier protecting the king and us will disappear, and evil spirits will enter. We must protect Henselt until Sabrina's spirit speaks the last words of the curse. [Combat] We fight off the attacks of ghosts with a silver sword and use Signs as necessary. 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 the medallion the symbol of faith needed to remove the curse from the entire battlefield. In addition, the king will invite us to the tent to celebrate the liberation…

Kingslayers

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 won't let us into the king's tent, and we'll have to wait until evening. After 22:00 we make another attempt. The ambassador informs Henselt that after the death of Foltest and as a result of the tragic death of Prince Bussi, his sister Anais may become the heir to the throne. The king asks us about some details of the siege of the castle of La Valette. However, the conversation is interrupted by the killer, from whose hand the ambassador will fall. We save the king with the Sign of Aard. We are waiting for a fight with two killers. [Combat] Our opponents are strong enough. In a fight with them, it is worth using blocks and the Yrden Sign.

At a certain point, Sheala intervenes in the fight, and one of the assassins manages to escape. Henselt wants to talk to 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.

Now we are free. We can finish other tasks 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 Rook potion. If we do not have its recipe, 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. We have another kingslayer with us, Zerrit. We need to get to the hideout. Along the way, we encounter harpies that live in the gorges. [Combat] Strong blows of the silver sword will clear the way for us. Soon, Serrit leads us to the hideout. We go strictly behind him, trying not to touch the traps with which it is surrounded. So we will reach the place where the main killer is located Summer. We talk to the Kingslayer and learn that Sheala de Tanserville is also involved in the plot and that the assassins no longer need her. Also, Leto says he's going to Loc 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 on the ground. If we fail, we will return to the field hospital and the vision will end. If we want to know more, we will have to try. We must hide behind a stone on the left and wait for the sentries to finish 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 regarding the creation of a new Council and Chapter of Sorcerers at a meeting in Loc Muinne. Then the spell will take us to the upper camp, where we will have to fight to get into Henselt's tent. [Combat] We need to deal with the two-handed guards and shieldmen armed with two-handed swords. We must parry their blows and deliver power blows with a steel sword.

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

Eternal fight

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

Throughout the second chapter, we will collect information and look for a way to get rid of ghosts. Thanks to our own experience and the help of the sorcerer Detmold, we find out that we will need four artifacts related to the battle three years ago: symbols of faith, courage, hatred and death. When we complete the earlier quests that make up the main storyline, we will come to the conclusion that the artifacts we need are the following: Henselt's medallion, Seltkirk's armor, Vandergrift's sword, and the banner of the Brown Banner. We will receive the medallion from Henselt when we complete the Assassins of Kings quest, armor after the battle with Vinson Trout and the conspirators (Conspiracy Theory), and in Vergen (Blood Curse) we will get the sword and 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 mist, the spirit of an Aedirnian soldier takes possession of us. Our commander gives orders to the archers and sends us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block and strike quickly. We are deprived of witcher abilities, so we will have to do without Signs, potions and bombs.

After that, the spirit of the Kaedweni soldier is instilled in us. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. This is how we get to our general. Vandergrift. Draugh. The General enters into battle with Sabrina Glewessig, court sorceress of King Henselt.

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] Draugh combat is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call in a volley of archers, and finally send Sabrina's fire hail at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most 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 Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind cover, we head towards the edge of the fog...

Conspiracy Theory (Part Two)

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

We hasten to the place the poet spoke of. To our surprise, we meet Vernon Rocher there. We have no choice: we must help Roche. Together we rush to the Temerians' tent in search of Bianchi. At the Blue Stripes camp we are attacked by Kaedweni soldiers. [Combat] We will win if we skillfully parry blows and use the Signs of Aard and Yrden. We see that the tent is empty. The camp whore reveals that Detmold has invited Roche's men to a banquet in the camp dining room. We go there, but on the way we run into Kaedweni soldiers left in the camp. [Combat] Our enemies are numerous, some of them have halberds, so we will have to be careful. You need to put blocks and dodge. The signs of Yrden, Quen and Aard will also come in handy. Arriving at the place, we will find all the people of Roche ... hanged. Only Bianca survived. She tells who did it. Burning with a thirst for revenge, Rocher rushes to Vergen to find and punish Henselt. Geralt is more interested in Sheala de Tanserville, who also fled to Vergen. It's payback time...

Assault on Vergen

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

[Choice] We can talk to her politely and find out that her husband recently met someone going to Loc Muinne. Or we can kill her to save time. On the way to Vergen, near the old quarry, we should be ready to meet harpies. Then, in the hollow, we will have the opportunity to save the troll's husband, who was attacked by three Kaedweni mercenaries. If we killed the troll before, her husband will attack us. Around the bend we meet Kaedweni shieldmen. [Combat] Don't forget about blocking and strike hard with the steel sword. After the fight, 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 look long for a runaway soldier. We face him... and his comrades. This is revealed to be one of Adam Pangratt's men. We have already seen him in the camp. He will order his people to kill us, and he himself will go deeper into the caves. We'll have to draw our sword again. [Combat] This is a rather 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 come in handy. Deeper in the caves we will find another group of mercenaries. Making our way deeper and deeper, we will meet Detmold himself. [Combat] The most important thing is to deal with Pangratt. To do this, you need to alternately use strong and high-speed strikes and put blocks. You should also beware of Dethmold's spells and use rolls to dodge them. When the mercenaries are defeated, the sorcerer will open a portal and disappear. We rush forward: Vergen should be close by. At the exit from the caves, we meet Zoltan, who tells us that Sheala is in the house of another sorceress Philippa Eilhart. [Choice] In addition, Zoltan will say that the Kaedweni have laid siege to Iorveth . It's up to us to decide [A] whether we want to help the elf, or [B] immediately go after Sheala.

[A] We climb the stairs to the suspension bridge that Chivay was talking about. Roche runs ahead, but the bridge falls and we are left alone. If we want to help Iorvet, then first we run to the right, to the fortification that Zoltan told us about. There we will face a large force of Kaedweni. [Combat] In this fight, you should not forget about blocks and strong blows. After the victory, Iorveth 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 a few more soldiers. Then, after a couple of steps, we will have to face the monster that the sorceress summoned. [Combat] It is important not to forget about blocks: this monster can easily knock Geralt down. The Sign of Igni and the strong blows of the silver sword will help us.

We get to Philippa's house only to see the sorceress open the portal. Sheala de Tanserville will advise us not to look for her again. She will disappear along with Saskia, and Henselt will appear instead. The king will order us to be killed. [Combat] In this battle, we will need a combination of blocks, the Sign of Igni, and strong strikes of the steel sword. After defeating the enemies, we will have to deal with Henselt. Meanwhile, Roche will break into Philippa's house. [Choice] It's time to decide what to do with the king of Kaedwen. We have a choice. [A] We can spare him and tell Roche it's better to keep our hands clean, or [B] let Roche kill the king. This decision will have serious consequences in the third chapter.

Looks like all roads lead to Loc Muinne...

Prologue | Chapter I

Prelude to War: Kaedwen

Attention! play on the side Roche you can if first chapter sided with him on the quest" at the crossroads: Skoya "taeli "

Stage 1: go to negotiations with the Aedirnian nobles

You will start the second chapter by playing as Henselt. Together with Detmold and Shealoy you are going to tent where the meeting will take place Stennis (M13, 1). The conversation will be about buying land - you can agree, or offer half the price. Shortly thereafter there will be Saskia and Stennis .

Stage 2: Fight Saskia

There are two options for conducting a conversation. If you don't let Saskia to speak, the battle will begin, and it will be necessary 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 you will not be interfered with by enemy soldiers.

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

The action will focus on the arrival of Geralt in 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 aedirnian knights . Your goal is to protect Detmold. However, the most to be feared draugir- large, massive monsters. immobilize them Irden, but don't fight at close range for too long - it's better to dodge more often.

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

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

Stage 5: Walk through the camp with Zyvik or convince him to immediately go to the king

At the gate you will meet Zyvik who will take you on a tour of the camp. After talking with him, you can convince him to immediately go to the king. If we follow him, we will visit the most important places in the camp: the gunsmith Lesovik (M25, 2), a canteen and a bulletin board nearby ( M25, 3), arena ( M25,4) and a captive elf ( M25.5). Eventually, Zyvik will lead you to the main gate ( M25,6) and then removed.

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 " kingslayers ".

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 ".

Kingslayers

The quest is received automatically, at the beginning of the second chapter

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

Execute this step not necessary. Moving towards King Henselt on the quest" Prelude to War: Kaedwen ", you will see a captive elf ( M25,4), which has some useful information. Unfortunately, the guards won't let you talk to him until you've earned a certain reputation.

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

You will speak in senior speech so that the guards do 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 fight with two swords and constantly attack. You can charm one of them Aksyem and watch the killers fight each other. If you decide to fight 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 one will simply run away.

Additional Reward: 500 XP

Stage 3: Help Dethmold in the Necromantic Ritual

Enter the tent where Detmold examining the corpse of the killer ( M25, 23). Before you see the dead man's memories, you need to drink a special elixir - Mallard. The recipe can be bought from master Miron (M25, 23), which is either inside the tent or outside. To create the elixir, you will need the following ingredients: 1x vitriol, 1x vermilion, 1x hydragen. Drink the elixir and approach Dethmold to start the ritual.

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

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

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

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

Wait for the sentries to leave and move towards the tents - you can kill the soldier, or sneak past him when he turns away. Be careful, as he may turn towards you 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 Kaedweni soldiers. The dream will end with a battle with Geralt - whether you are close to victory or not does not matter.

Stage 4: Go to the Kingslayer hideout

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

Stage 5: talk to Detmold

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

Conspiracy theory

The quest is received automatically, upon completion of the quest "Prelude to War: Kaedwen"

Stage 1: talk to Detmold

Stepping out of their tent Henselt after the first conversation with him, the sorcerer will offer you to go to his tent. Ask him about everything related to the curse. Geralt decides to change the wars, but for this he will need several of her symbols: hatred, courage, faith and death. Also don't forget to ask about the conspirators' square coins.

You will unlock the quest " eternal fight ".

You will unlock the quest " blood curse ".

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

To learn more about the plot, you should walk around the camp and interview the soldiers. Here you can do it in two ways:

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

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

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

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

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

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

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

At the bottom you will find Vinson Trout - unfortunately, all dialogue options lead to a fight 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 Vinson .

Stage 4: search the room

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

Stage 5: talk to Buttercup and Detmold

Buttercup can be found by the fire between the tents ( M25, 20). You can talk to him about his stupid creations, because of which he could be killed. Then move 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 ", "kingslayers " and " eternal fight ".

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

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

Stage 7: return to the Kaedweni camp

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

Stage 8: go to the soldiers' canteen

After entering the camp, deal with a few 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: 500xp

Truth in beer

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

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 look. Leave the camp through west gate leading to the coast ( M25, 11). Drunk Audrina you will find lying near the entrance to the cave ( M25, 17).

Stage 2: gather Audrina of his three comrades

Pick up the drunk and lead him to the gate ( M25, 11) - a guard will stop you. You can bribe him or tell him that Odrin is your prisoner or an important witness.

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

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

Stage 3: Escort Audrin and his drunken buddies to the soldiers' canteen

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

Butcher of Cidaris

We get the quest from Manfred, having previously started the quest "conspiracy theory"

Step 1: Talk to the Father of the Reckless Son in the Canteen

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

Stage 2: talk to Sven

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

Stage 3: challenge Letande Avet to fight

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

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

Return to Sven M25, 18) and tell him that the fight is arranged. When you're ready, choose the appropriate dialogue option and the game will automatically transition to the arena. The fight itself should not cause difficulties - Letande will focus on you while Edwin will fight Sven. If you are close to Edwin, he will start attacking you. The fight can end in two ways: Sven either survives 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 take you to the conspirators if you give her the password. The quest will end.

Suitable for you Proxim and announce the tournament.

You will unlock the quest " Ave Henselt! ".

Blood Curse

We get the quest from Manfredby talking with Detmold during the quest "conspiracy theory"

Stage 1: View the execution site of Sabrina Glevissig

For details about Sabrina's death, you should go to place of execution (M23.5). Come to the circle - some elements can be considered closer:

look at the pole

Inspect objects lying nearby: inspect 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 footprints of animals

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

Attention! On the way you will meet two soldiers connected 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 Inspirational - find out where he lives. At the end, you will be asked to return the nail, which 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 dealer is genuine.

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

Step 3: Meet with the Inspirational or Relic Vendor

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

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

Step 4: Talk to Inspirational about Sabrina Glevissig

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

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

Once the Inspirational agrees to talk to you, ask him about everything related to Sabrina's Curse, the Ghostly Mist, and Yahon's Spear.

Stage 5: Collect the spear from the relic vendor

Move back to 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 its price: you can pay him (or say that it is too expensive and set the amount yourself), or use intimidation, persuasion, or Aksy. You will learn that the spear was won by one soldier, who is now in Vergen.

Stage 6: talk to Detmold about the ghostly mist

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

Attention! Before heading 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 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 a spear

As soon as you leave the tent and head towards the darkness, a Zoltan- you can have a drink with him and ask why he is not in the mood. Invite him to go to Vergen together, and the dwarf will agree. Leave the camp and head to the side mist (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 in the upper or lower path, however, there will be fewer ghosts on the lower one. Whichever path you choose, you will eventually reach 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 burned village you will face a squad Skoya "tael (M23, 10), but a white flag will get you out of trouble.

Stage 9: talk to the guards in Vergen

As soon as you enter the city, you are greeted Cecile and 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 Banner of the Brown Banner

Vandergrift's sword hate symbol ".

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

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

Stage 11: get to the Henselt camp

After collecting all the artifacts in Vergen, you can return to kaedweni camp (M24, 2). To do this, you again have to go through the mist (the medallion will again show the way) - this time you will go down the path, far from the majority ghosts. You can simply run across to the other side, because they still do not give experience for killing them.

Stage 12: find Triss in the Nilfgaardian camp

Crossing over to the other side, you'll see Roche in the company of the corpses of several Nilfgaardians. HE will inform you that a certain woman has crossed the fog with a figurine that looks like Triss. Travel with your friend to nilfgaar camp (M25, 22). Unfortunately, just to see how the ship sails into Loc Muinne .

Stage 13: Go to King Henselt

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

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

1. Witch circle
2. Black candles
3. Charred wood
4 Goat Skull
5. Carcass of a crow
6. Curdled milk in a stone bowl
7. Petrified bread

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

1. Curdled milk in a stone bowl
2. Carcass of a crow
3. Charred wood
4 Goat Skull
5. Black candles
6. Charred bread
7. Witch Circle

Step 15: Ignite the magic powder with the Sign of Igni

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

Stage 16: Protect Henselt until the end of the ritual

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

Step 17: Enter King Henselt's Tent




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