Complete walkthrough of the main and side quests of the second chapter. Complete walkthrough of the main and side quests of the second chapter of The Witcher 2 eternal battle the path of Roshe

Step 8: Get to Vergen

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

Advice! You don't have to fight all the spirits. It's best to just run to the other side of the mist, as you won't get experience for killing spirits anyway.

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

Step 9: Talk to the guards in Vergen

Right after you enter the gate, you will be met by Cecile Bourdon and Scalen Bourdon(M27, 1) . Ask them about Saskia's banner and sword. You will learn more about Symbol of death and symbol of hate.

Step 10: Get the Spearhead, Vandergrift's Sword, and the Banner of the Brown Banner.

Vandergrift's sword Symbol of hate.

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

Spearhead can be obtained by completing the task Holy Lance- the task is activated after you complete the task Symbol of hate.

Step 11: Get to Henselt's Camp

After you get all the items in Vergen, you can return to Kaedweni camp(M24, 2) . To do this, you will have to cross the fog once more - the medallion will show you the way - this time you will take the lower path, away from most spirits. You can also run without a fight, as they still do not give experience.

Step 12: Find Triss at the Nilfgaardian Camp

After you get to the camp, you will meet Rocher and find some Nilfgaardian corpses. He will tell you that a certain woman walked into the fog with a statue that looked like Triss in her hands. Run with your friend nilfgaardian camp(M25, 22) unfortunately only to see the ship sailing to Loc Muinne.

Step 13: Go to King Henselt

Go to the tent. Henselt(M25, 1) , pleased that you've collected all the artifacts, decides it's time to lift the curse. You will automatically move to the place of Sabrina's execution. After a short dialogue, the king will show you where he was watching everything from (M23, 13) .

Step 14: Direct Henselt to draw the runes from Detmold's Witchbook

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

  1. Elf Ring
  2. black candles
  3. burnt tree
  4. goat skull
  5. Raven corpse
  6. curdled milk
  7. Stale bread

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

  1. curdled milk
  2. Raven corpse
  3. burnt tree
  4. goat skull
  5. black candles
  6. Stale bread
  7. Elf Ring

Step 15: Use Igni to set the magic dust on fire

Walk down and approach any item listed above - stand facing it and use Igni to set fire to the dust. The ritual will begin.

Step 16: Protect Henselt until the ritual is complete

Your task is to protect the king from spirits, which will constantly appear. Try to stay where you are not surrounded, and remember that no matter how many spirits you kill - you just need to reach the desired step in the ritual when Henselt will pierce Sabrina spear. At the end, you will mention an artifact that symbolizes faith - you will receive it for your contribution, but first you will need to meet the king in his tent.

Step 17: Go to Henselt's tent

Time to collect the reward - unfortunately, the king will have a guest, and the guards will not let you through. You need to wait until 11 pm to be able to enter the tent. You will talk about Foltest's children, no matter what you say. Eventually the assassins will attack you. The mission will be completed.

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

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

    It is worth noting that before you go to the opposite side, you need to find out a little information about other artifacts and complete the "Symbol of Courage" quest. Also, before you go to Vergen, talk to Zyvik, because this is the only way to get a beaver hat, which will come in handy in the passage of the next quest "Hatred Symbol".

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

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

Having taken the side of Roche in the previous chapter, we go to the border of Aedirn and Kaedwen. And we are going to find Summer, and with it the kidnapped Triss.

This is the very beginning of the second chapter and we are given control over King Henselt. We're going to negotiate. Detmold and Sheala de Tanserville are with us. At the negotiations we meet Saskia, the famous dragon slayer. She challenges Henselt to a fight and we fight her. But suddenly the sky darkens, and a ghostly fog covers the entire area in the district. And just at the right moment, Geralt and Vernon are nearby. We are again given Geralt at our disposal. The witcher, of course, decides to help the king, and at this time, Detmold creates a magical barrier, as ghosts are “knocked down” from everywhere. In this barrier, we must save the life of the king, protecting from the ghosts that have made their way inside. There is nothing complicated here, get a silver sword and go into battle. The main thing is not to go beyond the barrier, where the ghosts feel more comfortable. And so there are more problems from them outside.

And finally we got to the Kaedweni camp. The king is fine, everyone else is fine too. At the entrance to the camp we are met by Zyvik. The king orders him to show us the camp, and then bring us to his tent. We watch local "attractions": a dining room, an arena, a captive elf, etc. and head to King Henselt. By the way, it is not necessary to inspect everything, Zyvik can be immediately persuaded to go to an appointment with the king.

Having finally reached the king, we enter into a long conversation with him. We talk about the death of Foltest, our adventures and adventures. After talking, Henselt decides to discuss the ghostly fog in which we fell earlier. We find out that this is a curse, find out who, how and when cursed the king. Henselt asks for help to remove curses from the battlefield. We, of course, agree, even simply, because we have no other choice.
After a conversation with the king, we have another conversation, with Henselt's right hand, the magician Detmold.

Conspiracy theory


Attention!This quest, here, is not fully described! There is a continuation below.

So, Detmold calls us to talk. From the conversation, we learn a lot of interesting things, including information about some conspirators. Geralt takes on this task, to hunt down the traitors.

We have two options for getting on the trail of the conspirators:
1) Help drunkards. (Audrin & Co) (quest "Truth in beer")
2) Help the butcher. (Quest "The Butcher of Cidaris")

Any of these quests will lead us to the goal.

Truth in beer



If you decide to help the drunkards (1), go to any of them and talk. Finding them is easy, they bawl for the whole camp - Ooodrriin! But unfortunately, a conversation with them will not give any special “fruits”. It is better to immediately go after Odrin, he is on the river bank, near the entrance to the cave, outside the camp.
For convenience, I lay out a map where it is indicated where to go:


We raise Audrin, and with difficulty we lead him to the camp. They stop us at the gate. We can tell the guards that Odrin knows important information and we are taking him to the camp not just like that, but on a serious matter. To give, so to speak, important evidence. ^_^ Or we can give a bribe, then they will let us through without further ado.

Once inside, Odrin wants to find his comrades. There are three of them in total. Finding them is easy, they are all on the way to the dining room. We go to the tavern and collect drunkards together. As we gather everyone, we head to the dining room for a drink.

ATTENTION!A very important pointbe sure to save when you collect all three comrades. Just like a conversation that will be in the dining room is easy to fail. And he is very important to us.

Sitting in the dining room, drunkards begin to speak frankly. It is at this moment that we need to bring them to clean water. As you already understood, they know a lot about the conspiracy. The main thing here is to ask the right questions, first say that "everyone is afraid of Henselt", and then that "we need information to do something about it." In this case, we will have the necessary information about the "headquarters" of the conspirators and their identification mark - a square coin.

Butcher of Cidaris



Another way to reach the conspirators.
We help the butcher and get the information we need (2).

We run to the dining room and observe Manfred and his "grief" situation. We find out that his son Sven challenged Letand Avet himself, nicknamed the Butcher from Tsidaris.
Geralt offers his help, and Manfred of course agrees and promises to thank us well.
We go to his son. Run along the "radar" in the upper right corner of the screen and then you won't get lost.
We speak with Sven, we offer him to participate in a 2 vs 2 battle. Geralt and Sven against Avet with someone.
Resisting and objecting, Sven nevertheless agrees. Now we have to agree with Avet. The butcher does not have to be persuaded for a long time.

So, fight. In battle, use Quen to protect yourself and Yrden to immobilize the enemy.Be careful!Sven may die in this battle, although we still get a square coin and information from his father.

After the fight, at the exit from the arena, Sven's father, Manfred, meets us. He is grateful to us, regardless of the outcome of the battle. Still, we protected his son... Manfred gives us a tip on the conspirators and a square coin.

Also, after the fight, Proxim will come up to us and report that King Henselt is delighted with our fight and invites us to take part in the whole tournament. (quest "Ave Henselt!"). But more on that later in another section. eight)

Conspiracy theory



Let's return to the "Conspiracy Theory" quest.

Having received information about the location of the “square coins” clan, we go there - to a brothel. We speak with the hostess, ask us to call Zoska Svistushka. We say the following words to Zoska: “I want your smile to open the gates of paradise for me”, we show a square coin. After that, the girl will open for us a secret door to the underground, where the lair of the conspirators is located.

Going down there, we observe a certain Vinson Trout.Vinson wearing the Seltkirk armor. We will need this armor later in order to get rid of the ghostly fog on the battlefield.

We fight enemies and win. We examine the room, on the table we find a note. Apparently Dandelion wrote it, and if so, we need to talk to him. We speak with Buttercup, we learn a lot of interesting information. Now we can run to Detmold and get a reward. At this point, the quest is interrupted, to continue it, we have to go through another story task.

Important!Don't forget to take the armor off Vinson Trout's body! You will need it later in the story.

Blood Curse



In this quest you have to run. In fact, to go to the main actions (lifting the curse) we have to perform a number of other tasks, so to speak - auxiliary, but closely related to this task.

From a conversation with the king, we learned that he was cursed by a certain Sabrina Glevissig. Which, by the way, he himself sent to the stake, for this reason he is cursed. We have to help Henselt get rid of this curse. But first we need to collect information in order to get involved in the course of the case. You also need to talk to Detmold, he will give us a lot of important information.

lost sheep


We need to inspect the execution site of Sabrina Glevissig, so we head straight there. I post a map with an approximate indication of where to run:


When we leave the Camp, Zyvik will stop us, asking us to find two soldiers and send them to the camp. We will find the soldier just in the place where Sabrina was executed.(map above)

Running to the place, we immediately find those two soldiers. They ask to be taken to the camp, of course we agree. But before we leave here, we carefully examine everything around. After carefully examining the place, we will find a nail, a letter, square coins and someone's footprints. Then we talk with these two soldiers, talk about the finds, find out what they are doing here. From the conversation it becomes clear that they are involved in some kind of cult, and to which one, they themselves will willingly tell. From their words, we learn that a man with a strange nickname - Inspirational, organized a cult of Sabrina and is now its head. Well, I'll have to visit this Inspirational later. We also learn from the soldiers about the relic dealer, who may know useful information for us.

After examining the place of execution, we take two soldiers to a safe place, closer to the camp. On the way, drowners will attack us. Not far from the brothel, we will part with the soldiers, then they will go on their own.

But our task does not end there. From the words of the soldiers, we learned that someone might know things important to us. And that someone is the relic dealer and the Inspirational. We go to the first, to the merchant.

The merchant is in the camp, in the dining room. It won't be difficult to find him. We talk, learn a lot of useful and interesting things, including about Inspirational. For example, that a certain Yagon pierced Sabrina during the execution with a spear. So that she would not suffer, by this he greatly angered the king. Well, heading to the Inspirational, he, as the head of Sabrina's cult, should know a lot about that event.

Inspiration


Now let's go to visit the Inspirational. Here is a map that shows the approximate direction where you need to go, but then it will not be difficult to find:


Fighting with wickedness, we are slowly approaching the hut of the Inspirational. There are "clouds" of harpies circling around his doom, so be careful. When we get closer to the house, they will attack us. But here the Inspirational One comes to our aid, shouting: “Here! Run to me!" We listen to him and run to him. You probably noticed for yourself that the hut is furnished with candles, and so these candles scare away the harpies. Okay, we're safe now. We speak with the Inspirational. He gives little information, because he does not trust. Here we can bribe him (although the amount will be very large) or join his "sect" and pass the test, thereby earning trust. I advise you to choose option two, pass the test. This one is much more interesting and fun. The test will be quite fun. =)

Inspirational will give us a potion that we have to drink before proceeding to the "test" and some instructions. We run to the place to conduct this "test", wait until 21.00 and drink the Inspirational Potion. The night will be crazy, I promise you. Yes, and we wake up, not in the most usual place. ^_^

After successfully passing the test, we run to the Inspirational, tell him about last night and "enter" the cult of Sabrina. Now we are official members of this sect and can safely ask about everything that interests us. We say and find out that the armor of Zeltkirk is the very symbol of courage that we need to remove the ghostly fog on the battlefield. Well, the spear of Yagon, with which they pierced Sabrina, should be with the relic dealer.

Apparently the merchant decided to "hide" the spear from us. We go to talk to him. We talk to him, intimidate, bribe or convince, it doesn't matter. Anyway, everything secret will become clear. We learn that the merchant lost this spear to the bone to the soldier. And he decided to use it in the battle with the Scoia'tael, but fell in the battle. And the spear went to the commander of the elves - Iorvet. And according to the latest rumors, Iorvet joined Saskia and is currently in Vergen. To get to Vergen, you need to go through the "ghost battle". And it’s far from certain that Iorveth will want to give us this spear. So here's how much has piled up. We leave for a conversation with Detmold, maybe he will advise something?

Get out, evil spirit!

After talking with Detmold, we head to Vergen. Detmold gives us a flag with which we should be allowed into the territory of Vergen and a medallion that should help us find our way through the ghostly fog. We're heading into the fog. On the way we meet Zoltan. He is angry at everyone and everything, he was terribly fed up with the racism that flourishes in the camp. And in the head of the dwarf there are thoughts to go to vergen, a city where nonhumans live drunk. What a coincidence, we are just going to Vergen! We take Zoltan with us, it's more fun together. We run into the ghostly fog. There are no other options to get to Vergen.

Once on the battlefield, we are looking for a way to Vergen. Yes, it's easy to get lost there.

Attention! Therefore, I give advice, do not waste time fighting, ghosts will appear constantly. And be sure, MANDATORY, use Detmold's medallion! He will help you find your way to Vergen. And follow the medallion's directions. It is very easy to get lost in the ghostly fog.

When you finally got out of the ominous fog, run after Zoltan, he will show us where Vergen is. Along the way, in the Burnt Village location, we will meet a detachment of elves, they are not friendly, but due to the presence of Zoltan with us, they will not touch Geralt. No wonder we took Zoltan .. =)

And here we come to the entrance to the city. Here we meet an old acquaintance - Yarpen Zigrin. Yarpen is now the commander of the guard. Yarpen can't let us into the city, but he can give us useful information about the symbol of death we're looking for to break the curse. According to him, the symbol of death - the banner of the Brown Banner, is now in the catacombs beyond Vergen. For us, this information is very important, since we will have to look for this symbol in any case, without it in any way.

Well, let's go to those catacombs. Zoltan refuses to come with us and stays in Vergen, but as our good old friend, he is going to help us. He wants to get the sword of General Vandergrift, which is currently in the hands of Saskia. And later he will meet with us in the dungeons under the city, to transfer the little thing into our hands. This sword, we will also need to remove the curse. Of course, we agree and go about our business, or rather to the catacombs, for the symbol of death.

Symbol of death


We head to the catacombs. The path is indicated on the mini-map in the corner of the screen.
I will roughly describe where and how to go. We go into the city of non-humans, near the very entrance, where we met with Yarpen (location "Suburb"), on the left there is a staircase - up. Walk along it, find yourself at a large gate, there are also guards on both sides, but we are on the left! Then we go along the streets of the slums, there are many abandoned houses, devastation in a word. We pass forward and see a cave and a wooden door that leads inside. We pass through the doors and go out to the bank of the river. We go along the coast and cross the river into a ford. We move through the forest and turn right, there will be a descent. This is the entrance to the catacombs.

Inside, ghosts will attack us several times. We defeat them.
We are looking for a room that is located on the lower tier. We find, we go down the stairs. We get into the room connected with the second room. We move into this second room, there we find a door that can be broken with magic. We break and meet with the ghost of the banner-bearer Brown Khorugvi.

We have a choice:
1) Challenge the spirit to fight.
2) Deceive the spirit and pretend to be a member of the Brown Banner.

By choosing option (1), we enter into battle with the spirit. In battle, use Quen, Yrden and a silver sword. After a successful battle, we take the symbol of death and calmly leave. Later, the spirit will meet us in some battles.

Choosing option (2), we have to prove our words by answering the ghost's questions. If you have a beaver hat or a cloak of the Brown Banner, the ghost will allow you to make a mistake once. But if you make another mistake... There will be a fight.

We answer the first question of the ghost - what, this is not true.
On the second question - Manno Coehoorn.
When asked where Manno was killed, we answer, near Brenna.
When asked who were the commanders in the battle for Vergen, we answer Zeltkirk and Vandergrift.
The next question - we answer, we were captured by Bigerhorn.

By answering the questions correctly, we get the symbol of death. Now we need a symbol of hatred, and this is the sword that Saskia now has. But fortunately Zoltan promised to get it. We run to meet him.

Hatred symbol and Iagon's spear


For convenience, I decided to write how to get Saskia's sword (symbol of hate) and the spear of Iagon (to whom Sabrina was deprived of torment), under the same roof. Since the quests are close to each other and it is advisable to complete them one by one.

We go to the dungeons that are under the city. We return to the burnt village, where we previously stumbled upon a detachment of elves. There, at the next two forks (at the gorges and at the gates), where we were when we just passed through the fog, turn left to the gorges. Next are the gates, we pass them and immediately turn left. So we found the entrance to the next catacombs.

Before you go inside, stock up on potions, especially I advise you to take more Cat elixirs. After drinking it, you will comfortably move through the dark corridors of the dungeon. Here, in the dungeons, there are sooo many rotten ones, including their large brothers. Be careful, drink "Koshka" and save more often.
After many battles and wanderings along the corridors, battles with the leader of the corpse eaters, we finally find Zoltan and ... Saskia.
She came along with the dwarf. And surprisingly, she gives us the sword of her own free will, so that we can deal with the ghostly battle. Very handy.
Zoltan brings good news to us, Iorveth lost at the dice - Yagon's spear. He lost it to Skalen Bourdon, a dwarf from the outskirts of Vergen. We met him together with Yarpen. It will not be difficult to find him, we run to the suburbs.

We find Skalen and play dice, for a spear. Before that, I advise you to save, since the Scalen player is not a miss. Winning a relic. We collect the complete collection: ^_^
- Banner of the Brown Banner.
- General Vandergrift's sword.
- Yagon's spear.

After the successful extraction of all the gizmos, we go back to the camp of King Henselt. Yes, again through the ghostly haze.

Attention! Therefore, I give advice, do not waste time fighting, ghosts will appear constantly. And be sure, MANDATORY, use Detmold's medallion! He will help you find your way from Vergen to the king's camp.. To use it, press - Z. And follow the directions of the medallion. It is very easy to get lost in the ghostly fog.

Having passed through the fog, we enter from it whole and unharmed. Roche meets us immediately and informs us that before Geralt, a woman came out of the fog. And the Nilfgaardians who met her attacked the Blue Stripes. And apparently this was the servant of Phillipa Eilhart. Just what is she doing here?
In the camp, we find out that the Nilfgaardians have already sailed, and Henselt does not want to let us go after them. He wants to remove the curse from himself this very minute.

Blood Curse


We are heading to the place of execution of Sabrina, but first run to Detmald. He will give you a special powder with which we will draw runes.
Having reached the circle of Sabrina, we talk with the king. Now we control him from a hillock, and he inflicts runes on the ground.

The sequence of applying runes or where to send Henselt:
1) Petrified bread.
2) Black candles.
3) Goat skull.
4) Burnt wood.
5) Crow remains.
6) A bowl of curdled milk.
7) Witch circle.

(Petrified Bread - Black Candles - Goat Skull - Burnt Tree - Crow's Remains - Bowl of Yogurt - Witch's Circle)
After that, the ritual will begin. Gradually, the barrier that we have created will weaken and the ghosts that have appeared will make their way inside.
Our task is to prevent this. Destroy the ghosts and don't let them get close to King Henselt. Wait for the last words of Sabrina's curse and Henselt will pierce the witch with a spear, thereby removing the curse from himself.

The king is very happy about the success of the ritual and promises to give us his medallion - a symbol of faith.
It will be useful to us in the "destruction" of the ghostly fog.
After all these events, Henselt invites us to a feast, to his tent. Kingslayers
Feast. We go to the tent to King Henselt. They won’t let us in right away, saying that the king has an important guest.
Therefore, we meditate until 22.00 and go to visit the king. A conversation begins, we talk, we communicate. But then suddenly two figures appear, clearly hostile, and run with their weapons drawn towards the king. Geralt of course can only protect Henselt.
In battle, use Quen and Yrden. Quen will protect you and Yrden will slow down the enemies.
And then Sheala appears and intervenes in our battle. Outcome of the battle: one enemy was killed, the second fled. Geralt recognized by himself that these were not just robbers, but real witchers. And apparently the killers of kings, apparently familiar with Leto himself. But this is just speculation..
The king will call Geralt, Detmold and Sheala for a conversation. He wants to find out who is involved in this attack. Detmold, in turn, offers a way not allowed by the Chapter, to use necromancy.

In the end, everyone agrees to this step, to resort to necromancy. We head to the hospital, Detmold is waiting for us there, with the corpse of the witcher. Detmold orders us to drink an elixir called Mallard (aka "Duck"). Without the use of this elixir, it will not be possible to proceed to the magical ritual.
If you don't have this elixir or recipe, you need to buy it.
We go outside. And right on the bench near the hospital sits a merchant from whom you can buy a recipe for the elixir we need. Let me remind you, it is called either "Mallard" or "Duck". This is the same. We cook, drink the elixir and go to Detmold. He is now ready to begin the ritual.

And now the ritual is in full swing. Now we are in the body of the same witcher who tried to attack the king and was killed by Geralt. We are walking along with another witcher, the one who lost his legs in the battle with Geralt. We are heading to the hideout of the assassins of kings. Along the way, we learn a lot of interesting information about the killers.
Gradually it turns out that we are playing for - Egan. And our friend's name is Serrit. And so we came to the hideout of the killers, these are the catacombs. We go carefully, traps are placed everywhere.
When we finally pass through them, we find ourselves in a room where the already familiar Summer is waiting for us. We talk with him. We learn that Sheala did business with the killers of kings, and Summer is going to go to Loc Muinne.

Now we are suddenly transported to the camp of King Henselt. Next, we have to sneak past the guards, fight with her, learn some more information from Zerrit and fight Geralt. I will not describe in more detail, everything is elementary there and it is almost impossible to stray from the right path. I will only note that if Egan fails or dies, you will return back to the hospital and go through the "fragments of memory" of the dead witcher again.
At the battle with Geralt, our journey in the memory of the late Egan ends and we return to Detmold.

We tell Detmold everything we saw. And we run to the hideout of the assassins of kings. Yes, exactly on the path that they walked in the vision. Once there, we are looking for the room where Zerrit and Egan spoke with Leto. We go there, there we find the wounded, dying Zerrit. We learn information about Sheala's involvement in the killers of kings. And again we run to Detmold.
We report to him what we have learned. Detmold offers us to deal with the ghostly fog, as it interferes with our further actions. The necromancer gives us Henselt's medallion, this is the creed.
Now we have all the necessary characters.

Eternal fight


Now we have to deal with the ghostly haze. Only in this way can we leave the king's camp and go to Loc Muinne, in search of Triss and Summer.

Along the way to this quest, we collected various symbols that we need to break the curse. (about them above)
More precisely, this:
- Creed = Henselt's Medallion
- Glyph of Death = Banner of the Brown Banner
- Glyph of Hate = Vandergrift's Sword
- Glyph of Courage = Armor of the Seltkirk

Having collected all this goodness, we speak with Detmold and head into the ghostly darkness.
Once on the battlefield, we have to be in the shoes of many soldiers. Describing everything makes no sense. The tasks there are easy, you have to play the role of different soldiers during the battle and feel the whole situation in your own skin. And now, having passed through many soldiers' bodies, we enter into battle with the general.

Fighting a draug is not easy. So save yourself and tune in to the right wave.
If it's really difficult for you, put the Easy difficulty level and bring down the draug, once or twice.

Draug will use whirlwinds, volleys of arrows and fire hail against you. From these attacks, try to hide behind something, or escape with the help of rolls, gradually approaching the boss and attacking him. Be sure to use the silver sword and the magical Quen sign!
Quen will greatly reduce the damage inflicted on you. Be sure to use rolls and attacks from Dragua's unprotected sides. (from the back, from the sides)

After a successful fight. You are again transported into a strange body, into the body of a priest and lead your entire squad out of the darkness. Well, and accordingly, thus, remove the curse.

Conspiracy theory


We return to the old quest.
After removing the curse, our old, good friend Buttercup wakes us up.
The bard informs us that something incomprehensible is happening in the camp, Henselt arrested several conspirators. And at any moment, be ready to hang them. Buttercup will also tell us about the meeting place of the conspirators, this place is an abandoned house on a hill, near the coast.

We run to this house. To our surprise, we meet Vernon Roche there, he asks us for help.
He wants to save his people, including Bianca. Geralt cannot refuse.
On the way to the camp and in the camp itself, Henselt's soldiers will attack us, be prepared. After talking with the girl from the brothel, we learn that all the Blue Stripes were invited to the dining room, to the feast.

And here we are at the dining room... Around the body of the Blue Stripes. All hanged and brutally murdered.
Only Bianca was pardoned. The girl tells us that Henselt went to Vergen.
Vernon Roche is wasting no time in going straight to that. He wants revenge.

Assault on Vergen


Getting to Vergen will have to go through the gorge, which we saw when we played as Egan.
There are still a lot of harpies out there. We are slowly moving forward. Meet the troll.

We have a choice:
1) Kill her. In this case, we will not learn useful information from her husband.
2) Talk to her politely.

Choosing option (1), we will not find out that the troll's husband saw some kind of witcher passing, therefore, the same way.

Choosing option (2), we talk with the troll. And we're moving on. There we observe how the soldiers attack the troll, apparently the troll's husband. We help him and find out that he saw some kind of witcher who went the same way.
Apparently it was Summer.

Further, near the entrance to the catacombs, we will have another battle with the soldiers. One of the survivors will escape into the catacombs.
We run after him and run out to Detmold and Adam Pangratt. Now we fight Adam and his people. Detmold cannot be killed in this battle, because, sensing danger, he escapes into the portal.
Having dealt with everyone else, we run out of the cave and meet our friend Zoltan.
The dwarf informs us that Iorveth is in trouble, and Sheala is in Philippa's house and is about to run away.

If you decide to run to Iorvet and save him, we run along the mini map.
And here we are at the bridge, it suddenly collapses, Roche falls down. But with him, thank God, everything is in order. Now we continue the journey alone. Rescuing Iorveth from the Kaedwen squad. The elf does not throw himself on our necks, and in general pretends to be dissatisfied with something. Okay, we've done our job.

Now we are rushing for Sheala. And unfortunately we don't have time. The Enchantress enters the portal and disappears.
But then Henselt comes into the house and unleashes his soldiers on us. Of course, we deal with them and take on the king. And then Vernon Roche appears with a request to leave Henselt for him.

We are faced with a serious choice:
1) Spare the king and persuade Roche to do the same.
2) Allow Roche to finish off King Henselt.

This decision will make itself felt in the third chapter.

And now the road leads us to Loc Muinne.
Congratulations on completing Chapter 2!

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