The Witcher 2 passage death to a traitor. Keiran - a matter of price

When you drop anchor, talk to Roche and Triss. Roche has thoughts about the killer. They will lead you to the Scoiatael camp. Jump into the water and follow the sorceress and savior. Then listen to wonderful music. She will lead to Iorvet. In conversation, the elf will say that he is hiding the killer of kings. Roche will rush at him, but will be attacked by archers. Triss will be able to build a barrier, but will faint. Roche will carry her to the nearest town. You will have to protect both. In no case do not go beyond the orange field. When you are in the city, Jorwen with the elves will retreat, you will be invited to the execution of a spy from nonhumans.

Passage of the game The Witcher 2 - By the will of the gods and executive fools

When you walk around the city and sell borohlo, go to the execution. Among the convicts you will meet Dandelion and Zoltan - old acquaintances. It turns out that Buttercup has been with many women. Is this a reason to kill? We need to convince the crowd that this is not the most serious crime. The guard will rush at you, you will have to hit him. Then the executioner will appear - deal with him.

Guard Captain Loredo will appear. He will have mercy on both and ask you to visit him the other day.

Before you go to him, go to the tavern and talk to your friends. This will end the quest.

Walkthrough The Witcher 2 - A Vile Proposal

It's time to go to Loredo. Go at night. Meet Roche at the gate. He also wants to talk to the captain. Inside you will see some kind of holiday - prostitutes roam everywhere, and the guards drink at the tables. When Roche sees the ballista, he will ask her to destroy it. But the gun is guarded by a sentry. Wander around the city. You will come across a prostitute who will distract the sentry for money. If there is no money, she will ask for one favor. So, you can pull out the trigger mechanism of the gun.

Return to Roche. It turns out that Loredo is talking to a lady. We wait. Go down the stairs and discuss the plan. A stutterer will come up to you and say that he saw the warrior Loredo, who was dragging a strange mechanism. Check. First, Roche must take the first guard. Hide behind the boulder. When the second one goes for a walk, run around the corner. Well, the third guard will have to be stunned.

When you are behind the doors, go to the first marker, examine the chests. Still, Loredo stole from merchants for a long time. He is preparing for war with Iorveth. On the second marker you will reach the commandant's room. There you will hear Loredo's conversation with the sorceress. Return to Vernon and tell him everything.

The Witcher 2 walkthrough continues. So, guard Loredo invites you to come through. But Roche will not be allowed. The captain will offer a deal. It's boring to kill Kayran. For this, Dandelion and Zoltan will be pardoned. Discuss the details and hit the road, not forgetting your weapon.

Walkthrough WITCHER 2 - Keiran

Keiran was last seen at the pier. He hurt someone. You have to go to this person. He is lying on the same pier, he is surrounded by friends and an enchantress. Sheala de Tanserville. Drive the redneck, talk to the sorceress. She will send you to the merchants for a showdown, so that they give double the price for killing a huge octopus.

You can easily chat the merchant - you need to choose a replica with suggestion. When he says about Cedric the elf, go look for him. You will find the elf at the post on the mini-map. Chat with him and find out that Keiran used to be a simple octopus, but he overate mutagens. The elf will advise you to first explore the last ship that sank the octopus.

Split with Triss, blow on additional quests. When you're done, follow the marker to her. Go down to the ship, repel the attack of the Drowners, examine the slime and talk to Triss. You will understand that the monster is sick, but will live for a long time. We must help him. You can also find a potion that can neutralize the poison of the monster.

To complete the game The Witcher 2 you will need tenecost - the rarest plant. Visit Cedric, who will give you a hint.

After talking with the elf, go to the cave under the sanctuary of the Scoiataels. Under the guise of a waterfall, the entrance to the ruins is disguised. Inside, chop down the Nackers until you reach the Foulbrood. He is easy to kill, but when he dies, he explodes with acid. Scrape the tenocost from the wall, go into meditation, prepare the elixir. When everything is ready, go with the sorceress to the place of the battle of Kayran.

Walkthrough of The Witcher 2 - Battle to the Kayran


You need to meet with Sheala in the tavern on the second floor. Tell her that you can go fight the monster. After teleportation, there is no need to rush to fight. First you need to drink elixirs.

You need to deal with the monster in two stages. First, lay a trap on the ground using the Yrden sign, then you need to use Quen. Once the Kayran's limb is pinned to the ground, hit the reddish tumor. Repeat the trick a couple more times. When you grab a whole tentacle, click on the left mouse button. After some time, the Witcher will be thrown aside. When control returns, run to the largest stone and wait. The octopus needs to calm down. Run to the left, climb a piece of the destroyed bridge and use the Quen sign. Climb up using the rolls. When you are at the end of the wreckage, watch the cutscene. The first boss has been defeated!

The Witcher 2: Assassins of Kings walkthrough

Triss will meet you near the pier. She will say that Kiran, Iorveth's assistant, is in custody on the ship. Go there, on the way telling the guards that you are on behalf of Loredo. There is a terribly wounded elf in the hold. Triss is able to help him. First put "Axii" on it, then quickly click on the left mouse button. He will tell about Summer. This is the Kingslayer you need.

When you interrogate the elf, a vision will visit you. Upon learning of the details, Triss will make a promise that he will return the memory, but for this you need to get the petals of a magic rose. Go on a quest, taking a friend with you. At the desired bush, you need to pick one rose and give it to the sorceress. Get ready to fight with local bandits. Then you break through the floor and find yourself in the dungeon of the elves. Talk to the witch and watch the scene.

Walkthrough The Witcher 2 - Assassin of Kings

Roche will come for you, get out. Go to Flotzim's tavern. You need Zoltan. Ask a friend to take you to Iorvet, go to a meeting. On the way, the Scoiataels will offer to go to the clearing, but it will be occupied by the Head Eye. He must be killed with the help of "Irlen" and a quick attack. Then Iorvet himself will come.

Tell him about betrayal. The elf in Summer will come up with a plan. He will tie himself up and allow himself to be dragged to the place where the Kingslayer often sits. When talking with Leto, do not raise your tone and speak on neutral topics. Then the elves will rush to fight, but Roche's soldiers will stop them.

Here you need to choose - with whom to remain in allies. It affects the game, its storyline. Be that as it may, but Leto will have to fight. He's a pretty serious contender. Wait until he runs out of power. Talk to Iorveth or Vernon (depending on the chosen ally), go save Triss in Flotzima.

Walkthrough The Witcher 2 - Race against time

Devastation awaits you in Flotzim. If you want, help two dwarves beat offenders. In the tavern you will find Buttercup. He will say that Triss was in Sheala's room. Go to the second floor. There you will see blood and Sheala's dead guard. The prostitute will tell that Triss talked with the sorcerer Phillippa. She will also talk about Cedric. It is worth going to him.

Before leaving, drink the Cat elixir. Now you can better see objects that radiate heat. This will help find the wounded Cedric. The elf is dying. Before his death, he will tell that Triss and the Killer of Kings went to Aedirn, a dwarf settlement. When Cedric dies, Buttercup will come up and say that Iorveth and Vernon are up to something. We need to talk to both.

Walkthrough of The Witcher 2 - At the Crossroads

After talking with both, you decide who to fight for.

We will consider the option if you choose the path of Iorveth.

Floating Prison

So, you have agreed to the terms of Iorvet and return to Flotzima, speak with the elves. The head of the "squirrels" wants to attack the city, making his way through the wall. Don't settle for this. Suggest that you better act out the scene as if you were grabbed. So you can get to the prison barge.

You will take him to the ship, driving away the guards. When you reach the goal, take out your sword and cut down the soldiers. You can use the Aard sign to drop them into the water. The villain Loredo placed the elves in the building and set it on fire. We need to save the girls. To do this, climb the stairs, untie the hands of the girls. When the girls are free, jump into the water and get to Iorvet, not his ship. Chat with him. He will say that he released Vernon Rocher after the fight.

The walkthrough describes only the story quests needed to move forward through the scenario up to the end credits. This is just one of several possible ways to complete the game, not claiming to be the only correct one.

Prologue

After spending a little time in the role of a punching bag for two mindless guards, Geralt is taken out of the cell on the orders of his former colleague Vernand Roche, to whom he will tell his version of what happened in the interrogation room. Moreover, in case of refusal, Geralt will face public disembowelment in the square and other troubles. Selecting the first line “This morning the king called me to his place”, you will begin your first task in the game.

By the will of the king

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

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

You have a new challenge ahead of you. Climb a well-defended tower and bring the rebellious Aryan La Valette to reason. Make your way up the wooden walkways to the top, where a nobleman with a retinue of knights will be waiting for you. Try to persuade the youngster to surrender or challenge him to a one-on-one fight. Otherwise, you will have to fight not only with him, but with all his knights en masse, and this is not an easy task. The further course of history depends on whether the young rebellious baron remains alive, so it's up to you to choose. Having won and prompted the knights to drop their weapons, you are again transferred to Vernand Roche's spit-stained cell to listen to his comment on the fate of Aryan and continue your story by choosing the line "What happened to the dragon?". Especially since your listener was directly involved in the next story.

trial by fire

It begins at the last fortification of the enemy castle, where King Foltest tries in vain to force the defenders to open the gate, and the Witcher agitates Milady Merigold, who has come to the rescue, to retire with him to the tent. Dreams are not destined to come true - a detachment of royal special forces led by Vernand Rocher gets inside and opens the gates of the castle. He reports that loyal soldiers are already moving out in the city with might and main, and the baroness has been taken prisoner alive. But there were no children with her, probably they are somewhere in the vicinity of the monastery. Roche does not have time to tell anything else, as a dragon suddenly appears and attacks the squad and you have to rush through the city gates. Run forward under the wooden sheds, trying to quickly deal with the surviving defenders of the fortress, because the dragon will set fire to the roof above you. Having reached the locked gate, you will be glad that you did not have time to send the lady from the battlefield - she will smash them to pieces with the help of magic. Luckily for you, the flying dragon will be chased away with a ballista shot and this episode of the story will end. In a conversation with Roche, we choose the last remark “We split up near the monastery” and continue the story.

Blood from blood

Having buried themselves in the next gate, the soldiers will begin to actively swing their axes, but this will take too much time, so the king will instruct you to find an alternative passage to the monastery. Go down to the city streets and pay attention to a handful of townspeople captured by the royal soldiers. Next to this "meeting" there is a passage boarded up with wooden boards. They are no problem for your sword, and neither are the enemies in the courtyard on the other side of the doorway. Having dealt with them, go down into the well, finding yourself in the dungeons under the city. The semi-flooded corridors here are inhabited by an undead called the drowners, for whose final resting place your silver sword is well suited. Along the way, you will need to cut your way through more boarded up boards and get to the lowered grate. Having raised it, you can calmly climb the stairs up, hitting the spiral staircase of the temple tower, where you will already be welcomed by its garrison. After eliminating them from your path, go through the bars and exit the tower corridor through a gap in the wall, overgrown with ivy. In the fresh air, you will again have to fight a little, clearing your way to the doors of the temple. In the vestibule of the temple, another portion of opponents awaits you, and an unexpectedly locked gate that requires a key from you. Then we pass through the only open door, where you will find the right key in the courtyard, removing it from the corpse of one of the soldiers. True, it will be necessary before this to bring him to the desired condition, and at the same time his comrades. Go back and go through the previously locked grate. There we need to spin the wheel, which opens a large locked gate in the courtyard and let the king and his knights through them. The witcher will note that he saw a small detachment of elves by the river, but the king will dismiss this information and want to quickly find his children. You will be interrupted for the last time by a listener in the dungeon and after saying "It all started with Arthur Tailes", you will begin the final part of the story about your adventures in the fortress.

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

Dungeons of La Valette Castle

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

Chapter 1
Bad reception

Moored to the shore, your company of three adventurers makes their way through the forest to Flotsam. Their sweet road chatter is suddenly interrupted by the sound of an elven flute. And soon you will see the musician himself - the leader of the local elves named Iorveth. He is not very friendly towards Roche. The Witcher is trying to moderate the elven fervor of Iorveth, but Roche cannot stand it and throws a dagger at the one-eyed leader. In response, arrows rain down on you, which Triss stops by placing an exquisite magical barrier. True, he will take away all her strength, and she will lose consciousness. From now on, the distribution of roles in your team becomes as follows. Roche will carry Triss in her arms while she holds the barrier with the last of her strength, preventing the elves from shooting you from afar. Well, as a Witcher, you need to deal with all the opponents who dared to get inside this safe zone, protecting your friends. There is only one advice here - do not lag behind your companions, otherwise you risk leaving the barrier and will be hit by enemy arrows. Fortunately, you will soon reach the city, so Iorveth and the kingslayer will only have to quietly scoff at your trail. They welcome you here cordially - they offer to take a look at the quick public execution and have fun in the haunts of the city.

By the will of the gods and executive fools

Take this advice and go to the marketplace of Flotsam, taking a closer look at the scaffold with those sentenced to death. It would be nice to save the poor fellows, especially since one of them is Roche's informant. Approach the scaffold of the gallows and speak with the guard. It does not matter what tactics of conversation you will follow with him. Whether he gets confused under the onslaught of your questions or gets mad that the crowd starts to make fun of him, you still have to take part in a fistfight. But while you are fighting with the guard, the executioner has already begun to carry out sentences. Fight him too, interrupting the lynching process. After that, the commander of the garrison Loredo, who is surprisingly loyal to your company, will intervene in the matter. The presence of Roche, as the commander of a special unit under the murdered King Foltest, played a role here. Having inserted an unknown thief, the commandant will calm down and leave Zoltan and Dandelion alive. In exchange for this service, he wants to meet us at his mansion in the evening, where we will definitely go as soon as it gets dark.

vile suggestion

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

Keiran

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

Keiran: a matter of price

Head to the docks to settle payment issues. You can get there through a large wooden gate on the trading square, located exactly opposite the scaffold. Go down the path and talk to the merchant about his hard life. Use any means to persuade the merchant to pay you for the capture of the beast, and at the same time ask him about it. Here he will not help you, but he will name the one who probably knows more. This is the elf Cedric, which can be found in villages near the city walls. Return to the market square, and through the gate on the right behind the scaffold, leave the city limits. On the forest path you will meet Triss, who went with her to the watchtower to look for the right elf. Climb after the young lady up the stairs, where you will meet with Cedric. He will tell you a brief biography of the monster and inform you that recently your potential prey sank an entire ship. His skeleton still lies under the bridge. Worth checking it out, you might find something important. The companion will immediately be poisoned in place thanks to teleportation, but you will have to get on your own two feet. Leave the village towards the river and turn onto the forest line, going upstream. Along the way, you will have to fight with several opponents around the fires, so be prepared for this. At the end of your path, you will meet Triss waiting for you, and you will overcome the last section together, jumping over boulders. Once in the swamp, your company will be attacked by already familiar drowners, for reprisals against which a silver sword is best suited. A little before reaching the abandoned ship, inspect the tree on the right in the direction of travel. It's all in monster slime. Moreover, Triss informs you that Keiran is terminally ill and his slime is poisonous. He will not die of his death soon, but the Witcher can easily be slammed with poison. An antidote can be made from the tenecost plant. Where to look for him should know Cedric. So, we return back to the village to the watchtower.

Keiran: tenecost

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

The fight will not be easy. And what did you expect, because a monster the size of half a football field! But it is quite possible to defeat him if you learn a couple of rules. First, dodge its poisonous spit and tentacle strikes. Second, paralyze his limbs one by one, using the sign of Yrden, and cut them off with a silver sword. As soon as you deprive him of 4 limbs, grab one of the tentacles (you need to press the indicated key in time) and perform a simple QTE scene. After that, Kayran will fill up with stone blocks, and you will only have to jump on top of him from one of them and end the battle. It remains only to go to the merchant in the city docks for a reward and you can go tell the commandant about the first task.

Kingslayers

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

Roses of memory

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

We tell him that we want to meet with Iorvet, and he will agree to accompany us to the meeting point with the “squirrels”. Making your way through the forest, repelling the attacks of aggressive living creatures, your duet will finally reach the meeting place with the elves and Zoltan will say the password. However, the sentinels are not in a hurry to let us go to Iorvet, so we will have to go to another meeting place. There you will find an unpleasant surprise in the form of a crab spider at the edge of the forest. The fight with him will not be easy, but the reward for victory will be a meeting with Iorvet, surrounded by guards, aiming his bows at the heroes. In this situation, you should not be rude in dealing with their leader - it will not end in anything good. Inform him that Leto betrayed him and that Kiaran is now alive. Iorveth, of course, cannot be sure of your words, so he decides to arrange a check with Leto with your help. The big man is now sitting in the elven garden near the statue of lovers (where you collected roses of memory). Go there and meet Iorveth there. You will act out a scene with him. You will pretend that you are leading an elf bound to a bored killer, and Iorveth will look at his reaction. The conversation quickly convinces Iorveth of the veracity of your accusations, and he and his people are going to end Leto. But Roche intervenes with his people and a fight breaks out. In it, you can help Iorveth by giving him a sword, which will help him escape and soon provoke a massacre of non-humans in the city. Or refuse to do so, which will help Roche take him prisoner, then arranging a feast in your honor.

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

Where is Triss?

The commandant is already waiting for you in the square to thank you for the capture of Iorvet and throw a feast in our honor. But we are not up to fun now, we need to find Triss as soon as possible, maybe it's not too late? We run to the tavern and ask Buttercup where he saw her for the last time. He says that he saw how she went to Sheala on the second floor of the tavern. But having run to the indicated place, only disappointment awaits us. The room is empty, and what is much worse in it we see traces of blood. But also a broken wall adjacent to the brothel. Perhaps the girls from the establishment saw something through it. We go there and ask the laborer of love, the elf Dere. Fortunately, she was overly curious and peeped into the room through the wall. It really was Triss, but then there was some kind of fight, the outcome of which she did not see. Only the bloody Cedric, wandering towards the forest. Use the "cat" elixir to see the footprints of the elf on the ground, leading you to the familiar waterfall. With his last breath, he will tell you that Triss stole Summer, planning to cross with her help to the city of Vergen. Shortly after his death, Dandelion and Zoltan will find Geralt in the forest. Zoltan is agitating you to rescue the captive Iorvet from the floating prison. If you do this, you will start the second chapter differently than after fulfilling Dandelion's request. Namely, we will choose Dandelion's proposal now, especially since he will be informed that Rocher decided to go against Loredo, and this is a risky business.

Death to a traitor!

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

Chapter 2
Prelude to War: Kaedwen

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

Conspiracy theory

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

In any case, go to the brothel and choose from the girls Whistle Zosya. Do not forget to say the code phrase and then you will be opened a secret passage where schemers are hiding. There are no leaders of the conspiracy here, but even without their presence, you will have to wave the sword fairly. Be sure to take the Zeltkirk armor from the corpse of Vinson Trout, and from the table a piece of paper with text clearly written by the bard Buttercup. Find him in the camp and force him to explain himself. Don't forget to visit Detmold and get a reward for the killed conspirators. Now you can begin to fulfill the royal commission to remove the curse.

Blood Curse

It is no wonder that His Majesty toils from him! After all, he sent Sabrina Glevissig to the stake, for which she cursed him. The details of this unhappy incident must be obtained from Detmold, but one cannot do without visiting the place of her execution. Well, we leave the camp and go west along the coast, crossing a small stream. But in addition to the main goal, the familiar Zyvik will ask you to find two lost soldiers in order to quickly return them to duty. Cutting your way through the ranks of drowners, you will find warriors just at the place of execution, which they have made the object of their cult. At the head of it is someone Inspirational, who lives in the gorges behind the camp. In the meantime, you carefully examine the place of the scaffold three years ago. You will find familiar square coins, traces in the ashes, a letter and a nail, and your new companions will be interested in them. To give it or not is your choice. And so that they no longer bother you, bring the dunces to the stream, from where they will independently get to the camp.

Head there, too, to talk about your find with the relic vendor hanging around in the dining room. You will learn a lot of interesting things from him, in particular, the fact that Yagon eased the fate of Sabrina, piercing her with a spear on the scaffold. However, one cannot do without a visit to Inspirational. Leave the camp again and move east to the gorges, fighting off corpse eaters along the way. The main tactic for dealing with them is to bounce off them in time before they explode. In the final part of your journey, you will witness the death of two soldiers from the paws of the rotten ones, and as soon as you take revenge on these creatures, then go to the dwelling of the Inspired One. After fighting off the harpies there, talk to the head of the cult and try to get all the information you can from him. The easiest way to do this is through bribery, but if money is a pity, then there is another way. Pretend that we agree to join the cult and pass the test for this. All you need is to drink with the advent of darkness (after 21:00) the resulting potion nearby at the crypt between two lakes and view the vision. Well, and a little more war with evil spirits along the way. Having won his trust (or bought it), he will inform you about the relics needed to remove the curse from the king. You already have the Zeltkirk armor, but the relic dealer should have the spear of Iagon. Something we did not see this spear from him - let's go figure it out! Pressing the merchant in the camp, he confesses that he sold the spear to a soldier who safely lost the artifact in the battle with the elves. Moreover, the spear, most likely, is in the hands of our old friend Iorvet, who is probably now in Vergen.

Get out, evil spirit!

Having told Detmold the information received, you receive from him the task to get through the dangerous fog directly to the city of Vergen, having received only a talisman and an embassy flag to overcome this suicidal task. It is also good that our friend Zoltan will meet us on the way to the exit from the camp and, having learned where we are heading, will gladly agree to go with us. And the road will not be easy. The path through the fog will really tell you the received amulet, but you will have to fight the endless ghosts exclusively on your own. The main thing is to quickly cross the danger zone in order to be at the village with the elves, where only thanks to the presence of our friend you will not be stuffed with arrows. Go further until you meet with the commander of the guards of the dwarves. He will show you the location of one of the items needed to remove the spell - the symbol of death. It is located in the dungeons in the forest outside the city. But there is also bad news. Nobody is going to let you into the city, and then your fellow traveler decides to stay in Vergen for good. But in gratitude to Geralt, he promises to get the sword of General Vandergrift and give it to you in the dungeons under the city.

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

Now we go to a meeting with Zoltan. First, return to the burned village, and from there, at the next two forks (at the gorges and at the gate), turn left. Thus, you will reach the catacombs under the city, which are not recommended without sufficient stocks of a potion for orientation in the dark. We'll have to pretty much get lost in them, meeting along the way not only ordinary corpse-eaters, but also their hefty leader. Fortunately, your friends are waiting for you just outside the nearest door to give you such a needed sword. And Zoltan will bring good news - Iorvet successfully lost the spear in the bone to Skalen Bourdon from the suburbs, so you just have to go back there and win back the relic for yourself. It is unlikely that you will be able to win immediately, so be persistent. Having won the spear, return through the fog back to the camp. Waving off the ghosts, you will break out of the darkness, where Roche is already waiting for you to report on the events that happened during your absence. His detachment was attacked by Nilfgaardians who met the servant Philippa Eilhart. We hurry to find out the details in the camp, but there we will fail. The Nilfgaardians have already set sail, so we go to the king and inform him of the completion of our successful search.

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

Kingslayers

Here are those times! The king himself invited us to a feast, but the guards still do not let us in because the monarch received a foreign ambassador. Then we meditate until the evening (until 10 pm) and again we go to see the king. He's lucky he let us in! The story of the events that took place in the castle of La Valette will be interrupted by two murderers who knocked down the ambassador. You need to fight both of them to protect the king from certain death. Over time, Sheala will get into the fight, and you will win a relative victory - the king is alive, but one of the killers managed to escape, and you won’t learn anything from the second. Although Detmold offers a way out of this situation. If you resort to necromancy, then you can perform a rite, thanks to which you can see events through the eyes of the killer for a certain period before his death. Find Detmold in the hospital and ask him about the ingredients needed to perform the ceremony. You will need the “Duck” potion, the recipe for which can be bought from a merchant near the hospital. We return with him to Detmold and prepare for a kind of reincarnation. Seeing the world through the eyes of the dead assassin Egan, you and his companion rush forward through the gorge, fighting the harpies there. Carefully bypassing the traps after the battle, your deadly tandem will reach the meeting point with Leto, from whom he learns that Sheala is also involved in the conspiracy and should be disposed of.

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

Eternal fight

Fortunately, to complete this mission, you have in your hands all the artifacts obtained in previous tasks: the banner of the Brown Banner and the sword of Vandergrift, the armor of Zeltkirk and the royal medallion of Henselt. With final instructions from Detmold, it's time to leave the camp and head into the dangerous fog. There, the spirits of the dead warriors alternately inhabit Geralt, so you will have to perform several simple tasks on their behalf. First, in the form of an Aedirnian warrior, you will have to cross the line of fortifications of the enemy and, having fought with the spirits of the soldiers, capture the Kaedweni banner. And immediately after the success, the soul of a Kaedweni soldier moves into Geralt, hurrying across the battlefield to his commander to report the loss of the banner. You will have to move in short dashes between the volleys of archers, so as not to fall under their arrows. After admiring the fight between the Kaedweni general and Sabrina, whom you know in absentia, you are transported into the image of the Aedirnian commander fighting the enemy soldiers. Soon you will get to their general, the battle with which will take place already on behalf of the true Geralt, giving you the opportunity to use all his abilities in it. Just in time, because this fight promises to be quite difficult. From the fire volleys and deadly whirlwinds used against you, it is better to dodge in time, trying to roll up to the enemy from the unprotected side and hit him with a silver sword. Finally, after the victory, the last reincarnation into a priest awaits you, leading your warriors out of the danger zone, where this leapfrog of universes will end at the edge of the mist, as soon as we enter the light of day.

Conspiracy theory

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

Assault on Vergen

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

We learn from him that the Sheala you are looking for is hiding in the house of her friend Philippa. You can immediately run there, but before that there is a chance to help out an old friend of Iorvet (after all, we are indebted to him), surrounded by enemy soldiers in the city. Climb up towards the suspension bridge, which will treacherously break at the last moment, leaving you without Roche's support. From here it is worth turning right, making your way through the ranks of the Kaedweni soldiers to the fortification of Iorveth. Having provided support to the elf, it's time to head to Philippa's house in search of Sheala (this can be done right away). You will deal with ordinary opponents on the way to it without problems, but you will have to tinker with the monster called by the sorceress. It is all the more disappointing that we will not be able to talk heart to heart with her. She will hide in the portal right in front of your nose, and King Henselt with his retinue will appear to replace her. Having dealt with his knights and taking on himself, you will be interrupted by Roche, who has run in, and the further fate of the cunning monarch depends on the decision of Geralt. Persuade Rocher to spare him or let him avenge his hanged comrades - your will. Having made a difficult moral choice, it's time to go to the finish line of history, leading to Loc Muinne.

Chapter 3
In the name of Temeria!

The road to the city will be on sugar - the harpies do not cease to bother here too! And here, at the gates to Loc Muinne, the knights of the Order of the Flaming Rose will not wish to let the Witcher into the city. Fortunately, Roche's diplomatic skills will be enough for you to be allowed on a date with the head of the order, Siegfried. After talking with him, you will temporarily part with your friend, and go on a tour of the city alone. However, on its central square, you will reunite your duet again, heading from there to an appointment with King Radovid. You will learn from him that the only legitimate heiress of Temeria, Princess Anais, was kidnapped by Detmold. And if it does not, then this kingdom will simply be divided among themselves by other monarchs, which is unlikely to be done without mass bloodshed. But he will also say that Geralt's beloved Triss is now in this city as a prisoner of the Nilfgaardians. As a result, we are faced with another serious choice. He will go to rescue the daughter of the murdered from captivity, partly due to our oversight of King Foltest, or to take care of personal matters, going in search of Triss. The choice is not easy, but, looking ahead a little, we can tell you that the princess will not remain in trouble anyway, so you can go save Triss with a clear conscience.

Where is Triss?

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

Meeting of sorcerers

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

Dragon Apparition

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

Kingslayers

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

Frustrated that the game has already ended? No problem! Embark on a new adventure, acting differently, and your trip will be very different from the previous one.

Roche appears. We must hurry to the city, save Triss. There is a holiday in the city in connection with the capture of the main squirrel. Wine and whores for free. Unfortunately, we are not up to the holiday, we go to the tavern, we find Buttercup. This fool, as always, scratches his tongue and completely forgot that Geralt asked to look after Triss. But he turns out to have the key to Sheala's room, where Triss seemed to be heading.

We rise along the external stairs to the second floor. There are traces of blood everywhere. The Witcher suspects that something bad has happened. Naturally, there is no one in the room, except for the corpse in the corner. Inspection did not give anything, except for a mess and a hole in the wall, there is nothing interesting. But if there's a hole in the wall, then maybe someone was peeping. We go to the room behind the wall. There is a prostitute Dare in the room, who admits that she peeped a little.

Triss was talking to a lizard-like man. (The sorcerer Detmold.) This does not give the witcher anything, but he recognizes whose blood is everywhere. They saw how Cedric, barely on his feet, went into the forest. Geralt runs into the forest. Geralt is a witcher to find traces in the forest. Cedric, dying, will tell that it was Triss who asked him to help enter Sheala's room. I had to kill Sheala's bodyguard, but then Leto appeared, Cedric naturally could not cope with this monster. But he remembers that Summer demanded that the sorceress teleport him to Aedirn.

Immediately after this, we meet Zoltan and Dandelion. Buttercup says that Rocher was looking for Geralt and he has some plans for Loredo. Zoltan, in turn, offers to help the squirrels. It is clear that my Geralt went to Roche. We follow to the headquarters of Vernon Roche. It's time to pin Loredo's tail.

AT THE CROSSROADS: VERNON ROCHER

We take part in the development of a plan to capture the residence of Loredo. According to this plan, with the onset of darkness, we penetrate into the western part from the alley behind Loredo's house. We climb the stairs over the fence and get into the patio. The first person we see is a drunken merchant running after a whore. A sort of game of cat and mouse. We muffle him and everyone else we meet. In the warehouse where we were already during the first visit to Loredo's house, we find Elena. The same whore that played with the merchant. We learn from her that Bianca was discovered and Loredo dragged her to his top floor. At the same time, Bianca managed to whisper to Elena to open the window. And the key to the upper floors can be taken from Loredo's mother, who sits in the basement and packs fisstech.

DEATH TO A TRAITOR

We go to the basement for the key. As soon as mother Loredo begins supposedly searching for the key, be ready. Mother is as mean as Loredo, she will pour a handful of fisstech into our face and try to stab us with a knife. There will be a QTE, watch the screen, it is not good for a witcher to fall at the hands of an enraged drug addict. But Geralt's reflexes do not fail. We take the key from the shortened head, mother, and move on. Up a couple more floors, and on each guard. On the penultimate floor in one of the chests is the key to the right doors. We pick up quietly or wet everyone in a row. It will be like a desire, because on the way back, there will be guards again.

We rise to the last floor, open the doors. We see Bianca chained to the wall. Bianca screams for an ambush, QTE again. Loredo jumps out of the next room with a huge halberd and tries to pin us to the wall. Well, well, it's time for this beast to taste the witcher's sword! In general, Loredo is dead, Bianca must be released. Bianca, thanks and says that there is someone in the room from which Loredo jumped out. Let's go find out. There we find the elf Moril, whom Loredo abducted nine months ago. It is clear that she is already on demolition, so there can be no question of any jumping out of a window or balcony. We go through the front door. Anyone who gets in the way will have to say goodbye to life. Having gone down only one floor, Moril stops, her water has broken. Bianca and Moril return, and Geralt must clean everything up here and find Roche.

Having finished with the guards in the premises, Geralt goes out into the courtyard. Roche's fighters fight with Loredo's guards. Geralt does not stand aside. Once the fight is over, Roche will appear as well. He will tell you that, unfortunately, the squirrels recaptured Iorvet. There will be an insert where we need to fight for Roche. Unfortunately, he has nothing from the witcher's swordsmanship, so the fight will be sluggish ... and in fact, useless. If you manage to shut up Iorvet, then a cutscene will start, that a lot of squirrels have run up and Roche is forced to retreat. If Iorveth shuts you up, there will be a cutscene that he generously leaves your life... Well, stuff like that, he is great and tore everyone into blue stripes...

As soon as Vernon Rocher finishes his story, Bianca will appear with the crying child Moril. Rocher is very puzzled, he knows that children do not appear so quickly ... Meanwhile, Moril opened her veins. They cannot take the child with them. Geralt advised to give it to the elf Segerim in Bindyugi. Geralt knew that Segerim loved Moril. Geralt, together with a special forces detachment, sets sail on a ship. It's time to leave Flotsam, ahead of Aedirn.

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

We leave the ship in company with Triss Merigold and Vernon Roche and move through the forest towards the city. Suddenly we hear the sound of a flute. Roche is sure that there are elves nearby. Very soon we will meet face to face with Iorveth, the famous elven guerrilla and an old acquaintance of Roche. From the conversation, we understand that the elves have been hunting for Roche for a long time; in addition, Iorveth harbors Foltest's killer. By quoting the commander of the Scoia'tael, we have a "conflict of interest." Triss fires magical lightning towards the elf, but he dodges, and in response, a hail of arrows rains down on us from the nearest thickets. Triss instantly creates a magical barrier around our little squad, reaching which, all the arrows turn into butterflies. Unfortunately, this drains the sorceress's powers and she faints. Roche picks up Triss, and we cover the retreat. [Combat] We do not advise you to go beyond the magical barrier: then the witcher will face a quick death from elven arrows. Against the attacking Scoia'tael, we advise you to use power equipment. Roche carries Triss into the city, and we follow him, repelling the attacking elves as necessary. So we reach the gates of Flotsam, where local guards come to our aid. Iorveth promises that we will meet again... The guard warns that if we hurry, we will be in time for the execution, which is to be held on the main square of the city.


By the will of the gods and executive fools

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

After our victory, the executioner begins to hang the condemned, so we have to deal with him. And that means another fistfight. After defeating the executioner, Loredo, the commandant of the local garrison, appears in the square. Regardless of our answers, we will be able to achieve the cancellation of the execution of Zlotan and Lutik. They are given back their freedom, but are forbidden to leave the city. Moreover, the commandant invites you to come to his mansion in the evening of the same day (task "A vile offer").


vile suggestion

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

Ballista

Our satellite notices that the commandant has a ballista, and it is aimed at the harbor. Thanks to her, all ships entering and leaving Flotsam are under the control of Loredo. If we do not want to depend on the favors of Loredo in the future, it is worth putting the gun out of action in advance. However, the ballista is under guard, so we should somehow divert the attention of the guard. For this, there is nothing better than a beautiful woman ... Therefore, we need the help of the courtesan Margarita, who is standing at the mansion. Depending on what we tell her, she will help us [A] for a small fee [B] or in exchange for a favor. In the latter case, we will have to teach a lesson to two impudent guards, Myron and Alphonse. These two are nearby, and we need to defeat them in a hand fight. Whichever way we choose (to pick up or provide a service), Margarita will take the guard away to demonstrate her art to him. We'll have plenty of time to deal with the ballista. In addition, we can postpone this task until later and go to a meeting with the commandant first, but why waste time in vain? Having broken the ballista, we go to Loredo.

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

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

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

If the guards catch us in the backyard, we will still end up at Loredo's, but we won't find out what he was talking about with the sorceress. We'll just be led past her as she leaves the commandant's room. Loredo will ask what the witcher, accused of killing Foltest, is doing in "his" city. No matter what we answer, in the end Loredo will give us a task: to deal with Iorveth and his squad. He will offer to seek help from Zoltan, since he is connected with the Scoia'tael. If the dwarf is still forbidden to leave the city, Loredo will promise to release him in return for one more favor: we must kill the kayran, the monster that overheated the harbor. We can, of course, accept Loredo's offer or reject it if we don't want to deal with city officials. After the conversation, you can do side quests, go hunting for kayranm (task "Keiran"), and if the monster has already been killed focus on finding Iorvet (task "Killers of Kings").



Keiran

Experience per completion: 1750

We have already suffered from the actions of the monster that plagued the inhabitants of Flotsam when sailing into the city: it was because of him that the Blue Stripes ship could not enter the harbor. When we visit a tavern for the first time, immediately after our conversation with friends, a peasant bursts into the hall, calling the people to arms. It turns out that the keiran attacked the pier. Triss suggests they go see what's going on in the harbor. According to her, there is someone casting spells.

We're going after the peasant. Upon arrival, it turns out that the monster has already disappeared, but the sorceress and several poor people are waiting for us on the pier. It turns out that the sorceress knows us. The peasants are extremely hostile: in their opinion, the magician almost killed a certain Zosik. Depending on what we say [Choice], this skirmish will have a different outcome. [A] We can try to intimidate the peasants. If they do not heed the threats, a fight will begin. Also [AT] we can ask what is going on; this will allow us to convince the peasants that the monster is to blame for everything and it is not worth scolding the sorceress.

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


Keiran: a matter of price

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

Without wasting time, we go in search of Cedric. Near the gate we meet Triss, who asks us not to do business with Sheala. Whatever we tell her in response, she will go with us to look for Cedric. As we pass through the village, we can hear the guard and the elf talking about him. If you talk to her, she will explain where to find Cedric.

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

We walk through the forest up the river, hoping to stumble upon the tracks of the monster. After a while, at the ruins of the bridge, we see Triss. On the shore we will notice the ship that Serdik spoke of. It remains to go down. When we are almost at the ship, several drowners will attack us. [Combat] Defeating them is easy, just use quick attacks with a silver sword. After defeating the monsters, we collect kayran slime, from which we have to brew a potion. It will make us immune to the monster's poison. In addition to slime for the potion, we need tenecost - a rare underground plant. Triss advises us to return to Cedric and ask him a couple of questions, she herself remains at the ship.


Keiran: tenecost

So, we again need the help of an elf-trapper. We return to Bindyuga. If we do not find Cedric on the watchtower, then he is at home, in the village. We tell Cedric that we've tracked down the monster slime, but we still need the tenecost. Unfortunately, the elf does not have this plant. If it can be found somewhere, then only in a cave near the ruins in the south.

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




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

Kingslayers

Having received a reward for killing a kayran, at the entrance to Loredo's mansion we meet with Triss Merigold. The conversation can develop in different ways depending on whether we accepted the commandant's proposal or not. In any case, we learn about the barge, standing in the harbor. It holds prisoners of the Scoia'tael, including Kiaran aep Easnillen, Iorveth's right hand. Maybe he knows something about Foltest's killer? We have to check it out, so let's go to the floating prison.

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


Rose of memory

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

[A] If we asked Merigold to come with us, then we will go to the Elish ruins in her company. You should be very careful when going through the forest: there are a lot of traps set by hunters, and monsters (nakers and endriags) who only dream of dealing with us. Near the waterfall, Triss notices that the ruins must be somewhere nearby. We follow her up the hill. From there we see the most beautiful ruins of an elven garden where roses of memory grow. We pluck flowers, and near the statue of elven lovers we are attacked by three bandits. [Combat] Defeating them is not difficult, if you remember to put blocks. During the battle, the ground under our feet falls through, and we find ourselves together with Triss in the elven bath. We are trying to destroy the wall with the help of the Aard sign, but nothing comes of it. It's time to talk to Triss. If we play our cards correctly, then we find ourselves in the water with her. If we are talking about business, then we will not see love passion. Triss asks us to forget about everything, run with her and start a new life away from here. At the end of the conversation, we will again try to use the Aard Sign against the wall, and this time we will succeed. If we make love to Triss, we'll lose our heads and forget time. In this case, Vernon Roche, worried about our long absence, will come to our aid. After that, we will return to Flotsam to talk to Zoltan. According to Triss, he can lead us to Iovert.

[Q] If we decide to go for roses alone, then we go to the waterfall, the location of which is already well known to us by searching for the tenecost. Along the way, we will have to face nakers and endriags. [Combat] Knuckers are best knocked down with the Aard Sign, and then finished off with a single blow of the silver sword. Endriag is better to immobilize with the Yrden sign. The ruins we are looking for are above the waterfall. We climb the hill and find roses of memory near the statue of the elf lovers. We tear them off and return to Flotsam, where we rest with Triss. The sorceress says that Zoltan can help in the search for Iorveth, since he is somehow connected with the Scoia'tael. We find Zoltan in an inn. If we tell him that we need to see Iorveth and that he may know the killer of kings, the dwarf will agree to help.

So Zoltan and I go to the forest, to the place of his previous meeting with squirrels. We soon realize that we are being watched. At the last moment, Zoltan says the password, but the elves still do not lower their bows from us. Zoltan leads us to another meeting point, but he warns that it is a trap. The place where the Scoia'tael sent us the lair of the crab spider. However, for the witcher this is not a problem. Zoltan leads us to the monsters. Before entering the clearing with the spider crab, we can offer our friend to wait for us: the dwarf is not a witcher and is not trained to fight monsters. You can take Zoltan with you: one more pair of hands is never superfluous in a fight. [Combat] Killing the spider crab is much more difficult than the monsters encountered in the forest before. For this, it is best to use the Signs of Yrden and Inni. Don't forget the block. When we deal with the spider crab, a detachment of elves appears in the clearing, led by Iorveth. If the conversation with the commander of the elves failed, death awaits us. Therefore, it is worth maintaining politeness: do not anger the enemy who has the full advantage. We explain to Iorveth that Leto wants him dead and that it was he who killed the elves from the guile squad: we will bring Foltest's killer Iorveth with tied hands and see what happens next. During this time, the Iorveth elves will cover their commander from afar.

We go with Iorveth to meet Leto. We once again visit the elven ruins, where near the statue of Eldan and Simoril we find the killer of kings.

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

Either Iorveth or Roche finds us in the ruins (depending on whether we helped the elf or not). There is no time for talking: Leto went looking for Triss, so we must get to her first.

Fight with summer: tips on how to successfully fight Leto. And everything related to the fight with Leto is discussed there.




Where is Triss?

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

[A: We helped Iorveth, the town is getting massacred] When we get to Flotsam, we are stopped by a guard at the gate. If we decide to work with Loredo during the quest "A Vile Proposal", we will be freely allowed into the city. If we refused the commandant, then the guard will refuse to let us through. In this case, we can persuade him, intimidate him, or use the Axii Sign. Entering the city, we find ourselves in the epicenter of the pogrom: people kill non-humans. When we reach the inn, we hear Buttercup's voice. Judging by his screams, he has serious problems. We enter the tavern. It turns out that the local redneck is going to have fun with two elves, whom the bard protects with the last of his strength. We can try to convince the enraged men to go home, or use the Axii Sign. If we fail, a fight will start. [Combat] Fist fighting is based on the principle of quick keystrokes (QTE) and for a witcher it will be uncomplicated. After the fight, Dandelion briefly talks about the pogrom. We ask about Triss and find out that she was going to talk to Sheala when Buttercup told her about the megascope. So, we go to Sheala's room on the second floor of the tavern. Here we find traces of blood and a hole in the wall. Someone probably did it to peep into the next room, where the brothel was located. We go to the brothel madam to get at least some information. It turns out that Triss was talking to Philippa Eilhart. Garvena also says that she saw Cedric wandering somewhere towards the forest, and traces of blood from Sheala's room lead outside the city. We drink the elixir of the Cat, which will allow us to follow the bloody footprints. Following them, we cross the forest and enter a clearing in front of a waterfall. Here we find the dying Serdik. Gathering his last strength, the elf tells us what happened. Triss asked him for help. When they entered Sheala's room, they were attacked by the witcher. He was so fast that Cedric couldn't do anything. The witcher overpowered the sorceress and forced her to teleport both of them using a megascope. It seems that he was going to get into the vicinity of the dwarf city of Vergen, which is located in Upper Aedirn or, as it is otherwise called, Upper Marchia. Cedric is dying in our arms... Some time later, Zoltan and Buttercup find us in the forest...

[V: Iorveth is captured, the town is having a feast]

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


At the crossroads

Depending on our actions, a festival or a pogrom took place in Flotsam. Triss was kidnapped by Foltest's killer, Sheala disappeared, Cedric died... Not having time to move away from Cedric's body, we meet Buttercup and Zoltan.

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

Vernon Roche

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

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

Scoia'tael

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


Death to a traitor!

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



floating prison

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

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

[B] If we follow our own plan, then we go to the city, accompanied by Iorweth alone; he pretends to be our prisoner. This trick is not perfect: the guards start pestering us, asking for permission to beat the famous elf commander. If we agree, Iorvet is beaten. If we refuse, the guards let us through anyway. In the end, we lead Iorveth to the prison barge and take the soldiers by surprise. At our signal, a detachment of squirrels launches an attack from the forest. With this scenario, we gain an advantage due to the surprise factor. As a result, the battle will be more difficult than in the implementation of Iorveth's plan, but shorter.

[Combat] Don't forget to block attacks and use the Sign of Yrden. Defeating more and more new opponents, we are moving towards the prison barge. We defeat the guards on the deck and below, and then free the captives (including Iorveth if he was captured in the Kingslayer mission). When the ship is ready to sail, we see that Loredo sets fire to the toll collector's tower, where there are several elves. At the last moment, Geralt jumps onto the pier. [Choice] [A] We can try to get to the tower and save the elf, or we can [B] chase the commandant.

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

] | Chapter II: Rocher's Path [

Bad Reception

Spoiler

The ship sails to Flotsam and stops near the city. Geralt, Triss and Vernon go forward to the settlement, but on the way they meet a detachment of Scoia "taels, led by Iorveth, the local leader of the squirrels. Regardless of the actions of the Witcher, the elves will launch an attack.

Triss creates a small dome, but it takes a lot of strength, and Roche has to carry the sorceress, and Geralt to protect them both; the barrier will move with Triss.

Having made their way through the opponents, the three arrive in Flotsam.


By the Will of the Gods and Executive Fools

Spoiler

Upon arrival in the city, Geralt sees that he has come in the midst of the execution. Everything would be fine, but some of the condemned are his old friends, Dandelion and Zoltan.

Without hesitation for a long time, the Wolf decides to release the bard and the dwarf. You can either intimidate the guards, or immediately get into a fight. One way or another, the case will turn into robbery, the difference is only in the number of victims.

After a while, Loreda appears. No matter what Wemak says to him, he will let Geralt's friends go and invite him to his residence.


Indecent Proposal

Spoiler

The Witcher comes to Loredo's residence in the evening (at 10 o'clock) together with Roche, and they get inside (you can't enter there with a weapon, so it will wait for the Witcher outside, in a chest near the gate).

Roche distracts one of the guards in order to give the Witcher the opportunity to get into the backyard. The wolf goes ahead and hides behind a large rock and, as soon as the guard turns around, stuns him. The next guard retreats at the call of nature, becoming an easy target (act quickly, otherwise you will not have time to stun him). The gates are locked, so the Witcher has to move around; The wolf climbs up the ledge and goes forward. Three guards are waiting for Geralt in the next location. He bypasses them (although you can knock someone out) and climbs the stairs, eavesdropping on the conversation between Sheala and Loredo. Having learned everything that is needed, the Wolf returns to Roche the same way and ends up in Loredo's house, but Vernon will not be allowed in.

If the Wolf was caught during the penetration into the backyard, then he will immediately be sent to Loredo.

During the conversation, you can tell the commandant why you arrived in the city, find out a little about Iorvet's plans, but most importantly, talk about Zoltan, since he has connections with squirrels. Loredo will allow him to leave the city, and therefore help in the case with the Skoya "taels, when the Witcher finishes off the monster Kayran (if the Kayran is already killed, then he will let the dwarf go just like that).

The wolf leaves Loredo's residence, picks up his things, and the quest ends.


Keiran

Spoiler

Geralt, having learned about the attack of the monster on the pier, hurries there and, when he gets there, he sees how Sheala de Tanserville is fighting the monster. Nearby is a crowd of people; The wolf strikes up a dialogue with one of the people, dissatisfied with the fact that the sorceress did not save his friend. We get rid of it by persuasion, intimidation or Aksy. When the inhabitants leave the pier, Ludwig Merce will approach the Witcher, offering to kill Kayran, who is rather fed up with the merchants. Next, Triss Mrigold will introduce Sheal to the Wolf, and, I must say, Merigold does not have a better opinion of her. From the conversation, Geralt learns about the elf Cedric, who has information about the monster.

Cedric usually sits on the watchtower in Bindyug. On the way there, the Witcher meets Triss, who asks him not to mess with Keiran - this conversation does not give any result.

After talking with Cedric and not really knowing anything, the Wolf decides to go to the monster's lair and explore everything himself. Triss teleports immediately.

On the way, Geralt may meet robbers, but they are not a serious problem. Later, he finds the sorceress, and together they go down to the river. At the very end, drowners await the couple; do not climb on the rampage and do not attack everyone at once. Once all the inhabitants of the depths have been destroyed, Triss will conduct a study using magic and establish that the Keiran is sick and dying, but still poisonous. Merigold advises to create a potion from tenecost to neutralize the poison, and also gives him the formulas for the "mongoose" elixir.

To continue the task, you need to go to Sheala (or you can first prepare the elixir) and start the battle with Kayran. Tanserville lives above the inn; The wolf speaks to her and goes to the monster's lair.

A monster lures out at the river Sheala, and Geralt will only have to finish off Kayran. To begin with, it’s worth understanding one thing: you don’t have to stand directly in front of the monster, as he will spit the Witcher with poison; better stay close to the edge. Kayran will beat the tentacles on the ground until part of the bridge collapses. At this point, you should stop (closer to the edges), set the Yrden sign and wait for the Kayran to swing his swollen tentacle. Dodge and watch as Kayran's tentacle falls into a trap; now it is worth acting quickly and attacking the swollen piece. After destroying the swelling, you can chop off the tentacle itself with a QTE. We repeat this operation three times. Next, you should jump on Kayran's tentacle when it is close, and quickly pierce him with a sword, then jump off. If everything is done correctly, the bridge will collapse on Keiran, if not, we start this all over again. now we move along the collapsed bridge to the head of the monster. Beware: he throws stones! Getting close to the head, Geralt kills Kayran with a bomb.

The monster has been eliminated, for a reward we go to Ludwig Merce.


Keiran: Tenecost

Spoiler

Keiran is extremely poisonous, so Triss advises Geralt to create the "Mongoose" potion from tenecost. The wolf should go to Cedric (he, as usual, sits on a tower outside the city) and ask about the ingredient. The witcher receives the necessary information and goes to the waterfall in the south of the forest. Behind the waterfall is a cave densely populated by nakers. The tenecost itself is protected by rottenness.

After finding the tenecost and collecting the rest of the ingredients, Geralt creates a potion that will help him in the battle with the Kayran.


Keiran: A Matter of Price

Spoiler

Killing monsters is Geralt's profession, for which he gets paid. In this case, it is worth going to one of the merchants, who is located near the port.

Since the merchant has already paid Sheale, he will not do this again and offers to share the reward equally. The Wolf has a bunch of counter-proposals:

Option 1: Double the reward with Axius or Intimidate, resulting in the Witcher getting 2000 orens.

Option 2: Ask for a deposit of 200 orens and a reward of 1300 orens after killing Kayran.

Option 3: try to leave unsatisfied with the conditions, to which the trader reacts quite expectedly, making a counter, more profitable offer. Again, you can ask for an advance payment.

After killing Kayran, the Witcher returns for his well-deserved reward.


Rose of Memory

Spoiler

The quest starts automatically after talking with Kiaran on the prison barque.

The purpose of the quest is to find the rose of memory, as with its help you can return the lost past to the Wolf. The Witcher can search with Triss or alone.

Option 1: Geralt and Triss go to the waterfall, not far from which the elven ruins are located; there is a rose. The witcher picks the rose, and now it would be possible to return to the city, but it was not there: the robbers attack Triss and the Wolf. They are poorly armed, so it will not be difficult to kill them. At some point, one of the bandits jumps on Triss, but the Witcher manages to deal with him, but, unfortunately or fortunately, the sorceress and the Wolf fall into the elven pool. Further, the Wolf can offer the witch to swim (and indulge in carnal pleasures), or find a way out of the cave. In the first case, after some time after swimming, Roche will find a couple, and they will all be able to leave the pool. In the second, the Wolf only needs to use the aard on a not very strong door.

Option 2: Geralt decided to find the rose on his own, however, only the devil knows where to look. He goes to Cedric for information. Of course, the elf will demand something in return, and that something turns out to be vodka. Having given alcohol to the happy Cedric, the Witcher learns about the elven ruins near the waterfall and goes there. Having reached the ruins, he plucks the rose of memory, after which he returns to Triss.

Regardless of whether Geralt goes alone or not, Triss will offer to abandon all these assassins of kings and other problems. The witcher may refuse, wanting to find Foltest's killer, or he may agree. In the first case, you will need to go to Zoltan, and in the second - to Vernon (he is at the headquarters of the Blue Stripes or in the pool).


Kingslayers

Spoiler

As soon as the Witcher deals with Kayran and talks with Loredo, Triss will meet the Wolf at the entrance to the residence, and together they will go to the prison barge, where the scoia "tael Kirian, Iorvet's right hand, is located.

On the way, two guards will meet, who will let Geralt onto the barge without any problems if he accepted Lored's offer (if he did not accept, then intimidation will help you).

The witcher and the sorceress find a wounded elf at the very end of the barque. To begin with, it should be calmed down with axioms. He will tell that Summer - that is the name of the killer of kings - only used proteins for his own purposes, and now he intends to kill their leader - Iorveta. In order to find out the details, you can use the same axios or intimidation with persuasion.

At some point, a fragment of memory returns to Geralt; Triss will say that there is a flower, a rose of memory, which will help him remember more. The wolf, together with Triss, or alone, goes in search.

Having finished with the rose of memory, the Witcher goes to the tavern to talk with Zoltan, who was seen communicating with squirrels. Together they go to the meeting place with the Scoia "taels. Geralt, sensing the presence of non-humans, advises to quickly name the password. Iorvet's people will allow you to meet him, but in a different place. Of course, this turns out to be a trap: Geralt and Zoltan have to fight with the head-eye ( since we have Zoltan on hand, the fight shouldn't be too difficult.) Having defeated the monster, the two see Iorvet and finally enter into a dialogue with him. Geralt tells him that Leto is planning him. Although the elf does not believe, he decides to check anyway.

Iorveth will meet the Witcher at the elven ruins, where there will be a meeting with the killer of Foltest. The elf will pretend to be a prisoner. Finally, the two witchers are standing in front of each other, and it seems like it's time to put an end to all this. However, Roche and his men suddenly appear. Here you have to make a choice: give the sword to Iorweth and free him from his bonds (a massacre will begin in the city), or betray him by taking the side of Vernon (there will be a holiday in the city). Regardless of the decision made, the witchers fall into the pool, where they will bathe and fight. The fight with Letho will be quite difficult, so don't risk it, dodge more often. When the enemy has half health left, the witchers will try to use signs against each other, and it all ends with Geralt being stunned by an aard and unarmed; Summer follows Triss, and a little memory returns to the Wolf.


Where is Triss?

Spoiler

The witcher returns to the city and sees either a celebration arranged in honor of the capture of Iorvet, or a massacre. In the first case, the Wolf will come to the city with Roche. Regardless of the situation in Flotsam, Geralt goes to the tavern and meets Dandelion (if there is a massacre, you will have to save him and several non-humans from an angry mob). It turns out that Triss was last seen at Sheala, so the Witcher and the bard go to her (the room above the tavern).

There is no one in the room, but there is a mess everywhere, and the corpse is lying around. You should examine the bed, the dead body and the hole in the wall. Geralt and Dandelion go through the next door to talk to the locals.

Option 1: if the Wolf helped Roche, then there will be Dare in the room, who says that Triss talked with the sorcerer Detmold.

Option 2: if Geralt helped Iorveth, then Garvena will sit in the room, saying that Triss talked with the sorceress Philippa Eilhart.

Regardless of the choice, the Witcher learns that Cedric was seen walking into the forest, and, moreover, bleeding.

The wolf runs to the forest and notices traces of blood, which leads to an elf near the waterfall (it's better to drink a cat, then the tracks will be highlighted, and you will save time). Cedric, dying, will say that Triss asked him to kill Sheala's bodyguard, but then Summer came, which turned out to be extremely deplorable for Cedric, and the sorceress had to teleport the witcher to Aedirn.

Soon the Wolf will meet with Zoltan and Buttercup; it's time to get rid of Lerodo. With whose help, Vernon or Iorvet, Geralt decides.


At the Crossroads: Vernon Roche

Spoiler

Buttercup offers to turn to Roche for help in overthrowing Loredo. The Witcher goes to the blue stripes headquarters to listen to Vernon's plan. He can accept it, or he can go to Iorweth.


At the Crossroads: Skoya "taeli"

Spoiler

Zoltan offers to contact Iorveth in the case with Loredo; it is located in the elven ruins. You can take his side, or you can go and listen to Vernon (if the Witcher did not give the sword to Iorvet, then Zoltan will be in the ruins, not the elf).


Death to the Traitor!

Spoiler

The Witcher takes Roche's side and decides to kill Loredo.

According to the plan, Geralt waits for dark in the alley behind Loredo's house and climbs the stairs to the western part of the residence. Nearby there will be a merchant running after a whore. You can stun him, or sneak past.

You can also get into the garden of Loredo through a cave in the west of Flotsam, near the pier, without following the plan. On the way, the Witcher will meet monsters.

Next, you should find the prostitute Elena in the warehouse, climbing onto the scaffolding and jumping over the wall or tritely killing all the guards in the yard and taking the key to the warehouse from the body of one of them. Geralt learns from her that Bianca is being kept in the building. You can get there again quietly, through the window, or noisily, through the door, killing everyone (if the Wolf cut everyone before that, then there will be fewer problems).

Once in the house, Geralt goes down to the basement and meets Loredo's mother, who has the key to the upper floors. The witcher kills her and sneaks upstairs through the sleeping guards for the key to the last floor. You can slip past them, or you can kill them all.

Having reached the last floor, Geralt sees Bianca tied up, and only she warns of a trap, as Loredo runs out of the next room with an inspiring halberd. However, she does not help him, and the Witcher kills him (here, evasion will not work well, so use better blocks).

After releasing Bianca, Geralt goes to the next room, who was kidnapped nine months ago (yes, you got the hint right, she is pregnant). At the most inopportune moment, childbirth begins. Bianca and Moril are useless at the moment, so Geralt himself will have to clear the path down to the courtyard from the guards who have come running. And the yard is also fun: the Blue Stripes are fighting with the soldiers of Loredo. The wolf helps his allies, and when it's over, Roche will appear.

During a conversation with Vernon, he will talk about the fight with Iorvet; the action will move to Roche's memory, where you will need to control him and fight with the elf. The outcome of the battle doesn't matter. When the memory ends, Bianca appears with the child Moril, but the elf herself decides to commit suicide.

Be that as it may, Loredo is liquidated, and the Witcher, along with the Blue Stripes, sails to Aedirn.


Floating Prison

Spoiler

The Witcher decides to side with the non-humans. He meets them in the forest, on the road to the city, and prepares to attack.

Option 1: if the Wolf gave the sword to Iorweth (which means he is leading a detachment), then it will be possible to propose a plan according to which Geralt will take him as a prisoner to the prison barque. The witcher and the elf go to the barge, and as soon as they get there, a fight with the guards begins. Defeating them is not very difficult (use blocks).

Option 2: Skoya "taels and Geralt go through the rocks to the pier, killing the guards along the way (there will be crossbowmen with them - first get rid of them). Having reached the port, the squirrels begin the attack; the battle will be quite large-scale, and there will be more opponents, but you can use the environment to their advantage by throwing aard of guards into the water.If the Wolf did not give the sword to Iorveth, and he was captured, then you will need to get to the prison barge and free him.

Whatever you choose, Loredo will decide to set fire to the tower with the elves.

Option 1: The wolf decides to chase Loredo to the end and runs to the center of the city, to the gallows. First, a few guards will appear, and then, when they are killed, Loredo himself. The fight with him is not very difficult and if you use dodges in time, there should be no problems. Having dealt with the commandant, Geralt returns to the prison barge. Loredo is dead, so it's time to go to Aedirn.

Option 2: Geralt decides to save the elves and runs to the tower. On the way you may meet several guards and civilians; The wolf kills them. When you reach the tower, you should not hesitate. The wolf tries to get up as quickly as possible and, having reached, saves three elves (or not all), then they all jump into the water. Iorveth will help you get out of the water.

During the subsequent conversation, Iorveth may mention the fight with Roche in the forest. The player gains control of Iorweth and fights Vernon. The outcome of the battle does not matter.

One way or another, things are over in Flotsam, and the Witcher, in company with squirrels, goes to Aedirn.