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  • Walkthrough

    Prologue

    Defending Kaer Morhen

  • Bandits have invaded Kaer Morhen. Grab the rusty sword from the dummy in front of you and help your friends defeat the bandits.
  • Follow your friends and you will see the bandits break down the gate. Vesemir will ask you to open the gates to the upper courtyard.
  • Make your way into the courtyard, along the walls, and into the tower by following the map markers and killing any bandits you come across.
  • In the Upper Courtyard, click on the winch to open the gates and allow the others inside.
  • Vesemir will give you a Swallow and a Thunderbolt potion and will teach you the formulas for them. Drink the Thunderbolt potion and then enter the citadel.
  • Make your way across the hall and descend the stairs to the laboratory. The mysterious mage will create a barrier that blocks your path and will collapse the hallway behind you.
  • Follow Leo to the Circle of Elements and click on it to learn the Aard sign. Return to the laboratory entrance and cast Aard on the rubble to open the path out of the lab and leave the citadel.
  • Vesemir will now give you a choice: help him fight the Frightener, or help Triss secure the laboratory.
  • If you choose to help Triss, the two of you and Leo will enter the citadel and you will end up fighting Savolla alone. Kill each of the four bandits that Savolla is drawing power from and he will become vulnerable. After you have killed him, go with Leo toward the Laboratory and will find Triss laying on the floor badly hurt by the other mage.
  • The Frightener can only be hurt when the two siege cauldrons and the bell in the courtyard are all ringing. Click on the bell and use the Aard sign on the siege cauldrons to get them to ring. You may need to use the Tawny Owl potion that Vesemir gave you. The battle will be over when the Frightener is dead, at which time Triss will teleport into the courtyard, though she is badly hurt.
  • Regardless of who you chose to help, you and Leo will now enter the laboratory to stop the Professor and the mage, but they will escape with the mutagens and Leo will be killed.

    A Potion for Triss

  • Vesemir will join you in the laboratory. After you tell him what happened, select the option to rest to recover your strength and assign the talents you received for achieving level 1.
  • After you have rested, talk to Vesemir again and he will ask you to help make a potion to heal Triss. Take the Swallow potions from the Cabinet and leave the laboratory.
  • Talk to Lambert and he will ask you to go to the upper floor to find some components that are needed to make the potion for Triss.
  • Pass through the kitchen and go up the stairs to the upper floor. Kill all the bandits here to finally rid the keep of them.
  • Take the Calcium Equum from the crate in the Evening Hall and the White Gull potions from the crate in the Armory. You'll also find a book on Frighteners in the crate in the Evening Hall.
  • Return to Lambert in the Banquet Hall of the main floor. He'll teach you the formula for the potion for Triss and about the two other ingredients you need to complete the potion.
  • Speak to Vesemir nearby. Tell him you cleared the bandits from the keep and he will give you a Witcher's steel sword, a Studded Leather Jacket, and a scroll describing how to make a Frightener's Vision potion. Tell him that Lambert gave you the formula and he will give you some Celandine, will teach you about Frightners, and will give you the Flaying ability. If you helped Vesemir fight the Frightener, ask him if he and Triss often argue and he will give you a Red Meteorite for helping him.
  • Leave the hall and collect the Claw and the Eye from the Frightener carcass in the courtyard.
  • Return to the keep and meditate at the fire to create the Potion for Triss.
  • Head up to Triss' room on the upper level and give her the potion. She will recover quickly and in appreciation will offer to demonstrate how much she has missed you.
  • Before finishing the Prologue, talk to Eskel and he will tell you about fistfighting and you'll have a practive duel. This begins the Fistfight side quest. Eskel can be found in the main hallway of the upper level.
  • When you are ready, tell either Triss in her room on the upper level, or Vesemir in the Banquet hall on the ground floor that you are ready to go to end the Prologue.

    Chapter I

    The Outskirts

  • The opening of this chapter finds you in the Outskirts of Vizima being attacked by Barghests. Once the beasts are slain you will speak with Shani, apparently an old friend of yours, and learn that the Salamandra have a presence here. She will suggest you talk to the Reverend to learn more.
  • You will find the Reverend outside the Chapel during the day and inside his house at night. He will refuse to tell you about the Salamandra until you prove yourself to him by dealing with the Beast and by helping out three other prominent members of the village: Odo, Haran, and Mikul. To deal with the Beast he will give you 5 Holy Flames. He will also give you his Eternal Fire Signet Ring to show to the others. You need to equip this ring before you can show it to anyone.
  • Place a Holy Flame on each of the five Eternal Fire Shrines spread across the Outskirts. After you have lit the last one, you'll notice that the beasts have not been driven away.
  • Speak to the Reverend again for your 100 oren reward. He will ask you to find the root cause of the Beast and suspects the witch, Abigail.
  • Ask Abigail about the Beast and she will suggest that Alvin is the key to learning more about it. She will ask for five White Myrtle Petals to make a potion for Alvin.
  • Gather five White Myrtle Petals from around the village or buy them from the Viziman Merchant and bring them to Abigail. She will need time to prepare the potion.
  • Leave Abigail's Hut and reenter. She will give the potion to Alvin and you will learn what caused the Beast to appear. Abigail will then give you Berengar's Notes on the Beast and Hellhound's Soul. Read these items to learn about the Hellhound and to learn the formula for Hellhound's Soul.
  • Report what you have learned to the Reverend to receive your 200 oren reward.

    Strangers in the Night

  • To get Haren's support, show him the Eternal Fire Signet Ring and agree to kill the Drowners that are plaguing him.
  • Haren's goods are just east of his house. Kill all the Drowners there at night.
  • After the fight, you will be approached by an elf who claims that Haren was selling those goods to them. You must decide whether or not to let the Scoia'tael have those goods or not. If you refuse them, they will attack you. Your decision will have consequences in the next chapter.
  • Speak to Haren Brogg again. Inform him of what happened and collect your fee.

    The Secret Garden

  • To get Odo's support, speak to him in him home in the southeast corner of the Outskirts. You need to have a drink with him and show him the Eternal Fire Signet Ring before he'll speak with you.
  • Tell Odo that the Reverend sent you and he will tell you about his "gardening" problem. You'll negotiate a fee over several drinks.
  • Once you and Odo have agreed on the fee, you will appear outside of his house, quite drunk and under attack by two Echinops.
  • Defeat the Echinops using Fast Steel and the Igni sign if you have learned it.
  • Once they have both been destroyed, reenter Odo's House to claim your reward.

    Burried Memories

  • To get Mikul's support, show him the Eternal Fire Signet Ring and agree to kill the Ghouls in the crypt. He will give you the Key to the crypt.
  • Enter the crypt in the northeast corner of the Outskirts and kill all of the Ghouls there. Most of the Ghouls won't appear until you get close, so be sure to search the area thoroughly.
  • Leave the crypt and return to Mikul at the Merchant's Gate where you will also find Kalkstein, who is trying to get into Vizima. You will suddenly be ambushed by a Salamanrda mage and some lackeys. If you choose to help Vesemir in the Prologue, two of the lackeys will be replaced with an Armored Hound.
  • After the battle, speak to Mikul and tell him that you have defeated the Ghouls for him to receive your reward. If he isn't in front of the Merchant's Gate, you'll find him posted at the Miller's Gate.

    The Beast

  • After you have told the Reverend what caused the Beast to appear and have completed Haren, Odo, and Mikul's quests, speak to the Reverend again and he will give the location of the Salamander's Hideout in the Outskirts. Make sure you have finished everything you want to do in the Outskirts before talking to the Reverend, because there is no turning back.
  • Enter the Inn and kill the thugs harassing Shani. Take the Key from the innkeeper's body.
  • Use the Key to enter the Salamandra Hideout in the abandoned hut west of the Inn. You will have to kill the two Salamandra Lackeys guarding it.
  • Kill all the Salamandra inside and click on the trapdoor. You will recognize the goods as having come from Haren.
  • Click on the trapdoor again to enter a cave where the Salamandra are keeping children. The Salamandra boss will inform you that the Witchers' Secrets have been take to Vizima. After you have killed them all, Alvin will speak to you.
  • Cast Aard on the weak wall where Alvin is standing to clear a pathway.
  • Continue through the cave and you will find the witch Abigail, who is hiding from the peasants of the village. Apparantly they blame her for the Beast's appearance. She will offer herself to you in an attempt to win you to her side.
  • Once you leave the crowd, you will be confronted by a mob that wants to burn the witch. You must choose either to defend her or turn her over to them.
  • After this choice, you will have to battle the Beast. If you defended Abigail, she will aid you in the battle, restoring your health from time to time. Otherwise, several villages will aid you. This might very well be the most difficult battle in the game, so don't lose heart if you are having trouble. Some aids you might find useful include Swallow potions, Blizzard potions, and Necrophage Oil. Personally, I had the most success using the Aard sign with the Stun enhancement. If you stun the beast, it will die with a single hit.
  • After the battle, the Reverend will approach you. If you gave Abigail over to him, he'll give you a Letter of Safe Conduct which will allow you to enter Vizima. If you choose to defend the witch, he and several other villagers will attack you and you'll have to take the Letter from his body.
  • Pick up Shani from the inn and then head over to the Miller's Gate to speak with Mikul. The bastard will turn you over to the city guards.

    Chapter II

    Prison Break

  • You find yourself in a Viziman dungeon at the beginning of chapter II. Play a game of dice with the Elvin Convict in the corner to pass the time.
  • After the game, Vincent Meis will appear and offer freedom to whoever kills the Cockatrice in the sewers. You'll have to beat the Muscleman in a fistfight to "earn" your chance to fight the monster.
  • Speak to Vincent after the fight and he will open the prison doors. Jethro will give you a Silver Sword and some potions and you will drop down into the Sewers.
  • In the Sewers you will meet Siegfried is also hunting the Cockatrice. He can tell you alot about them and will suggest you work together to defeat it. You can either accept his help or choose to go on alone.
  • Head further into the sewers toward the Cockatrice lair. It will attack you as you get near.
  • After you have slain the beast, take its Head and the Maal'Kad Sephira you'll find in its remains.
  • Head to the exit with Siegfried and you will be attacked by two Salamandra Assassins as you near it. After the battle, Siegfried will give you a Key to unlock the exit and will suggest you consult his detective friend to find the Salamandra boss of the Temple Quarter.
  • Leave the Sewers to enter the Temple Quarter. The first thing you should do is return to Jethro in the Dungeon to regain your stuff.

    The Crown Witness

  • Speak to Detective Raymond in his house near the entrance to the Sewers in the Temple Quarter. If you mention Azar Javad to him, he'll waive his regular fee and tell you everything he knows. He will also suggest you question a member of the Salamanders that the city guard has in custody. When you leave the Detective's house, you will be ambushed by Salamandra.
  • Ask Jethro in the Dungeon about the Salamandra prisoner. You will need to bribe him with some Fisstech before he'll talk. If you don't have any on you, you can often pick some up from Assassins in the nonhuman district at night. You can also buy some from Coleman in the Hairy Bear Inn or on the Dike. He'll tell you that the prisoner was taken to the hospital.
  • Enter St Lebioda's Hospital at night and bribe the guard 10 orens to speak to the prisoner. He will mention Kalkstein's name before you and the guards are set upon by Ramsmeat's men. This incident will add both men to your suspect list.
  • Return to Detective Raymond with what you have learned. He will suggest you try to gain Kalkstein's trust.

    A Mysterious Tower

  • Speak to Kalkstein in his home in the Temple Quarter and ask him for work. He will offer you 1000 orens if you can unlock the mage tower in the Swamps. He will reccomend two books that should help to figure out how to get inside. He will also give you his Teleporting Crystal, which will allow you to teleport back to his laboratory from any Place of Power.
  • You can buy The Secret Gates from the Antiquary in the Temple Quarter for 100 orens, and you can find Ain Soph Aur in the hut in the northeast corner of the Swamp. Alternately, you can get both of these books from Vivaldi. If you let the Scoia'tael take Haren's goods in the first chapter, you can buy these books from him for 100 and 300 orens, respectively. Otherwise, Vivaldi will be put in jail and if you pay his 200 oren bail to Jethro in the Dungeon, he will give you both of these books for free.
  • Read both books and then bring them to Kalkstein. You need to find ten sephirahs to get into the tower. Kalkstein will give you the Chocc'mah Sephirah and some Notes to help find the rest of them.
  • Return to Raymond'd House to find him being attacked by Salamandra Assassins. Once you have killed them all, he will give you a List of Suspects and will leave to draw a false trail.

    Anotomy of a Crime

  • Once you have talked to all of the suspects, a boy will come up to and tell you that Raymond wants to speak to you again. The suspects you need to speak to are: Leevarden, Kalkstein, Ramsmeat, Thaler, Vincent, and Vivaldi.
  • Speak to Detective Raymond again in his home. He will tell you that the prisoner has died and will suggest you get Shani to perform an autopsy on the body to determine the cause of death. You may have also noticed that your medallion is now vibrating in his presence. This is suspicious.
  • Speak to Shani in her home. She will question you about the bodies that were discovered there. She will agree to help you with the autoposy, though she warns you that you'll have the interpret the results.
  • Ask the gravedigger near the entrance to the cemetary for the prisoner's body. He will promise to deliver it to the hospital if you give him a bottle of Mahakaman Mead.
  • To prepare for the autoposy, read Forensic Medicine and Zerrikanian Insects and Other Vermin. Both can be bought from the Antiquary in the Temple Quarter.
  • Meet Shani in St. Lebioda's Hospital at midnight to begin the autopsy. Two conversion paths will lead you to suspect Kalkstein or Ramsmeat. To come to the correct conclusion, choose "His neck muscles and palms look tense. How do you know when he died?" and then "This is too easy...". This will also prove the innocence of all six suspects. If you come to the wrong conclusion during the autopsy, you can still figure out that Azar Javed is posing as Raymond by finding the real Raymond's body in the Cemetary Crypt by following the Gravedigger's Gratitude quest.
  • Tell Kalkstein that you have found proof that Azar Javed is posing as detective Raymond. He will suggest you lure him into a trap in the swamp.
  • Tell "Raymond" that the autopsy results were inconclusive. Leave his house and then reenter it. He will reveal that he has conclusive evidence that Kalkstein and Ramsmeat are working together and suggest that you kill Ramsmeat.
  • Don't actually attack Ramsmeat, but return to Azar/Raymond and tell him that you've killed him. You will also suggest to him that you can use the tower in the swamp to lure Kalkstein. He will agree to meet you at the tower and will give you the Keth'aar Sephirah.

    Clay Pits

  • Head to the Dike and pay the Ferryman 5 orens to take you to the Swamp Forest.
  • Enter the small village and speak to Vaska. Ask her if she needs any help and she'll tell you that the Clay Pits have been overcome by Drowners.
  • Head south to the Clay Pits and kill all the Drowners there.
  • Speak to Vaska once again. She will be unable to pay you, but will give you the Kezath Sephirah instead.

    The Sentry

  • Ask Vaska in the village in the Swamp about the Mage's Tower and the Sentry and she will give you the Tower Tarot Card.
  • Show the Tower Tarot Card to Kalkstein in his home in the Temple Quarter. He will tell you how to defeat the Golem and will give you the formula for Golem's Pith.
  • Ask either the Order Armorer or the Dwarven Blacksmith to make a Lightning Rod for you. Come back again later to pick it up.
  • Return to the Swamp and speak to the Elder Druid in the Druid Grove. Pay him 500 orens and he'll create a storm for you.
  • Enter the Golem Cemetary and place the Lightning Rod on the Golem to reactivate it. The easiest way to kill it is to click on two of the pylons to activate them and then click on the third when the Golem is in the middle of the pylons and it will be struck by lightning. Three such attacks will destroy it. Take the Neh'tza Sephirah and the heart from its remains.

    Monoliths

  • Once you have collected all ten sephirahs, this quest will begin. If you haven't found them all yet, here is where they are located:
  • Place the sephirahs on the ten obelisks scattered around the Swamp.
  • Enter the Mage's Tower and take the Tower Mage's Book from the trunk.
  • When you leave the tower, you will confront Azar Javed. First, he will summon an Ifrit. After you have killed it, he will summon the Professor and you will have to fight both of them at the same time. After you have brought both of them down to about half health, the Professor will stun you and the two of them will flee through a portal, leaving you unconsious.

    Chapter III

    A Posh Reception

  • At the beginning of chapter III, you will awaken in Triss' bed in her home in the Trade Quarter. She will ask for your help in locating the source of a magical anomoly in the city and will invite you to a reception at the New Narakort Inn.
  • When you leave Triss' house, you will be accosted by a city guard. He will let you go when he has seen the Pass that you received from Triss.
  • Enter the New Narakort Inn in the early evening and head up to the second floor. Speak to Triss and she will encourage you to mingle.
  • With Triss as your escort, talk briefly with each of the important characters at the party: Dunclan Leuvaarden, Princess Adda and Count de Wett, Thaler and Erkyn Blunt, and Velerad. Do not mention the curse when speaking with Adda. Once you have been introduced to everyone, Triss will leave you.
  • Talk with either Thaler or Velerad and then speak with princess Adda again to engage in a little bit of political "foreplay". If you want to bed her, be sure not to offend her. She will tell you that she is hungry.
  • Ask Velerad what the princess likes to eat and he will agree to tell you if you bring him something strong to drink.
  • Grab the Redanian Herbal from the dresser just outside the main room and give it to Velerad. He will tell you that Adda likes raw meat.
  • Now ask Thaler what kind of meat Adda likes to eat and he will ask you to retrieve a letter from the next room.
  • Enter the room at the top of the stairs and take the Mysterious Note from the fancy crate. You will be interrupted by a Wealthy Merchant, but this doesn't seem to have any consequences.
  • Bring the letter to Thaler and he will reveal the type of meat Adda craves.
  • Ask Triss to conjure some Catoblepas Meat for Adda. Speak to her a second time to collect it.
  • Give the meat to Adda and she will invite you to her alcove.
  • Speak to Adda again in the next room. It's best to do as she asks.
  • After your tryst, Triss will appear and tell you that Leuvaarden wishes to speak to you. If you offended Adda earlier, this is where the quest will pick up again.
  • Talk to Declan Leuvaarden. He will ask you to help them against the Salamandra by investigating their operations in the Swamp and the Temple Quarter. He will give you the Formula for White Raffard's Decoction.

    The Source

  • Ask Triss about the magical anomoly and she will give you three Magic Sensors to place around the city.
  • Place the sensors on the reliefs in the three areas of Vizima: the Trade Quarter, the Temple Quarter and the Cemetary.
  • Speak to Triss again to learn that she has located the source of the magical anomoly. It turns out that it is Alvin and she wants you to bring him to her. She'll give you the Formula for De Vries' Extract.
  • When you enter the Temple Quarter, Shani will approach you. She doesn't trust Triss and wants you to bring Alvin to her.
  • Enter the hospital and you will find Dandelion. Apparently, Alvin has been kidnapped and he offers to lead you to the house where he was taken.
  • Leave the hospital and follow Dandelion to the kidnapper's hideout in the nonhuman district. Enter the building and kill all the Salamandra inside to save Alvin. You need to choose whether you want Dandelion to bring the boy to Shani or Triss. Either way, someone is going to be upset. After Dandelion leaves with the boy, more Salamandra will appear.
  • Talk to the women you choose to send Alvin to. She will ask you to inform her rival about your choice and will confess her love for you. After this, Dandelion will appear and the two of you as well as Zoltan will go drinking and discuss your woman problem.
  • Tell the other woman about your choice. She will be furious, but there is nothing to be done about it now.
  • You can sleep with the woman you choose again by talking to Alvin at least once and giving her a special ring. Shani wants a Silver Amber Ring, while Triss is looking for a Silver Ruby Ring. You will get a new card.

    Following the Thread

  • Talk to Jethro in the Dungeon in the Temple Quarter. He will tell you to track down a fisstech dealer named Angus in the slums.
  • Speak to Angus in the Slums. If you tell him that Kalkstein told you about him, you'll be able to buy a Letter of Recommendation for 1500 orens. Otherwise, follow him to his house by the Hospital. Inside, he will attack you and you will be able to take the letter from his body.
  • Enter the Sewers and approach the entrance to the Salamandra Hideout. Tell the bandits guarding the entrance that Angus sent you and give him the password 'Thorn' to be allowed inside. Alternately, you can kill the Bandits and take the Key from their bodies, but you'll have to fight your way through their hideout.
  • On the eastern side of the hideout you'll find a chest that contains a Letter from Gellert Bleinheim and the Key to the part of the Sewers beneath the Trade Quarter. As soon as you open the chest, all of the Salamarda will become hostile and you'll have to fight your way to the exit.
  • Outside the Salamandra Hideout, you'll be met by Jethro who will charge you with tracking down Gellert.

    The Viziman Connection

  • Read the Letter from Gellert Bleinheim and then go to the southern end of the Sewers to confront Gellert Bleinheim. After you have killed him, take the Key to Salamandra Code from his body.
  • Tell Jethro in the Dungeon in the Temple Quarter that you have killed Gellert. He will give you 200 orens in reward.

    Reaping Time

  • Go to the Swamp and speak to Vaska in the village. She will ask you to free the brickmakers who are being held captive by the Salamandra.
  • Enter the Cave in the Swamp and defeat the Salamandra there. The second camp is in the clearing where the lumberjacks used to be, and the third camp is by the collapsed tower in the north part of the swamp.
  • After you have cleared the three Salamandra camps and rescued the brickmakers, speak to Vaska. She will thank you for your work and give you Hymns of Madness and Despair. She will also suggest you speak to the Hierophant about the main Salamandra camp.

    Diplomacy and Hunting

  • Speak to the Hierophant in the Druid Grove on the west side of the Swamp about attacking the main Salamandra camp. He will ask you to bring him some Psilocybe.
  • Enter the Cave at the south end of the swamp and grab the Psilocybe at the back.
  • Give the Psilocybe to the Hierophant and then follow him and his wyvern friend to the meeting with Roland Bleinheim in the clearing.
  • After the battle, take the Encrypted Document from his body. You'll also find Werewolf's Wrath.
  • Speak to the Hierophant once more to inform him that Roland is dead.

    Gold Rush

  • This quest will be triggered after you have completed Posh Reception and either Six Feet Under or Echoes of Yesterday. A boy will run up to and tell you that the bank is being robbed. If he doesn't, you can still go to the Bank and begin the quest yourself.
  • Speak to Velerad who is standing outside Vivaldi's Bank in the Trade Quarter. If Siegfried is already there, you can either go after him and pull him out of the bank, or go off on your own. If Siegfried isn't there yet, you can either wait for him or go off on your own.
  • In you choose to go with Siegfried, enter the Town Hall with him. Once inside, you can either join him in attacking the Scoia'tael or insist on negotiating.
  • If you choose to go on your own, Velerad will give you the Key to the Warehouse next to the bank. Enter the warehouse and climb up the second floor where there is a door that will bring you to the Town Hall. You will have to fight Fleders along the way.
  • Enter the bank from the Town Hall and descend to the vault where you will meet Yaevinn. If you attacked the Scoia'tael in the Town Hall with Siegfried, you'll have no choice but to fight them again. Otherwise, you will talk with Yaevinn and must choose to either help him or fight him.
  • If you choose to fight Yaevinn, Siegfried will appear and aid you in the battle. Yaevinn will get away, so you'll need to follow him into the ruins in the Sewers. Once you and Siegried have killed all of the Scoia'tael here, you will realize that Yaevinn has got away. Return to Velerad outside of the bank and let him know that Yaevinn gotten away.
  • If you choose to help Yaevinn, you'll enter the ruins in the Sewers with them. Kill all the Kikimore Warriors and Workers and you will earn Yaevinn's gratitude.

    Lock and Key

  • Bring the Encrypted Document and the Key to Salamandra Code to Duclan Leuvaarden on the upper floor of the New Narakort Inn in the Trade Quarter.
  • Leave and then reenter the Inn. Speak to Declan again and he will inform you that they have discovered the location of the Salamandra. He will give you a password to give to his informer among the city guards.
  • Speak to the various Guard Officers patrolling the streets of the Trade Quarter and give them the password. The first two will have no idea what you're talking about, but the third will be the man you are looking for. He will tell you to meet him in the sewers at midnight.
  • Meet the Guard Officer again at the meeting place in the Sewers at midnight. Climb up the ladder to enter the northern part of the Trade Quarter.
  • Enter the Salamandra Hideout to the north. You will overhear them talking with someone through a mirror before they detect you and attack.
  • After the battle, speak to the man in the mirror to learn about his connection with the Salamandra. This will advance the All the King's Men quest. Take the Power Stone from the body of the mage and the Seeing Stone from the table in front of the mirror.
  • Once you leave the Salamandra hideout, a cutscene will play where you will encounter a Werewolf who is really Vincent Meis. You must choose to either kill him or spare him. If you kill him, however, you will fail the Beauty and the Beast quest.
  • Enter the Old Forge and from there you can enter the Sewers.
  • Speak to Triss either in her home or in the New Narakort in the Trade Quarter. Give her the Seeing Stone.
  • Leave and reenter the building and speak to Triss once more. She has learned a lot about the Salamandra.

    The Unforgiven

  • Talk to Declan Leuvaarden on the upper floor of the New Narakort Inn in the Trade Quarter. He will ask you to make an alliance with either the Order or the Scoia'tael.
  • If you helped Siegfried and the Order in the Gold Rush quest, speak to him outside the Cloister of the Order of the Flaming Rose in the Temple Quarter and he will agree to help you against the Salamandra. On the other hand, if you helped Yaevinn and the Scoia'tael, speak to him in Vivaldi's House in the Temple Quarter to get his help instead.
  • Speak to Triss in her home in the Trade Quarter and inform her that you have found allies. Before continuing, make sure you have finished all your business in the Trade Quarter since you will not be returning here again.
  • Enter the New Narakort Inn in the Trade Quarter where you will be attacked by Salamandra who have learned of your secret meeting. If you completed the Beauty and the Beast quest and cured Vincent, he will meet you at the inn and you will be aided in your fight by him and members of the city guard.
  • Enter the banquet hall on the upper floor where you will be met by Declan, Triss, and the ally you recruited. Triss will teleport you to the Salamandra Base.
  • Fight through the room full of Salamandra and you'll meet up with your ally on the other side. He has a plan for getting reinforcements in.
  • Kill the Salamandra Mage and take the Stone of Power from the table nearby.
  • Click on Alvaro's portal to activate in and bring in reinforcements and then charge the Salamandra.
  • When you approach Azar Javed and the professor, Azar will give a long speech and then attack you with a powerful spell. Triss' Alzur's Shield will protect you, though, and Azar will flee, leaving the Professor behind.
  • Follow the Professor into the laboratory. He too will give a speech before attacking you.
  • Once you have beaten the Professor, he will cause a cave-in that will drop both of you into a Kikimore Lair. A Kikimore Queen will appear and finish off the Professor and then burrow into the ground again.
  • As you approach the passage to the east, the Kikimore Queen will appear behind you. She is too difficult to fight directly, so continue into the passage and cast Aard on the supports to block her passage. Make sure you aren't underneath the supports when you cast the spell.
  • Continue down the passage and cast Aard on two more supports to continue to block the queen. In the next cavern, cast Aard on one of the supports and then quickly enter the passage to the west to avoid having the ceiling collapse on your head. The cave-in will kill the Kikimore Queen and you'll be able to take the professor's belongings from her corpse.
  • Once you grab the Professor's Report, leave the Kikimore Lair through the passage that just opened up to the west.

    Chapter IV

    Heat of the Day

  • At the beginning of this chapter, you will magically appear by the Lakeside. You can learn about the area from the Resolute Girl.
  • When you enter the Village area, you will be greeted by Dandelion who was apparantly teleported by Triss as well. He will tell you that Alvin is currently staying with Alina, a local girl. Apparently, Triss wants you to look out for him.
  • Enter Alina's house in the village and speak to her. I seems that she and Julian can't agree on whether to adopt Alvin. She'll ask you to speak with him and with her sister. Talk to Alvin before you leave the house.
  • When you leave Alina's house, Adam will approach you. It turns out that he is in love with Alina.
  • As you approach the Inn, you'll see Julian and Celina talking. Celina will talk to you afterwords, but she isn't in a good mood.
  • Enter the Inn and a conversion with Dandelion will begin. He will give you a Dimeritium Amulet from Triss for you to give to Alvin and will also have a letter from your lover: Shani or Triss.
  • Return to Alina and tell her that she doesn't need to worry about Julian and Celina. You must also ask her where Alvin is.
  • Find Alvin and give him the Dimeritium Amulet. If you choose Triss in chapter III, he'll be in the ruins and you have to beat the Gambling ghost to save him, either with your sword or your dice. If you choose Shani, he'll be by the river and you'll have to kill a Devourer to save him. Before putting on the necklace, he will have a vision about Alina.
  • Speak to Julian at the Inn. He is worried because Alina went for a walk in the fields but hasn't returned.
  • Go to the Fields where you will be met by Alvin. He has been having bad dreams about Alina.
  • When you enter the raspberry patch, you will see Alina, who has become a noonwraith. When you tell her that she's dead, she doesn't believe you and attacks you.
  • As you leave the raspberry patch, you will witness Adam kill Celina for murdering her sister. She will then rise up again as a nightwraith.
  • When you return to the Village, you will meet Adam, who is in a frenzy. He admits to killing Celina.
  • Break the news to Julian at the inn in the Village. You can choose whether or not to tell him of Adam's involvement. He will ask you to break the curse and set the sisters free.
  • Ask Abigail or the Healer in the Healer's Hut next to the Inn how to break the curse. She'll tell you to reassemble Nehaleni's mirror, which belonged to Alina.
  • Return to the Fields and kill the five Midday Brides at the locations marked on your map to find the five Shards of Alina's Mirror. To find the one at the ruined mill, climb to the top of the steps and you'll find a path of boards that will bring you to the roof of the mill.
  • Brind the Shards to either the Blacksmith in the Village or the Elven Craftsman by the Lakeside and they'll repair it for 100 orens.
  • Return once again to the Fields and speak to Alina, the Midday Bride, at the raspberry patch. Unfortunately, looking into the Mirror will not set her free.
  • Speak to the healer or Abigail again to ask for a plan B. They have different proposals.
  • The healer will tell you that only a sacrifice can free Alina from her curse. Speak to Adam in his home to ask for his help. If you told Julian about Adam's crime, speak to him first to get the Key to Adam's House. Meet him at the campfire north of the Raspberry Patch and he will kill himself and free Alina from the curse.
  • Abigail, on the other hand, will suggest using poetry to free Alina. Speak to Dandelion in the Inn and ask him to compose a Ballad for Alina. Meet Dandelion at the raspberry patch at Dusk and his poem will enable Alina to understand her current state. Once she has learned that she has been avenged, her curse will be lifted. You can speak to the Nightwraith Celina and give her the Wreath of Imortelles to free her from her own curse, but the game doesn't seem to properly recognize this action.
  • Speak to Julian again and tell him that Alina is at peace.

    Ripples

  • By now you probably have this quest in your journal; there are several people who will tell you about it: the Vodyanoi priest, Julian, the Fisher King, and the Lady of the Lake. Speak to Julian or the Vodyanoi Priest by the Lakeside in particular to learn that another Witcher was contracted to complete this quest.
  • Enter the Crypt by the Lakeside to find Berengar. Follow him through the crypt and help him fight the monsters. After the last group has been defeated, he will agree to speak with you outside. Make sure you pick up the Piece of Armor from the Sarcophagus.
  • Leave the Crypt and speak to Berengar at his campsite outside. He will let you take over the contract from him since he has no interest in it. Be sure to ask him about Raven's Armor as well. Speak to the Blacksmith in the Village and the Elven Craftsman to learn more about it.
  • Tell Julian that you have taken over the contract from Berengar. He asks you to slay a monster worshipped by the Vodyanoi named Dagon and suggests you kill one of the acolytes by Dagon's Altar to summon him.
  • Tell the Vodynaoi Priest by the Lakeside that you have taken over the contract from Berengar as well. He too wants to see Dagon destroyed and will ask you to sacrifice the village's prize cow to summon him. If you don't find him by the Altar, you may have to kill some Dagon worshippers by the river first and return again later.
  • Speak to the Lady of the Lake on Black Tern Island. To find a compromise between the two groups, you will need to convince the two leaders to each give a gift to the Lady. You can get a clue to the required item by studying her Altar by the Lakeside.
  • Ask the Vodyanoi Priest for the Gold Bracelet and Julian for the Alabaster Figurine and bring them to the Lady of the Lake. She will give you a drop of her blood in the form of a Ruby.
  • Place the Lady of the Lake's Ruby on one of the altars at the north end of the island to summon Dagon. You will not be able to hurt him directly. Instead, kill his worshippers using your steel sword. Each one you kill will cause damage to Dagon.
  • Once you have killed Dagon, return to the Lady of the Lake. She will reward you with a silver talent. Note: if you summoned Dagon by sacrificing one of the Vodyanoi acolytes or the village cow instead of the Lady's ruby, you will need to speak to the Vodyanoi priest or Julian to claim your reward.

    Free Elves

  • After completing both the Heat of the Day and Ripples quests, speak to the Lady of the Lake one more time. She will knight you at the Altar of Dagon and give you Aerondight.
  • As you approach your boat on Black Tern Island, you will be met by Berengar who will tell you everything about his involvement with the Salamandra. You can choose to attack him or spare him. If you kill him, you'll receive his Medallion. Note that due to a bug in the game, this event does not always trigger.
  • When you return to the Lakeside, you will meet White Rayla. From her you will learn that she tracked down the refugee elves who are now holding the villagers hostage.
  • When you enter the Village you will be met by Dandelion who will inform you that the elves have Alvin.
  • You will find the Scoia'tael and the hostages at the north end of the village. Speak to Alvin to reassure him.
  • After you have finished talking to Alvin, Toruviel will appear. Unfortunately, she is unwilling to release any of the hostages.
  • Speak to Dandelion who is hiding behind one of the nearby buildings. You now have an important decision to make. If you helped the Order during the Gold Rush quest in the previous chapter, you need to choose between helping the Order against the Scoia'tael again or remaining neutral. On the other hand, if you helped the Scoia'tael earlier, you need to choose between helping them again here or remaining neutral. Whatever you decide will have consequences for the rest of the game. Regardless of what you choose, Alvin will disappear at the start of the battle.
  • If doesn't matter if you stay to fight in the battle or leave right away. Meet Dandelion by the Fisher King's Boat at the Lakeside to return to Vizima.
  • You will arrive in Vizima on the Dike where you will find King Radovid and his entourage. Speak to Dandelion to grab what you need from storage: you will not be able to access it during the fifth chapter.
  • As you leave the landing, Zoltan will approach and tell you about the situation in Old Vizima. If you have sided with the Order, he will not be very happy with you.
  • Enter the gates to Old Vizima to end this chapter.

    Chapter V

    King Foltest

  • This chapter opens in the throne room of the Castle where King Foltest will ask you to again remove the curse from his daughter.
  • Once you have spoken to Triss, Velerad, and de Wett about Adda, you will be summoned to see the king. Speak to Antoinette before you go to begin the Mud and Velvet quest.
  • Give your report to the king in his chamber in the northeast corner of the Castle. If you have completed the Dice Poker: Sharper quest, you'll have a chance to play the king for some very high stakes.
  • Speak to the Chamberlain in the hall to go to Old Vizima. The place has become a battlezone between the Order and the Scoia'tael.

    Hope Burns Bright

  • If you sided with the Scoia'tael, you'll meet Zoltan again at the bottom of the wall. He will follow you in your search for the refugees.
  • Collect the two sets of refugees from the alleys to the east and then escort them to the hospital where you will meet Shani again.
  • A guard will appear in the hospital to tell you that the Striga has been spotted. Leave the hospital and go to the tower to the south. Once you have defeated the beast, Kalkstein will appear and you will learn that it was a Mutant, not the Striga.
  • Return to the hospital. While you're talking with Shani, knights of the Order will burst in and attack. Once you have slain all the enemies inside, leave the hospital and help Toruviel kill the enemies outside.
  • After the battle, follow Toruviel to the Scoia'tael hideout nearby. After speaking with the elven commander, tell him you need to speak with Toruviel. Upstairs, tell her that "You're wish is my command" to have sex with her.
  • When you leave the hideout, you will be joined again by Zoltan. Head west to the barricade and fight the knights there.
  • After the knights have been defeated, cast Aard on the barrier on the right side of the road to continue on to the next group of knights.
  • Cast Aard on the next barrier on the left side of the road to reach the final group of knights.
  • After the last group has been killed, White Rayla will be killed and you will automatically move to the Swamp Cemetary.

    Under a Fiery Sky

  • If you decided to remain neutral, you will meet two nurses at the bottom of the wall. Escort them to the hospital, trying to avoid any engagements.
  • Once you reach the hospital, the nurses will thank you for your help and will offer to reward you when Shani isn't around. You will meet her here again.
  • A guard will appear in the hospital to tell you that the Striga has been spotted. Leave the hospital and go to the tower to the south. Once you have defeated the beast, Kalkstein will appear and you will learn that it was a Mutant, not the Striga.
  • Return to the hospital. While you're talking with Shani, first a group of Scoia'tael will attack and then a group of Knights of the Order. Once both groups are dead, leave the hospital with Shani through the back door.
  • To leave the area, you need to make your way down the alley to the western wall, killing several groups of necrophages along the way, each one separated by a barrier you need to knock down with your Aard spell.
  • After the last group of necrophages have been killed, White Rayla will be killed and you will automatically move to the Swamp Cemetary.
  • You can return to the Hospital in Old Vizima and speak to the nurses you rescued on the second floor to sleep with them.

    The Flame that Cleanses

  • If you sided with the Order, you'll meet White Rayla at the bottom of the wall. She'll challenge you to beat her count of 20 dead Scoia'tael.
  • Make your way to the hospital killing Scoia'tael along the way and collecting Squirrel Puffs from their bodies. Once you have collected 20, enter the hospital, where you will meet Siegfried and Shani.
  • A guard will appear in the hospital to tell you that the Striga has been spotted. Leave the hospital and go to the tower to the south. Once you have defeated the beast, Kalkstein will appear and you will learn that it was a Mutant, not the Striga.
  • Return to the hospital. While you're talking with Shani, Scoia'tael will barge into the hospital and attack. Once you have finished the enemies inside, leave the hospital and help White Rayla defeat the enemies outside.
  • After the battle, follow White Rayla to the Order Command Post nearby. After speaking with the commander, tell him you need to speak with White Rayla and you'll have an opportunity to sleep with her.
  • When you leave the command post, you will be joined by Siegfried. Kill the Scoia'tael near the barricade.
  • After the enemies have been defeated, cast Aard on the barrier to the left of the road and continue on to the next group of Scoia'tael.
  • After this battle, you will be joined by White Rayla. Cast Aard on the next barrier to the right of the road to reach the final group of enemies.
  • After the last group has been killed, White Rayla will be killed and you will automatically move to the Swamp Cemetary.

    Her Highness the Striga

  • Once you arrive in the Swamp Cemetary you will be swarmed by a host of swamp creatures. Once you have killed all the Bloedzuigers, Jacques de Aldersberg will appear with a troupe of knights to defeat the remaining enemies. He will try to sway you with his philosophy for a while and then leave. Whoever you are escorting from Old Vizima will also leave at this point.
  • Head to the chapel at the southeast end of the cemetary where you'll meet Velerad, who will show you into the Striga's Crypt.
  • The Striga will only appear at night. Instead of attacking her, avoid her by running around the room. Over time the candles will slowly go out one-by-one as the night proceeds. Do not leave the room or the candles will become lit again. Once all five candles have gone out, the curse will be broken and Adda will return to normal.
  • Speak to Adda. She will inform you that she hid something inside the sarcophagus. Take Ostrit's Journal from the sarcophagus and read it.
  • When you leave the crypt, you will speak with Velerad again, who will give you D'yaebl as a reward and pass on a message from the king.

    Armor

  • The person you need to talk to about reforging Raven's armor depends on which side you have chosen. Speak to the blacksmith in the forge if you helped the Order, the dwarven blacksmith in the forge in you helped the Scoia'tael, or Kalkstein if you remained neutral. They will tell you what they need to reforge the sword.
  • Enter Raven's Crypt east of the cemetary in the Swamp. At the north end of the crypt, you'll find Raven's tomb, with the Remains of Raven's Armor inside. You'll also find another Piece of Armor in a sarcophagus at the south end of the crypt if you didn't get the one from the Lakeside Crypt.
  • The second item you need is the Notes of an Elven Minstrel, which are found in a sarcophagus in the Striga's Crypt.
  • The last item you need to complete Raven's armor also depends on which side you have chosen. If you helped the Order, cast Aard, Aard, Igni on the Wayfarer's Stone in the Striga's Crypt to enter the Ancient Crypt and collect St. Gregory's Litany from his tomb. If you helped the Scoia'tael, cast Igni, Igni, Aard on the Wayfarer's Stone in the Old Mine to enter a different part of the Ancient Crypt and collect the Bifunctional Fiber and Alloy Recirculator from the Dwarven Trunk. If you remained neutral, cast Aard, Igni, Aard on the Wayfarer's Stone in the Refugees' cave at the south end of the Swamp Cemetary and collect the Magic Formula from Agnes of Glanville's Trunk.
  • Bring the three items to the Order Blacksmith, the Dwarven Blacksmith, or Kalkstein. Leave the building and reenter it to receive Raven's armor. The exact nature of the armor will depend on which side you've chosen.

    Sweet Revenge

  • Enter the Old Manor area where you will find de Wett. You will realize that he was responsible for the reappearance of Adda's curse and will attack you along with his aides.
  • Make your way across the swamp and up the hill to the burnt settlement where you will meet Azar Javed, who will set a Mutant Rayla against you.
  • Fight your way up the hill to the gates of the manor up top where you will be joined by an ally (Siegfried, Yaevinn, or Triss).
  • After the battle, speak to your ally and tell him that you want to get inside the manor. Follow them to one of the entrances to the Catacombs.
  • Make your way through the Catacombs. When you reach the passage to the Laboratory, Azar Javed will appear and send his Koshchey after you.
  • When you finally reach the Laboratory, Javed will appear again and summon two Greater Brothers to kill you.
  • Immediately after you have slain them, Javed will teleport you directly to himself in the heart of his laboratory. If you let Berengar go free in chapter IV, he will join you now in your battle against Javed, though he won't survive it. Otherwise, the amulet you took from Berengar's body will make your fight with Javed easier.
  • After you have slain Javed, click on the Mirror and you will learn that Grand Master Jacques de Aldersberg is behind everything. After this conversation you will automatically leave the Catacombs.
  • Follow your ally to the landing and leave the area with him or her in the boat.

    Epilogue

    The Ashes of Vizima

  • Speak to King Foltest to learn about the current situation in Vizima and to update him on what you have learned. He will contract you to slay the Grand Master.
  • As you approach Dandelion, you will enter into conversation. You'll finally have access to your storage again.
  • Down the street you will encounter a band of knights and mutants led by Siegfried, unless you sided with the Order and he is your ally. If you remained neutral you can avoid battle, but, otherwise, you'll have to fight.
  • Talk to the Refugee and enter the shelter. Take the Key from the crate in the basement and go through the door. Climb up the stairs and go through the window to return to the Temple Quarter.
  • Outside, you will meet Yaevinn leading a band of Scoia'tael, unless he is your ally. If you remained neutral, you'll be able to avoid a fight, but, otherwise, you will have to fight them.
  • If you did not remain neutral, you'll find a wounded soldier at the end of the road who will have the Key to the house behind him. If you remained neutral, the door to the house will be unlocked. Enter the house and descend to the Zeugl's Nest.
  • To kill the Zeugl, destroy four of his tentacles to make his main torso appear and hit it with your sword. Repeat this several times to finish it off.
  • When you leave the Zeugl's Nest, you'll find yourself in the Slums. Fight your way to the Cloister and enter.
  • Kill the guards blocking the door. Grab the Key from one of their bodies and open the door to the Grand Master's chamber.

    Frozen Reflections

  • The Grand Master will draw you into a strange world, which is his vision of the frozen future.
  • To face the Grand Master, you'll have to fight your way across the Ice Plains. You'll be confronted by the results of the choices you made throughout the game. Some people you meet will help you, others will attack.
  • The first person you meet is the woman you choose at the end of the Source quest. She will aid you up until the final battle.
  • Next you will meet Abigail. If you saved her at the end of the first chapter, she'll give you some potions. Otherwise, she'll attack you.
  • Next you'll meet the King of the Wild Hunt, who will send his minions at you.
  • The next person you meet will depend on which side you choose: Siegfried if you helped the Order, Toruviel if you helped the Scoia'tael, and the nightwraith Celina if you remained neutral. This person will fight with you for a little while.
  • The person you meet next will also depend on which side you choose: Yaevinn if you helped the Order, Siegried if you helped the Scoia'tael, and both if you remained neutral. You will have to fight them.
  • You will see Alvin, but he will disappear without saying anything.
  • The last person you meet is Adda, who will help you in the next battle as a Striga if you saved her in the fifth chapter.
  • After this battle, your friend will leave you and you will have a chance to meditate to restore you strength, spend any available talents, and prepare potions before the final battle.
  • Continue on and you'll finally be able to fight the Grand Master himself after slaying another group of his mutants. Attack the Grand Master with strong steel attacks and leave the Omens of Fire alone. Once you have defeated him, the King of the Wild Hunt will appear and claim the Grand Masters's soul. You can either give it to him or fight him. Either way, the Grand Master will die.
  • You will reappear in the cloister of the Order of the Flaming Rose. Take the Secrets of Kaer Morhen from Jacques de Aldersberg's body. You will also find a worn amulet on the body that looks just like the amulet you gave Alvin in the fourth chapter. Speak to Dandelion to finish your quest.

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