The Witcher Walkthrough :
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Walkthrough - The Witcher Quest GuideWritten by Tom Brown Email: Wondrhampster@Live.com Quick little word. I don't mind questions, and if sending me one regarding the witcher, be sure to put "The Witcher" as the subject or I'm liable to delete it thinking its junk mail. Also, I'm not the fastest person when it comes to checking email. I do it maybe three times a week. So if you send me something and I don't get right back to you the very next day, its probably because I haven't gotten around to looking, not because I'm singling you out as the person I want to torture this week. This is also the first FAQ I've done, so cut me some slack. Enjoy! Last updated on the 7th of May, 2008 Version 1.1 =============================================================================== SPOILER ALERT!!! This FAQ does at times give away information that otherwise would not have been known at the current juncture. About this FAQ: This guide was written based on Patch 1.3 and a mix of normal and hard difficulty settings. About Monster Hunts: During chapters 1 through 5, there are unique monsters that can be hunted for monetary rewards. These monsters have their own name and are generally stronger than their generic counterparts. When killed, a trophy can be taken from these creatures. That trophy has its own space within the inventory and will appear on Geralt's waist in game. There are also item rewards given when a certain number of unique monsters have been killed. These item rewards are given when three trophies, five trophies, and ten trophies have been turned in. The first item reward at three trophies will be a Svarog Rune Stone which temporarily increases a weapon's chance at hitting and damage inflicted by 40%. The second reward at 5 monsters dead is a Perun stone which temporarily increases hit chance and damage by 60% and critical hit by 30%. The reward for all ten trophies turned in is a choice between: A silver sword called Moonblade that has +100% damage. A steel sword called Mahakaman Rune Sihill that has +100% damage and penetrates opponent armor. The prologue and epilogue do not have any unique monsters to hunt. All monster hunts will be the first quests listed under the chapter, because these are totally option accept for chapter 2 and can pretty much be done any time during the chapter, with the exception of Chapters 1, 2, and 5. One of the monsters for Chapter 1 is not accessible until after a specific quest. One of the monsters in Chapter 2 has to be hunted right off the get go. And the Chapter 5 monsters are in an area that isn't accessible at the start. About Quests: Some quests will carry through multiple chapters, and they will appear within this guide in each chapter with a note beside the quest name stated as (Ongoing Quest). Also, there are a few quests that will or won't be available depending on which allegiance has been made or if neutral. These will also be detailed as such in paranthesis beside the quest name. There are other quests that will or won't be available simply based on decisions made and the times these quests are started. Any detriments will be pointed out as such. Quests enclosed with * have some weight on alliances within the game, while others can greatly affect who and what can be done. Taking a choice in one path may make it impossible to do a certain quest, or it will alienate Geralt from other characters. So if uncertain about a given outcome, or if the need to give both paths a try is desired, save often and in different areas. Remember, The Witcher does autosave, but there are only so many created and the game will erase previous ones once it reaches about 4, so don't rely on autosaves as a backup. Quests are listed alphabetically by chapter and name as they appear in the Journal. Its pretty much impossible to list them in the order they come because quest steps can be skipped, entire quests can be passed over, and depending on choices made there are some quests that simply aren't available. There is an invaluable tool when doing quests. Open the Journal and choose Quests if on a different page such as Characters or Formulas. Highlight a quest and in the bottom right hand corner of the screen, "Track Quest on Map" may be visible. Most quests have this and I'll be refering to it as Quest Track throughout this guide. It can lead to people and places needed, but it can only be used for one quest at a time. The map can also be used and points of interest shown with dots can be located in the same manner by selecting the given point. However, it is not possible to track a quest and a point of interest on the map at the same time. About Sex Cards: Throughout the game, certain females Geralt comes in contact with can be coerced into sex. Some of them that are related to quests or can be bedded in the duration of a quest are listed in the given area. It is impossible to get them all in one game. There are two in chapter 3 but only one of those two will sleep with you. There are 3 in chapter 5, but once again, it is only possible to sleep with 1 because they are dependent on your alliance or neutrality. What should be a full list is included at the end of this FAQ. About Dice Poker: Dice poker is a great way to make money. Its also a terrific way to lose money. A dice poker match is fairly simple. It starts out with an opening bet, and depending on the opponent, the maximum bet can vary widely. One player may only allow a maximum starting bet of ten, but another will allow a starting bet of 110. After the opening roll, there is an option to raise. The minumum amount that can be raised is 0 and the maximum widely varies based on opponent. And in some circumstances, the opponent can raise, at which point, three options are available. First available is to meet the opponents raise, second is a medium raise, and last is a maximum raise, usually much higher than the medium. There is also the option to pass, which is the same as folding giving the win for that hand to the opponent. After the raise, there's a chance to reroll anywhere from no dice (stand) to all five. Naturally, the opponent also gets the same option. The player that wins two out of three games takes the pot. The people available to play against have a limited amount of money on them at any given time. So it may only be possible to win 300 orens against one particular opponent, but in order to win more, they'll need to be left alone. This can be done by entering a house or another area and then coming back. If an opponent loses say 200 but they have a maximum of 300, then they can be played a second time directly afterwards in most instances, but the maximum raise allowed will be considerably lower. This is a run down of poker hands. It runs in ascending order from nothing to the best possible, which is five of a kind. I've placed the order below from worst to best with a description of the hand. Why is there a description? Because even though some people may know what a flush is, there are others that don't. >Nothing - Jumbled hand where nothing matches such as 6, 5, 3, 2, and 1 >Pair - a hand with two like dice amounts and the rest a jumble such as 6, 5, 5, 2, and 1 >Two pair - a hand with two sets of like dice amounts and an off number such as 6, 6, 3, 2, and 3 >Three of a kind - a hand with three like amounts and two off numbers such as 5, 5, 4, 5, and 1 >Five-high straight - a hand that runs 1, 2, 3, 4, and 5 >Six-high straight - a hand that runs 2, 3, 4, 5, and 6 >Full house - a hand with a combination of three of a kind and a pair such as 3, 3, 3, 1, and 1 >Four of a kind - four like amounts with an off number such as 4, 4, 4, 4 and 2 >Five of a kind - all dice are the same denomination such as 2, 2, 2, 2, and 2 Just like normal card poker, a pair of 3's will lose to a pair of 5's. The same goes for three of a kind and the like. If both players roll 2 pair, the person with the highest pair wins. So even if one player rolls 5, 5, 4, 4, and 1 while the other player rolls 6, 6, 1, 1, and 2, the player with the pair of 6's wins. If a five-high straight is rolled and the other player manages a six -high straight, the 5-high loses. Also, if a full house with 2 three's and 3 two's is rolled while the opponent manages a full house with 3 three's and 2 two's, the win goes to the person with three 3's. There may come a time when a draw occurs. In the event that happens, neither player will get credit for the match and it will continue until someone wins two out of three games. A draw does not happen often and will usually only be seen with a straight. Now for a little info on the AI poker player. If the computer controlled opponent gets a straight or a full house, it is not likely they will reroll unless the opposing hand is better. So on the opening hand, if the npc manages a five-high straight, but Geralt only has a pair, a six-high straight or better will be needed to win. A five-high straight will tie him and neither player will get a point for the match. If a pair of five's is rolled and the computer rolls a pair of six's, don't get frustrated. Most often, they will reroll one of those comprising their pair. If the computer rolls a five-high straight in their opening hand and something higher like a six-high straight is rolled, the AI will either reroll their entire hand or simply concede the hand completely. The same tends to go for a flush. If both players manage a flush on the opening roll, but the AI is lower, they will either reroll the entire hand or simply concede it. About Intoxication: The Witcher allows for many instances of drunken conduct. Usually, its more annoying than anything because on a few occasions, there is no way around getting hammered. The reason its annoying is it blurs vision and Geralt staggers at about a quarter of the speed he normally moves at. So naturally it takes quite a long time to get anywhere. The walking problem can be somewhat counteracted by drawing a weapon if possible. This will put Geralt into combat speed regardless of his level of inebriation. But fighting drunk is not a good idea. When drunk, a yellow icon will show below the witcher emblem. The chance to hit when drunk lowers dramatically and damage output also goes down. There is a limit to how drunk Geralt can be before passing out. If Geralt does happen to pass out, he will wind up lying in the dirt somwhere. That's not bad, what is bad is that his wallet will be dramatically lighter. More than a 1000 orens can be lost by passing out. So before taking anyone on in some drinking, best to save first. There is a remedy to intoxication that can be picked up in Chapter 3. While at the New Narakort, talk to the waitress numerous times. At some point, she is going to groan that she ruined some gloves. Give her a pair of red gloves or 100 orens and she'll give over the recipe for wive's tears which automatically cures all intoxication. She may also ask if Geralt has had too much to drink. Go along with her dialogue and keep responding that she isn't boring. At the end of it, Geralt will have the wive's tears recipe. About potions: There are numerous choices for potion crafting when it comes to ingredients. The main thing that arises is figuring out what the ingredient means when it says something like Vermilion and then below that it says Albedo. This Albedo is a primary substance. Mixing potions together with a primary substance can yeild a potion that states something to the terms of: Contains albedo as its dominant substance. When that potion is imbibed, a secondary effect will occur along with the normal potion effect. In order to get a dominant substance, a potion must be mixed with a primary substance contained in all of its reagents. Mixing 2 or 3 primary ingredients of differing kinds will yeild a standard potion. Example: The Swallow Potion requires 1 vitriol, 2 rebis, and 1 aether. If mixing a vitriol containing albedo with 2 rebis of which both contain nigredo and an aether containing rubedo, a standard swallow potion will be yeilded. However, if mixing a vitriol containing rubedo, with 2 rebis that also contain rubedo followed by an aether containing rubedo, the result will be a swallow potion with the dominant substance rubedo. Another thing to keep in mind is that white gull can also be mixed to contain a dominant substance and it can be used as a potion base. If it has a dominant substance, the rest of the ingredients need to match that or a normal potion will be yeilded. If it contains no dominant substance while the rest of ingredients all contain say rubedo, then a potion containing rubedo will be yeilded. There are 3 primary substances to ingredients. Listed below are what they are and what they do in potions when dominant. Albedo - Reduces toxicity of consumed potions > lasts 1 hour Nigredo - Increases damage inflicted by 20% > lasts 4 hours Rubedo - Accelerates regeneration of Vitality > lasts 4 hours =============================================================================== Prologue+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =============================================================================== A POTION FOR TRISS -Started by Vesemir after the labratory is ransacked. -First stop is upstairs at the kitchen where Lambert is. After he gives instructions on the potion, go into the kitchen and out the rear door. Quest Track will lead. Head up the stairs killing any bandits in the way. Once upstairs, slay all the bandits to update. Now to loot all the rooms to get the required materials. One of them is in the Evening Hall which is at the far end on the left. The white gull is in a box in the room right past the Evening Hall. Once those have been acquired, go back downstairs to the fireplace to talk to Lambert. -After chatting with Lambert, he'll give up the recipe for the potion along with a few ingredient definitions. He'll instruct Geralt to see Vesemir, who may or may not be present. If he isn't around, go toward the front door. That's where he'll be coming from. Talk to him and he'll fork over one of the ingredients and say the other is on the frightener outside. Selecting all his chat also opens up "Berengar's Secret". -After the heart to heart with Vesimir, run outside and open the dead frightener up. Loot the claw and the eye along with anything else lying around and then go back inside to talk to Vesemir again. After asking where the others are and telling him the ingredients are ready, click the fireplace to begin meditation and then select the bottle off the top right to pull up the formula and combination window. Select Potion for Triss. It should be the only thing able to be made. Highlight it and then select mix from the bottom right. -Geralt is required to meditate for an hour after an alchemy combine. Once finished with the potion and meditation, take it up to Triss. Quest Track will show the way but its upstairs through the kitchen on the second floor. The door to her room is directly across the hall from the library. Feel free to stop and talk to Eskel and Lambert in the Armory and Evening Hall respectively. Both have interesting things to say. -When ready to move on, head upstairs to Triss' room. She'll be in bed nursing her wounds. Click on her and a window with a little package that resembles a wrapped birthday gift opens at the bottom of the screen. Select it to open the gift window and drag the potion from quest items to the hand or double click it. This will start a conversation with her and an opportunity for the first sex card arises. When the option presents itself, select "I suppose we could...". Then choose the top option again about how she helped out. -This quest is now done. BERENGAR'S SECRET -This quest is started by Vesemir and it will progress through all chapters up till 5. DEFENDING KAER MORHEN -First quest and fairly easy. If this is the first time playing and tutorial is on, the game will guide most of this. But anyway, just follow everyone else for now. Lambert will blast the rubble out of the way to advance. Once at the top, its a loner mission and the opportunity to learn the combat styles of strong and fast. -Head up the ramp and slay whatever is found along the way. The objective is the very top of the wall. -Once around the top wall, there will be a group of archers and others next to a large pot off to the right, down a set of stairs. Forget about them and head for the circular tower directly ahead. This gives a cut-scene and seperates Geralt from those following. -Head to the right toward the gate. Ignore the siege cauldrons and bell. There's nothing that can be done with those right now. Slay the bandits in the way and push ahead for the gate. After slaying all the bandits, operate the wench and start the next portion. -Follow Leo to the citadel entrance. Leo is going to say to drink the thunderbolt potion and that must be done before the doors will open. So suck it down and head inside. -Head straight back, dispatching the bandits. Loot their bodies when possible and don't bother with the Kitchen yet. Its locked. Just follow Leo. Once in the labratory, a cut-scene interrupts and then Leo leads to the first sign, Aard. Touching the monolith a second time will give an affect that will bolster that particular sign, and then loot the trunk. There is another trunk to loot along the wall, between the blocked portion of the lab and the magic circle. Blast the collapsed wall and head upstairs. -The first choice in the game is coming. Either go with Triss, or fight the frightener. -If going with Triss, Geralt will be forced back inside the citadel. First boss fight with a mage is coming. Drink the swallow potion if its still in inventory. The mage is sort of annoying because he's linked to a few other bandits and they have to be killed before the mage can be hit. He'll also teleport around once his barrier is down, breaking chain attacks. Once he's dead, go around the corner to find Triss sprawled out on the floor. Go down to the lab for a tragic cut-scene. -If the choice was to take on the frightener, things get interesting. Immediately take the tawny owl potion because Aard is going to play a big part of this fight. Also suck down the swallow potion if its still in inventory. There will be a half a dozen bandits along with the frightener. Use group style attack if swarmed by more than 1 bandit, but stay away from the frightener. Once the bandits are dead, run to a siege cauldron and hit it with Aard. Immediately run to the other and hit it as well. Ring the little bell and the frightener should go into a daze. As soon as it does, open up on it with strong style. When the siege cauldrons stop ringing and the frightener comes out of its stupor, go hit the cauldrons again with Aard to daze it. Run back in and light it up with strong style again. Do not take on the frightener without dazing it. If it knocks Geralt down with bandits around, they will one shot kill. The frightener will also one shot kill if it gets Geralt down. It also hits pretty hard. After the frightener goes down, Geralt and Leo will immediately be transported to the labratory. Watch the tragic little cut scene. -Once done meditating and dishing out any points, hit up the wardrobe for some swallow potions and head toward the stairs. Vesemir will give a new quest on the way out, "A Potion for Triss". -Next objective is to make sure everyone else is all right. Actually can't accomplish this until finished with "A Potion for Triss" and its been given to her. So refer to that for now. -Eventually a prompt to meet Vesemir is given by Triss. Question her about everything else first. If there was anything that caught some attention, do that now before meeting with him. Once the meeting with Vesimir begins, a cut scene will play and this chapter finishes. ================================================================================ chapter 1+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ================================================================================ Couple things to do off the get-go. Take a Barghest skull and a beast tooth and go see the Innkeeper to store them. Both are used in a quest later on in chapter 3 and barghest's are only available for their heads in this chapter. The beast teeth can be acquired from dogs, wolves, and a few other monsters later on, but its best to just store one in case of unforseen circumstances. Also, get herblism as soon as possible. It will be needed for a quest and it comes in very useful later on for ingredients to make potions, bombs, and oils. And the last thing is to get the contracts from the Notice Board. The quests off the Notice Board should be one of the first things done every chapter. Read them to get their quests and then drop them on the ground. Only the quest is needed and they'll eat up space they don't need to in inventory. +Monster Hunts+ KING OF THE CRYPT -Ozzrel can be found in the very back of the crypt on the right side after completing "Buried Memories". A wall will need to be blown down with Aard to get to him. -This guy can be nasty. He hits very hard so come prepared with some swallow. Tawny owl is another good idea to force him off with Aard and possibly score a knockdown for a one hit death. If health is running low, back him off with Aard and then turn and run the other way. Swallow should fill health up rather fast, so use hit and run tactics if need be with strong style. -Once his head dangles from Geralt's waist, travel it over to the Royal Huntsman to collect a 200 oren fee. THE MONSTER OF THE LAKE -Nadir can be found just past the mill between the main Vizima gates. There is a very large group of drowners near him, but if careful, he can be pulled away from them becasue he tends to roam onto land opposed to the drowners that stay in the water. Simply edge closer till the left side of the screen turns red showing combat has begun with Nadir and then move back. -It doesn't take a lot to put Nadir down, but he does hit rather hard. Fast style is preferred for him because even though a few hits with strong may land, he'll dodge them more often than not. Aard is also good, knocking him down and giving time to start a chain. Once his head has taken leave of his body, take it over to the Royal Huntsman for the 200 oren reward. He can be found a little west of the Inn along the path or just use Quest Track. A GAME OF DICE -This can be started a number of ways. The first way is by taking a Dice Box from a traveler killed during "Racists". If no help was given to the dwarf, or simply haven't come to that part by some strange means, a dice box can also be acquired from a corpse in the crypt during "Buried Memories". The last and not so popular way is to completely skip it during this chapter. However, there is a forced match in chapter 2 so its best to just start now. Besides, its a great way to earn cash for herb books, monster lore, weapons, and armor considering the first and only piece of armor available till chapter 5 costs 5000 orens. -The first thing to do after getting a dice box is go to the Inn and talk to Zoltan Chivay about it. It will start this quest that will run clear up till Chapter 5. -Talk to Zoltan and he'll play a game of dice. Then talk to him again and ask if he can play for serious money. He'll say that Odo, Mikul and Haren all play. -Now with the formalities out of the way, a minor choice needs to be made. There are 4 players available in this chapter, but only 3 need beat. Its not much of a decision and money can be won from them all. The players that can be challenged are: Zoltan, Mikul, Haren, and Odo. Any three will suffice and complete this portion of the quest. However, to play Mikul, Haren, and Odo the ring of eternal fire needs to be obtained from the Reverend by asking about salamandra. -Once the three victims have been chosen and beaten, this quest is done till chapter 2. Any dice playing done till next chapter is strictly for fun and personal gain, or possibly loss. BERENGAR'S SECRET (Ongoing Quest) -First update will come from the Reverend. BURIED MEMORIES -Starts from Mikul at Vizima gates. Show him the signet of eternal fire the Reverend gave and offer some witcher services. -The crypt can be a nasty place. Lots of ghouls and very dark, so whip up a cat potion and swallow potion before going in. Also, make sure to have ghoul entry in the bestiary. It can be acquired in 3 different ways. First, buy it from the antiquary that frequents the Inn. Second, spend a bronze tablet on Monster Lore in the intelligence tree. The last and cheapest way is to find the Drunkard at the Inn and challenge him to a drinking game. He'll fork over a monster book for ghouls to read. The reason for getting this is because Kalkstein wants ghoul parts and there's nowhere else that will have as many ghouls as the crypt. -Once inside, take the cat potion and a swallow potion. There's a dead girl right at the entrance that seems to have drawn the ghouls. Take the potion vial next to her body. It'll come in handy later and leads to plot development. -While fighting, its wise to pull the ghouls back a bit when encountered. They pop out of the ground, so as one is forced back with chain attacks, there is a possibility of getting a few more during the fight. Strong style works well against them. -There's not a lot to do in here, but the second sign, Igni, can be acquired. It is very handy for a quest later on. The dice box to start "A Game of Dice" can also be picked up from a corpse, though if Geralt already has one, there's no need to loot it. -When going back to Mikul for the turn in, several salamandra will show up at the bridge. After killing them, depending on which path was taken at Kaer Morhen, one of two cut-scenes will show. Once back in control, loot the bodies. There will likely be 2 or 3 salamandra badges on them. Keep these, they'll be used later on. Talk to Mikul to inform him of the completed task. He'll say as a side thought that some of the boys planned to search for treasure. Now the place is open to search further back in because a couple guards took some pick- axes to the rubble that was blocking the path. This opens the way for "King of the Crypt" monster hunt. He'll also ramble on about his love Ilsa. She's the dead girl that drew the ghouls. And this quest is now done. DEAD HAND OF THE PAST -This quest starts from Declan Leuvaarden at the Inn. He can be found inside during the day. -He wants a missing friend found. The cave he's talking about is to the left of the castle gates along the river. Its a nasty place with several echinops inside. Having Igni helps a great deal on them. Save before entering. -The echinops are large plants that will smack and shoot. Strong style works well on them as does Igni. NOTE: If not running patch 1.3, then Geralt must be manually moved within striking distance. Anything before 1.3 and clicking on the plant will do simply nothing as Geralt will be outside actual striking range. So if he's not hitting them, manually move another step or two closer. -The goal is to find and kill the Sated Echinops. Move slow, because these things pop out of the ground. They don't move, but can and will use ranged attacks. The sated is roughly between the rock column and the pile of fallen stones. -The sated echinops will hit a bit harder than the normal ones, but its still the same in terms of combat. Get in close and use strong style. If an attack chain breaks, toss out an Igni and start meleeing again. Shouldn't take but a few seconds to kill it. If there are two or three other echinops shooting and health is plummeting, run back to the entrance and take a rest. Once its dead, loot the skull from it and head back to Declan at the Inn. -Declan refuses to pay because technically, the agreement isn't finished. If his friend was found dead, the circumstances were to bury him. So, now off to see the Reverend about getting Declan's good friend laid to rest in a more appropriate place than the belly of a plant. -After asking for permission to bury the body, head into the chapel and downstairs. A nasty little surprise is waiting once the skull is put in the crypt. This will be the first encounter with King of the Wild Hunt. It doesn't matter how he's answered. Once he vanishes, a fight with a familiar ghost ensues. The ghost is nothing to worry about, just use fast style on him and he'll go down rather quickly. Be sure to loot him after he's dead since he's carrying a piece of meteorite ore. -Head back to Declan at the Inn once the apparition has been put down like a lame horse. Dice Poker: The Novice -Starts when taking on Mikul, Haren, Odo, or Zoltan -Three of the four people listed need to be beaten in order to progress. FISTFIGHT -Starts by having a fight with Fat Fred at the Inn. This quest runs clear through chapter 5 and is required for another quest. -Talk to Fat Fred and give up 25 orens. After beating him, there's a choice of: -a ring > gold diamond ring that sells for 120 orens -vodka and chaser -cash > 100 orens plus the 25 wagered -After beating Fat Fred, this quest is done till the next chapter. HOT POTATO -This quest can be gotten from Haren after finishing "Strangers in the Night". -The objective is to take a package to Coleman at the Hairy Bear Inn. Nothing that can be done till the next chapter, so throw this on the back burner for now. * OF MONSTERS AND MEN * -This quest starts at the beginning of the chapter. -Talk to the Reverend to progress. He is roughly on the opposite side of the map. -He gives the task of lighting the 5 fire shrines throughout the village. Quest Track will show the way to them and they can only be lit at night. Also, upon arriving at each one to light it, barghests will pop up, anywhere from 2 to 4. Once they're lit, head back to the Reverend. He can be found outside the church during the day or in his house at night which is right next to the church. -After lighting all the eternal fire altars and returning for the reward, the Reverend starts pointing the finger at Abigail. So time to go visit her to see what she has to say. -Abigail has no idea where the beast came from, but she thinks Alvin might. So now comes the part of harvesting plants. If unable to do so, go work on another quest to get a level and spend a bronze tablet in that ability from the intelligence line. 5 white myrtle petals are needed from the surrounding plant life. On a side note, buy the specter oil from Abigail, or if Geralt has the oil making ability, make a vial or two. It'll come in handy for a fight at the end of the chapter. -After gathering the petals, giving them to Abigail and listening to Alvin go all demon-boy, head back to the Reverend. After the turn in to the Reverend, this is done for a while. At least until the tasks given by Odo, Haren, and Mikul are finished. -Once the end of the chapter draws near and the children are found in the caves, Geralt will run into Abigail. Turns out the town has decided to have a fire with Abigail as the kindling. During the talk with her, a choice to talk to the townspeople or get to know her better will come up. Chose to know her better to recieve her sex card, which is a little frightening actually. This is the only time its possible to get her card. Before leaving the cave, apply some specter oil. Don't bother with drinking a tawny owl or a swallow potion yet. The game has a tendency to remove their effects between the cut scene. -Now comes the part that will effect other portions of the game. If siding with Abigail, the help of the villagers during the fight with the beast is lost and she'll show up later in the game. If siding with the townsfolk, Abigail is dead so she doesn't help during the fight with the beast, and her help much later in the game during the epilogue is lost. Not helping her can also affect a quest in chapter 4. -Fighting the beast with Abigail can be a bit difficult at times even though she will periodically heal. As soon as the fight starts, two or three barghest are going to go after her. Peel them off as quick as possible. If she gets hit too much, she'll be knocked down and there will be no healing from her till she gets back up, which can take a long time. So go group style until all the barghests are dead, leaving only the beast. If Geralt's blade is treated with specter oil, they should go down in 2 or 3 swings. -If fighting the beast with the villagers, they'll draw the attention of nearly all the barghests so Geralt can concentrate on the beast alone for a few. Be wary, unlike the fight with Abigail, it is possible to attack the villagers and if even 1 of them is attacked, they will all turn on Geralt. -Fighting the beast can be tricky. He has a tendency to cause pain, which pretty much stuns and leaves Geralt defenseless. Also, running into the fire encircling everything will cause incineration which deals damage and leaves Geralt unable to move and completely vulnerable to the beast and barghests. If health becomes an issue, run in circles near the perimeter to allow swallow time to work its magic and fill vitality back up. Also, if some points have been spent in Aard, there's a good chance it will stun or knockdown the beast, allowing a one hit instant kill. When the beast dies, so do any other barghests running around. -When the beast is finally dead a few things can happen depending on choices made. -If Abigail was left to the wicked ways of the villagers, the reverend comes to visit. Now another choice comes. Get the permit to enter the city from him willingly, or take it from his corpse. -If Abigail was protected from the villagers, Odo, Haren, and the Reverend come for a friendly visit. Kill them all and take the permit from the priest's lifeless body. -Be sure to loot the beast's body for his hellhound soul that can be used in a potion. After all choices have been made and bodies pile up like bricks, this quest finishes and the end of the chapter picks up with the quest "The Salamander's Tail". Also, If Abigail was left to fend for herself, go back to the cave that's just down the road and loot some things from her remains RACISTS -Starts by helping Zoltan Chivay when he's surrounded by 4 travelers. -Tell the travelers to move along and then kill them. -After killing the travelers and talking to Zoltan, who actually knows Geralt, this quest finishes. SHE'S NO EARLY BIRD -This quest starts from Vesna. Find her at the town sign just outside of the Inn fort at midnight. She'll be surrounded by bandits. When prompted, answer with "You'll lose those shortly..." which leads to killing the entire group. Then agree to walk her home. Use Quest Track to find it. -While taking her home, groups of barghests will pop up to impede the journey. Use group style to get rid of them and continue on. Once back at her home, she'll ask how she can possibly say thanks. If wanting her sex card, answer with meeting her again. Wait till dusk of the next day and show up at the old mill with a bottle of wine. Her sex scene is actually quite funny. Regardless of the choice, this quest will finish. * STRANGERS IN THE NIGHT * -Starts from Haren Brogg after getting the ring of eternal fire from the Reverend. -This quest can affect 2 other quests in Chapter 2. -Go out to the water next to Haren's hut where all the parcels, jars, and boxes are sitting next to the overturned boat at night. Kill off about a half a dozen drowners. -When the drowners are dead, Some elves will approach. Now if Geralt lets the elves take what they want, "Hot Potato" will be put on a trigger, as well as "The Rat" in chapter 2. Both quests need to be finished before speaking to Raymond otherwise the npc needed is killed. -After the decision is made to give the elves the goods or to kill them, head back in to give Haren the news and collect the reward. Then talk to him again about more work and he'll give the quest "Hot Potato". THE BARGHEST CONTRACT -Notice Board Quest -Abigail, the town witch, wants 10 barghest heads. These little critters pop up all over the place in town at night. -Once ten have been acquired, which should take no time at all, head over to her hut. She will also buy any and all barghest heads after turning this quest in. THE DROWNER CONTRACT -Notice Board Quest -The Reverend wants 3 drowner brains. They can be found at just about any body of water at night. -Once three are packed away, take them to the Reverend who is out front of the church in the day or in his house at night. THE GHOUL CONTRACT -Notice Board Quest -Kalkstein wants three vials of ghoul blood. Ghouls can be found in a number of places. Sometimes they are roaming the villages near the Inn at night, a few can be found in abandoned huts, but the majority will be in the crypt where "Buried Memories" takes place. Just remember, components for this quest cannot be secured from their bodies if the ghoul entry isn't in the bestiary. There are three ways to get it. The first is by spending a bronze tablet in the intelligence tree for Monster Lore. The second way is going to cost 250 gold and that is by buying it from the Antiquary at the Inn. The third way is by outdrinking the Drunkard at the Inn. Toussaint red works and upwards of 9 can be found while looting houses and such throughout the village. It should only take around 3 or 4 before he caves in. Once the win is in the bag, he'll give The Tome of Fear and Loathing, volume 1. Depending on which method was chosen, the antiquary can be found sitting around the tables at the inn about anytime during the day, and the drunkard is around in the evening. -Once the blood is collected, find Kalkstein at the Inn. If this quest is done when going for the turn in to "Buried Memories", the reward can be collected from Kalkstien at the gate. THE SALAMANDER'S TAIL -This quest starts at the beginning of the chapter. -Talk to the Reverend. He is roughly on the opposite side of the map. -Updates to this come after helping Haren, Mikul, and Odo. IMPORTANT NOTE: When going to ask the Reverend about Salamandra after finishing the quests given by Odo, Haren, and Mikul, things will be sped along to end the chapter. So be sure everything else is done. Go see Abigail and buy some specter oil, or if possible, make some. This will come in very handy when taking on the beast. Its also a good idea to hunt the two unique monsters and to store a barghest head if they haven't been done. Also, sell any other barghest heads to Abigail. This is the last chance before talking to the Reverend. -Tell the Rev about the completed tasks done for the others and he'll say he isn't talking until the beast is dead. Argue that wasn't part of the agreement, then he'll say Innkeeper Olaf supposedly has a key for the Salamandra base. -Once inside the Inn, cute little Shani is surrounded by men that mean to do all sorts of interesting and probably taboo things to her. So time to intervene and rescue the damsel in distress. -After violently imposing some authority upon the would-be rapists, go check out the cooling corpse of Olaf. He'll have a key that will point toward the salamander base. Its roughly to the west. Very hard to miss because there will be 2 salamandra lackey's right out front. Drink a swallow potion before going into the hut because 4 more thugs will be waiting to swarm like bees. Group steel works well to thin their ranks. Aard can also give some breathing room and most likely, at least 1 will be stunned or knocked down for an instant kill. -Once downstairs in the cave, fight some more salamandra goons that actually seem a bit afraid. Depending on what path was taken in Kaer Morhen, there may be some of the equipment from the lab sitting around. "Berengar's Secret" will also update. Follow Alvin back once everything of value has been taken and blast the wall down with Aard. At the back of the cave, the friendly neighborhood witch, Abigail, is waiting. Chose to know her better for her sex card. -After killing the beast, hellhound soul stored in inventory, and letter of safe conduct, go pick up Shani from the Inn. -Once she's in tow, run to the gate Mikul is guarding. THE SECRET GARDEN -This quest is acquired from Odo after obtaining the eternal fire ring from the Reverend. -Odo needs some echinops cleared from his garden. A simple enough task at first glance. The problem is, he gets Geralt drunk first in an attempt to lower the bill for weeding his garden. And being drunk decreases hit percentage, combat damage output, lowers walk speed, blurs vision, and is simply annoying overall. The walking can be easily fixed by simply drawing a weapon. If Igni is available, the fight should be a bit simpler. Use strong style and if missing two or three times, smack it with some fire. There's only two plants to clear and they are far enough away from one another that the second one won't be able to range hit while the other is being killed. Just remember that if not playing with patch 1.3, simply clicking to attack from a distance won't get Geralt close enough. He'll need to be manually moved within striking distance. -Once the echinops are dead, stumble back inside where Odo will try and cheat Geralt! The nerve! Worry not though, he'll give up the full 100 orens. WANTED -Notice Board Quest -Actually can't do anything with this quest yet. WITCHERS' SECRETS -This quest starts at the beginning of the chapter and progresses clear through to the Epilogue. -Talk to the most prominent members of the outskirts. The Reverend will be the first stop and he will tell of the other three to see. -After helping out Olaf, Mikul, and Haren, talk to the Reverend again and when he tells of the salamanders taking over the Inn, an update finally occurs. -Another update comes after talking to the Salamandra boss in the cave. ======================================================= chapter 2++++++++++++++++++++++++++++++++++++++++++++++ ======================================================= This starts on a down note with Geralt in jail. In order to progress, have a chat with the Elven Convict and he'll give up a dice box and ask for a game of dice poker. The most he has is about 30 orens. Now whether its a win or loss, the Jailer Vincent will come in and say in order to go free, gotta kill a cockatrice in the sewers. The catch to it is that first the Muscleman needs a serious beat down in a fist fight. When finished speaking to Vincent, the quest "Prison Break" starts. +Monster Hunts+ * THE BEAST OF THE SEWERS * -The greater cockatrice is part of another quest, "Prison Break". It can be found in the sewers in the south-western portion. -After entering the sewers, a knight by the name of Seigfreid will ask to come along. Deny him and the order armorer can't be used but he'll let Geralt into the hospital free of charge. Allow him to tag along and the order armorer will sell to Geralt. Seigfreid will also get Geralt into the Dike free of charge but getting into the hospital will cost about 40 orens. -Not a difficult fight thankfully because Geralt will have next to nothing aside from his belt slot item. Use fast style on the cockatrice and after a few hits, smack it with Aard for a chance to either knock it down or possibly stun him for a one swing kill. Take his head back to Vincent who will either be in the dungeon or outside it for the reward of 400 orens. BLOODTHIRSTY VEGETATION -The target for this hunt is an archespore called Coccacidium. It is a much stronger version of an echinops and hits much harder. It can be found in a number of places such as northwest of the clay pits in the swamp. Looking at the map, it is where the two paths from the village and claypits meet. It can also pop up outside of gramps' hut going toward the brickmaker village. There are other places for it to attack from, and it will continue to do so until its put down. -The fight with Coccacidium is actually quite tough. This plant hits very hard and it can kill in a matter of moments if Geralt's health isn't watched. Strong style silver works best and Igni also does some good damage. Blizzard will help to cut down on damage taken as well. If a chain attack is broken, throw out an Igni and immediately start attacking again. If finding him to be troublesome, its possible to come back later with a few more levels or even more warriors once the quest "Force Recon" is started. -Once the over-powered plant is chopped down like Lincoln's cherry tree, take its head/stalk back to Vincent for 400 orens. A GAME OF DICE -Now the option of taking on other opponents presents itself, commence with the gambling. -Carmen, the Gardener, and Vaska can progress the quest if still on novice. -Munro Bruys or Thaler the fence will progress the quest if three novices were beaten during the last chapter. Whichever one is visited first will end "Dice Poker: The Novice" and start "Dice Poker: The Professional". A GHOST STORY -This quest starts from a Thug in the building directly across from the warehouse near the Hairy Bear. -Once inside, it seems the house isn't haunted at all...at least not yet. There will be bodies shortly though. So, after a little amusing dialogue, and the bodies hit the floor, chat with the half elf. She doesn't speak so well, but the general idea gets across to visit her at home and this quest ends. * A GRAVEDIGGER'S GRATITUDE * -This quest doesn't affect allegiances, but it can affect several other quests as well as how major events within this chapter play out once completed. So its marked for that reason. -This quest starts from the gravedigger after Raymond has run off to throw salamandra from his trail and come back. -He'll inform that in order to get in to the cemetary, a pass from Vincent is needed, or get Thaler to clear his debts. -So, take a trip on over to see Thaler. Unfortunately, Thaler won't clear the debt or let it be bought off till he's proven innocent, which can't be done for quite a while. -If looking to get the debt cleared, perform the autopsy as normal. Afterwards, follow "Old Friend of Mine". Get Shani's sex card in order to clear Thaler if his innocence isn't proven during the autopsy. -Go see Vincent if clearing the debt doesn't sound too favorable. By now, Geralt should be on his good side. If Vincent hasn't yet been cleared of any wrong doing, he won't give up the pass. -Once inside the cemetary, head to the crypt. It will to the left near the largest body of water. Lots of necrophages inside, so bring swallow potions, tawny owls, a cat potion and necrophage oil if its available. -Inside the crypt, the item needed to progress the quest is the first left. Not exactly a smoking gun, but it clears all suspects. After getting the update, search the rest of the crypt for loot, then go chat with the gravedigger. After telling him what was found, this quest finishes. -Also, if the pass was obtained from Vincent, don't forget to head back and let him know what was found. A LONG WAY FROM HOME -Starts from Yaren Bolt in the lumberjack clearing within the swamp forest after finishing "Flowers and Gold" -Yaren needs the road cleared and the vodyanoi dealt with. Put Quest Track on because there are three places that need cleared of monsters. -The first place is along the path just west of the cave. There are 3 bloedzuiger that want dead. -The second area is east along the path that runs past the altar of melitele. There are 3 drowners that require killing. -The third area is just past the drowners running east and 2 echinapse need to be trimmed. -After those areas are cleared, the map is going to point toward the vodyanoi shrine. Don't go that way. Go to Vaska's hut. -Chat it up with Vaska to learn of a more civil manner, then head back to the clearing and get Yaren's axe from him. The axe will occupy the secondary sword slot. With the axe in hand, place it on the altar by the clay pits. Camp till midnight and then go back. A vodyanoi amulet will be waiting in place of the axe. Take the amulet back to Yaren Bolt for the 400 oren reward and quest finish. A LOST LAMB -Started by Vaska in the swamp forest after finishing "Clay Pits" -Vaska wants one of their children that has gone missing found. Being the superstitious fool that she is, she thinks the druids stole him to turn him into a dryad. So, druid grove in the northwestern portion is the first stop. -The druids won't talk at night, so come back during the day. They'll say they haven't seen the boy, but to talk to the dryad, Morenn. -Morenn states that only females are able to be dryads and males are only taken in to procreate. Now is the chance to get her sex card. She wants a wolf pelt as a test of strength. So fork one over. If no wolf pelts populate inventory, make a trip to the cave or hunt around the druid grove for some. After giving |
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