Written 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 6th 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 her the pelt, she mentions that witcher's are sterile. So now onto convincing her, which doesn't take much. Answer with "Intimacy without procreation can be good." then answer with sex relieves stress. -Once her card is secure, head back to Vaska to finish this quest for the time being. It will pick back up in the next chapter. -Also, go into Vaska's house when everyone is praying and talk to the men. One of them will offer 100 orens for looking for their missing boy. Refuse the money and he'll teach Geralt the recipe for Perfume. A MOST UNCOMMON WINE -Obtained from Conrad who can be found frequenting the Hairy Bear in the evenings. -He wants some one hundred year-old-wine in an abandoned house that happens to be guarded by Graviers. The house he's referring to is between Raymond's place and the Dike entrance. Be wary, another quest entitled "The Rat" also takes place inside. If "The Rat" is also active, 2 wraiths will be waiting just inside to take a nibble off any visitors. If "The Rat" isn't active, there won't be anything upstairs when entering. -Head down to the basement to find 4 graviers. Slay them and take the 3 bottles of wine from the crate on the floor. Now back to Conrad. -Good old Conrad doesn't have the cash to pay for it. But for some strange reason, he still thinks it would be a good idea to fork a bottle over after risking death to obtain them. Obviously he's been drinking quite heavily. So the options run as: -Give the lying lush a bottle. -The second choice is no money, no wine. -The last option is Geralt doesn't actually have them. -Any choice will work, but why give him wine when he promised gold? Doesn't matter what option is selected, quest still finishes. As a side note, the wine sells to the waitress for 80 orens a pop, making a total of 240 orens. It doesn't have any other use aside from drinking it. A MYSTERIOUS TOWER -This starts from Kalkstein. His house stands between Vivaldi's and Shani's. -First is to get 2 books for him, Ain Soph Aur and The Secret Gates. There's only 1 way to obtain The Secret Gates, but there's 2 ways to get Ain Soph Aur. Regardless, first stop is the Antiquary. -The antiquary will point toward Vivaldi. He also eludes to a hermit in the swamp knowning something of Ain Soph Aur. So onward to Vivaldi. -Now there are two ways this can go when going to see Vivaldi. -Just meet Vivaldi in his house and ask about the books, of which he has both. The Secret Tower will run 100 orens while Ain Soph Aur will cost 300. Can buy them both from him, or wait and get Ain Soph Aur totally free once getting to the swamp. Breaks down to having the extra cash. -There is the chance that Geralt will walk in on Vivaldi being arrested. If so, the quest will shift to breaking the little dwarf out. So, go to the dungeon and chat with the junkie-jailer Jethro. He'll let Vivaldi out if the 200 oren bail is posted. Naturally, cough up the cash. As Vivaldi comes out of the cell, ask about the books. He'll be so grateful, he'll give up both totally free. Read them, then go see Kalkstein. -Kalkstein will rattle off about the obelisk's and hand over the Chocc'mah Sephirah. He'll make notes for Geralt in the Glossary under "Kalkstein's Notes". They'll tell about the Sephirah and where they can be found. Should already have Maal'kad which the greater cockatrice was carrying. Now knowing how to do this, head to Lebioda Hospital to pick up 3 more sephirah. Its quite possible to already have them though. Target is the Melitele statue. There's a nun beside it that will give some information on how to make an offering. Give the statue some fruit to recieve Veen'ah, Ghe'vrath, and the 'Oth Sephirah's. -Now there are a few left to find. One is held by Vaska, Kezath, who can be found in the swamp village. Another, Tipperath, is held by Declan Leuvaarden. He can be found at the Dike and he's a bit on the greedy side. Bring 500 orens when going to see him. Y'esath can be found in a cave in the swamp. Its near the back in vran's sarcophagus. A wraith will be protecting it along with a bunch of wolves. Neh'tza is also in the swamp, held at the golem burial ground by the frozen golem. The last comes from an unlikely place...Detective Raymond. -So first stop is Declan on the Dike. Give him 500 for Tipperath. Afterwards, go see Vaska in the swamp. She'll have a quest, "Clay Pits", that needs done and she gives the Kezath sephirah as a reward. After Vaska forks over her sephirot, hit up the cave. Follow the zone wall to the west from the clay pits to run right into it. In the back of the cave, kill the wraith and loot Vran's Sarcophagus for the sephirot. -Now there's but one left and that is held by Raymond. "Vizima Confidential" will have to be advanced in order to obtain his. Once armed with all ten, head to the swamp forest and start placing them. Follow the Quest Track from "Monoliths" if having problems finding the right locations. -After placing all the sephirot, the tower will be accessible. Once inside, loot the trunk and read the tower mage book, then save. A nice little fight will commence once back outside. Details for the fight are listed under "Vizima Confidential". This quest is now over till chapter 3. A PILGRIMAGE (If "The Cannibal" has been started, this quest isn't possible) -This quest starts from Gramps in the swamp. He'll be near the docks and wants an escort to the Melitele shrine. Follow the Quest Track, but be wary because Coccacidium will most likely make an appearance during the trip. -Now there are a few different places that may be worth visiting while gramps is in tow which are: -The clay pits. He'll tell a few useful pieces of information about them so long as he doesn't get dragged clear into the pit while fighting drowners. -Northwest of the clay pits is an area called three islands. Get him there while still on this quest and he'll give the recipe for the King and Queen bomb as well as the recipe for Maribor Forest. -Dragging him clear up to the druid grove in the northwestern portion of the swamp forest will result in details about places of power. -After getting him to the melitele shrine, he'll give details on where to find his hut and this quest finishes. A RESTLESS GHOST -Hildegard Zollstock begins this. She can be found wandering around in front of the cemetary around noon. -Seems that Hildegard's late husband has become a wraith and for more fun after life, he wanders around in front of the cemetary gates at night spouting things about the good widow. So after taking the job, find him at midnight in front of the cemetary. He can actually be spoken to, so listen to some fun things he has to say about his wife. Geralt will need to pull his blade to attack him and use fast style. He's just like any normal wraith. -After cutting down the husband, go back to the cemetary gates at noon to find Hildegard. The cheap old bitty wants to cheat Geralt, but in the end, she fails and the reward comes. ANATOMY OF A CRIME -Take a trip over to see Shani. Must talk to Shani at home about doing the autopsy first, and then take a trip to the gravedigger. He'll let the body go, but not for free. Seems he has a penchant for dwarven ale. So snag the gravedigger his poison (Mahakaman Mead works just fine) and he'll agree to drop the body off at the hospital around 11. -While talking to the gravedigger, ask him how to get into the cemetary and tell him Raymond seems untrustworthy. He'll say he either needs Vincent Meis' permission, or clear his debt with Thaler. This will open "A Gravedigger's Gratitude". -On the following night walk over to the hospital after 11 at night. Shani will be waiting in the back room with a rather messed up corpse. There is now a few ways in which the autopsy can go: 1. Comment on scavengers sucking the bone marrow out. Then go with assassin's dagger. Next go with the liver, then go with Kalkstein. This will finish the quest and point the finger at Kalkstein. 2. Comment on scavengers sucking the bone marrow out. Then go with assassin's dagger. Then go with the heart and finish it up with indications pointing to Ramsmeat's men. This will finish the quest and implicate Ramsmeat. 3.Comment on scavengers, followed by something is wrong with his head. Then go to the liver. This will complete the quest and point the finger at Kalkstein. 4.Comment on scavengers, then move on to his neck muscles and palms look tense. Afterwards, move on to can it be confirmed. The quest finishes pointing the finger at Kalkstein. 5.Comment on scavengers, followed by the neck muscles and palms looking tense. Afterwards, choose that its too easy. This will finish the quest with a most surprising outcome. -Now, the fifth choice listed is the best outcome in terms of quest progression if not doing "A Gravedigger's Gratitude". It updates all "Suspect:" quests as well as "Vizima Confidential" and "What Lies Beneath". If doing "A Gravedigger's Gratitude", implicating Kalkstein or Ramsmeat works better in the swing of quests, but do not speak to Raymond until "A Gravedigger's Gratitude" is done. It could lead to some complicated circumstances. Also, in order to get outcome 5, it may be necessary to buy the book about Zerikannian insects. -"Old Friend of Mine" updates regardless of the autopsy results. BERENGAR'S SECRET -Well, it looks like Berengar found a way into Vizima. So, time to have a look around for him while attempting other endeavours. -This will update when taking on the hunt for the cockatrice to win freedom from jail. -Talk to Thaler about the blade and Berengar's equipment. He'll point toward Coleman, provided he's alive. Coleman won't talk about it. So talk to Ramsmeat instead. He'll point toward the folks in the swamp, namely Vaska. -Vaska will point toward the clay pits. So head on over there and look for a Mutilated Corpse. There will be 2 bodies and one will have a salamandra broach that's split in two. Take it to update. -After "Force Recon", this will update that Berengar is alive and went willingly with salamandra. CLAY PITS -This quest is started by Vaska in the swamp forest. -She wants the clay pits cleared of drowners. Take the road toward the dock but hang a right when it branches. There will be a whole mess of drowners around the pits. Go in with group style silver to mop them up. They shouldn't pose any real threat. -Once they've been dealt with, go back to Vaska to learn she lied. She has no money, but does give the Kezath sephirah, which is needed for "A Mysterious Tower". This quest is then finished. DICE POKER: THE NOVICE -If running behind on this and still needing to beat a few people, those who count as novices are Carmen at the Eager Thighs Brothel, Gardener at Lebioda's hospital, and Vaska in the swamp forest. -Find Munro Bruys at the Hairy Bear, Thaler at his house by the dungeon, or Zoltan. Ask them about dice once 3 novices have been beaten. In one manner or another, this quest will end and "Dice Poker: The Professional" will start. DICE POKER: THE PROFESSIONAL -This quest will open by speaking to Munro Bruys in the Hairy Bear, Thaler who lives near the dungeon, or Zoltan once three novice players have been beaten. -Naturally, both Munro and Thaler need to be trounced in order to progress this quest during the chapter. -There aren't anymore professionals to take on right now. So this quest will pick up in the next chapter. FINDERS KEEPERS -This quest can also be done during the next chapter as well, so it will be listed there too. It can either be done now or later. Really doesn't matter. -Starts from Con Artist at the sewer entrance in Temple Quarter. He's only there in the morning about 2 hours before sunrise. -Enter the sewers and take the Bars right next to the Temple Quarter exit to access the crypt. -Take first 2 rights inside the crypt to get to the box with the ring. (Quest Tracking will lead right to it) -Return to the guy to find out, surprise surprise, the ring isn't a family heirloom. Didn't see that coming from a con artist or anything. If its still dangerous out, snatch the sword from its sheath, kill him and take the ring back. It will sell for about 120 orens. FISTFIGHT -With Fat Fred trounced, time for someone stronger. So off to the Hairy Bear Inn. -Inside, find Butterbean awaiting a good thrashing. The wager is 75 orens. He'll ask if Geralt has issues with fat people, say yes for some amusement. -Humiliate Butterbean and collect the reward which can be: -1. two bottles of mandrake cordial -2. gold necklace -3. 150 orens plus the original wager of 75 FLOWERS AND GOLD -This quest can be acquired by speaking with Yaren Bolt at the lumberjacks' glade in the swamp forest. -He suggests collecting 5 beggartick flowers and taking them to the ferryman. Beggartick can be found near the fallen tower. If foraging seems so tiring, talk to a druid in the grove and he'll point out that the Elder Druid sells them. Really though, one trip to the ruined tower will easily get the required 5. -Run to the ferryman who will give 400 gold for them. Now its time to settle up accounts with Yaren. -The option to keep all 400 is available or give 200 to Yaren since he's the one who mentioned it. Splitting it with him leads to everyone being happy. If keeping it all, he gets a little agitated and won't speak for a while. -Whichever is choosen, talk to him again to open up the next quest "A Long Way from Home". FORCE RECON (Dual-Faction Quest) -This quest can be obtained from either Siegfried or Yaevinn at their respective camps in the swamp forest after making the first turn in to Vivaldi for "Worth Its Weight in Gold". If help is given to Siegfried, the order armorer becomes usable. This has no lasting effect on alliance thoughout the game nor will it effect future quests. And this quest can actually be completely skipped. -If siding with Siegfried, be sure to turn in "Worth its Weight in Gold" first. If Siegfried's request is accepted while on that quest, failure will occur because Yaevinn won't be seen again this chapter. So after making sure of quests, visit Siegfried at the clearing between the lumberjack camp and the druid grove. He'll complain about a thorn or something and ask Geralt to lead his knights. Accept and head to the golem burial ground. Its just a short jaunt to the east. Kill a half dozen or so scoia'tael. Very the steel sword styles depending on circumstance. After killing off the scoia'tael, head back to Siegfried for the reward and quest finish. He'll also give some information about Berengar. -If helping Yaevinn, make sure to turn in "The Drowner Contract" to Siegfried first. Yaevinn can be found at the non-human camp near the ruined tower. Offer to lead his soldiers to the golem burial ground to kill the order scouts. Its to the southwest and Quest Track can lead. If going too fast, its possible to actually leave the scoia'tael regimen behind. Kill off about a half a dozen order soldiers once at the ruins. Vary steel sword styles based on the situation. After massacring the ill-prepared troops, head back to Yaevinn for the reward and quest finish. Being the nice guy that Yaevinn is, he even looked into Berengar's dissappearance. -Regardless of who is chosen, it turns out Berengar went with salamandra willingly. Weird! "Berengar's Secret" will update. HOT POTATO (Ongoing Quest) -This starts from Haren in chapter 1 after finishing his first quest "Strangers in the Night". -Remember that package of Haren's? Look in quest items after the cockatrice has been killed and items reclaimed from jail. Notice how the parcel has gone missing. So, time to have a little chat with Jethro about it, and strangely enough he seems to be sneezing a lot. -Well, apparently whatever was in the parcel seems to have made its way into Jethro's pockets...or nose. So time to give Coleman the news. He can be found at the Hairy Bear, usually in the back room. Tell him the guards took it. All is forgiven, quest finished. -Now, if the scoia'tael were allowed to take the goods from Haren's place back in chapter 1, this quest must be finished before talking to Raymond. If its not, the scoia'tael that were allowed to walk off with the shipment in chapter 1 will have a drive by with Coleman as the target. MEMORY OF A BLADE -This quest starts once in the sewer with the shiny new silver sword. First objective is to find Thaler the fence after the cockatrice hunt. He has a sparse little pad near the dungeon. -After questioning him about the silver sword, "Suspect: Thaler" opens as well as an update to "Berengar's Secret". Thaler said he got the sword from a famous gambler at the Hairy Bear. So head over there during the day to find Gambler. Ask him about the blade and he'll say he won it from the gardener at Lebioda Hospital. -Hunt down captain green-thumb outside the hospital and he'll tell a sob story about how he was so certain he'd win the game and how he was friends with the person who owned the silver sword. But he does point out Shani who knew the blade's deceased owner. Talk to her at home since she won't spill anything at the hospital. -She'll go on about the Battle of Brenna. Then she'll say Zoltan is supposedly a weapons expert. Time to track him down. Sometimes he's at Vivaldi's house, sometimes he's at the Hairy Bear, and sometimes he's just wandering around town. -After finding him, ask about the sword. This quest finishes with Geralt having a true witcher's sword. Monoliths -This quest begins one of two ways: first it can start just by placing a sephirah into one of the stones scattered throughout the swamp forest. The second and quest-friendly way is by advancing "Vizima Confidential" to the part of Raymond giving up the last sephirah. Either way, its a straight forward quest. Just run around the swamp using Quest Track and the map to place all 10 sephirot into their respective monoliths. After they've been placed, this quest finishes and "A Mysterious Tower" updates. OLD FRIEND OF MINE -Starts by talking to Shani in the hospital. -First objective, ask if she needs help. At which point she'll say no, then she'll rattle off about celandine slowing the plague, so offer to get some. They can be found in the swamp forest if there aren't any left over from chapter 1. Either way, get them for her and then return to the hospital and have a chat. Doesn't matter which option is choosen on turn in, it all ends up the same way. -She'll explain where she lives if asked, so go visit her in the evening, just beware of the crazy old lady. She will approach and rattle some nonsense off each time Geralt enters, and sometimes she'll throw him out for no good reason. Also, do not try to enter while drunk. If she asks to have a drink, don't. She won't let Geralt in at all if he's drunk. -There is a way to get around this nutty old bag. First step is to beat Thaler in drinking. In order to do that, go get 9 cups of weak alchohol like Viziman Champion. If medium or better alcohol is used, Geralt is going to wind up in the gutter with a hang over. Thaler will give a book after knocking back 9 drinks. Go find Bootblack near Detective Raymond's home. If its the first time visiting him, go through all of his dialogue and get a shoe shine. Talk to him again and a gift option will show. Give him the book that Thaler forked over. He'll give Geralt a ring. Put the ring on and go see the old bat. She'll be very pleased to see Geralt when shown the ring and will let him pass. -After finally getting upstairs to talk to Shani, she'll comment about the crazy old broad downstairs. Really doesn't matter what choice is picked, though she does have a little problem with saying the old bag should die. Shani also doesn't have much to say until the question of the prisoner from "Vizima Confidential" comes up. -This quest will go on hold until after "Anatomy of a Crime". Once the autopsy is done, talk to Shani at home. She wants to throw a party but first, she needs booze. Precisely, she wants Rose Wine, cherry Liquor and Temerian Rye Vodka. So head over to the waitress at the Harry Bear. Get some Cherry Spirit Cordial, Temerian Rye, and Mettina Rose. -Armed with the liquor, back to Shani. After giving her the refreshments, she'll say to bring a friend. Naturally, having amnesia doesn't lend itself to Geralt knowing too many people. So there are 3 choices: Carmen - Yes, Carmen can be invited...for 100 orens. Shani however doesn't exactly approve. If taking this path, Geralt will have to fetch Grandma's Diary from downstairs...a place that is not good to go while drunk. Anyway, once the diary is procured, head back to the party and talk to Carmen. There will be an interesting exchange between Carmen and Shani once Dandelion starts singing. Zoltan - Zoltan will come for free so long as there is booze. If this path is chosen, Geralt will need to fetch Grandma's Pickles and Lard, and then talk to Zoltan again. Everyone gets along on this path. Siegfried - Dandelion and Siegfried will get themselves into a nice little squabble taking this route. Eventually a bottle of Grandma's Cordial will be required. Siegfried will also sing...frightening. -After the party, bring Shani some red roses. She'll tell a neat story about Thaler that will solidify him as innocent if he isn't yet. Then she'll give her sex card. Afterwards, this quest comes to a close. * PRISON BREAK * -Starts from Vincent Meis in the jail after playing the elf in dice poker. -The first order of business is to pound some stupid out of the Muscleman in a fistfight. Once that's done, have a chat with Vincent. He'll direct Geralt to the genius Jethro who screw's up and immediately blurts out where they confiscated a silver sword from, updating "Berengar's Secret". -Once down in the sewers, there will be a new quest "Memory of a Blade" and Geralt will be armed with a very handy silver sword. Nice little toy for dissecting monsters. -Now then, move forward just a bit and a knight named Siegfried will approach. He'll chat a while and then comes decision time. -Let him tag along and he'll let Geralt into the Dike later on. Also, the Order Armorer can be used. The downside is the guard will need to be paid off to get into the hospital. -Deny his help by working alone, and go kill the cockatrice. Siegfried will allow Geralt into the hospital for no charge. The downside is the order armorer can't be used, and a guard will have to be paid off to get into the Dike. -After making the decision, the greater cockatrice can be found in the south western portion of the sewer. Not really a difficult fight. The main problem is it can hit pretty hard. Fast silver is the way to go on this guy. Once its dead, loot its body to get its head as a trophy, a square item called the Maal'kad Sephirah, a feather and possibly an ornithosaur's eye. The head goes to Vincent, while the sephirah will be used in a later quest in the swamp. The feather will also be used in a notice board quest in chapter 3, though its not necessary to save it since plenty will be found later. -Before leaving the sewers, have a look around. In the far southern end there's a small alcove. In that dark alcove, there's the body of a knight. He'll have a key and a note. Read the note, but don't go into the Lionhead Spider cult just yet. The silver sword won't do a lot of damage to humans. After retrieving the steel blade, come back. There are lots of goodies to loot inside. -Now with the cockatrice head dangling, follow Seigfried to the exit. Once there, a bout with some salamandra assassins will commence. After they're dead, Siegfried will tell of his friend who happens to be a detective. He'll also give up a key to get out of the sewers. -Head back to the dungeon and chat with Jethro for updates to "Witchers' Secrets", a new quest "Suspect: Vincent Meis", and naturally a finish to this quest. SAFE HAVEN -Started by talking to Zoltan Chivay who wanders about town and can sometimes be found at Vivaldi's house or the Hairy Bear. -Need to get access to the Dike. If Siegfried was allowed to tag along on the kill for the cockatrice, he'll tell the guards to let Geralt through. Another option if Siefgried isn't helping out is pay the guards off. Sometimes Luevaarden can be found at the Antiquary during the day right around 6:30. -Once Luevaarden is found, ask him about the problem and an update to hunt down some drowners at the swamp forest dock will come. -Talk to the ferryman at the Dike for passage to the swamp forest. There will be a campfire next to a tree after getting off the boat. Either camp out till evening or come back and wait near the fire. The drowners will pop up all around the dock. Just kill them as they come until this quest updates. -Once all the nasty little drowners are dead, head back to the Dike and tell Declan of the successful nature of the mission to recieve the reward and end this quest. SUSPECT: RAMSMEAT -Starts after questioning the prisoner in Lebioda Hospital. -Time to have a chat with Ramsmeat about Salamandra. This can go several different ways and it really doesn't matter how it goes. -So after Ramsmeat rudely tells what he knows, case closed for now. -There are two possible paths for this. Clear Ramsmeat during the autopsy in "Anatomy of a Crime" or during "A Gravedigger's Gratitude". However, if he's implicated during the autopsy and "A Gravedigger's Gratitude" isn't done, he'll end up being killed. And even if he isn't implicated during the autopsy but "A Gravedigger's Gratitude" isn't done, Raymond will pretty much order Geralt to kill Ramsmeat. So look to "Anatomy of a Crime" and "A Gravedigger's Gratitude" if wanting ways to avoid his death or if wanting to kill him. -It is possible to clear Ramsmeat before the autopsy is ever done, though its much simpler just to do it the other ways. SUSPECT: KALKSTEIN -Starts after questioning the prisoner in Lebioda Hospital. -Need to have a chat with Kalkstein. Nothing is really learned from Kalkstein accept that he hired the salamandra prisoner to protect him from salamandra and to investigate some stuff in the swamp forest. -Kalkstein can be cleared during the autopsy in "Anatomy of a Crime" or by completing "A Gravedigger's Gratitude". -Once he's cleared of any wrong doing, talk to him about the little problem unconvered during the other two quests and he'll tell how to go about setting everything to Geralt's advantage. SUSPECT: LEUVAARDEN -Starts when Raymond is attacked and gives Geralt a note about possible suspects -Have a chat with Leuvaarden at the Dike. Naturally, no real proof of his involvement can be discerned at the time. It is also possible to find him at the antiquary around 6:30 in the evening on occasion. -This quest can be updated during the course of "Wanted" after bringing 3 badges to Declan. It will prove he's innocent. There is two other ways to prove he's innocent as well, and that is through "Anatomy of a Crime" and "A Gravedigger's Gratitude". -No matter what way his innocence is learned, go tell him he's clear to finish this quest and collect 500 orens. SUSPECT: THALER -Starts after having a chat with Thaler about Berengar's sword. Don't really learn anything of value by talking to him though, so the case is closed for the time being. -There are three ways to clear Thaler of any involvement with salamandra. One way is with the autopsy from "Anatomy of a Crime". The second way is by following "Old Friend of Mine" and getting Shani's sex card, and the last way is by getting the pass to enter the cemetary from Vincent and completing "A Gravedigger's Gratitude". SUSPECT: VINCENT MEIS -This will start after the chat with Siegfried in the sewers. -First have a dialogue with Vincent concerning Salamandra. He says to stay away from the warehouse at midnight. So what's the first thing a child does when told not to do something? That's right, make a trip to the warehouse near the Hairy Bear Inn at midnight. -Once going inside, Vincent is having a friendly conversation with some salamandra goons. Either answer will work when pressed for a response, but choosing the first answer of "Right" is a bit on the humorous side and gets better results later. After slaughtering the goons, take a trip outside and then wait around till morning to go have a serious talk with Vincent. -Not a lot that can be done during the talk with him. Ask about Salamandra, but he won't give anything up. -If the scoia'tael were killed in chapter 1 at Haren's place, which allows Coleman to live, and "The Rat" from Coleman is active, go to the house he told you about and kill the cemetaur's in the basement. Coleman will show up on the Dike talking to a guard, giving proof that Vincent is innocent. So after the talk with Coleman on the Dike, go back and talk to Vincent. Ask him about Salamandra and then tell him there's irrefutable proof he's not involved. He'll give Geralt a city guard ring that will make the guards leave him alone. Depending on how his innocence was proved, he may or may not give up the ring. This quest finally finishes. -If Coleman is dead, "Anatomy of a Crime" or "A Gravedigger's Gratitude" will need to be done to prove Vincent vindicated. SUSPECT: VIVALDI -Quest begins after asking Jethro why the Professor was released from jail. -Head on over to Vivaldi's place, which is near Kalkstein's lab. It'll seem strange for someone that owns a bank to live so modestly. -With nothing to go on when questioned, this quest goes on hold. Hunt down Zoltan and ask him about Vivaldi. He has some interesting things to say. -After Zoltan's revelation, head back to Vivaldi to give him the news that he's definitely innocent. -Vivaldi will give a little information on Azar Javed's background. It will also end this quest. THE ALGHOUL CONTRACT -Notice Board Quest -Once again, Kalkstein manages to amaze with his strange requests. He wants the fresh marrow of 3 alghouls. Find them in the swamp forest lingering near the fallen tower in the evenings. They should be with some normal ghouls and feasting on corpses. They can also be found in the crypt of the cemetary if the key has been procured from the gravedigger. -After getting 3, head them back to Kalkstein in his lab. THE CANNIBAL -This quest starts by getting close to the table in a Solitary Hut found in the north-eastern section of the swamp forest. If "A Pilgrimage" hasn't been done and this quest is started, the opportunity for that quest is lost. Afterwards, find the cannibal. And that happens to be an old man who favors the name Gramps. He is also the same person that asks to be escorted to the altar of melitele in "A Pilgrimage". So if he isn't in the hut already, go to the docks and look around the path, he should be near. -Once confronted about his bizarre eating habits, a choice comes up. Either kill him, or let him live. -If allowed to live, he'll give up the recipe for Hanged Man's Venom. He will also allow meditation at anytime by talking to him. -Now if deciding to wax gramps, he's going to run out the door and around the back of his shack. The old man somehow manages to cultivate himself an entire garden of echinapse and even an archespor! Run near the first plant and then quickly back off out of their firing range. Gramps will give chase, so he can be pulled away from the carnivorous garden. He's a pretty standard fight and fast steel style works well. The echinapse are another story. If choosing to take them on, drink a swallow potion and a tawny owl. Run in and take out a plant on the edge with strong silver. Feel free to back off if need be, throwing an Igni beforehand and then run till out of range of them. When health refills, run back in again, rinse and repeat. Shouldn't take long to mow them all down, just be wary of the archespore. -The only thing lost by killing gramps is the Hanged Man's Venom which can be gotten later on, and a place to meditate. But there's fireplaces scattered all around that can be lit at anytime with Igni rather than a flint, so its no big loss. Either choice works fine since gramps plays no part in any other quest aside from "A Pilgrimage" which can't be done if this quest is picked up first. THE CROWN WITNESS -This quest opens after talking to Raymond, the detective. -First stop to make after this quest is having a chat with Vincent. Ask him about the prisoner. Jethro is the next person to talk to. -Ask Jethro about the prisoner and he'll say he isn't talking unless he's brought a little powder. So time to get some fisstech. There are 3 ways to obtain it. Kill a couple salamander goons that tend to walk the streets at night or during the course of another quest. Buy fisstech from Coleman if he's alive. Or it can actually be made using alchemy. The recipe is 1 Vermilion, 1 Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from Seorin's Alchemy Combination Guide) -With fisstech in hand, head back to Jethro and give it as a gift to the junkie. He'll say the prisoner was taken to Lebioda Hospital. So, time for a trip to the hospital. If Siegfried is out front, he'll let Geralt in without a problem. If there's a normal guard out front, he'll have to be paid off. -If going to the hospital during the day, have a chat with Shani first. Ask her about the prisoner and she'll suggest coming back in the evening. If trying to talk to him during the day, the guards will want a bribe, and then they still won't let Geralt talk to him, saying come back at night. So, wait till night. -When night finally comes, give the guard 10 orens. At that point, the prisoner will mutter a few things, then everything is interrupted by some of Ramsmeat's men. This will give "Suspect: Kalkstein" and "Suspect: Ramsmeat". -So, head on over and have a go with Raymond on the current situation. After the conversation with him, this quest finishes and Raymond will point toward Kalkstein and "Vizima Confidential" will update. THE DOG CONTRACT -Notice Board Quest -The gravedigger wants six pots of dog tallow. Not a difficult request. These can be procured from any stray dog, but only at night. Have to draw a weapon and then attack the dog and kill it. And Geralt can only draw his blade at night or when being attacked while in the city. So spend an evening hunting them down. Or just rummage through the houses in Temple Quarter. By the time all of them are gone through, there should easily be 6 jars of dog tallow or very near 6 jars. -Take them to the gravedigger in front of the cemetary during the day. THE DROWNED DEAD CONTRACT -Notice Board Quest -Siegfried wants some drowned dead terminated. Bring him the tongues of ten as proof. They can be found all over the Swamp. They pretty much infest the entire place. -Find Siegfried once 10 are secured. He can be in 1 of three places depending on how far the chapter has progressed. He can be in front of the hospital, in front of the order of the flaming rose, or he can even be in the swamp forest itself between the lumberjack clearing and the druid camp. THE ECHINAPSE CONTRACT -Notice Board Quest -The gardener wants 3 echinapse root stalks. These little beasties can be found in the swamp forest. -Must have the echinapse bestiary entry to complete this. The book can be bought from the antiquary in town near Shani's house. The echinapse are scattered throughout the swamp. There are two between the cave and the lumberjack glade along the path through the forest. There's a few more on the path around the fallen tower as well. Kill gramps during "The Cannibal" and there will be an entire garden behind his house. -Head them back to the old gardener that will be tending flowers behind the hospital in the day. THE RAT (If Coleman is killed by the scoia'tael, naturally this quest won't be available) -Quest starts from Coleman in the Hairy Bear. Seems he wants to have some ghosts exorcised from a house. The place is near the sewer entrance, between the detective's house and the entrance to the Dike. -Be wary here. There are 2 wraiths inside. They like to inflict pain and can be very dangerous at low levels. Aard can score a knockdown on them and can at least back one off if being overwhelmed. Specter oil works well. Its a good idea to use fast silver, focusing on one and bringing it down as fast as possible. In the basement is four Gravier. In a crate on the floor is 3 very old wine. These are used in another quest, "A Most Uncommon Wine", which is obtained from Conrad at the Hairy Bear in the evening. -Now go back to the Hairy Bear to give Coleman the news about the dead wraiths and find that he's missing. Talk to the innkeeper to get the low down. -With the knowledge that Coleman likes to frequent the Dike, head on over whenever the chance presents itself. The first sight upon entering will be Coleman having a nice chat with a city guard. -After talking to Coleman, there's a choice to make. Talk to the innkeeper and tell him Coleman was found. After which, the opportunity to give him up or keep his secret is presented. -To turn Coleman in for snitching, pick that he was seen informing. This option nets Geralt 500 orens. -If wanting to keep Coleman around, say that he was found for the reward but lost track of him. Upside to keeping him around is that he's the only person that buys fisstech at about 20 oren a pop. THE SENTRY -This is started by Vaska after asking her about the mage tower in the swamp. She'll give a card that needs to be taken to Kalkstein. -After Kalkstein's explanation, he'll give the Golem's Pith scroll and say to have a blacksmith make a lightning rod. The Order armorer will cost 70 orens and can be used regardless of alliances. The dwarven armorer will cost 50 orens, though he can't always be used depending on previous choices. -After getting the lightning rod, its time for a thunderstorm. Go back to the swamp forest and speak with the elder druid. Bring 500 orens. Apparently thunderstorms aren't cheap. If not wanting to pay, just wait till it starts raining and then place the rod. -It'll come to life and attack. If still working with the base silver sword acquired at the start of the chapter, but the steel sword does have a percent to damage, use strong steel style. If both swords are comparable in damage, go with strong silver. Once some damage has been dealt to the golem, touch 2 of the pylon's. Move to the last pylon and when the golem nears it, touch it to send a bolt of lightning down on it. If it doesn't die from the first bolt, wail on him a bit more, then nail it again with another lightning bolt. The golem must be between the 3 pylons and Geralt must be outside them. If he isn't far enough outside the pylons, he'll get flattened by the lightning bolt too. Depending on health, the bolt can one-shot Geralt or at the very least, drop him to the point of near death. -Once the golem goes down, loot it for the sephirah and take its heart for a potion. This quest now comes to an end. THE WOLF CONTRACT -Notice Board Quest -Jean-Pierre wants 10 wolf pelts. The wolves can be found in a cave between the clay pits and the lumberjack clearing. They also tend to roam by the druid grove. -Once 10 pelts have been acquired, take them over to Jean-Pierre who will be standing at the swamp forest docks during the day. VIZIMA CONFIDENTIAL -This quest opens after speaking with Raymond, the detective. -The first step in this is to interrogate the witness. To find out where that witness is, talk to Jethro. He likes his fisstech, so bring him some before he'll cough up any details. Fisstech can be bought from Coleman if he's alive, or it can be looted from the carcasses of assassins running around town at night, or it can be made with alchemy using the recipe of: 1 Vermilion, 1 Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from Seorin's Alchemy Combination Guide) -After questioning the prisoner at the hospital, two new leads will open in the form of "Suspect: Kalkstein" and "Suspect: Ramsmeat". Return to Raymond first. -Raymond will suggest gaining Kalkstein's trust, so go have a chat with the good alchemist and then have a talk with Ramsmeat to further their respective suspect cases. Also, go have a chat with Shani. She has some interesting things to say after the escapades at the hospital. -Shani will say that the prisoner is being moved to a safe location. After exhausting all of the current leads in the "Suspect:" quests, head back to Raymond. He should be surrounded by salamandra thugs. He'll then run off after saying to question Declan Leuvaarden who can be found at the Dike. -After talking to Declan, this quest will switch to waiting for contact from Raymond. The next time entering the Temple Quarter's main streets, a child will say that Raymond is waiting at home. -Raymond wants more money for his expenses. After giving up the 200 orens for his doubled fees, he'll say the prisoner died and asks to have Shani do an autopsy, which opens the quest "Anatomy of a Crime". The investigation goes on hold till after the autopsy. -Now, depending on how the autopsy went, Raymond will need to be left alone for a bit. When returning, he'll say he has irrefutable proof that Ramsmeat is guilty. He won't say what that proof is, but he wants Ramsmeat dead. Depending on how the autopsy went and whether or not "A Gravedigger's Gratitude" was done, either kill Ramsmeat or tell Raymond that he's dead. -Now if Ramsmeat needs to die, know this...he isn't alone. His room will fill up with somewhere around a dozen men. Group style is preferred with this endeavour. When everyone is dead, loot the body and head back to Raymond. At this point, Geralt is going to be a little upset that there wasn't any evidence and the quest will progress with Raymond placating Geralt for now and giving over the last sephirah. -If just telling Raymond that Ramsmeat is dead, then leave the house and go back in. The quest will progress naturally and he'll give up the last sephirah and "Monoliths" will open. Though if some of the sephirot have already been placed, "Monoliths" will have already began. -Once all 10 sephirah are in place, head to the tower. Raymond will be waiting outside. WANTED (Ongoing Quest) -Talk to Jethro and he'll tell about a man that rewards for Salamandra badges. He spends his evenings at the Hairy Bear and goes by the discreet name of Messenger. -On the first visit to this guy, tell him either 100 orens to talk or the other option of mangling him. Now when talking to him the next time, any salamandra badges in inventory can be sold to him for 10 gold apiece. Or if looking to quickly progress, ask him to drink. Toussaint Red works well and takes about 3. After he's hammered, ask him about getting work. He'll say Declan has all kinds of jobs. -Go talk to Declan who will request proof in the form of 3 salamandra badges. -Once the badges are turned in, "Suspect: Leuvaarden" will update if the quest is still ongoing. There will also be a promise of help on crushing salamandra from Declan. WHAT LIES BENEATH -Quest starts after talking to Raymond, the detective. -need to look for leads. Not a lot to this one. Just follow the suspect quests and this will update along the way. -After exhausting the suspect quests, update this in two ways. Through "Anatomy of a Crime" or "A Gravedigger's Gratitude". Both are listed on how to get them. -Now if "A Gravedigger's Gratitude" is done or the fifth choice listed for "Anatomy of a Crime" is gotten, talk to Kalkstein and go through all of his dialogue about salamandra and Azar. This quest will finish up once Kalkstein has given a strategy. WITCHERS' SECRETS (Ongoing Quest) -Nothing that can be directly done with this so just continue normal quests and pay it little mind. WORKING GIRLS -Starts from Carmen who will either be outside or inside of the Eager Thighs Brothel. Its located near the Hairy Bear Inn. -She wants some thugs that are hassling her girls taken care of. The locations will show with Quest Track, but the first place to visit is right in front of the hospital. The second place is in front of Vivaldi and Kalkstein's place. And the last girl to rescue is in front of Shani's house. After helping them all out, head back to Carmen. As usual, she will be standing outside of the Eager Thighs Brothel or if its night, she'll most likely be inside. -There is a choice of 2 rewards: 200 orens, or favors. The favors is by giving flowers to any of the girls in return for some...stress relief. However, even if taking the money, they'll still give a discount and it'll cost about 100 orens for some quality time. WORTH IT'S WEIGHT IN GOLD -This quest comes from Yaevinn. He can be found in the swamp forest hanging around the druid grove. He wants a letter delivered to Vivaldi. -Vivaldi will say to come back later for his answer regardless of the option chosen. So just head outside and come back in to get it. Then go back to the swamp forest to tell Yaevinn the not-so-good news. -Head to the druid grove and talk to any normal druid. He'll say that Yaevinn isn't around and he doesn't know where he went. Now head to the non-human camp. It can be found between the ruined tower and gramps' hut. The scoia'tael in the camp should be seen from a distance. Quest Track will also lead to it. -Just tell Yaevinn that Vivaldi is bankrupt when he asks during turn in. Quest finished. ======================================================= Chapter 3++++++++++++++++++++++++++++++++++++++++++++++ ======================================================= Chaper 3 opens in Triss' house in the Trade Quarter. By the stairs will be a mirror. This mirror can teleport to the mage tower in the swamp forest or Kalkstein's lab in the Temple Quarter. Very handy. Later, it can be used to teleport to the sewers as well. +Monster Hunts+ WHITE FANG -This monster is a wolf named Voref. He wanders near the golem ruins in the swamp with 3 other wolves in tow. If armed with some Samum bombs, he should be able to be stunned and killed fairly quickly. Just rush in with group style steel and attack him till all his little friends are dead, then go buck nutty in strong style. -When the head is secured, go to Royal Huntsman in Trade Quarter for the 600 oren reward. He's seated near the watch tower right by the cemetary entrance. THE PREDATORY WYVERN -This monster is a wyvern named Moa and lingers in the wyvern islands in the north of the swamp. He is surrounded by several other Royal Wyverns. Best option is to slowly pull the wyverns back till a clear path to him is open. Taking them all on is pretty much suicide, especially considering normal wyverns will drop out of nowhere and join the fray. Strong silver should work well and he can be stunned. -Once the head is taken, go back to the Royal Huntsman near the guard tower in Trade Quarter for 600 orens. -Quick note: Take the wyvern eggs recieved from the royal wyverns and put them in storage. They'll be used for a notice board quest in the next chapter. A GAME OF DICE (Ongoing Quest) -Currently this should be up to "The First Few Games" -Professionals to play for progression are: -The Heirophant at the druid grove in the swamp forest and Velerad at the watch tower in the Trade Quarter. -De Wett will play poker if Thaler is killed outside of the New Narakort after "A Posh Reception". -Only 2 need to be beaten if Thaler and Munro were taken on last chapter. Also, there are more professionals next chapter if missing a few so it isn't necessary to kill Thaler if lagging behind. -Hunt down Zoltan Chivay in the Temple District. He'll say to find some real sharpers to play. If Zoltan can't be located, this quest can be progressed during the next chapter, or by Koster in the back alley gambling house within the Trade Quarter. A LOST LAMB (Continued from Chapter 2) -This quest can be updated during "Reaping Time". -The spiritually-touched little boy can finally be found in the cave in the swamp forest while freeing the brickmakers of Salamandra's reign of terror. He won't show up there until the quest "Reaping Time". -Head back to Vaska for the reward. A MYSTERIOUS TOWER (Continued from Chapter 2) -Now that the tower is open, there is a little clearing up to do. Kalkstein offered a thousand gold to anyone that could get him in. So, head back to the tower. Kalkstein is inside and he's as giddy as a school girl with her first cell phone. Collect the 1000 oren reward and quest finished. A POSH RECEPTION -IMPORTANT NOTE: If on the "Echoes of Yesterday" quest, finish it before doing this quest or echoes will be a failure. -Just show up at the New Narakort after 6. The stairs will be open. There's a lot of talking to do. -When ready, head up the stairs and talk to Triss. -Go into the next room and talk to Declan, then talk to Velerad, Thaler, and Erkyn. Get ready to throw a few back with Erkyn. Get him good and drunk (Toussaint Red works well and takes 5). He'll break his vow of silence and give a ring for House of the Night. Gets a discount on the girls and gets access upstairs without having to throw down with the bouncer. Now suck down some wive's tears, or stagger on over to chat with Adda. Doesn't matter what choice is used for the first time speaking to her, but asking about the curse makes a little more sense when talking to Velerad the second time. -Now chat with Velerad again. Then have a go with Thaler ("Identity" will update during the talk with him). After them, head back over to potty mouth Adda. Eventually it'll get around to asking about the king and Adda refuses to answer unless she gets something she desires. -Refuse Adda and she'll leave. -Agree to find what she desires, and get her sex card. So time to have a talk with Velerad. He won't spill the beans until given some vodka. Have a chat with Thaler and he refuses to tell until Geralt goes to the next room and gets something out of a box. Its the door right next to the stairs. As soon as the contents of the box are taken, a wealthy merchant interrupts. Say a superior drink was the target. He'll naturally want some. There doesn't appear to be anything he actually likes, so whatever is handy. Head back to Thaler with the letter from the box, but not before reading it. He'll finally cough up what Adda likes and now its time to ask Velerad how its prepared. Once done with him, time to chat with Triss...who isn't very happy about it. After getting the dish, back to Adda. She wants to meet in the alcove. Same room those papers were just stolen from. -Doesn't matter what the choice taken once in the alcove, it'll come down to her jumping on Geralt. There will also be a hint at her intentions. -Now regardless of whether the sex card was gotten or not, Triss says to have a chat with Declan and this completes "A Posh Reception" and opens "Lock and Key". The alchemy recipe for White Raffard's Decoction is also had in the deal. ALL THE KING'S MEN -Starts at the beginning of the chapter. -This will update immediately after leaving Triss' house when approached by a guard. -After "A Posh Reception" head outside New Narakort to see a disturbance between De Wett and Thaler. There will be a choice of whether to kill Thaler or tell De Wett to go copulate with himself. -Waxing Thaler isn't the ideal path to take. For some strange reason, after laying Thaler flat, De Wett wants to forget what's been done. He'll speak to Geralt in the watch tower and even play poker though. There is no real detriments from killing Thaler, aside from killing a completely innocent man. -If letting Thaler live, have a walk over to New Narakort to talk to him and find out the royal edicts are royal fakes. -Next update will come during "Lock and Key". -After "Lock and Key", ask Triss at home to learn Radovid's location. -Take a jaunt over to Radovid's pad and listen to his long-winded spiel on political gain. And he'll confirm that Thaler was telling the truth about the royal edicts being forgeries. * BEAUTY AND THE BEAST * -Starts with Carmen who is hanging around the landing in the swamp forest. She says her man is a werewolf and she wants to help him. Offer to go to the druids for her. -Talk to the Heirophant in the druid grove to learn of a rather foolish remedy and a very corny one. -Head back to Temple Quarter and find Carmen either in front of or inside Eager Thighs Brothel and tell her there is a rememdy...but she has to give up her man for it. She'll naturally refuse with Geralt being the monster slaying tyrant he is, and the quest goes on hold. Talk to her later to get her real name which she thinks is way too common for a hooker. And if paying attention and she was invited to Shani's party back in chapter 2, that whole "To Hela" comment she made actually makes sense. -Quest will naturally progress later in the chapter during "Lock and Key" and a rather important choice will come up. Kill the werewolf, or let him go. -If the decision is to kill the wolf, use strong silver. He really isn't much of a threat. Also, killing him is a BAD idea. Not only is the abilty made from his fur pretty useless, his help later on in 2 places is lost, the quest is failed, and even Carmen vanishes, though she will reappear in the epilogue with some startling news about her life. -Now, if letting him go so he can do his superhero thing, head back to Carmen and give her 5 Fool's Parsely. Because nothing is simple, that remedy doesn't work. So now to find another remedy. -Remember talking with the Heirophant the first time? Yup, a potion is the next step. So off to Kaulkstein who is violating himself in the swamp Mage Tower. Lucky thing is, he's still overjoyed at being in the tower, so free werewolf-curing juice. -Now the potion isn't done yet until a virgin's tear is added. And in a world where even a princess will sleep around if given some steak, where does a Witcher find a virgin's tear? Strangely, one of the brickmaker women claims to be a virgin. So have a chat with them inside their homes. Or better yet, a nun. So onward to the hospital in the Temple Quarter to have a chat with one of the nun nurses about her virtue. -After giving the completed potion over to Carmen, and finding out that super wolf still enjoys his roof-hopping lifestyle, tell her the last known cure of true love. Then give her a lecture on how being a werewolf isn't the biggest problem. She'll ask you to go set her man straight. -After giving the werewolf in human form the once over, head to Carmen to hear it finally worked. Quest finished and help is secured for later. BERENGAR'S SECRET -Should be at the step of Berengar is Alive! -Nothing to do directly this Chapter. BLUE EYES -Starts with Patrick de Weyze at New Narakort -Talk to Carmen in Temple Quarter (this step can be skipped and go straight to the brothel in Trade Quarter) -Head to House of the Queen of the Night and talk to the Blue-eyed Lass. Choose to spend the night with her for 500 orens...if wearing the ring from "A Posh Reception" it'll only cost 300. She'll also take a saphire instead of money. This gets her sex card. Ask about the scar on her neck and tell her that her brother is looking for her. -Head back to New Narakort and talk to Patrick. He'll say someone must be controlling her mind and its back to the House of Ill Repute. Talk to the bouncer and show him the ring if wearing it, if not, beat him down with a fistfight. -Talk to the Lady of the Night upstairs. She'll inform that the blue-eyed lass isn't under any spell and a choice comes up. -Choose to kill the vampires which will really upset the blue-eyed lass. She takes off and when talking to her brother, no reward. -Tell the Lady of the Night "You Win" and get the vampire sex card. Patrick will bust in afterwards. Tell him there was no mind control. Then slaughter him and his lackeys. The blue-eyed lass will be overjoyed. Just be sure the Lady of the Night doesn't die during the fight. Tends to ruin the whole moment. Still no monetary reward, but possibly a warm fuzzy in the gut. -Kill them all by sleeping with the vampires and then telling them it has nothing to do with Geralt. That will pit everyone against Geralt. After the carnage, the blue-eyed lass is extremely disgusted and takes off. DANDELION'S LUTE -This quest starts with Dandelion in New Narakort. -Ask him about his lute, but he won't tell until he's good and drunk. Toussaint Red works well and there should be plenty of it. Also, run through his other dialogue choices to hear of a character named Toruviel that will be met later on in Chapter 4. -After getting him toasted, head over to the merchants house. Just tell him whatever, it all leads to a fistfight. The brawl with him is fairly simple and no different from a normal Fistfight except he begs like a little girl after being trounced. Now upstairs to woo his pretty little daughter out of a lute. -A few steps away from the stairs and the naughty daughter will start some dialogue. Tell her by giving up the lute it shows she dumped Dandelion. She'll go off on a tangent about how he proposed and she turned him down. Tell her to stop at the marriage proposal, then get another choice. Either cheer her up, or simply get the lute. Choose to cheer her up, then answer her question that a Witcher's touch tingles. This will net her sex card. The lute is in a trunk in her room. -Return to Dandelion for the reward. DICE POKER: THE PROFESSIONAL (Ongoing Quest) -Those available to play this chapter are Heirophant in swamp forest, Velerad in the watchtower, Munro in the Hairy Bear if he hasn't been beaten yet, De Wett in the watchtower if Thaler is killed. -Play and beat the Heirophant at the druid grove in the swamp. -Play and beat Velerad at the guard tower in the Trade Quarter. -If Thaler was killed outside the New Narakort, De Wett can be played for an update instead of 1 of the others. -Munro can be found at the Hairy Bear, though chances are he's already been beaten. DICE POKER: THE SHARPER -This quest can be started by Koster in a back alley gambling house in the Trade District. To find it, run east along the back wall at the Maribor Gate. A merchant will be standing to the right and directly in front of him on the left is the door. Can't play Koster until "Dice Poker: The Professional" is finished. -Once 3 professionals are beaten, it is possible to play Koster. He'll show up during the evening. DIPLOMACY AND HUNTING -Quest starts from Vaska after finishing "Reaping Time". If Geralt has already killed Roland Bleinheim at the non-human camp, this quest will be finished. -Visit the Heirophant at the druid grove once this quest is started. -Go to the cave and get the Psilocybe mushroom. Its all the way in the back of the cave and looks just like any other harvestable cave plant. -After turning the mushroom over to the Heirophant, follow him to the meeting area, which happens to be the lumberjack's camp. He brings along a few wyverns to lend a hand. He also walks really slow. -Once the Heirophant gets to the meeting area, the fight will start with several salamanders, Roland, and 2 kikimore warriors. After Roland is dead, search his body then talk to the Heirophant again to finish the quest. -Finishing this quest also updates "Witchers' Secrets". ECHOES OF YESTERDAY -Starts from Yaevinn in the druid grove in the swamp forest. This quest becomes unavailable once "A Posh Reception" is done. -Enter the sewers from the Trade Quarter. (Quest Track will show the way) -Talk to Ren Grouver, then cross the wood and into the hole in the wall. The target is a Bruxa. There's also a nifty teleport here as well. Once the bruxa is dead, Yaevinn gives the 300 oren reward and Geralt is free to loot the next room and use the teleporter. FINDERS KEEPERS -If this was done last chapter, it won't be available this chapter. -Starts from a Con Artist at the sewer entrance in Temple Quarter. He's only there in the morning about 2 hours before sunrise. -Enter the sewers and take the bars directly to the left to access the crypt. -Take the first 2 rights inside the crypt to get to the box with the ring. (Quest Track will lead right to it) -Return to the guy to find out, surprise surprise, they aren't family heirlooms. Its stolen goods. Didn't see that coming from a con artist or anything. Now if its still considered dangerous out, draw the steel sword and kill him. Search his body and take back the ring which can then be sold. FISTFIGHT (ongoing quest) -Should now have Fat Fred and Butter Bean both beaten. The next chellenger awaits at the Hairy Bear Inn and it'll cost 200 orens to have a go with him. -Andrew Baglodda isn't difficult. Just block and swing like the last two. There is a chance of another fistfighter standing in the middle of the floor. If so, this fight could become troublesome. He'll get in the way of targeting and can stop Geralt's blows mid-swing making them not connect. If this happens, move Geralt away from the guy, though be careful not to move out of the cirlce of fighters or its a loss. After he's coughing up blood, a choice is given for: -Meteorite steel and a runic stone > red meteorite with damage +15% and a svarog rune which temporarily increases hit and damage by 40% and critical hit by 5%. -Magical sign and runic stone > earth rune with damage +10% and knockdown chance of 25% and a svarog rune which temporarily increases hit and damage by 40% and critical hit by 5%. -Gold > 200 oren bet back plus 300 more -This quest is done until chapter 4. FOLLOWING THE THREAD -Starts from the town junkie Jethro in the dungreon of Temple Quarter -Talk to Angus. He's standing on the corner before the door for the Hairy Bear Inn -Follow Angus back to his house then unleash a sound beating upon him. -Read the note he drops then head to the sewers - though its a good idea to empty inventory into storage before heading there because the place is filled with explosive powder, food items, potion bases and numerous other things. (could also look at the quest journal at this point. It mentions a word with the letters "th--n". This is a password. The innkeaper of the New Narakort will also speak of it if paid. The word is actually "Thorn") -There could be some rubish in the path to get to the salamandra drug ring if it wasn't cleared earlier. Just blast it away with the Aard Sign then talk to the guys at the door. Tell them Angus said it was a good place to score some fisstech, then give the password Thorn. This allows Geralt to walk in and loot the whole place first without any fights. Be sure to stop and talk to the head chemist asleep on a blanket. Tell him it'll be a secret that he was sleeping and he'll cough up Petri's Filter recipe. -After the place has been looted, follow the Quest Track to the box. Then fight back out to the beginning where Jethro will be waiting. Quest finishes and picks up with "The Viziman Connection". * GOLD RUSH * -This quest will become available after "A Posh Reception". A boy will approach Geralt and ask to be followed. He could pop up in a number of places during either the day or night and both the Temple and Trade Quarters. Turns out the bank is being robbed. -This quests dictates whether Geralt sides with the Order of the Flaming Rose or the Scoia'tael. The decision here affects events in chapter 4 that decide alliances in chapter 5 and ultimately 1 of the 3 endings. -Whether chosing to go in the front or use another entrance, it all ends up with the same decision. However, if needing fleder fangs, ask if there is another entrance and then go in through the warehouse where fleders can be found. If Seigfreid isn't at the bank yet, the decision will change slightly and Velerad will need to be told that Witcher's work alone to go in the warehouse entrance. -Once downstairs with Yaevinn, he'll ramble off a story and then the decision comes up. Tell Yaevinn witchers are neutral and Geralt sides with the Order. Or chose to help him and Geralt sides with the Scoia'tel. Or as expected, side with the Order and kill all the non-humans in the place. -If siding with Yaevinn, get ready because there's 2 Kikimore warriors and 4 kikimore workers waiting in the sewer. One amusing drawback to siding with the non-humans is the hookers in Temple Quarter will want nothing to do with Geralt. -If siding with the Order, chase the scoia'tael into the sewer and kill about a half a dozen of them. -Regardless of the decision, leave through the normal sewer exit, teleportation is down. If siding with Yaevinn, quest is finished. If siding with Siegfried, go talk to Velerad who is still hanging around outside the bank to finish up. IDENTITIY -This quest is actually progressed by quest choices made in the rest of the game. -First update should come during "A Posh Reception" by speaking to Thaler. -Next update will come during "Gold Rush". After "Gold Rush", talk to Triss about identity to see the decision. -Following update will come after deciding whether to kill the werewolf or not. LOCK AND KEY -Started after finishing "A Posh Reception" -This quest is part of 2 others. The first is "Following the Thread" and second is "Diplomacy and Hunting". "Following the Thread" is given by Jethro in Temple Quarter while "Diplomacy and Hunting" is given by Vaska after doing her other quest "Reaping Time". -When finished with the other quests, head back to Declan to give him the documents. -After turning the papers over, he'll say to come back later. Just take a jaunt outside into the Trade Quarter and back. He'll feel talkative then. -Now to destroy the last Salamandra cell in the Merchant District after finding the proper guard. However, before the guard will show up, Geralt must make a moron out of himself and talk to the 2 wandering guard officers. After finding the wandering officers, the proper officer shows up outside the House of the Queen of the Night (Ill Repute). Talk to him and he'll give details on the sewer excursion. -Now that the guard has stopped thinking he's funny, head down to the sewers around midnight. There's a fireplace right at the meeting area, so if the urge hits, impatience, ADHD, whatever, just go into the sewers early and camp till midnight. -After taking the latter and entering the house, head toward the back to start a cut scene and when it finishes, kill all the salamandra officers. Once they're dead go over to the mirror and give it a click to get some dialogue from the person that salamandra was asking help from. -After chatting with the mirror, which updates "All the King's Men", snag the stone and head downstairs. There's about 7 salamandra goons, but nothing serious. Group style steel makes short work of them. After looting the place and heading back outside, time to have a meet and greet with a werewolf for "Beauty and the Beast". -Now head to Triss. Once done speaking to her, "All the King's Men" updates. -Talk to Triss again, finishing this quest and "The Unforgiven" starts. MEDIC IN DISTRESS -This quest starts from Distressed Nurse standing beside the hospital in Temple Quarter. She only shows up around noon. -follow the Quest Track to the house. If going during the day, granny won't let Geralt have the run of the house. Go meditate till midnight or do some other quests and come back. -Kill the Fleder in the basement and then have a talk with granny. Crazy old bat is a little mad that her son was killed. -Head back to the Distressed Nurse at noon and listen to her tell of how kind Shanni thinks Geralt is and collect the 50 oren reward. REAPING TIME -Starts from Vaska in the Swamp Forest. -Follow the Quest Track. First place is near the sunken tower north of the mage tower. Couple salamandra thugs with a few villagers. After the salamander forces are killed, the villagers will start a dialogue. -Follow the Quest Track to the second area which happens to be in the Caves. Now in the cave, after killing the salamandra thugs and the forced dialogue with the brickmakers, a little boy is going to be left there. He's the missing kid for "A Lost Lamb" that started in chapter 2. Also, lots of cockatrice's in the cave, so trek further in and nab those feathers for "The Cockatrice Contract" if that quest is still ongoing. There is also a quest item in the back called Psilocybe. It is used for "Diplomacy and Hunting" and will be needed if the Heirophant is going to be called in for help. If the nonhuman camp has already been cleared, don't bother with it. -Follow the Quest Track to the last area which is the Lumberjacks' Camp. Couple more salamandra stooges to finish. -Head back to Vaska for a reward. She gives the waterlord's blessing, oh my, and a nifty book called Hymns of Madness and Despair, which actually happens to be illegal in Vizima. Truly some spectacular reading material. This also opens up the quest, "Diplomacy and Hunting" after talking to Vaska if the nonhuman camp hasn't been obliterated yet. SIX FEET UNDER -Quest starts with Seigfried outside of the Order headquarters near the cemetary. He wants the cemetary checked out. -Head into the cemetary and in the center of the crumbling structure, there's a rather gluttonous ghoul that can talk. Once approached and conversation starts, a choice will come up to either let him go, or kill him. -If letting him be, he'll say the real killers are the pointy-eared ones and then run off. Head over to the elves and dwarves standing next to the crypt entrance. There is another choice to make of chasing them when they run off, or rescue the people they left to the ghouls in the crypt. The trapped people are straight back in the last room on the right surrounded by ghouls and alghouls. Saving the people trapped inside will make the do-gooder Seigfriend nearly go teary-eyed over Geralt's valiant heroics and knightly choice. This also gets access to use the Order Armorer and a pay of 400 orens. -If letting Vetala be, but chasing the elves, the people can't be saved. Returning to Siegfried also doesn't yeild a lot and he's rather upset that innocent people died when they could have been saved, so 100 orens is the reward. -If choosing to slay Vetala, there will also be a mix of ghouls, alghouls, and cemetaurs. About a half a dozen in total. Return to Seigreid for a 200 oren reward. -If going for money, let Vetala be and save the people in the crypt. THE ARCHESPORE CONTRACT -Notice Board Quest -Find 3 vials of Archespore juice. -There are very few of these. 2 of them can be found near the mage tower during the evening and night. There are also 2 almost directly in the middle between the clay pits, altar of milintele, and the cave. Be careful not to use it by accident in alchemy. -Take the juice to Jethro for a reward. THE COCKATRICE CONTRACT -Notice Board Quest -Only place to find cockatrices is the cave in the swamp forest. -Take them to the scribe at town hall in Trade Quarter THE FLEDER CONTRACT -Notice Board Quest -Fleders can be found in a few places. The cemetary will cough a couple up. Also, taking the warehouse entrance during "Gold Rush" will net the required amount. -Take them to Velerad at the guard tower in Trade Quarter. Have to turn them in after "A Posh Reception". THE GHOUL CONTRACT -Notice Board Quest -Ghouls are another group of monsters that are easy to find. They run rampant in the cemetary, as well as in the evening near the fallen tower in the swamp forest. -Take them to Velerad at the guard tower in Trade Quarter. Have to turn them in after "A Posh Reception". THE GRAVIER CONTRACT -Notice Board Quest -Graviers can be slightly more difficult to locate. Get them in the swamp near the fallen tower in the evenings. A few can also pop up in the cemetary. -Take them to Velerad at the guard tower in Trade Quarter. Can't turn them in until after "A Posh Reception". THE KIKIMORE CONTRACT -Notice Board Quest -Kikimores are the easiest monster to find this chapter. They will pop up all over the place in the Trade Quarter during the evenings. They also now roam the swamp forest. -Take them to Velerad at the guard tower in Trade Quarter. Have to turn them in after "A Posh Reception". THE RING -Starts from a Distressed Merchant at the Dike. He wanders around the area throughout the day and wants a ring found. -Ring is on a corpse near the Shrine of Melintele in the swamp forest. Should be about a half a dozen bloedzuigers around the corpse holding the ring. -Take the ring back to the merchant. * THE SOURCE * Either Shani or Triss won't speak to Geralt in a friendly manner for the majority of the rest of the game after this quest. -Automatic quest given by Triss during the start of Chapter 3. -Place the three sensors with the help of the Quest Track. The first goes to the center of town where all the traders migrate. The second goes to the cemetary, and the last goes right by the sewer entrance in Temple Quarter. -Return to Triss and she'll say that little Alvin is the problem. -Go to the hospital in Temple District. Dandelion shows up once inside and says someone ran off with Alvin. -Follow Dandelion to the hideout and murder everyone inside. Afterwards, Dandelion is going to come in to get Alvin. Now the choice comes. Either send Alvin to Triss, or send him to Shani. Whichever one is choosen, the other girl is not going to like it at all and won't be pleasant with Geralt for the majority of the game. Whichever one is chosen will also help out during the Epilogue, will show up in "Identity", and a second sex card can be gotten from her. It will also slightly affect a quest in chapter 4. -After making the selection, Dandelion will usher Alvin out and more goons show up. Slaughter them. -Go to whoever was chosen and they'll want the other girl told that Alvin is with them. Pretty much, they are using Alvin like a trophy saying whoever has him has Geralt and what better way to start a family with a sterile witcher than with a ready-made child. -Taking Triss will require telling Shani and then going back to Triss. After the dialogue with her, head downstairs to run into Dandelion. If Shani is the chosen girl, directly after asking her about Alvin, head downstairs to meet Dandelion. -Now both women will want a ring as a show of love. Dandelion will wisk Gerlat off to the bar with him and Zoltan. Either the Hairy Bear or New Narakort will be the drinking location depending on the choice of women. Then its time to decide whether to give them the ring or not. =Shani wants a Silver Amber Ring as a show of love =Triss wants a Gold Ruby Signet as a show of love -Alvin may need to be talked to a few times before they'll accept the ring. Once they do take it, a second sex card will be had. To know if Alvin has been spoken to in the right manner, talk to the girls. Shani will say something about how Alvin looks at Geralt like a father and Triss will say how good Geralt is with him. It could vary though. Simplest way is try giving them the ring. THE UNFORGIVEN -Quest starts from Triss after finishing "Lock and Key". -Talk to Declan and he'll say to convince either Yaevinn or Seigfried to help. Remember the bank job? Whatever side was helped then, time to call that favor in. -Yaevinn can be found at Vivaldi's house, while Seigfried is at the Order as usual. IMPORTANT NOTE! Past this is the point of no return. Once going ahead, the Chapter is going to run toward the end. So finish any quests that can be done now. Triss will also give a warning before continuing. -After talking to the chosen affiliate, head over and have a talk with Triss at home. She's going to say that once the meeting starts, there may be no turning back, and she's right. This is the last opportunity to clear up any quests for this chapter. -When ready, tell Triss and then go to New Narakort. Also, if "The Source" hasn't been finished yet, she won't let Geralt go to the meeting. -Surprise, there's an ambush coming. If Vincent was saved, he'll be there to throw a little help. If he was killed, an ambush by guards accusing Geralt of murdering Vincent will be waiting! -After disposing of the ambush, head on upstairs to chat with Triss and get rushed off to the next destination. If Seigfried is the helper, there will be some rather comical chat. He isn't too enthusiastic about the whole teleportation thing. -Now once inside the Salamandra base, blast the roots apart with Aard and commence with the killing till meeting up with Seigfreid/Yaevinn again. -Time to activate the portal and let the order or nonhumans in. The stone is actually right around the right wall. If the large force directly ahead is approached, then there will be non-stop fighting and actually getting the portal open will be a huge hastle. So snag the stone after killing the mage guarding it and get the portal open before taking on the force ahead. -Once the portal is open, fight over to Azar and the Professor. Once again, Geralt gets some alone time. Its short lived though because its Professor hunting season, and he doesn't have anywhere to run. -After chasing the professor down, there will be a nice battle with salamandra thugs, Professor, and even kikimore warriors. No problem though, just go group steel targeting Professor the whole time. Everything else will be eradicated in the process. -Now comes the fun part after the floor collapses and the kikimore queen finishes off Professor. Portions of the tunnel need to be collapsed behind Geralt using Aard to block the Kikimore Queen. Why? Because she kills in one hit. Be careful not to collapse the tunnel on Geralt. -If not moving fast enough, there's a chance of getting swarmed by Kikimores and dying. But the body to the left between the second and third set of beams to crumble on the way out really needs looted. It has a nice rune on it, that being the Moon Rune. Grab it and take off to the right. Its sort of dangerous to use Aard at this juncture because the ceiling above needs to be collapsed onto the queen. Once out from underneath the area with the dozen beams, when the queen breaks into the large hall, let an Aard or 2 go and then back up. The ceiling will crumble on top of the queen killing her. Loot her body and head up the path. Now off to Chapter 4. -There is a second, easier way to go about the tunnel collapse. Run past the first set of beams, but level the second set and stop. The queen won't attack until an invisible line has been crossed just past the third set of beams when the room opens up. The corpse can be looted at leisure and the kikimores can be obliterated for some extra experience. Once their ranks have been considerably thinned, head past the last set of beams and to the right. When the queen comes into the main hall, let an Aard or two go and then either roll back or turn and run back the tunnel a bit till the ceiling collapses on top of her. It won't actually come down until just before she reaches the tunnel. THE VIZIMAN CONNECTION -This quest comes after finishing "Following the Thread" -This area is located in the sewers. Just use the map and Quest Track to find the location. Jethro gives the key to open the grate to access the area. -After laying down some authority on Gellert, time to travel back to Jethro at his normal location in the dungeon prison. -Finishing this quest also updates "Witchers' Secrets" and "Lock and Key". THE WYVERN CONTRACT -Notice Board Quest -Innkeeper of New Narakort wants 3 portions of wyvern meat. They can