The Witcher 2 how to approach the place of power. Looking for magic

First, head to Philippa to find out information about a magical artifact from her. She will send you to the local population, who may know something about the relic. I advise you to first go to Skalen Bourdon to find out from him about the mage-sorcerer who lived in the living forest. You can look into the ruins and crypts nearby.

Then go to another inn to talk to the next local, who will also tell you a little about the magician. After that, go to Cecil to find out information about the ruins in the forest. Move there and start looking for the relic there.

Once you pass through the main gate, take the stairs leading to the west gate. Then move towards the north. Once near the river, you will meet three Scoia "taels and a dwarf. You have to fight them off, be careful and do not let Fritz close to you. I advise you to first kill the elves, and in order to immobilize the dwarves, you need to use the Yrden sign.

Continue through The Witcher 2: Jorvet's Path and cross over to the other side. No need to rush, move forward with caution, because soon you will be attacked by Kaedweni soldiers. But you don't have to spend all your energy on them. The fact is that we still have to fight off the harpies and nakers. Having fought off all the enemies, go around the hill and jump a couple of times from one rock to another. Soon you will have to fight the harpies again. It is best to use the Igni sign against them. After all the enemies are destroyed, climb up the ruins and take the magic crystal from one of the harpy nests.

Then in The Witcher 2: Jorweth's Path you need to return along the same path you came here. Move to Philippa's house and tell her that the source of power has been found. It is worth noting that in the crystal that you took from the nest of the harpy, the dream of one dwarf is imprisoned. However, the power in it will not be enough.

Now we have to find another crystal. To do this, you need to go to those keleno harpy nests that are located in the quarry. In order to open the gate, you can use the crystal found earlier. After talking with Cecil, you will receive a runic key.

Then in The Witcher 2: Jorvet's Path, you should get out of the city through those gates that are located in the western part of the city. Move to the crossroads with Skoja "taels, then turn left. This way, you will reach the quarry. Be careful, because before entering you will encounter harpies and erinyes. Before that, it is better to distribute talent points and stock up on a lot of bombs. Deal with him immediately using sign of Igni If you have the pumped signs Aard and Yrden at your disposal, then they can also be used to throw enemy creatures off the cliff.The quarry is opened with a runic key.

After you enter the cave, you will immediately be attacked by harpies. Kill them and fight off the rest. It is worth noting that all the places where these creatures settled are marked on the map with exclamation marks. You have to collect four dream crystals, the location of which is also marked on the map. Every time you pick up the crystal, you will be attacked by keleno harpies.

In the further passage of The Witcher 2: Iorvet's Path, head with the found crystals to the projector. Now you have to watch a video in which one of the harpies will put a crystal with the dream of the main villain Leto into the projector. Take it and fight off the gapri queen. In this duel, I can advise you to constantly move so that the harpies cannot circle you, run into the tunnels and kill them one at a time, remembering to use Yrden and Quen.

Having won, head to the projector to use it to view the dreams of all the crystals found: the dream of Leto, Baltimore, the peasant, the dragon and Iorveth. After that, you can get out of the lair and head to Vergen to give the finds to Philip.

The reward for completing this quest is 1000 experience points.

From the beginning of the episode, you will have to manage Prince Stennis, who is staying to negotiate with King Helselt. Very soon everything will escalate into a fight and the king will inadvertently splash blood on the altar. This will lead to a curse that will cover the earth. Ghosts will appear everywhere, the sun will close behind black clouds, a hundred elves with Iorveth and Geralt will appear on the shore. It is necessary to clear Saskia before the appearance of a magical owl. Owl will lead you to the right place, guarding you with magic. It is important that you do not go beyond the circle. Occasionally drive away ghosts from pichuga. In the city, talk to the sorceress, as well as Saskia.

When you follow the dwarf into the room, you need to allocate skill points. Then go to the tavern. If you don't want additional quests, go for fresh air. After the proclamation of pathos speeches, raise a glass. The girl was poisoned. Philippa will be able to cure her, but you need to find the immortelle root, the memory grove and royal blood.

Walkthrough The Witcher 2 - Underground Life

Start looking for healing herbs. First, visit the local tavern where Zoltan drinks with his comrades. Find out about the mine - it is boarded up and very mysterious. You promise to help kill the raging monsters. Zotlan, Yarpen, Sheldon will be waiting for you at the mine at noon. Before descending into the dungeon, drink a series of elixirs. Pay attention to the "Swallow" and "Cat".

Inside, there are only "corpse eaters", but the door you need is locked with a key. Sheldon will say that earlier there was a chief digger named Balin Fergusson. He must have the key. We need to find the corpse of Balin. He's in the next room. Read the diary. You will find out what he gave to four of his assistants.

Go forward, sometimes turning behind the next key. When you open the last door, the medallion will begin to vibrate. Utkovol will appear because of the turn. He is a slow and weak opponent. You have to use Quen. When you kill him, take the weed and blow to Philippa.

Walkthrough The Witcher 2 - In Search of Magic

You need to look for the second component for the potion. This is a magical artifact. Philip does not know where to find him, but will give a recommendation to go to the headman - Sisil. He will say that there is one place where many sorcerers are drawn to. Go to the indicated place.

Get out of the city through the northern gate, go through the ford, climb the slope where you can see the tower. One of the sockets contains a huge crystal, which begins to act on Geralt's medallion. Take the crystal and get ready to fight the harpies. The sign "Aard" will help well. When you kill everyone, go to Philippa.

Unfortunately, we will have to look for a couple more similar artifacts. She will say that the crystal contains someone's dream. Geralt will think that the harpy that made the nest was a dream stealer. When you talk to the sorceress, you will find out that earlier these harpies lived near the old quarry, but the headman Cecile closed it and does not want to open it. Good luck - the dream that is enclosed in the crystal belongs to him! Go to the elder. After your explanation, he will open the gate.

The passage of the game The Witcher 2 continues. It is difficult to get to the lair of sleep stealers. First, go down into the gorge, at the bottom of which there will be a fight with five creatures. Kill them and collect the ingredients for the potion from the bodies. Go to the big door, where there will be fewer harpies. Get ready to use the Aard sign and the silver sword.

When you get to the round altar, watch the cutscene. Sit down and drink some useful elixirs, save. When you pull out a pink crystal, you will be attacked by a dozen harpies. Put on time protection - the sign "Quen". Then you need to run into any passage and cut out one creature at a time. Not bad help local grenades. Buy them in the city from merchants.

When you soak the harpies, go to the altar and insert crystals into it (crystals of different colors should come across along the way. They must be collected). After four dreams, return to Philippa.

The Witcher 2 Walkthrough - Where's Triss?


Remember that before Triss was kidnapped, you gave her a rose of memory? She is needed to heal Saskia. When you talk to Philippa, go to the inn. You will learn a lot of information from a local regular by treating him to a good beer. It turns out the bald thug, and the girl fell from the sky. The brute is gone, and the red-haired woman is kidnapped by the troll. After learning about where the troll is, go talk to him. This is a great guy. He will offer their elves' soup. Tactfully refuse and ask him about the "redhead". Choose calm remarks, do not contradict him, so as not to bring him to a fight. So you will find out that the troll's wife was jealous of the "red" and left, taking the scarf with her. Triss herself ran away the next night. Go to the troll's wife.

There will also be mercenaries who must be persuaded to spare her. Ask her to return to her hubby. In gratitude, she will give a scarf to the “redhead”. So, return with the handkerchief to Philippa. The conversation with her will be interrupted by the prince's minions. He will say that the peasants believe that Steniss poisoned Saskin. We should have figured it out.

Walkthrough The Witcher 2 - Royal Blood

Go to Prince Steniss' room. He locked himself in the estates, and the peasants from the city want to kill him. After talking with Buttercup and Zoltan, you will learn about the servant that seemed to have heard Stennis and the deceased priest talking about Saskin's deliverance. Talk to the servant who lives nearby. The guy is nervous, plus everything, sits at home when there is such a quarrel. All this is suspicious. Go to the elder. He will show on the map where the priest lived. When you examine the room, you will find a drawing of a special. goblet with a cavity for poisons. Yes, the priest is to blame, but you can't ask him anything.

Chat with the prince. Inspire the guards that it is only in your power to help a high-ranking person. The prince will refuse to give his blood, but will offer a lot of money for an excuse against the crowd. Go outside, pass judgment. The servant will report that before serving, the drink is checked for the presence of poison. Tell me about the drawing of the cup. When the prince makes a spectacular performance, you should be reminded of his attempt to bribe you. You have to decide his fate. You can sentence him to execution, or leave him to live until Saskia's amendment. It is best to soak it and take the blood. Everything points to the fact that the prince had an agreement with the priest.

The Witcher 2 walkthrough continues. To have all the ingredients, you only need to find Triss and the rose of memory. Philippa claims that she is now in the Helselt camp. However, the camp is located on the other side of the ghostly mist. Only a sick person would dare to pass through it. Naturally, you have to go! At the same time, Philip will help, becoming an owl. When you get over to the other side, say goodbye to the girl for a while, go to the king's camp.

At the beginning of the quest, you will see a corpse. Search it and find a figurine of some monarch. Move on. When you meet Roche, talk to him, ask for help. Despite the offense, he will tell you about a secret passage inside the camp. We must go through the old cave. If Roche does not want to talk, go to the city, where the local "mother" will tell you about the same cave.

Entering the cave is easy, but getting out of it is difficult. You will interfere with the stone elemental. Use the fast style when fighting. Also suitable sign "Irden", slowing down the enemy.

To complete the game The Witcher 2, you need to search the enemy, which will crumble into pebbles. Get out on the street. Now we need to get to the ambassador. First, stock up on throwing weapons. Approach the healthy gate made of wood, ask the guard to take you to the ambassador. He will bind you and carry you to him. The ambassador will pull out the figurine you found from his pocket, break it and take the internal contents. After talking a little, he will give the order to execute you and leave. When Bianca and Vernon come to help you, grab the sorcerer.

Your fight with Vangemar will make a lot of noise. Vernon will offer to pretend to have caught you. Agree, but first you need to search the camp. Here you can profit from good armor. Go to the wooden gate, avoiding the patrols. When the guard asks, answer that you are taking the witcher for interrogation. When you part with the savior, go to Philippa. Tell her about Triss, overcome the darkness and go to the city. It turns out that Philip's maid is a traitor. But in her things you will find the rose of memory that was taken from Triss.

Walkthrough The Witcher 2 - A Matter of Life and Death

Give all the ingredients to Philippa, watch the video where Saskin is healed. When you are alone with her, ask about the commander's sword. You will find out the information you need, then she will give the blade and thank you for your help.

Eternal fight

To remove the curse, you need to have 4 items that played a significant role in the battle. Echoes of the battle can be observed when passing through the ghostly haze. Philippa will give advice to talk with the headman of the city. He will tell that he personally fought against the Brown Banner, whose banner we must have. When you learn all the details of the battle, go to the crypt in which the soldiers killed in battle were buried. You will find the banner in the sarcophagus. But he is guarded by a ghost. Lie to the ghost as if you were in the squad of the Brown Banner. He will not believe - it will be necessary to convince.

The first statement must be answered with a remark - "It was not like that." The next answer should be the name "Menno Koehoorn". The third answer is "Menno Coehoorn died at Brenna." The fourth answer is "Seltkirk and Vandergrift." Then tell us about the Bigerhorn captivating you. If you do not answer correctly, there will be a fight with him. In any case, take the symbol of hatred, go to Philippa.

The passage of the game The Witcher 2 continues. If you already have Saskia's sword, then tell the sorceress to go to the battlefield, which is in a ghostly haze. She will give two other artifacts - the armor of the knight and the medallion. When you reach the mist, move into the Aedirnian knight. Your commander will order to capture the banner of the enemy. After defeating the standard-bearer, move to the Kaedweni scout, which you must tell the authorities that the banner has been lost. Jump from cover to cover. After a short cutscene, move into the Zeltkirk and move forward, cutting the throats of the warriors that get in the way. When you meet with Vandergrift, bring the bar of lives to the middle, enjoy the victory.

Then the Dragoon will appear. We must persuade Zeltrik to allow him to fight.

The fight with a huge demon is the most difficult task in this mission. It's good that all the skills of the witchers are available. You need to use "Quen", to bring down powerful blows on the thug. As soon as he dies, the sorceress will cause a fiery rain on the battlefield. You will also have to take the fighters off the field as a priest. Thus the curse will be lifted.

Walkthrough The Witcher 2 - Siege of Vergan

When you wake up in Philippa's room, tell her about all the events, go to Zoltan. He is now in charge of the army. He will say that enemy troops are coming to the city. Immediately you will see how martinet soldiers of the army of King Henselt will appear on the horizon. First, you will be asked to climb the walls to activate the oil supply mechanism. So Zoltan wants to fight the first wave of the enemy. Climb up and deal with those who managed to get over, with the help of QTE start the oil supply.

The first platoon has been destroyed. However, the next wave is coming, so the dwarf general will give the order to retreat. When you retreat, climb the wall and talk to Saskia. Listen to instructions, watch the video. Then you need to place traps near the stairs. It turns out that the opponents who have risen to the top will receive good damage before they can start the fight. So you can beat off three waves at once. Then talk again with the "Dragon Slayer". The girl's scouts are in the mine under the city, but have not returned yet. You will receive an order to go with her into the tunnels to find out what the essence of the matter is.

Passage of the game The Witcher 2. Follow the girl, deal with corpse eaters. You will stumble upon the Henselt squad, which will be led by Detmold. You can easily defeat ordinary soldiers, but with this sorcerer you will have to sweat. Wait until his life energy is half gone. He then attacks Geralt with a spell to incapacitate him. It is at this point that you will find out how interesting Saskia is in her own right.

Talk to her about her secret, go back to Vergen to defend yourself. Meet Zoltan at the exit. He will say that the remaining army, led by Henselt himself, is rushing to the city. The people are depressed, but Saskia pulled herself together. She pushes the speech and leads to the attack.

First, destroy those who climbed the city walls. Then it will seem to you that there are a great many enemies and you can give up. Suddenly, Iorveth will appear at the head of a detachment of Scoiatael archers. Close the gate so that the royal soldiers are trapped. This will be assisted by Zoltan, together with the head of the "squirrel". With the further passage of the game The Witcher 2, get down from the wall using the stairs, which is located on the right side, if you look at the open gate.

When Henselt finds himself in a disadvantageous situation, he will give the order to his martinets to surrender their weapons. Well, he will sign the surrender. This is how the war will be won. But you will notice that during the negotiations Saskia behaved very strangely. Therefore, Iorveth will offer to follow the girl. The girls will leave through the teleport, but you and the elf will go in search of the sorceress's room. You can find the Elixirs and Poisons book in the back room. Show it to Iorvet. If you don't go after Philippa right away, something very bad may happen.

Enchantress Philippa Eilhart says that as one of the ingredients for Saskia's antidote, a certain magical artifact is required. If you ask her for advice, she will recommend that we be creative and ask around the inhabitants of the city. She will also say that Cecile Bourdon somehow knows about all the cases that concern Vergen.

When we ask Cecil about stories related to magic, he talks about a tower mage who stands in the forest behind Vergen. It is believed that this is a unique Place of Power, which has always attracted magicians. We should look there.

We pass through the outskirts of the city and then through a tunnel cut into the rock. On the other hand, a picturesque view awaits us. Fortunately, the tower is also visible from there. We cross the river and go to the hill. Not far from here live harpies. They attack us as we go to the Place of Power. [Combat] This is one of our first encounters with the harpies. They usually attack in groups, so using the Aard Sign is recommended. He will help knock down several harpies to the ground, which will then be easy to finish off with a silver sword. Having dealt with the harpies, we approach the destroyed tower that Cecil spoke of. Inside we see a nest with a crystal in which magic is felt. Is this what Philippe needs? We return to Vergen to speak with the sorceress.

After examining the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarf. This is an interesting artifact, but it is not powerful enough for an antidote. Only the harpies encase dreams in crystals, and these monsters mostly live in the abandoned quarry in the city. We are sure that we will find a powerful enough dream there, however, the headman Vergenazaper gate to the caves leading there to block the path of the monsters. Fortunately, the dream of Cecil himself fell into our hands first, so we have something to discuss with him.

A dwarf teetotaler, who would have thought... The most important thing is that now we have the key to the quarry, and we immediately go there. In the quarry itself and in its environs, many harpies await us. [Combat] As before in the forest, the best way to deal with the harpies is to shoot them down with the Aard Sign and then finish them off with a silver sword. In the caves we must find five enchanted crystals. They can be placed in a magical obelisk, which is a kind of projector. This will allow us to view crystallized dreams. One of them will be a dragon's dream. It's probably good for preparing an antidote. Besides, we'll find Baltimore's dream. With its viewing, a separate task begins - Nightmare of Baltimore. We got what we came for. It's time to head back to Vergen.

Prelude to War: Aedirn

Attention! play on the side Iorveta you can if chapter 1 sided with him on the quest" At the crossroads: Skoya "taeli ".

Stage 1: go to meet Henselt

You will start the second chapter by playing as Stennis. Together with Saskia and priest you are going to tent where the meeting will take place Henselt (M13, 1).

Stage 2: take part in the negotiations

As soon as you arrive at the place, negotiations with the king will begin Henselt. Regardless of the course of the conversation, the case will end in war.

Stage 3: fight the Kaedweni

A fight will begin - since you are not controlling Geralt, you will not be able to use signs and dodge. However, the battle is not very difficult, and besides, there will be soldiers on your side. Focus on the wizard - Detmold. He likes to teleport a lot, so you won't be able to do a lot of damage at once. Also beware of his spells.

Additional Reward: 200 xp

Stage 4: protect Saskia from the ghosts

The action will focus on the arrival of Geralt. During the conversation with the dwarves, the sun will disappear and you will move to the place of negotiations. will start to appear ghosts of aedirnian knights . Your goal is to protect dragon slayer . However, the most to be feared draugir- large, massive monsters. immobilize them Irden, but don't fight at close range for too long - it's better to dodge more often.

Stage 5: follow the owl

After battle Philippa Eilhart – the sorceress protecting Saskia will take the form owls. Follow her, trying not to go beyond the protective barrier that she created. As soon as one of ghosts enters it, it dies immediately - at low difficulty levels you don't have to do much. At higher levels, you will most likely have to finish them off. On the way, the owl will be stopped three times ghosts, and will appear draugirs. You should eliminate the ghosts that are holding the owl. They like to move from place to place, so use a quick style, bouncing from one to another, dodging the draugirs. Entering Vergen (M14, 1), the gates will be closed until the end of the war council.

Attention! If you kill the ghosts, the draugirs will also die.

You will unlock the quest " military council ".

You will unlock the quest " arm wrestling: Vergen ".

military council

The quest is received automatically, upon completion of the quest " Prelude to War: Aedirn"

Attention! You can play on the side of Iorveth if you took his side in the quest "At the Crossroads: Skoya" taeli "in Chapter 1

Stage 1: go with Scalen to the tavern

Upon reaching Vergen, you will be given your own room. Follow Scalene in inn (M15, 1). There will be a storage chest in the room. Before you start exploring the surroundings, you should complete the current quest - by that time the gates will open, and you will have access to the second part of the city.

Stage 2: visit the war council

When you're ready, go to the war council held in Castle of the Three Fathers (M15, 4). During the council will appear Iorveth, and a little later Saskia will be poisoned with wine. Once the Dragonslayer is brought to safety, talk to Philippa and find out what ingredients are needed for the antidote. You will need: dwarven immortelle (purple foxglove), rose of memory , power source and Royal blood .

You will unlock the quest " eternal fight ".
You will unlock the quest " Royal blood ".
You will unlock the quest " where is Triss? ".
You will unlock the quest " in search of magic ".
You will unlock the quest " matter of life and death ".
You will unlock the quest " underground life ".

Attention! Upon completion of this quest gates (M15.5) will be unlocked, thereby giving you access to another part of the city, as well as to the Pontar valley .

A matter of life and death

Stage 1: get the rose of memory, source of power, immortelle and royal blood

Immortelle

Immortelle can be obtained during the quest " underground life ". Talk to the dwarves, then go down into the mine. After searching it completely, in the end, you will find a plant. Beware of a big monster - Utkovola, which roams near the immortelle.

Source of strength

Source of strength - dragon dream, can be obtained by completing the quest " in search of magic ". First, talk to the locals. Cecile will tell you where you can find the source of power - unfortunately, the first crystal will not be powerful enough. Go to the lair of the harpies, and look for the most powerful dream in the cave - the dream of the dragon. Be careful, because you have to face Harpy Queen Keleno .

A more detailed description can be found in the corresponding section of the walkthrough.

Royal blood

royal blood can be obtained by completing the quest of the same name - there are two ways to get it. You can kill Stennis, or leave him alive and get blood later, from Henselt.

A more detailed description can be found in the corresponding section of the walkthrough.

Rose of memory

The rose of memory can be obtained by completing the quest " where is Triss? "The flower, as it turns out, was in Vergen all this time with Cynthia, who betrayed Philip.

A more detailed description can be found in the corresponding section of the walkthrough.

Stage 2: give Philippa all the components

After receiving all the components, give them to Philippa ( M15, 14) and she will heal Saskia. For saving her life, you will receive Vandergrift sword .

underground life

We get the quest automatically, upon completion of the quest "military council"

Stage 1: meet Zoltan at the inn

You can start your search for the immortelle by talking to Zoltan - ask him if he knows where he can be found. Zoltan is in the inn ( M15, 1), along with the rest of the dwarves and Buttercup. You can have a drink with them, or just ask about immortelle .

Step 2: Talk to Cecil Bourdon, Head Boy

When you're ready, meet the dwarves near mines .

Attention! Before descending into the mine, you should stock up on the elixir " cat"because you'll need it. You'll have to run around in near-total darkness for a while. 5 minutes.

Stage 3: go down the mine to find immortelle

You should drink "Cat" already at the entrance in order to better navigate the dark tunnels. Places where they appear foulbrooders, marked with a red exclamation point on the map ( M16, !).

Attention! When you kill a foulbrood, it will grab its head and explode - try to quickly jump to the side in order to avoid damage.

Enter the first tunnel on the right and you will find a body at the end of it. Searching it, you will find top shaft key , Balin's first map and diary of Balin I . The whole map can be viewed in the map section, by number M16. Use the key to open upper shaft door (M16,4). Along the way, you will encounter several rotten. In the next tunnel you will find another dead body (M16.5) with similar items: middle shaft key , Balin's second card and diary of Balin II .

After receiving the next key, open middle shaft door (M16,6). Soon you will encounter another group foulbrooders accompanied by large foulbrood . Not far away you will find a third dead body (M16, 7), searching which you will find lower shaft key , Balin's third card and diary of Balin III . Go back a little and move along the tunnel leading to the lower shaft ( M16,8). After reaching the right place, you will have to defeat a big opponent - duck-billed. You will be helped by dwarves, and nevertheless, it is better to eliminate first foulbrooders. Be careful, because the dead will soon be replaced by new ones. Use irden against the duckbill, and try to attack him from behind. Use the silver sword and eventually the monster will be killed.

Now you can safely take immortelle . Pick up everything you find - it will come in handy later, as an alchemical component. Now you can leave the mine - monsters on the way to the exit ( M16, 1) will not.

Reward: 1000 XP

Looking for magic

We get the quest automatically, upon completion of the quest "military council"

Step 1: Talk to Philippa at her house

To find out more about the magical artifact, go to the house of Philippe Eilhart (M15, 14). Upon entering, you will see that she is being massaged by one of her students. When you ask about the relic, she will tell you to talk to the locals.

Stage 2: Talk to the locals about magical places

Worth a visit to Scalen Bourdon (M15, 11), which will tell you about one sorcerer - a hermit who lived in the forest. You can also search ruins or abandoned crypts. Next local is in tavern (M15, 1). You will hear about the sorcerer again, and then you will be sent to Cecil who knows history best Vergena. From the elder M15, 12) you will learn about the ruins in the forest - start the search for the relic from there.

Step 3: Find the Place of Power that Cecile Bourdon talked about

Coming through main gate (M15.5) move up the stairs to west gate (M15, 7), and then to northern (M15.8). Near the river you will come across dwarf and three Skoya "tael (M13,4) - they want a bounty on your head. Especially beware Fritz, which is very strong. First, you can deal with the elves by immobilizing the dwarf Irden.

Cross the shallow water to the other side. Slowly moving forward, you will stumble upon Kaedweni soldiers . Do not rush into battle as you will be attacked harpies, and then nakers. To get to the ruins, you need to go around the hill ( M13.5) and jump several times from cliff to cliff. You are being attacked again [b]harpies, as well as keleno harpies . If you have downloaded Igni He would be of great help here.

After killing everyone, go up to the ruins and take the harpy from the nest magic crystal .

Stage 4: give Philippa a strange item

We return the same way that we came. We go to the house of Philippa Eilhart ( M15, 14) and inform her that we have found a source of power. The crystal you obtained will turn out to be a dwarf's dream, and its strength is not enough. Geralt will remember that he encountered keleno harpies , dream stealers.

Stage 5: convince Cecil to open the gate

You will learn that the harpies make their nests in the quarry. Unfortunately, the gate is locked and the headman is not going to open it. The dwarf dream you found is Cecil's dream, so it's worth blackmailing him into opening the gate. Go to him M15, 12), and after a short conversation you will receive runic key .

Stage 6: search the caves for an artifact

Attention! It is worth taking the quest from the bulletin board " harpy contract ", it can be done along the way.

Exit the city through the western gate ( M15, 7). At the crossroads with Skoya "taels, turn left, and soon you will reach quarries (M13,3). Beware of harpies and erinyas - you shouldn't run straight down, it's better to deal with them at once, one by one. Pumped will not hurt Igni. You can also use Aard and irden, by combining which, you can try to throw the harpies off the cliff. Going down, you will see a stone Door (M13,6) leading to harpy lair . It can be opened with the received key.

Attention! You have to fight with quite dangerous keleno harpies . It is worth allocating talent points and stocking up on bombs.

As soon as you enter, you will immediately be attacked by two keleno harpies . The fight will not be easy - the cave is quite small, and it is difficult to dodge in it. All places where they appear harpies, are marked on the map with exclamation marks ( M16!). They usually attack in groups of two or three. Your task is to collect all four crystal - sleep . Their location is also marked on the map ( M16, 2).

Attention! One of crystals - dreams associated with the quest " Baltimore's nightmare ". You will know about it by watching it in the projector.

Attention! keleno harpies will appear whenever you pick up a crystal.

Stage 7: watch the dreams from the cave in the projector and choose the strongest one

Once you have collected all four crystals, go to the projector ( M16,3). A cut-scene will begin, in which the harpy will place a crystal in the projector. This will dream summer. Taking a crystal, you are immediately attacked harpy queen keleno (M16,4) with several relatives. The fight is not going to be easy. First of all, don't let them surround you, run through the tunnels of the cave and eliminate them one by one. Don't forget to use Quen and irden.

After a long and tiring fight, move to the projector. Use it to view dreams from all crystals found.

Attention! Among the crystals you will find sleep Baltimore , viewing which activates the side quest " Baltimore's nightmare ".

Beyond Summer's sleep, you'll see sleep Baltimore, peasant's dream, dragon dream and Iorveth's dream, but the dragon's dream is by far the strongest. Now you can leave lair (M16, 1) and go to Vergen where you will give Philippa (M15, 14) crystal .
Reward: 1000 XP

Royal blood

We get the quest automatically, upon completion of the quest "military council"

Stage 1: move to Stennis for royal blood

If you go to Stennis (M15,4), he categorically refuses to give blood for Saskia .

To continue the task you need to complete part of the quest " where is Triss? " (find Triss scarf and give it away Philippe Eilhart ).

Attention! As soon as you give Philippe Eilhart Triss scarf , quest " with a trembling heart " will fail. It is worth completing it before handing over the handkerchief.

Stage 2: save the prince from peasant lynching

Prelude to War: Aedirn


Having taken the side of Iorvent in the previous chapter, we go to Vergen.
Here we are allowed to walk in the shoes of Stennis, the son of Demavend.
We are going to meet with King Henselt, and Saskia, the priest of Kreva and a detachment of dwarves, are with us.

At the negotiations, everything does not go according to plan and suddenly flows into battle. Henselt kills the priest. Around the blood, rage and pain. There is a serious fight going on. But suddenly the sky darkens, and a ghostly fog covers the entire area in the district. And just at the right moment, Geralt is nearby. Geralt is again given to us at our disposal. The Witcher, of course, decides to help Stennis and Saskia, whom he meets in the fog.

And just in time, Philippa Eilhart, who, by the way, is on our side, turns into an owl and creates a protective barrier. Thus, it protects us from ghosts that strive to get inside. We are slowly moving to a safe place, and along the way we kill the ghosts that made their way inside the barrier or interfere with our further movement.

Successfully escaped from the ghostly haze. We speak with Philippa and Saskia, we find out that a council will be held in the near future, at which the events that have happened will be discussed.

In the meantime, we are given a room in the tavern and time to walk around the city until we are ready to go to the council.

military council



And so we came to the council. Everyone is already here: Philippa, Saskia, Zoltan and Stennis. The council discusses a defense plan against the Kaedweni soldiers. But this plan is useless as long as there is a ghostly haze over the battlefield. Therefore, we, along with Philippa, are sent to remove this curse - a ghostly fog.

But then, unexpectedly for everyone, Iorveth appears at the council. He wants to help. Most, of course, do not like this and they would gladly refuse the elf if it were not for Saskia. She only wants the elf to help us.

And then Saskia makes a toast to the successful advice and falls to the ground. Philippa hurries to her aid. A little later, it turns out that Saskia drank poison. And to save her, we have to collect several ingredients, or rather: the dwarf immortelle, the dragon's dream, royal blood and the rose of memory. We can not hesitate, so we go in search.

A matter of life and death


We receive this task at the beginning of the second chapter, and we perform it only towards the end. "Under the roof" this quest includes several other tasks: Underground life, In search of magic, Royal blood and Where is Triss? Therefore, we will return directly to the task “A question of life and death” later.

underground life


We are looking for ingredients in order to save Saskia. And according to Philippa, the first one, the dwarf immortelle, grows somewhere underground, in a mine. Well, that's understandable, but we need a more specific location.
Therefore, we head to the tavern, where we meet old acquaintances - Buttercup, Zoltan, Yarpen, Sheldon and Cecil Bourdon. After asking about the ingredient, our friends will send us to the mine again. But Cecile will tell us where to go and inform us that the mine is closed. We arrange a meeting with him at the mine, where he will help us get inside it.

Attention!Before you go in search of immortelle, stock up on the Cat elixir, it will be very useful to you!

Meeting us at the mine, Cecile asks Sheldon to open it for us. Well, we, in turn, must kill a "pack" of monsters.
We go down, for the immortelle. On the way we fight with crowds of rotten ones. They are not strong opponents if you act correctly. In battle with them, use only a silver sword, inflict quick attacks and jump back. Do not forget that before death, foulbrooders explode and with this explosion they bring us considerable damage. Have time to jump or roll. So we got to the first locked door. We need a key. We will find him on the corpse of a miner, in the corridor on the right. For convenience, I post maps with keys and doors marked on them:

First key and first closed door: Second key and second closed door:
Third key and third closed door:
Battles are ahead of us again, and now we finally reach the end ... Here grows the dwarf immortelle. We tear it off and run into the white light, we will report on the find to Philip.

Looking for magic


After talking with Philippa, we learn that the antidote will also require a certain magical item. And which one .. That's what they don't tell us. They just give us a little hint, saying that Cecile Bourdon knows everything about Vergen and probably heard something about magic.

We understood this subtle hint and are already running to Cecil.
From him we learn that somewhere in the forests beyond Vergen there is an old tower and, apparently, it is somehow connected with magic. Well, at least all magicians are drawn there. Let's go to her.
Run there on the mini map, in the right corner of the screen. On the way, we will be attacked by many harpies. I will give advice to fight them, use the magic sign Aard. He will help bring down the flying evil spirits to the ground, and there it is already a matter of small things. Just pierce the carcass with a silver sword.

And so we reached and go inside, get to the destination. There we observe a nest of harpies and a magical artifact. It looks like a crystal. We watch a short video and grab the crystal. Harpies, of course, do not like it and we are at war with them again. And we are slowly running away from here, and we are running to Philippa.

Having reached and discussed the find, we learn that the crystal is too weak. And in general, this is a dream of a dwarf enclosed in a crystal. The harpies of the keleno alone put dreams into crystals. Having drawn conclusions, Geralt is going to look into the quarry outside the city. Where you can most likely find "dreams" more serious. We run to the quarry. But alas .. The gates leading to our village are closed. And Cecile closed them in order to block the passage of various kinds of monsters. But we are lucky, we have a dream and, moreover, Cecil's dream. Let's go and talk to him. We manage to talk to the headman and in our hands appears the key to the quarry.

Just a huge number of harpies live on the territory of the quarry. But we didn't come here for them. We run into the cave, our goal is to find five crystals.
You can watch them on a certain magic stone, which plays the role of a video player. ^_^

Among all dreams, we will find only two important ones.
The first is the dream of the dragon, which we need for the antidote.
And second, Baltimore's dream. This is a secondary quest, it is not necessary to complete it.

Where is Triss?

And now we really need to find Triss. As you may remember, in the first chapter we obtained the rose of memory, one of the ingredients for the antidote. So, this rose remained with Triss and we need it, in fact, like Triss herself. =)

We go and ask Philippa about Triss.
She tells us that a certain dwarf, a regular visitor to the local tavern, knows something about this. Without wasting time, we run to the tavern and find this drinker. He will agree to tell something only after drinking. We buy it for the dwarf and find out that he saw a red-haired girl near the quarry. And the most amazing thing is that the girl fell from the sky, from a mighty-looking man. After that, the man went somewhere, and the girl was kidnapped by a troll. That's the story! But after listening to her, it becomes obvious to Geralt that that girl who fell from heaven is Triss, and the man is Leto. And that means we are on the right track.

We run along the mini-map to the quarry, not far from it, there will be a crossroads. Even near it you can see the altar. At this crossroads we turn left and head towards the gorges. There, in the gorges, we find a troll. He tells us that he did not want Triss harm at all, and quite the opposite, he cared about her. But this care, deprived the troll of his wife. Trollich left him out of jealousy, taking Triss' ribbon with her. So not only did the beloved leave, but the red-haired girl slipped away, took it and ran away.

After the conversation, we can promise the troll to return his wife.
We can also kill the troll, just start being rude to him during the conversation. Honestly, I don't know why. Only if due to achievement in STEAM which looks like this - "Kill all the trolls in the game".

We have a choice:
1) Help the trolls deal with armed people.
2) Help the armed people deal with the troll.

Choosing option (1), you have to fight with numerous people of Adam Pangratt. This is not difficult to do, the main thing is to use your entire arsenal and magic signs. Especially Quen and Yrden. Quen will protect you from attacks, and Yrden will slow down opponents. As soon as most of the soldiers are on the ground, Adam will surrender. After talking with him, we can make him leave and no longer touch the troll. The troll, of course, is very grateful to us and agrees to return to her husband. The relationship is getting better again. They are grateful to us and give Geralt the ribbon of Triss and the horn. With it, we can call the trolls to help us, for example, in some kind of battle.

If earlier you chose option (2), to help the armed people deal with the troll, you side with Adam Pangratt. After killing the troll, we take Triss's tape from her body. Adam and his people are grateful to us.

We return with the find to Philip. We start a conversation and then we are interrupted.
And they interrupt not just like that, but on business. Stennis wants to kill the local people, the peasants. They are sure that it was he who poisoned Saskia. Now we again have to run to the rescue again. But the question is, can we help? But more on that below.
The search for Triss is postponed. We will return to them a little later.

Royal blood


Approaching the destination, we observe crowds of people and nonhumans.
Stennis is literally on trial. Among the crowd we find our friends Dandelion and Zoltan, they briefly bring us up to date. Here we need to talk to all "sides", i.e. find out every perspective on this situation. We can also talk to Stennis himself. But for this we need to enchant the guard. No other way. Talk to everyone, we'll get a superficial knowledge of this whole situation. And then we, as a witcher from the outside, are asked to pronounce a verdict.

Choice. The choice is difficult and important, think before you make it.
1) Find Stennis guilty. Thus, we condemn the poor fellow to death.
2) Offer to solve everything fairly and wait for Saskia to recover. Which then will make a decision.

Attentive people most likely noticed that the quest is called "Royal Blood", just like one of the ingredients for Saskia's elixir-medicine.
Yes, by making the choice I wrote about above, you will also affect the way this ingredient is obtained.

Choosing option (1), recognizing Stennis as guilty, we will get the blood we need.
Having chosen option (2), to shift the right of the “judge” onto the shoulders of Saskia, we have to extract blood in a more complicated way. And this blood will be King Henselt.

Having made our choice, we head to Philippe. And about happiness! The sorceress has good news for us. She found Triss' footprint with a megascope. Now we have to go back to the quest "Where is Triss?".

Where is Triss?


As I wrote earlier, Philippa was on the trail of Triss. This trail indicates that it is worth looking for in the camp of King Henselt. But the problem is that the camp is behind a ghostly fog. Looks like we'll have to fight. But fortunately, Philip Eilhart pleases us with information that he will go with us and help Geralt get to the other side.

We cross the ghostly haze. Philippa transforms into an owl again and keeps us safe with a magical barrier. However, a couple of times we will have to save Philip herself from ghosts. This is done easily, just have to destroy a few ghosts.

Having moved to the other side, the sorceress leaves us. She is afraid of meeting Henselt's right hand, the sorcerer Detmold. And he prefers to "hide" than to see him.
And here we are alone again, we go forward in search of Triss. But instead we find Vernon Rocher, an unexpected meeting. Despite such an "unfriendly" parting at the last meeting, the commander of the Blue Stripes shows us the way to the camp, where we can find Triss. We also find some statuette.

We have a choice:
1) Get through the Kaedweni camp, from the side of the cliff.
2) Get through the underground tunnels.

Choosing the path (1), we make our way through the camp. Here we have to use the "stealth" skills of Geralt. It is difficult to describe anything here, it will be easier to save and try on your own, with your own mind, to get through the camp with several attempts. I will only note that it is worth acting at certain moments, and there are several of them, for example, when a soldier leaves the tent and when a drunken soldier vomits and thereby attracts the attention of all the guards sitting by the fire. Also, do not hesitate to cut down the soldiers. This is done easily, you are selected from the back and stun the enemy.
In the end, having made our way through the camp, we have to get through the cave. Coming out into the world, we meet with the sentry.

Choosing the path (2), we make our way through the underground catacombs. This path begins not far from the brothel tent. Or rather, in an abandoned tower. It is there that the secret entrance to the underground paths is hidden. We run to the brothel and talk to the owner. We give her money. The woman gives us the key and we go on a journey through the dark corridors.
Here in the tunnels, there is a huge amount of evil spirits, be prepared for numerous battles.
Having made our way through the underground tunnels, we go out into the white light and there we are met by a sentry.

The sentry will take us to Ambassador Shilard. Before meeting with him, we are thoroughly searched and the figurine is taken away. From a conversation with the ambassador, we learn that that figurine is Triss. True, in an enchanted form. The ambassador leaves and orders his soldiers to destroy us.
And then our old acquaintances Roche and Bianca burst in and save us. Now we all deal with the soldiers together and think what to do next. And then, we have to get the royal blood.

This is where our choice in the “Royal Blood” quest affects, and indeed this part of the task relates to that quest.

1) Having accused Stennis of poisoning Saskia and having received royal blood, we can get out of the Kaedweni camp with the help of Roche. The commander of the Blue Stripes can take us out of the camp like a prisoner to be destroyed. It is not difficult to get out in this way, the main thing is to try not to meet the soldiers along the way, as they will easily figure out our little trick. In the end, we will reach the gate, where we have to talk with the guard. We answer the first question “Game”, the next one we just keep silent. That way we won't arouse the guard's suspicions. And now we finally got out of the camp!

2) By not blaming Stennis for poisoning Saskia, we didn't get the royal blood we needed, and so we have to get it some other way. So, we ask Roche to help us get blood. Vernon will help us distract the guards, and at this moment we will try to get into the royal tent. We hide behind the barrels and wait for the soldiers to leave, then we run behind the large tent and set fire to the barrels with the help of the magic sign Igni. The guard is distracted by the smoke that has appeared, and at this moment we slip into the tent to the king. There we talk with Henselt, the king gives us his blood and even offers to take us out of the camp. True, in exchange, we promise him to get rid of the ghostly fog.

All things are done, you can return to Vergen. Approaching the fog, we meet Philippa, who once again will help us get through the ghostly haze.
And here we are again in Vergen, safe. We head to Philippa, we need to tell her what happened to Triss and that we could not find the rose of memory. However, Philippa is furious, the maid Cynthia has just escaped from her, it turns out she was a spy. One thing pleases, before escaping, the girl left all her things, in which we find a barely living rose of memory. Just a little more and she will completely wither.
But, this is the last ingredient and we can go save Saskia right now, before the flower is completely dead! That's what we're going to do right now.

A matter of life and death


We have all the ingredients for the antidote in our hands. Philippa takes them from us and proceeds to create the elixir. And right before our eyes, Saskia comes back to life and her memory also comes back. Our work is done.
Saskia hands Geralt the sword of Vandergrift. We will need it to remove the ghostly haze.

Eternal fight


Philippa again gathers advice, there we are instructed to get four symbols:
- Glyph of Courage
- Symbol of faith
- Glyph of Death
- Glyph of Hate

We don't have to deal with the first two. Philippa will take care of them. But the last two are to be found by us. But if you remember, Saskia gave us her sword, so this is the net, a symbol of hatred. In fact, we are looking for only one character.
First, let's collect information where to look.
We speak with Philippa, Yarpen, Zoltan, Cecil Bourdon. From the conversations we collect a whole bunch of useful information and head first for the symbol of death.

Symbol of death


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

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

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

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

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

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

By answering the questions correctly, we get the symbol of death. Now we need a symbol of hatred, and this is Saskia's sword.

Symbol of hate


The symbol of hatred is Vandergrift's sword. We get it from Saskia when we "pick her up".
Those. after her recovery, he will give us this sword herself.

Eternal fight


We run to Philip. She keeps her promise and gives us two other symbols - the medallion and the Zeltkirk armor. Now we are heading into the ghostly fog, it's time to get rid of it.

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

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

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

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

Siege of Vergen


As soon as we lifted the curse, we run to Philippa. The sorceress informs us that the troops of King Henselt and the king himself are moving to Vergen. Philippa sends us to talk to Zoltanam, who is in charge of defense. We run to Zoltan. Together with him stands Saskia, during our conversation, the army of Henselt will attack the city. We are sent to pour terribly hot oil on the heads of poor soldiers. Thus, we get rid of several dozen of the king's people. We fight with enemies and then Detmold appears and destroys the barricade. The outskirts of Vergen are captured by the people of the king and we have no choice but to grab the sword and fight to the last.
Fighting with crowds of enemies, we finally take a break and talk with Saskia. She asks us to scout with her tunnels, secret entrances to Vergen. True, there is one thing, but the detachment sent there never returned. We cannot refuse Saskia and we go with her.

In the caves, we will be attacked by a detachment of Kaedwenians and Detmold. Having dealt with the Kaedwenians, we take on Detmold. But then Geralt falls from Detmold's spell. Saskia turns into a dragon and saves the witcher.

And now we have come to our senses and meet Zoltan. The dwarf asks for our help.
Saskia climbs the walls of Vergen and calls on all the warriors to fight and encourages her people in every possible way. But the speech is interrupted by the appearance of Henselt with Detmold. The king and the sorcerer storm Vergen.
A new pack of soldiers is running towards us. We put everyone. However, that's not all. The king's people are not going to end at all. But here, at the most opportune moment, Iorveth appears with his detachment and fires at the enemy with many arrows. Henselt is trapped, we just have to close the gate so that the king does not slip away. We run with Zoltanam to the Suburb. There, the dwarf safely blocks the only way out of the city.
Henselt is trapped and he surrenders.

The location is being moved. We are watching the negotiations between Saskia and Henselt. The king promises to pay an indemnity. And recognizes Saskia as the mistress of Vergen and the Pontar valley. Henselt is released, but he must report to Loc Muinne.
Detmold is sentenced to death.

Philippa and Saskia quickly leave somewhere.
Iorveth and Geralt noticed some oddities in Saskia's behavior.
The elf with the witcher follows the sorceress with Saskia and right in front of their noses the girls disappear into the portal. Iorveth offers to inspect the house of the sorceress. After examining the dwelling, we find a book with elixirs, in which we find a recipe for an antidote that was created for Saskia. In the recipe, Geralt does not find a word about the rose of memory.
From this, the witcher concludes that the rose was needed to subdue Saskia's mind.
Philippa now has royalty in her hands and a dragon to boot.

We run to the street, we meet Zoltan and Buttercup. Buttercup also noticed something suspicious in Saskia's behavior. And he was surprised that she agreed to execute Detmold at the mere word of Philippa. This is very different from Saskia...

We leave for Loc Muinne, apparently there we will meet with the killer of Foltest and with Philippa plotting something. Congrats, you've completed Chapter 2!

Side quests

Poker game: Vergen



We met a similar task earlier in the first chapter, in Flotsam. Everything is the same here, only new rivals. Our first opponents are Bruno Bigs and Cornelius Meyer. You can find them in the blacksmith's apprentice's house. Defeating them is easy. After these victories, their owner will not hesitate to play with us, you can find him at the inn. Our next target is Cecile Bourdon. He lives in a house above the mine, and look for him there. And finally, we go to the local champion - Hagarth. By defeating him, Geralt becomes Vergen's best player. This concludes the dice game in Vergen.
The continuation of the quest "Poker Game" will be in the third chapter, in Loc Muinne.

Hand Wrestling: Vergen



Again, a continuation of the quest from the first chapter. The principle is the same, only the opponents are completely different.
Let's start with Yarpen Zigrin and Sheldon Skaggs, you can find them in the tavern. The next fight will already be for the championship title, you will have to fight against Scalen Bourdon. We are looking for him at the inn. The enemy is serious, so you have to sweat. By beating him, we become the best arm wrestler in Vergen.
Now this task will continue only in the third chapter, in Loc Muinne.

Fisticuffs


All the same quest from the first chapter. We have to participate in fist fights. They look like QTE scenes, i.e. you need to press the button in time, that's all. We run to the tavern and find Sheridan. He organizes fisticuffs. We organize a couple of fights and we will be invited to fight by a certain Zilgart. According to him, he is the brother of the well-known knight Zeltkirk. Refusing to fight with him or winning, the man will get angry, pour threats on us and leave. If we succumb or lose to Zilgart, he will be happy and will not splash out any negative on us. This quest has been completed. We will meet Zilgart in the third chapter.

Contract for the Harpy Queen



This quest is taken on the bulletin board near the tavern. You can complete it only during the passage of another quest - "In Search of Magic".
The Harpy Queen is in the quarry. In fact, the task is completed simultaneously with the aforementioned quest. Most importantly, do not forget to collect goodness from the body of the harpy queen.
And in battle, use Quen and Aard. Well, of course, a silver sword, in which case there should be no problems.

Harpy Contract


This quest can be taken from the notice board, near the tavern. Again, we can study harpies from books or with the help of a sword, i.e. elementary to kill a couple of these creatures.

Having done this, Geralt realizes that the harpies must be fought by destroying their nests with the help of traps. Traps can be bought from Ukhach or Thorak.
And now we go to the harpies, they are all in the quarry.

Follow the advice and you will succeed:
Place four traps near the place marked on the screen below(the main thing is to have at least one harpy nearby), then go through the story, when you get to the lair of the harpies, set three more traps.


Having finished with the harpies, we run to the city for a reward.

Dirty work


The task is taken from the notice board at the tavern.
This quest will be most convenient to complete during the extraction of the Krasnolyudsky immortelle. But before you go to complete this task, buy - at least five canister bombs, at least two "Cat" elixirs. In the caves, we will have to repeatedly engage in battle against the rotten ones. Our goal is to find all the nests of these creatures and destroy them with bombs.

With a trembling heart



The quest is activated after the advice that Saskia collected. An elf will come up to us and introduce himself as Eleas. He will tell us that recently young people began to disappear in Vergen, and their bodies are found near the burned village. Also, the elf will tell us the place where the bodies are buried and that, apparently, a person is killing, not a non-human. Of course, for completing the task, we will receive a reward.

In the village we will not find any evidence, so we head to the bodies of those killed. We head to the catacombs, go on the mini-map. In the catacombs we are looking for a wall that can be broken through with the magic sign Aard. We break through and find the corpses. We examine all the rooms and all the corpses. Having found the freshest corpse, we will find a piece of iron in his hand. To extract, we need tools, you can buy them from Felicia Corey, she sells books.
But the most interesting thing we will find on the corpse, a notebook with the work of our friend Buttercup.
We go to Buttercup and find out that that notebook was stolen and, apparently, by a succubus. Now we need to ask Buttercup to help lure out the sukubba. He agrees.
We meet him at midnight near the burned village. And then they give us to play for the bard. We must draw out the succubus with Buttercup's verse.

Here is the sequence:
If the maiden wanted to lie down with me - Then the heart would ask white palms - Can you hold it - If you open your chest for me?

And then the succubus pecks and calls us to her.
We can:
1) Go to the succubus in the cave.
2) Go to Geralt.

We are again given Geralt at our disposal. We run into the cave and meet the demon. He looks like a girl. She tells us that she did not want to kill anyone at all and did not do it. She only seduced men and took away their energy. She also tells us that the real killer is Eleas. He kills out of jealousy. Like, he loves her.

We are again given a choice:
1) Trust the demon.
2) Don't believe the demon.

Having chosen option (1), we run to ask Eleas himself about this. He denies everything. And we can't get him to agree.
So let's go to Iorvet. We show the elf a piece of iron and everything becomes completely clear. Surely Eleas is involved in this. But everything would be fine, but then it turns out that Eleas has escaped, and this already quite accurately puts all the dots on and. We run to the succubus in order to apologize and receive a reward. Eleas will attack us near the burned village. It's not hard to deal with him.
When Elias is finished, we run to the demon and get a reward.

Choosing option (2), we will enter into battle with the demon.

Nightmare Baltimore


We activate the Baltimore Nightmare quest while moving through the story, when we look for a crystal with a dragon's dream in a quarry.

In Vergen we will find the house we saw in the dream, in the quarry when we found the crystal.
It is located near the mines. Near the house we will see the blacksmith Thorak. From a conversation with him, we learn that he is a student of the legendary blacksmith who disappeared several years ago. After this incident Thorak inherited his house. Thorak doesn't mind us taking a look at the workshop. There we will find a wall that can be destroyed with magic. We destroy and find the chest. And in the chest is a map of Baltimore.

Now we can:
1) Tell Thorak about the find.
2) Keep quiet and calmly leave.

Now we have to go over the map we found, only it’s not a map, but poetry. But I will describe in simpler terms where we should go.

Run to the quarry(there Geralt will say that his medallion is vibrating), we go down, next to the runic door there is a path to the left, we rise to the elevation there is a chest.

Next, we run into the lair of the trolls, then we turn into the left passage, if we face the lair of the trolls. Run to the fork, turn right(If you turned right, you will see the ship), there will be a rune door behind the green ivy. To get through the ivy, use Igni and burn it. We open the door. Inside we find a chest with the runes of the legendary blacksmith Baltimore. But as soon as we start opening the chest, Thorak will appear here with his students.

This is where our choice will affect, at the beginning of the quest:
If earlier you chose option (1) and showed the found card to Thorak, the dwarf will ask you to open the chest with your own hands. If we agree, the quest will be completed and we will receive a monetary reward and the contents of the chest. If we do not allow Thorak to open the chest, he will attack us.

If you previously chose option (2) and did not tell Thorak about the map found in his house. The dwarf will rush into battle. Having dealt with Thorak and his students, we open the chest and take all the treasures for ourselves. We also find interesting notes, which say that it was Thorak who was the killer of Baltimore. We take the notes to Cecil Bourdon and get a reward.

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