The Witcher Quick Quest Guide


 THE WITCHER
 
 Quick Quest Guide
 
 Copyright 2008 Brian C. Jenkins
 
 
 
 * Table of Contents *
 _________________________________
 1.0 - Defending Kaer Morhen
 2.0 - A Potion For Triss
 3.0 - Berengar's Secret
 4.0 - Of Monsters and Men
 5.0 - She's No Early Bird
 6.0 - The Salamander's Tail
     6.1 - Strangers in the Night
     6.2 - The Secret Garden
     6.3 - Buried Memories
 7.0 - Witchers' Secrets
 8.0 - Racists
 9.0 - Dead Hand of the Past
 10.0 - Prison Break
 11.0 - Wanted
 12.0 - Suspect: Vincent Meis
 13.0 - Memory of a Blade
 14.0 - An Old Friend of Mine
 15.0 - A Mysterious Tower
 16.0 - A Most Uncommon Wine
 17.0 - The Crown Witness
 18.0 - Vizima Confidential
 19.0 - What Lies Beneath
 20.0 - Anatomy of a Crime
 21.0 - Worth its Weight in Gold
 22.0 - Force Recon
 23.0 - The Cannibal
 24.0 - The Sentry
 25.0 - Identity
 26.0 - A Posh Reception
 27.0 - All the King's Men
 28.0 - The Source
 29.0 - Blue Eyes
 30.0 - Lock and Key
     30.1 - Following the Thread
     30.2 - Reaping Time
 31.0 - The Viziman Connection
 32.0 - Beauty and the Beast
 33.0 - The Unforgiven
     33.1 - Six Feet Under
 34.0 - A Restless Ghost
 35.0 - Ripples
 36.0 - Old Habits Die Hard
 37.0 - Alvin
 38.0 - Armor
 39.0 - The Heat of the Day
 40.0 - Hunting the Wild Hunt
 41.0 - Free Elves
 42.0 - Sweet Revenge
 43.0 - The Flame that Cleanses
 44.0 - Her Highness the Striga
 45.0 - The Ashes of Vizima
 46.0 - Frozen Reflections
 __________________________________
 
 
 ===============
   WALKTHROUGH
 ===============
 
 -- 1.0 Defending Kaer Morhen --
 
   As expected, you begin the game as the Witcher, a warrior trained from
 birth to fight against all evil and unnatural beings.  First you find yourself
 tasked with defending your keep, Kaer Morhen.  As soon as you have control of
 your character, L-click the sword on the training dummy to equip it.  Now 
 L-click on an enemy to attack.  Only click once, then wait for the sword icon
 to show flames and click again, and repeat.  You'll soon get used to the 
 timing.
   After the initial group is dead, follow everybody up the nearby stairs.  
 After the cutscene, follow the map marker to the top of the wall, killing 
 bandits along the way.  Another cutscene interrupts once you reach a tower.
 Afterwards, make your way to the Upper Courtyard, killing more bandits.  Once
 all the nearby bandits are dead, activate the winch to raise the gate.  After
 the cutscene, you'll need to go back up the stairs and into the fortress with
 Leo.
   Clear out some bandits from the large room and enter the west stairwell for
 another cutscene.  Afterwards, follow Leo to the circle of elements to learn
 your first sign (magic), Aard.  A chest along the way contains 3 flints.  Go to 
 the stairwell you used to come up, and R-click in front of the debris to use 
 the Aard sign.  Outside, after a cutscene you'll be faced with a choice:  
 battle it out with the Frightener, or go back inside to protect the lab.  
   I found the Frightener to be a difficult fight, even though I used the siege
 cauldrons as bells as suggested.  Choosing to go to the lab leads to a fight
 with Savolla directly inside the keep.  When fighting him, simply take out
 the mages supporting him, and use strong style to defeat Savolla himself.  
 Savolla will occasionally teleport around a bit, but this fight should be
 easy.
   Go to the west stairwell and descend to the lab after talking to Triss on
 the ground.  After the next cutscene you'll probably need to meditate to reach
 level two.  
   Next, take the three Swallow potions from the wardrobe, talk to Vesemir, and
 leave the lab, heading upstairs.  
 
 
 -- 2.0 A Potion For Triss --
 
   Talk to Lambert for the potion quest and then enter the kitchen and go up the 
 stairs.  Kill a few bandits in the hallway on the upper floor and retrieve the 
 White Gull from the chest in the room at the far end.  The calcium equum, as 
 stated, is in a chest in the evening hall, next door.  Go downstairs and tell 
 Lambert you have the ingredients.  Next, seeVesemir, who should be on his way 
 up from the lab.  Ask him if there are other witchers to get the Berengar's 
 Secret quest.  Next ask about the formula for the potion.  He'll give you 
 celandine, then instruct you how to skin the frightener for a claw.  Head 
 outside and turn right.  You'll see a tiny pile ofremains from the Frightener.  
 Take the ingredients and go back to Vesemir.  Click the rest symbol in his 
 dialogue window to meditate.  All potions are madein this mode.  Click the 
 potion symbol in the upper right and then the name ofthe potion on the left.  
 This will add the proper ingredients automatically.  Finally, click the 
 hourglass to meditate and create the potion.
   Now go up to Triss's room via the stairwell in the kitchen.  Talk to her and
 click the gift icon and then the potion in your inventory.  Let's just say that
 Triss will be appreciative of you helping her. 
 
 
 -- 3.0 Berengar's Secret --
 
   This quest is updated if you ask the reverend in Vizima about the salamandra.
 When you get to Vizima and get out of jail, you need to visit Thaler the fence
 to ask how he obtained Berengar's silver sword.  Asking Thaler is part of quest
 13.0, "Memory of a Blade".  Both will update when you ask him.
   To learn more you need to find Kalkstein at his shop.  Upon talking to him 
 you learn that Berengar actually worked for him.  You might learn more by 
 talking to some of the denizens of the swamp.  Also by talking to Kalkstein, 
 you can get the Mysterious Tower quest, number 15.0.
   Vaska, in the swamp village is the next one to talk to.  She says Berengar 
 was attacked by men, not monsters.  Sure enough, you can find his mutilated
 body on the western side of the clay pits.  Or so it seems.
 
   After completing quest 22.0 you'll learn that Berengar is actually still 
 alive.  This quest will update at that time.
 
 
 -- 4.0 Of Monsters and Men --
 
   Now you'll find yourself in the outskirts of Vizima, a sort of suburb.  
 You'll immediately have to take care of four barghests.  Use strong style to 
 defeat them and then gather up all the ingredients in the remains.  You'll also
 meet Shani, an old friend of yours.
   Go to the notice board in front of the nearby inn and drag the contracts to
 your inventory.  R-click them to add the quests to your journal.  These are
 simple kill and reward jobs.  The barrel nearby has a couple flints and a 
 couple orens (money).
   Go through the village to the west and find the reverend near the chapel.
 He'll only be there during the daytime.  He tasks you with destroying the Beast
 that has been plaguing the village.  You need to light all five of the eternal
 fire shrines during the next night cycle.
   When you do, you'll soon notice that the barghests are still a problem. 
 Return to the reverend's house to report what happened.  He accuses Abigail of
 bringing the beast upon the village.  Better head for her house to ask a few
 questions.
   She professes her innocence but says she might be able to help if you bring
 her five white myrtle petals.  You can either buy them from the herbalist 
 outside the inn (9 orens each) or you can put some skill points into the 
 intelligence tree, notably the level 2 herbalism skill, so you can gather them
 yourself.
   Return to Abigail with the petals and she will need some time to brew the 
 potion.  Leave and come back in half an hour and she will be done.  After the
 cutscene she'll give you some notes on the beast that Berengar left.  You need
 to head back to the reverend at this point.
  
  -This quest ends during the course of quest 6.0
 
 
 -- 5.0 She's No Early Bird --
 
   Just outside the gates you'll see a woman being hounded by four men.  Kill 
 the lot of them and then escort her to her grandmother's house.  You'll face
 several barghests along the way.  Once you reach her grandmother's house she
 suggests meeting her at the old mill the next evening.  Make sure to bring
 some wine if you plan to show up.
 
 
 -- 6.0 The Salamander's Tail --
 
   Speak to the reverend, far to the west of the inn.  During the daytime, you
 can find him near the chapel or his house next door.  Ask him about the 
 salamandra.  He wants you to take care of the Beast first.  Afterwards you'll 
 need to please Odo, Mikul and Haren.  Make sure to equip the signet ring he
 gives you so the others will cooperate with you.
   First, I went to see Haren in his house by the river.  Go to the northeast of
 the reverend and enter the house with the door facing the water.  When you have
 finished the next three subquests you need to visit the reverend again.  He 
 then points you to Olaf, the innkeeper, who has a key for you.  The key will
 gain access to a house where a salamandra meeting will take place. 
   Inside the inn, some local thugs have killed the innkeeper and are harrassing
 Shani.  Kill the lot of them and then search the innkeeper's pockets for the 
 key.
   Go to the salamandra hideout and kill the two out front.  Four more await 
 inside the small house.  Go down through the trapdoor in the corner.  After
 talking to the group of salamandra, you'll have to kill the entire group.  Loot
 everything and then follow Alvin.  He'll lead to a section of wall weak enough
 to blow down with Aard.  
   In the adjoining cavern you will find Abigail in the process of brewing a 
 spell.  An angry mob has gathered outside the cave and threatens her.  At this
 point you have to make a choice.  When you leave the cave, you'll have to 
 either denounce Abigail or defend her.
   If you say she is guilty then the villagers will presumably kill her after
 you walk away.  Next the beast will show up and the villagers will help you 
 fight it, though they all die early in the battle.  
   If you defend Abigail, then she will help you fight the beast, and you'll 
 have to fight the villagers afterwards.  I prefer this choice, especially 
 because you can loot a few hundred orens off of their bodies when it's all said
 and done.
   Next head to the inn for Shani.  You'll quickly notice on the way that the 
 entire village has been killed.  With Shani in tow, go to the miller's gate 
 where Mikul is waiting to let you into Vizima.  Well, not exactly.  Instead he
 has you arrested.  You'll soon find yourself wallowing in a cell in Vizima.
 The following cutscene gives you quest 10.0, Prison Break.
 
  
   -- 6.1 Strangers in the Night --
 
   Talk to Haren and offer to take care of the drowners for 200 orens.  He 
 accepts and you have to wait until nightfall.  Go a little to the east and 
 you'll face roughly eight drowners before the encounter is over.  Afterwards, 
 an elf will approach you and ask to take the goods you were guarding.  It turns
 out Haren has a deal with them.  I turned over the goods and got 200 orens in 
 return.  Go back to Haren and he'll give you another 200.  Nice!  Unfortunately
 he doesn't give up any info about salamandra.  That, you'll have to get from
 the reverend.  
 
 
   -- 6.2 The Secret Garden --
 
   Check your map and head south to Odo's house.  Have a few drinks with him and
 then you'll have to go outside and fight some giant plants while intoxicated.
 Use fast style to cut the two of them down in about ten attacks each.  Loot and
 return inside to Odo.  He'll try to cheat you, but then pays up the 100 orens.
 
 
 -- 6.3 Buried Memories --
 
   Talk to Mikul on the Merchant's bridge for this quest.  He agrees to pay 200
 orens if you rid the crypt of undead.  Head there and clear out about seven 
 ghouls with strong style.  Make sure to click on the Circle of Inner Fire to
 gain the Igni sign!
   Go back to Mikul for your reward. 
 
 
 -- 7.0 Witchers' Secrets --
   
   This quest ties in with the previous one.  Gain the trust of Odo, Mikul and
 Haren to further it.  Once you do, you'll need to talk to the reverend and then
 Olaf, the innkeeper, for a key to the hideout.
 
   Once you reach the Temple Quarter of Vizima, you'll need to speak to a
 detective named Raymond.  His house is very near where you enter the city.  He
 tells you of a salamandra prisoner in the dungeon who might have some info 
 about Azar Javed.  When you leave Raymond's you'll have to fight a group of 
 salamandra outside.  It seems the professor has set some kind of trap for you.
 Make sure to loot the fisstech from one of the thugs.  It will be useful for 
 persuading Jethro to tell you where the prisoner is.
 
   -This quest updates again when you kill Roland Blonheim as part of quest 30.2
 
   -This quest updates again when you finish quest 31.0
 
   During chapter five you'll receive a tip from King Foltest to go to the Old
 Manor to take care of salamandra once and for all.  From the swamp cemetery, 
 go down the southeast road to the manor.  Once there, head east and south and 
 go up the hill.  You'll see a mutated Rayla and Azar Javed at the top.  You'll
 fight Rayla and Javed disappears.  She'll go down fairly easily although she 
 blinded me a couple times.
   A little further on you'll fight an armored hound and a couple masked 
 warriors.  Make sure to use strong style to bring the hound down fast.  Up the
 hill further you'll fight a mage, a warrior and a couple more hounds.  Wait 
 for your vitality to regenerate, save your game and go through the archway.
 Sigfried will show up with some knights and you have to fight a group of 
 mutants, mutant assassins and greater mutants.  This fight will be a little
 tough, but should be manageable by using a potion or two.  Luckily I had a 
 White Raffords Decoction left to instantly regenerate vitality.  Talk to 
 Sigfried when it's done and follow him down the hill to the well.  You'll 
 have to fight two more mutants and two more greater mutants once there.  Save
 the game again and talk to Sigfried.  You'll be transported inside the cave.
   Just ahead lurks some mutant assassins, masked warriors and armored hounds.
 Try to draw them one at a time back to the entrance.  You won't have much of a
 chance fighting all of them at once.
   To the north, save your game and go through the gate.  Javed will summon a 
 monster called a koschey.  Use your silver strong style and the Igni sign to
 defeat it.  I recommend using diamond dust or other enhancer on your blade
 first.  I also used a Blizzard potion.  Leave through the door opposite where
 you came in.
   You'll soon see a warrior and an armored hound on patrol.  You'll also face
 a couple mutant assassins in the darkened corridor.  Make your way clockwise 
 around the loop.  Azar Javed is at the end of the loop.  There is a fireplace
 in the northwest corner.  It's convenient for regaining vitality.
   Through the next door you'll find a mix of run-of-the-mill monsters.  You
 can also exit the catacombs from here.  Continue through the next closed door
 and fight off some warriors and armored hounds.  Through another door, Javed
 will sic the Greater Brothers on you.  Make sure to use steel strong style and
 they'll go down quickly.  You won't get a chance to regenerate vitality before
 fighting Javed, unfortunately.  I used my last swallow potion and attacked 
 Javed with steel strong style and Igni signs.  Despite his knockdowns and 
 blinding attacks, he dropped faster than I thought he would.
   Use the mirror afterwards to reveal the treachery of the grand master.  
 Outside, go back up the hill and through the old manor compound to reach the 
 boat dock.  Talk to Sigfried to end the chapter.
 
 
 -- 8.0 Racists --
 
   Go to the northeast of the chapel and, among the group of houses near the
 water, you'll find some thugs hassling a dwarf.  The dwarf is Zoltan Chivay, an
 old friend of yours.  Kill the thugs and loot their bodies for a dice set which
 starts the dice quest.  This quest is a fun mini game that you'll play quite a
 bit before the game is done.  Anyway, talk to Zoltan a bit and then take your
 leave.  You'll see him again soon enough.
 
 
 -- 9.0 Dead Hand of the Past --
 
   Talk to the merchant Leuvaarden at the inn to start this quest.  He wants you
 to return from a nearby cave with word of his friend.  The cave is just to the 
 west of Vizima's south entrance.  Inside you'll find a single large cavern.  
 Don't run in too quickly, as echinops plants will spring up and surround you.
 Take it slow and try to fight them one or two at a time.  You'll find maybe
 seven or them in there.  They are vulnerable to Igni.  Hold the alt key to find
 remains on the ground.  One set of remains will be from Leuvaarden's friend.  
 Take the skull to the reverend and ask if you can bury him in the crypt beneath
 the church.  Then go next door and downstairs.
   Place the skull into the sarcophagus and watch the cutscene with the lich 
 king.  Afterwards, Leo's ghost shows up and taunts you.  A fight with him soon
 ensues.  Make sure to loot the weapon upgrade from his body.  
   Now return to Leuvaarden for your money.  If the salamandra have already 
 attacked the inn and he's gone, then you'll have to wait until you gain access
 to Vizima.  Once you do, Leuvaarden can be found on the dike, during daytime.
 
 
 -- 10.0 Prison Break --
  
   After the cutscene, talk to the elven convict in the corner and play a game 
 of dice with him.  Afterwards, a guard offers a pardon for whomever can kill a
 cockatrice in the city's sewers.  You'll have to fist fight the big guy for a
 chance to do it.  No matter how bad you do, after a minute or so you'll 
 automatically win the fight.  The sewer will load after you are given a silver
 sword that presumably belonged to Berengar.  This also updates the Berengar's
 Secret quest.
   In the sewer, kill the nearby drowners and then talk to Sigfried, a knight.
 The two of you should head west to find the cockatrice.  Defeating it will be a
 cinch.  Loot the body and follow Sigfried to the exit.  You'll have to kill a 
 few salamandra before exiting.
   Go straight to the dungeon and talk to Jethro to finish up this quest.  
 Definitely grab all your gear from the chest.
 
 
 -- 11.0 Wanted --
 
   You need to find out who the professor's enemies are.  He must have some if 
 he ended up in jail.  Speak to the jailer Jethro and ask why the professor got
 out of jail.  Your next lead is to talk to a guy at the inn who rewards people
 for salamander badges.  You can find him there at night.  He is called simply
 "messenger".  Instead of threatening him, just have a few drinks with him and
 then say you are looking for work.  He reveals that he works for Leuvaarden, 
 who can be found on the dike to the west.
   Find Leuvaarden and when you ask him why he pays for salamander badges, he 
 offers to pay you for three of them.  Turn over three badges and you have
 proof of his innocence.
 
 
 -- 12.0 Suspect: Vincent Meis --
 
   Talk to Vincent in the dungeon to update this quest.  He asks you to stay
 away from the warehouse in the slums, so something must be going on there.
 Hang out there and the door will unlock at midnight.  You'll find Vincent in
 there dealing with some salamanders.  Regardless of how you answer his question
 you'll still end up fighting the salamanders.  Go back to the dungeon and talk
 to Vincent afterwards.
 
 
 -- 13.0 Memory of a Blade --
 
   Talk to Thaler the fence and ask where he got the sword.  Eventually you are 
 pointed to a gambler at the Hairy Bear inn.  You'll see him sitting at a table
 near the entrance.  He points you to a gardener at Lebioda hospital.  The
 gardener reveals that the sword belonged to witcher Coen.  He says also that 
 Shani knew this witcher.  Visit her at her home or at the hospital if she is 
 at work.  You'll have to bribe the guard to get inside.  At least 30 orens will
 be required.  You'll probably also have to bribe the maid inside Shani's house
 if you see her there.
   Go upstairs and find Shani.  If she is not there, try the hospital.  When you 
 do talk to her, you'll get the quest "An Old Friend of Mine".
   Shani tells you that Zoltan has some information about the sword.  Go to the
 Hairy Bear and talk to him.  Then the history of the blade will finally be 
 complete!
   Don't forget to return to Vivaldi and tell him you have proof of his 
 innocence.
 
 
 -- 14.0 An Old Friend of Mine --
 
   After spending 30 orens to bribe the hospital guard, I got in and got this
 quest from Shani.  She wouldn't talk yet about the sword for the Memory of a
 Blade quest.  Anyway, Shani wants you to retrieve five celandine for her.  If 
 you have the herbalism skill you can travel to the swamp via the docks and 
 collect some.  The herbalist outside of Shani's probably only has a couple for
 sale (12 orens each).
   When you bring the celandine to Shani, you basically only get her gratitude
 for it.  It seems Shani now owes you one.
 
 
 -- 15.0 A Mysterious Tower --
 
   You need to track down copies of the books "The Secret Gates" and "Ain Soph
 Aur".  Kalkstein says a dwarf was in possession of the first one.  The dwarf he
 refers to is Vivaldi, who lives next door.  And he actually has both books.  At
 first he says he is unwilling to sell them, but he'll change his mind.  You can
 acquire both for 400 orens (Ain Soph Aur can also be obtained from a bookcase
 in Gramp's hut in the swamp).  Read both books to update the quest twice.  Go 
 back to Kalkstein to tell him what you learned.  The quest updates again and
 Kalkstein gives you a sephirat stone.  The procedure for getting the rest of 
 the stones I have listed next.
 
 Tipperath - I acquired this one from Leuvaarden for 500 orens.
 
 Kezath - Talk to Vaska, the old woman in the brickmaker's village in the 
          swamps.  She asks you to take care of some drowners near the clay
          pits.  Kill the drowners and return to her.  Instead of the promised
          50 orens, she gives you the sephirot stone.
 
 Y'esath - In a sarcophagus deep in the cave in the southwest part of the
           swamp.
 
 Veen'ah, Ghe'vrath, 'Oth - Donate a food item to the statue inside Lebioda
                            hospital to receive all three.
 
 Neh'tza - Talk to Vaska in the swamp and ask about the history of the mage 
           tower.  She gives you a tarot card that depicts how to wake up the
           sentry golem.  This starts quest 24 which results in the Neh'tza
           stone.
 
   The mage tower will be unlocked once you have placed all ten stones in their
 corresponding obelisks.  Go inside the tower and learn the Axii sign from the
 stones in the middle and then loot the chest.  Take the book to update the
 quest.  When you exit, Azar Javed and the professor will make a surprise
 entrance.  Fight a small specter and then both Javed and the professor.  After
 a brief battle, the two of them will retreat back through their portal.  You
 wake up in Chapter III, in Triss' house.
 
   To finish this quest, visit Kalkstein in the mage's tower at a later time.
 
 
 -- 16.0 A Most Uncommon Wine --
 
   Talk to Conrad at the Hairy Bear inn to get this quest.  He wants you to 
 retrieve a rare wine from a house occupied by monsters.  Inside the house, go
 downstairs and fight four Graveir.  These are definitely the toughest enemies 
 you've faced yet, so stay on the steps and fight them one at a time.  By doing
 this, I was able to defeat them without the use of potions.
   Return to Conrad at the inn, in the evening.  Your reward is a little xp, 
 plus you get to keep the wine.
 
 
 -- 17.0 The Crown Witness --
 
   Raymond, the detective has told you that the city guards have detained a
 member of the salamandra.  Go to the dungeon and talk to Jethro about him.
 Give him some fisstech and he'll tell you that the prisoner was taken to 
 Lebioda hospital.  Head there next.  You can get inside for about 30 orens.  
 The prisoner is in the rear, to the right.  Talk to the guards near him and 
 some local thugs will rush into the place.  Take them out and go back to see
 Raymond.  You now have two leads: Kalkstein and Ramsmeat, a local boss.  See
 the next quest for info on getting to Ramsmeat.
 
 
 -- 18.0 Vizima Confidential --
 
   Raymond tells you to gain Kalkstein's trust to see if he is in league with
 salamandra.  Once you've accepted Kalkstein's tower quest, return to Raymond.
 He is being attacked by salamandra.  Kill the thugs and Raymond thanks you and
 takes off.  He says he will lay a false trail.  You should now go question 
 Leuvaarden.  
   Upon finding him, turn over three salamander badges to him and you'll have 
 proof of his innocence.  This quest updates at the same time as the Wanted
 quest.  Ramsmeat is next.
   You can find him either in the back room of the Hairy Bear or in his house.  
 If you need to get into his house you need to cross blades with the guards
 out front and loot the key from one of them. 
   You won't learn much from talking to Ramsmeat, but now the ball is in 
 Raymond's court.  Head to his house and you'll find he has returned.  Talking
 to him starts the quest "Anatomy of a Crime".
   
   After completing "Anatomy of a Crime" you'll need to head back to Raymond's
 house.
   After telling Raymond about the results, he'll need some time to analyze the
 evidence.  He suggests talking to Ramsmeat in the meantime.  Doing this doesn't
 yield much but it updates Ramsmeat's suspect quest.  Looks like you'll need a
 better opportunity to take him down.  At least you know for sure now that he's
 in league with Azar Javed.  Head straight back to Raymond.  He now wants you to
 kill Ramsmeat.  Prepare for a tough battle.  When you attack Ramsmeat, thugs
 start coming from every direction.  I used Aard to stun Ramsmeat and kill him
 almost immediately, then switched to group style to take care of his buddies.
 A tawny owl and a swallow potion will likely be needed here.  Return to Raymond 
 after the battle.  He is sure now that Kalkstein is guilty as well.  He devises
 a trap to lure the alchemist to the swamp tower.  You need to talk to Kalkstein
 before heading there.
 
 
 -- 19.0 What Lies Beneath --
 
   After the salamandra attack at Raymond's house, the detective takes off and 
 this quest is triggered.  As stated, you need to do some more investigative
 work of your own to further it.
 
 
 -- 20.0 Anatomy of a Crime --
 
   During the daytime you can find the gravedigger just outside of the cemetery
 gate.  If you ask to take the body for an autopsy, he asks you for a bottle of
 dwarven liquor.  I had some medium strength dwarven alcohol on me, but it 
 wasn't enough.  Apparently, he's no lightweight.  Bring him a bottle of
 Temerian rye vodka.  You can get a bottle from the waitress at the inn.  After
 giving it to him he says he can have the body at the hospital by evening.
   Arrive there at midnight and go to the back room and talk to Shani.  After 
 the autopsy, this quest is finished and "Vizima Confidential" is updated.  
 Head to Raymond's house.
   
 
 -- 21.0 Worth its Weight in Gold --
 
   Talk to Yaevinn in the druid grove in the western part of the swamp.  He asks
 you to deliver a letter to Vivaldi.  Deliver it and give Vivaldi a half hour or
 so to prepare his response.  Return to Yaevinn in the druid grove during the 
 daytime.  If you accept quest 22.0 before you deliver the response, you will
 fail this one.
 
 
 -- 22.0 Force Recon --
 
   Just south of the druid grove in the swamp you'll find Sigfried and some of 
 his knights.  You can either agree to help him or take the side of the non-
 humans in the other camp to the northeast.  Based on the already established
 friendship, I chose to help Sigfried.  
   Lead his knights a short distance east and slightly north to the golem
 burial ground.  Defeat the small contingent of nonhumans and report back to
 Sigfried.
 
 
 -- 23.0 The Cannibal --
 
   Near the swamp docks you'll find a character named Gramps (he might be in the
 brickmakers' village).  Lead him to the shrine of Melitele when he asks and 
 then he retires to his hut north of the village.  Visit him there to discover
 that he is a cannibal.  Now choose whether to do away with him or not.  If you
 choose to let him live he gives you a recipe for some type of venom.  The 
 formula didn't show up in my journal for some reason though.  I chose to give
 him what he deserved: a blade in his gut.  You'll have to chase him outside
 where he grabs an axe.  You'll also notice the archespores that have popped up
 nearby.  I believe killing gramps yields more xp than letting him live when the
 quest finishes up.
 
 
 -- 24.0 The Sentry --
 
   To awake the sentry golem you first need to get your hands on a lightning 
 rod.  Either the blacksmith or the Order Armorer in the temple quarter can make
 it for you, depending on which one is mad at you.  At the order armorer I paid
 70 orens for the rod to be made.  Return to the swamp when you have it.
   If it is raining when you get there, then you won't need the druids for this.
 Otherwise, go to the druid grove and pay the elder druid 500 orens to brew up a
 storm for you.  Then go to the golem cemetery and put the rod in the golem's 
 hand.
   The fastest way to finish him off is to run around and activate the three
 pylons when he is within the triangle.  Repeat three times and he should be
 done.  Loot his body for the Neh'tza sephira.
 
 
 -- 25.0 Identity --
 
   Triss recommends talking to fellow Vizimans to try to learn your true
 identity.  During quest 26.0 this one will update.  It updates many more
 times during the course of other quests and comes to completion near the end
 of the game.
 
 
 -- 26.0 A Posh Reception --
 
   The security guard at the foot of the stairs in the New Narakort inn tells 
 you that Leuvaarden requests your presence at six pm.  The security guard will
 step aside at six exactly.  Go upstairs and talk to Triss.  Next talk to all 
 the named characters at the party.  Afterwards, talk to Thaler a second time 
 to update the Identity quest.
   Next talk to Princess Adda again and at the end of the dialogue she asks you
 to bring her what she most desires.  To find out what this is, talk to Velerad
 once more.  Before Velerad tells you, he wants a shot of vodka.  If you don't 
 have any you can sneak into the room at the top of the stairs and take some 
 from the chest in the back.  Give it to him and he directs you to Thaler.
   Thaler then asks for you to retrieve a letter from the chest in the other 
 room (the one that held the liquor).  Talk to Triss next to see if she can 
 conjure up a truly rare steak for you.  Talk to her again and she'll have the
 steak ready for you.  Now serve it to the princess.
   Follow her to the other room when she leaves and let her have her way with
 you if you wish.  Afterwards you'll be talking to Triss outside.  Go find 
 Leuvaarden and talk to him to finish up the quest.  
 
 
 -- 27.0 All the King's Men --
 
   This updates when you leave Triss' house for the first time.  It seems
 the guards are very wary of everyone in the trade quarter.
   After you leave the New Narakort inn you'll see Thaler being hassled by 
 Count De Wett.  De Wett claims Thaler has been dismissed from his post and
 Thaler says otherwise.  I chose to help Thaler out since De Wett seems like
 a jerk.  Thaler will thank you and head into the inn.  He asks for you to 
 follow.  Talk to him inside to learn that the royal edicts are fakes.
 
  - This quest updates during the "Lock and Key" quest
 
   After completing quest 30.0, go talk to Triss.  She'll have had enough time
 to examine the Seeing Stone.  You'll now see a map marker over the house in
 Vizima last communicated with.
 
 
 -- 28.0 The Source --
 
   Triss needs help finding the source of some recent magical anomalies.  She
 asks you to place three magic sensors around Vizima.  Fortunately the locations
 will be marked on your map.  For now, only the first one is marked.  Activate
 the relief carving on the side of the bank wall and place the first sensor.
   Next go to the cemetery and place the second sensor.  Watch out for the 
 graveir and alghoul roaming around in there.  I took this opportunity to
 explore the crypt also, gaining some xp.
   The last sensor needs to be placed next to the sewer entrance in the temple
 quarter.  Triss now tells you that the source of the anomalies is the child
 Alvin, at Lebioda hospital.  You are now faced with another choice, as Shani
 doesn't trust Triss and wants the boy for herself.  I chose Triss and it 
 doesn't seem to matter much in the end which you choose.  
   Go to Lebioda hospital and you'll find that Alvin is gone.  Dandelion tells 
 you that he's been kidnapped by some thugs.  Follow him to the house and enter.  
 Slaughter the four kidnappers and Dandelion enters the house.  Now you make 
 your choice.  I chose to have him take Alvin to Triss, since I've known her
 longer.  Talk to whomever you left Alvin with, and then talk to the other 
 woman afterward.  The woman you left out will be a little ticked at you.
   Talk to Triss to finish up this quest.
 
 
 -- 29.0 Blue Eyes --
 
   A knight in the New Narakort Inn by the name of Patrick De Weyze needs help
 finding his sister.  He thinks she was bitten by a vampire.  Go to the House of
 the Night in the western end of the trade quarter and talk to the Blue-Eyed
 Lass inside.  To find out if she's in fact Patrick's sister you need to sleep 
 with her.  Either pay 500 orens or give her a sapphire as a gift.  Talk to her
 again afterwards and ask about the bite mark.  Next go tell Patrick what you
 saw.  
   Patrick will insist that his sister is under the control of a vampire.  He 
 wants you to go investigate this.  Return to the House of the Night and talk to
 the guard at the foot of the stairs.  I bribed him with some fisstech and got
 access to the upstairs.  The easiest way to complete the quest I think is to
 sleep with the vampires (nothing in this game surprises me anymore) and then 
 turn on them when Patrick arrives and threatens you.  Kill the vampires with
 the knights' help and you're done.
 
 
 -- 30.0 Lock and Key --
 
   Complete 30.1 and 30.2 and you'll have two key documents that Leuvaarden is
 looking for.  Return to him at the New Narakort inn when you have the encrypted
 letter and the salamandra code key.  He says he'll need time to analyze the
 documents.  Leave and the inn and go right back inside and he'll be finished.  
 He now directs you to talk with his contact who is a Temerian soldier on 
 patrol.  You must use the password he gives you to find the contact.
   The contact is a guard officer roaming the streets of the trade quarter.  I 
 found him on the third try and I have a feeling that this is typical of the 
 quest.  He tells you to meet him and his men in the sewers at midnight.  Go to
 the red marker on the sewer map and talk to the officer.  His men put up a 
 ladder for you to exit the sewers.  The salamandra are about to conduct a 
 meeting.  Go inside and head for the back room.  After the cutscene ends, stay
 in the narrow corridor and battle it out with the salamanders.  Then talk to
 Radovid through the mirror and take the Seeing Stone when you're done.
   When you go outside you'll encounter the werewolf from the Beauty and the 
 Beast quest.  I chose to let him live at the end of the cutscene so I could
 still finish the werewolf quest.  At least you know his identity now.
   Enter the door to the Old Forge which is actually the werewolf's hideout. 
 Go down into the sewer via the trapdoor in the floor.  Make your way back to
 the trade quarter and go show Triss the Seeing Stone.  Then go talk to
 Leuvaarden to finish this one up.
 
 
 -- 30.1 Following the Thread --
 
   Talk to Jethro in the temple quarter dungeon and he directs you to a man 
 named Angus in the slums.  You'll find him near the Hairy Bear inn.  After
 questioning him he will run home scared.  Follow him to find out where he
 lives.  Go inside, kill him and loot his body.  Taking the letter from him will
 update the quest.  Looks like you'll have to go back to the sewers to find the
 supplier.
   Enter the sewers from the trade quarter and head for the red dot on your map.
 You'll see two bandits guarding the lair.  The password to gain entry is 
 "thorn".  Make your way deep into the lair until you come to a room with a long
 rectangular table in the middle.  The large chest against one wall contains a
 letter that will update the quest and also alarm all of the thugs.  You'll have
 to fight your way back out of the lair.  Jethro waits for you outside.
 
 
 -- 30.2 Reaping Time --
 
   Speak with Vaska in the swamp to begin this one.  The salamandra have been
 forcing the villagers to gather herbs in the swamp for their fisstech 
 production.  The three camps you need to shut down are in the cave, the 
 lumberjacks' glade and the collapsed tower.  There is also a base camp in the 
 old nonhuman camp in the northeast.  The base camp will be a tough battle if
 you don't handle it properly.  It is accessed via a narrow catwalk.  Lure in 
 some of the salamandra and fight them on the catwalk so you can face them one
 at a time.  There are approximately 15 of them there.  The leader, Roland
 Blonheim, will have a letter on him that updates the quest.  Talk to Vaska 
 next.  She directs you to the Hierophant in the druid grove (which doesn't
 even update any quests).
 
 
 -- 31.0 The Viziman Connection --
 
   After killing Roland Bleinheim in the swamp, read the letter from Gellert 
 that he carries to update this quest.  You'll learn the location of the 
 fisstech transfer point in the temple quarter sewers.  Go to the marker on
 the map labeled "transfer point" and you'll find Gellert and some accomplices.
 Wipe the group out and loot the documents from Gellert.  Now you're ready to
 tell Jethro what happened. 
 
 
 -- 32.0 Beauty and the Beast --
 
   This quest can be gotten from Carmen, a prostitute in the temple quarter 
 slums.  Sometime she will show up in the dock area of the swamp.  She needs you
 to go visit the druids and ask for a cure for lycanthropy.
   Speak to Hierophant at the druid grove and he gives you a couple ideas.  You
 need to collect five leaves of fool's parsley and tell Carmen to weave them 
 into a shirt.  First you need to ask Carmen the identity of the werewolf.  She 
 won't name him, however, and you'll have to wait to see if you can discover
 his identity on your own.
   During the Lock and Key quest, after the salamandra meeting, you'll encounter
 the werewolf.  At this point you can choose whether he lives or dies.  If you
 kill him, you can't finish this quest.  Head back and talk to Carmen when you 
 can.
   Now you need to go back to the swamp and collect that fool's parsley.  Just 
 run around holding the alt key until you find enough.  Give the leaves to 
 Carmen and then leave the area and come back to give her some time to weave the
 shirt.  Unfortunately, the shirt didn't work and you'll have to go with plan
 B.
   For help making a potion you'll need to see Kalkstein again.  Instead of in
 his lab you'll find him at the mage tower in the swamp.  You'll have to ask for
 the potion, leave the tower and come right back for it to be finished.  There
 is one more ingredient you need to add, however: a virgin's tear.  Go back to 
 Vizima and talk to townswomen in either the temple or trade quarters.  I found
 the one I was looking for in the center of the trade quarter.  She was wearing
 a purple shawl on her head.  Once you find her, return to Carmen with the 
 potion.
   Once again, your efforts were for naught.  The potion doesn't work and it's 
 on to plan C, true love.  You'll need to talk to Vincent about how he treats
 Carmen.
 
 
 -- 33.0 The Unforgiven --
 
   You receive this quest at the completion of quest 30.  Leuvaarden wants you 
 to strike up an alliance with either the Scoia'tel or the Order.  In the past I
 was allied with the Order so I went to talk to Sigfried in the temple quarter.
   To gain his trust you'll have to complete a task for him.  Some people have
 been disappearing in the cemetery and he wants you to investigate.
 
   After completing 33.1, Sigfried still doesn't agree to help you.  When you 
 walk away a boy will run up to you and shout that Vivaldi's bank is being 
 robbed.  This starts quest 33.2.
 
   After completing 33.2, go back and see Triss.  She will get all the 
 interested parties together at the banquet.  When you reach the inn, Vincent
 tells you that salamandra will be there soon.  Sure enough, some of them rush
 in and you get a chance to fight at the side of a werewolf.  Go upstairs after
 they're all dead.  After the next cutscene you'll be teleported into the
 salamander base.  
   Use Aard to destroy the barricade and clear out the large cavern of 
 salamanders.  Go down the other corridor to find Sigfried.  After talking to
 him, go a little forward and to the right where you'll see a mage sitting at
 a table.  Kill him and take the Stone of Power on the stool.  Use it to open 
 the portal just a little ways ahead.  A huge battle begins as the Order 
 soldiers start flooding in.  Either during or after the melee, you can 
 approach Javed and the professor for a cutscene.  
   Afterwards you will be cut off from Sigfried and the others.  You're off to
 chase down those two by yourself.  In the next area you'll fight a few 
 salamanders and then go up to Javed.  Next is a fight with the professor and
 some kikimores.  The prof isn't that much harder than any of the other 
 salamandra.  After the next cutscene you'll be in a large cavern with the 
 kikimore queen.  Don't even think about fighting her.  One hit will destroy 
 you.  Approach the corridor when she disappears.  A cutscene shows her rise
 up again.  Enter the corridor, turn around and use Aard on the wooden supports
 to collapse the tunnel.  This will only hold for a short time.  Don't fight 
 any kikimores in this area!  Just run to the next supports and fell those as
 well.  Enter the next large cavern and fell one of the supports near the other
 side.  Run into the next corridor and the cavern behind you will collapse, 
 killing the queen.  Loot her body for some quest items.  Continue on your way
 and you'll end up in Vizima, at the dike.  Princess Adda, you now know, is in
 league with salamandra and she shows up to arrest you.  Luckily Triss teleports
 you out of harm's way.  You end up in a strange place and begin chapter four.
 The new chapter begins with quest 35.0, "Ripples". 
 
 
 -- 33.1 Six Feet Under --
 
   Enter the cemetery at any time of day and you'll find a ghoul named Vetala
 in the middle building.  If you let him live, he'll tell you that a unit of
 elves is responsible for killing the missing people.  You can find them just to
 the north, near the crypt entrance.  They give you the choice of fighting them,
 or saving some more townspeople that are inside the crypt with the ghouls.  I
 chose to save the innocents instead of fighting, and Sigfried was very happy
 with the choice in the end.  Go inside the crypt and slay six ghouls in the 
 back room.  Talk to the people and report back to Sigfried.
 
 
 -- 33.2 Gold Rush --
 
   Head to the bank in the trade quarter.  Velerad will explain the situation 
 and then suggest entering the bank via the warehouse next door.  
   Inside the warehouse you'll find approximately six fleders between the two
 floors.  Kill them all and go through the upstairs door into the town hall.  
 From there, go downstairs and then through the door into the bank.  Go
 downstairs again and you'll talk to Yaevinn.  If you don't join him, as I 
 didn't, you'll have to fight about seven or eight Scoia'tel.  I used a swallow
 potion beforehand, and took them out with strong style.  I looted a nice
 ceremonial elven steel sword before heading into the sewer inlet.  Look for
 a small hole in the wall near the floor and enter the sewers. 
   Fight off only a small handfull of Scoia'tel and then Sigfried will tell you
 that Yaevinn has escaped.  In return for your help at the bank, Sigfried will
 now agree to help you against salamandra.  
 
 
 -- 34.0 A Restless Ghost --
 
   Talk to Hildegard Zollstock near the cemetery entrance in the temple quarter
 for this one.  Her dead husband is haunting her and she needs your help.  Enter
 the cemetery at midnight to find him.  When returning to Hildegard, she'll 
 likely be waiting around the same time of day that you found her before.
 
 
 -- 35.0 Ripples --
 
   Talk to the vodyanoi at the nearby altar and tell him you will kneel before
 the lady of the lake.  He gives you this quest and also tells you of another 
 witcher who has been tasked with killing the vodyanoi.  You must head to the
 crypt to the south.  There you will finally meet Berengar.
   In quest 35.1 Berengar tells you to speak to Julian, the human leader and 
 the vodyan priest at the lady of the lake statue.  
   For me, the vodyan priest disappeared for awhile.  After a little work on
 the Alvin quest and the Heat of the Day quest, he showed up again.  If you
 talk to him now, he'll want you to lure a cow to the island temple for a 
 sacrifice.  You are to kill Dagon, the creature that lives in the lake.  
 Supposedly the cow loves fruits and nuts.  Alternately, you can travel to 
 Black Tern island and talk to the Lady of the Lake, a nymph who wanders 
 around.  She will also ask that you kill Dagon.
   If you want, you can skip the cow part altogether by going to Black Tern 
 island and killing the Dagon acolyte there.  This will draw the beast out.
 I chose to lure the cow to the island and use it, therefore getting a new 
 sword as a prize from the vodyanoi priest.
   If you choose to use the cow, visit the baker in his house to buy some
 dried fruit & nuts.  Give them to the cow and it will start following you.
 Run to Lakeside and use the boat to cross to Black Tern island.  The cow
 will be on the other side with you when you arrive.
   Lead the cow to the temple on the other side of the island and kill it
 when it's inside.  After Dagon arrives, focus on his worshippers, since he
 can't be damaged.  Kill them one at a time with fast style and Dagon will die
 once enough of his worshippers have perished.  Loot Dagon's body and return to
 whomever asked you to kill Dagon for your reward.  From the vodyanoi priest I 
 received a meteorite sword with +40% damage and chance of bleeding +30%.
 
 
 -- 35.1 The Paths of Destiny --
 
   Fight some monsters at Berengar's side and then follow him when he takes 
 off.  Go left at the branch and you'll soon see him.  Help him fight off some
 more of the same and then follow him again.  The third time is the hardest, 
 with more Alps and a Wraith.  I had to use Specter Oil to get some damage on
 the wraith.  Afterwards, follow Berengar back outside and talk to him at his
 fire.  You should probably take care of another quest or two and then return
 to him.
   After completing the quest "The Heat of the Day", this quest will be updated
 after speaking with the Lady of the Lake.  You must now speak with Berengar at
 his fire.  Speak to the Lady again afterwards and then when leaving the 
 island, you'll be confronted by Berengar.  He reveals some shocking truths,
 and then you'll have to fight it out with him.  I managed to stun and finish 
 him easily.  Loot his corpse for a good chunk of money.
 
 
 -- 36.0 Old Habits Die Hard --
 
   Talk to Naiad, a water nymph near where you begin chapter four.  Agree to 
 help her find her turquoise necklace to receive this quest.  You need to kill
 drowners by the lakeside, on Black Tern island and near the village.  Then you
 need to find and kill their leader.
   At night, kill the drowners a little west of the Fisher King's hut.  Then
 take his boat (if you've already asked him) to the east and cross to Black 
 Tern island.
   Near where you land on the island you'll see a group of drowners.  Kill them
 with ease and another part is done.  You can explore the island if you want.  
 It's loaded with wyverns and Royal wyverns but not much else at this point.
   Lastly, I looked along the riverbank south of the village and soon found the
 final group.  Zephyr was among their number and he'll fall as easily as the
 rest.  Make sure to loot the necklace from him and return to Naiad in 
 Lakeside.  She gives you the choice of three rewards.  I chose the book about
 the vodyanoi since I already had an earth rune.  It added several bestiary 
 entries to the journal.
 
 
 -- 37.0 Alvin --
 
   When you first arrive in the Lakeside village you'll speak with Dandelion 
 and receive this quest afterwards.  Speak with Alvin in Alina's house in the
 village.  Then go see Julian in the inn.  You'll see him outside talking to
 Alina's sister, then he disappears.
   Go back to Alina and ask about Alvin.  She says he is at the ruins nearby.
 There you'll find a ghost that Alvin has apparently summoned.  Instead of 
 gambling with him for who gets Alvin, I simply attacked and sent him back 
 where he came from.  Afterwards, you'll give Alvin a Dimeritium necklace to
 ward off his nightmares.
   This quest updates extensively during the Heat of the Day quest.  After
 completing that quest, go see the Fisher King at his hut in Lakeside.  He'll
 direct you to the Lady of the Lake on the island.  You'll find her at the
 vodyanoi temple on the east side.  She in turn directs you to speak with 
 Berengar.  This also updates the Paths of Destiny quest.
 
 
 -- 38.0 Armor --
 
   Talking to Berengar at his fire after fighting in the crypt will gain you
 this quest.  Talk to the blacksmith in the village and the elven craftsman to
 the west of the Fisher King's hut.
   The blacksmith tells you that you need to search crypts where great knights
 are interred to find pieces of the armor.
   Nothing much happened with this quest until I reached chapter five.  Since I
 sided with the Order, Rayla refers me to the Order Armorer in Old Vizima.  He
 says that he can recreate the armor if you bring him some necessary items.  
 The following is a list of the items:
 
  Piece of Armor - I found one in Raven's crypt in the swamp cemetery.
 
  Remains of Raven's Armor - also in Raven's crypt.
 
  Notes of an Elven Minstrel - chapel in swamp cemetery where you fight the
                               striga.
 
  St. Gregory's Litany - in the crypt under the chapel in the swamp cemetery.
 
  Bifunctional Fiber and Alloy Recirculator (Scoia'tel faction) - in the crypt
      connected to the mine in the western part of the swamp cemetery. 
 
  Magic Formula (Neutral faction) - in the crypt connected to the refugee's 
      camp in the swamp cemetery.
 
   Take whichever items you need back to the prospective blacksmith and receive
 your new armor.
 
 
 -- 39.0 The Heat of the Day --
 
   Talking to Alina in her house in the village will start this quest.  Go to 
 the inn to talk to Julian.  When you leave the house you'll meet Adam, a 
 secret admirer of Alina.  This updates the quest again.  Next head to the inn.
 There you'll meet Alina's sister outside.  She tells you that Alina does not
 love the man she is to marry.  If you give her a nice ring, she will also 
 sleep with you to prove some kind of point to her sister. 
   Dandelion talks to you inside the inn and gives you an amulet for Alvin and 
 a letter from Triss.  Talk to Dandelion again inside the inn to update the
 Identity quest.
   Go back to Alina to tell her that she is in no danger of losing Julian to 
 her sister, apparently a concern.
   Afterwards, go search for Alvin near the ruins and fight off the ghost he
 has summoned.  He'll then give you a clue whereby you need to go warn Julian.
 You'll find him in the yard outside the inn.  You might have to talk to him
 twice to update the quest.  The second time he told me that Alina has gone for
 a walk in the fields and he's worried about her.  Time to go to the fields and
 look for her.
   There, approach the raspberry patch and you'll find Alina, the wraith.  Kill
 her again and then walk away from the raspberry patch.  You'll see a cutscene
 in which Adam kills Alina's sister.  After her wraith talks to you, you'll 
 need to go back to the village and tell Julian the bad news.
   Adam approaches you all hysterical when you first enter the village.  
 Afterwards, see Julian at the inn.  He wants you to help the souls of the two
 women depart in peace.  Talk to Dandelion, playing music nearby, and he says
 to gather the shards of Alina's magic mirror.  They are scattered in the 
 Fields.
   One shard was particularly confusing for me.  At the ruined mill, go up the
 stairs and then climb onto the roof via the barrel and the sheet of wood.  
 Kill the Midday Bride for a shard.  All the shards are guarded by such 
 creatures.
   Collect all five and go to either the blacksmith or the elven craftsman to
 reassemble the mirror.  I paid the elven craftsman 100 orens for the job. 
 Take the mirror to the raspberry patch in the fields during the day and try it
 out.  Once again, your efforts were for nothing, as the mirror doesn't work.
 Tell Julian the bad news again and he suggests talking to a healer or the 
 Lady of the Lake.  
   If you helped out Abigail in chapter one then she will tell you that maybe
 a song will help Alina understand that she's dead.  Abigail is in the hut next
 to the inn.  Go back to the inn and talk to Dandelion.  He'll agree to help. 
   Meditate if you need and meet Dandelion at the raspberry patch at dusk.  He
 recites a poem for two voices.  Answer "the deceased" and "a ghost" when it's 
 your turn.  Celina shows up and the two dead women make peace with each other.
 Return to Julian at the inn to finish up.  
   Go see the Fisher King when you're done with this quest.
 
 
 -- 40.0 Hunting the Wild Hunt --
 
   Talk to the hermit in the Fields for this quest.  He asks you to kill the 
 wraiths that haunt the druid circle nearby.  First you'll need to gather some
 mandrake root from the barrows near the hut.   You'll see the tiny piles of
 stones lined up near the back of his property.  Grab one of the roots and
 head for the druid circle.  Don't place the root on the fire quite yet.
   At nighttime, slowly approach the circle to pull the wraiths off one at a 
 time.  This is easiest, although fighting two or three at once is entirely
 feasible.  A second group will appear when the first is gone.  Included in 
 the new group is the King of the Wild Hunt.  Rush into the circle and place
 the mandrake root on the lantern.  Use group style to defeat the three wraiths
 and the King will soon disappear on his own.  Return to the hermit for your
 choice of a reward.  I advise against choosing the hut, because it's pretty 
 empty and doesn't even have a fire.  The book will give you bestiary entries
 for alps, garkains, fleders and bruxae.  The wreath can be used in the Heat
 of the Day quest.  I chose the wreath.  You'll also get a pouch of Holy Salt 
 to ward off phantoms.
 
 
 -- 41.0 Free Elves --
 
   After the final incident with Berengar, Rayla approaches you when you return
 from the island.  She wants you to negotiate with the group of elves that have
 taken the village hostage.
   Dandelion speaks with you when you arrive in the village and he says he'll
 wait behind the chief's house.  Approach the group of elves and hostages in 
 the northern part of the village and Alvin will talk to you.  Toruviel 
 approaches afterwards.  Talk to her and then go and speak with Dandelion a few
 feet away behind Celina's house.  Now you make the choice of who to support 
 for the rest of the game.  I chose to go with the Order, as I have in the 
 past.
   Soon, the Order soldiers will approach and spring their trap against the 
 elves.  You can join in the battle if you like.  It'll be an easy one if you
 do.  Go to Lakeside when you're done and talk to Dandelion at the Fisher
 King's boat.  This ends chapter four.
 
 
 -- 42.0 Sweet Revenge --
 
   Talking to Dandelion on the dike at the beginning of the last chapter will
 begin this quest.  You need to track down the salamandra boss in Old Vizima.
 You'll see Vincent on the dock and Geralt dumps off Dandelion on him so he
 can travel solo.
   This quest updates during the events of quest 44.  Kalkstein tells you that
 the salamandra hideout must be near the cemetery in the swamp.
 
 
 -- 43.0 The Flame that Cleanses --
 
   Talking to Zoltan at the dike at the beginning of chapter five will begin
 this quest.  It's your duty to make sure the Order knights aren't killing
 civilians.
   This quest updates when you talk to White Rayla after entering Old Vizima.
 It also updates extensively during quest 44.  After talking to Kalkstein, go
 back to the hospital and see Shani.  During a cutscene, a horde of scoia'tel
 will break in and attack.  Slaughter them all and Shani will thank you.  When
 you leave the hospital you'll be embroiled in a nice medium difficulty fight.
 Defeat the scoia'tel, preferably the two healers first.  White Rayla invites
 you to her hideout after the battle.  Go to the Order command post and talk
 to her.  When you exit, you'll be told that Rayla is trapped at the 
 barricade.  Fight off the scoia'tel in the immediate area and then another
 small group just around the corner and then Sigfried will announce that the 
 area is secure.  You now need to get to Rayla on the right flank.  You'll 
 find yourself near a wall of flames.  Make your way up until there is a break
 in the flames and use Aard to clear the debris with the wagon wheel.  Go 
 across and fight another decent sized group of scoia'tel.  Repeat the debris
 clearing feat at another pile and defeat the last group of scoia'tel.
   You'll be transported to the swamp cemetery after the next cutscene to work
 on quest 44.
 
 
 -- 44.0 Her Highness the Striga --
 
   This quest begins in the castle while talking to King Foltest.  Once again,
 he asks that you remove a curse from his daughter Adda.  She has turned into
 a striga again.  Exhaust all dialogue options with Triss, Velerad and Count
 De Wett and then the king will send for you.  Go through the only open door
 and make your way to the king's chamber.  Speaking with him updates this 
 quest, Sweet Revenge and the Identity quest.  
   Speak to the chamberlain outside when you are ready to enter Old Vizima.
 Upon arriving there, the quest updates and you're off to look for clues as to
 the striga's whereabouts.  You can't help but miss the huge battle that will
 be ongoing in this quarter.  No matter what faction you're supporting, don't
 waste any time battling it out, the flow of enemies will never cease.  Since 
 I am supporting the Order, I headed for the field hospital near the center
 of the map.
   Inside, I talked to an angry Shani and then was notified that a striga
 was near.  Follow the soldier to the tower.  This striga isn't Adda by the
 way.  At the solitary tower the striga will soon jump down to ground level
 where you can fight it.  Expect a very easy battle and then talk to Kalkstein,
 who shows up afterwards, wanting to inspect the mutated creature.
   
   During quest 43 you'll be transported to the swamp cemetery to look for the
 striga's lair.  Kill a group of Bloodzuigers and then when you attack the 
 archespores, the grand master of the Order will show up and kill all of them.
 Afterwards, head towards the chapel on the south side of the island.  You'll
 talk to some peasants and watch a cutscene of the striga killing some folks.
 Talk to Velerad outside the chapel before entering.  He asks that you recover 
 evidence from the sarcophagus where the striga sleeps.
   You'll want to enter the chapel around dusk.  Take Ostrit's Journal from the
 sarcophagus in the room to the south.  The striga will show up in the room 
 with her sarcophagus around this time.  You can either kill her or manage to
 stay alive long enough for the curse to end (takes only a few minutes).  I 
 suggest waiting it out.  Just run around the sarcophagus until all five of the
 candles go out.  Afterwards, Adda's curse will be broken.  Go outside and talk
 to Velerad to receive a nice new steel sword.  He'll also give you a message
 from King Foltest regarding salamandra.  See quest 7.0 regarding this.
 
   - This quest officially ends when you report to King Foltest in the 
     epilogue.
 
 
 -- 45.0 The Ashes of Vizima -- 
 
   Talk to King Foltest near where you entered the temple quarter for a 
 cutscene.  He orders you to kill the grand master and thanks you for saving
 his daughter (unless of course you killed her, in which case he won't blame
 you).  Now you need to make it to the cloister to confront the grand master.
   Around a couple corners you'll face a Greater Brother and a couple traitor
 knights.  Continue until a refugee offers you shelter in a safehouse.  Go 
 inside and downstairs.  Here you'll find a trunk with a key and a couple 
 high quality potion bases and some other goodies.  Meditate at the fire and 
 go through the door.  
   Kill a few average monsters and go up the stairs.  You can exit the building
 through the window.  Outside you'll fight a group of scoia'tel.  Take out the
 healer first as usual.
   Continue on and talk to the wounded knight who gives you a key to the 
 sewers.  Enter the door just past the knight and go downstairs to enter the
 sewer.  Talk to Sigfried and be on your way.  The zeugl is just around the
 corner.
   When the tentacles sprout up, use silver strong style to kill five or six 
 and then the head will rise up.  Immediately attack it with strong style until
 it disappears again.  Now every time you kill three or four tentacles, it will
 pop up again.  About six cycles will see you to the end of this one.  Loot it
 and exit out the opposite side and go back up the temple quarter.
   You'll have a chance to pray and then you're off to the cloister.  First off
 kill two more Greater Brothers plus a third in front of the cloister doors.
 You'll also have to kill the two guards inside and take the key from one of 
 them.  Go through the double doors and a cutscene plays.  
   After the cutscene you'll be out on the ice plains and the grand master has
 just teleported a short distance away.  Kill the group of monsters and head
 forward.  Triss appears and tells you that although what's happening isn't 
 real, your death in this place would be.  See the next quest.
 
 
 -- 46.0 Frozen Reflections --
 
   Make your way forward, killing Skullheads as you go.  Abigail shows up soon,
 gives you a tawny owl, and disappears.  Continue, kill more skullheads and 
 enter the cave.  Talk to the GM and continue, killing as you go.  You'll face
 wraiths and skullheads and receive the help of Rayla, ironically.
   Continue on the linear path, killing mutants and being lectured by the GM.
 You'll soon run into Yaevinn and have to kill him if you sided with the Order
 previously.  Soon Princess Adda shows up and turns into the striga and fights
 by your side for a short time.  When all your allies leave, you should 
 prepare for the final battle.
   When the fight begins, you'll have to kill a group of mutants.  Then the GM
 finally comes out fighting.  Use steel strong style to defeat him.  I didn't 
 have any trouble with the fire mephits he summoned beforehand.  When you've 
 damaged him enough, the King of the Wild Hunt shows up and finishes him.  
 Enjoy the gorgeous final cinematic.
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