Complete walkthrough of the main and side quests of the second chapter. Complete walkthrough of the main and side quests of the second chapter The Witcher 2 assassins of kings royal blood

If we sail from Flotsam with Iorveth and go to Vergen, then we begin the second chapter in the role of Stennis, son of the murdered Demavend and heir to the throne of Aedirn. We, Saskia, the priest of Kreva and a band of dwarves are to meet with Henselt, king of Kaedwen, who has laid claim to Upper Aedirn. The road leads us through the gorge away from Vergen.

We arrive at the meeting place and listen to Henselt's proposal: if we give him Lower Marchia, he will allow us to keep the crown. If we refuse, he will easily take what he seeks by force. Negotiations are heating up. Depending on what we say to the king, he challenges us to a duel or orders his men to capture us. [Combat] We shouldn't have any problems. It is enough to block enemy attacks and deal heavy blows with a steel sword. At a certain moment, the priest of Kreva tries to stop the fight, but Henselt kills him in a fit of rage... The sky darkens, fog thickens, and ghosts appear from it.

The peaceful surroundings of Vergen suddenly turn into a ghostly reflection of the battle that took place three years ago. Geralt, who is heading towards the city of dwarves, finds himself in the thick of what is happening. Now we play as a witcher again and must save Stennis and Saskia, whom we met in the fog. We are accompanied by Iorveth and an owl that shows the way. Philippa Eilhart, a sorceress who helps the Aedirnians, turned into an owl. It surrounds us with a magical barrier and strikes with lightning all the creatures that try to attack us. [Combat] We do not advise you to engage in combat with ghosts or go beyond Philippa's spell: outside the sphere, we will rapidly lose strength and health, and there are so many draugirs and spirits that they will surely kill us. Several times, Owl Phillipe will be blocked by ghosts. To go further, we will have to destroy them. Following the owl, we emerge from the fog, and we have the opportunity to talk with Philippa and Saskia. Saskia gathers all his commanders for advice to discuss the strange events that we have just witnessed. The game then takes us outside the walls of Vergen, where we meet with the mayor of the city. He reports that we have already prepared a room in the tavern. After examining it, we will be able to walk around the dwarf city. When we are ready, we can go to the council.



Having rested after a long journey, we go to the council convened by Saskia. Arriving there, we see that everyone is already assembled: Philippa Eilhart, Saskia, Stennis, Zoltan, the Aedirn nobility and a representative of the militia. They develop a plan to defend themselves against the Kaedweni invaders. But first of all, you need to remove the curse from the battlefield and dispel the ghostly fog. Phillippa Eilhart and Geralt will take care of this. To remove the curse, we need four magic items related to the battle three years ago. Then you will need to prepare for the defense of Vergen. Iorveth appears at the council, which causes the indignation of the majority. However, Saskia appreciates the help the elf offers. And suddenly a misfortune occurs: the maiden makes a toast, takes a sip and immediately falls - she was poisoned.

Philippa stabilizes the condition of the Aedirnian Maiden and wants to speak with us. The sorceress informs us that the following ingredients are needed to save the girl: dwarven immortelle, dragon's dream, royal blood and a rose of memory. Having learned about this, we get 500 experience points and start a new task - A Matter of Life and Death. It covers the quests Underground Life, Quest for Magic, King's Blood, and Where's Triss? Completing these tasks will allow us to find the necessary ingredients.


underground life

Experience per completion: 1000

According to Philippa, one of the ingredients in the antidote is a herb that grows deep underground. The dwarves call her the immortal. The sorceress advises us to look into the closed Vergen mine - this herb may well be there.

Entering the nearest tavern, we meet a group of good friends: Buttercup, Zoltan and Yarpen, as well as Sheldon and Cecil Bourdon, the headman of Vergen. When asked about the immortelle, the dwarves will also advise us to go down into the mine, and Cecile will explain why it is closed. Our friends will offer to help us, and we will arrange to meet them at the entrance to the mine.

When we tell Cecil that we are ready, he will ask Sheldon to open the mine. The headman will instruct us to clear the galleries from monsters (Black work). Going on a mission, you should take at least four Cat elixirs with you. If we want to rid the mines of monsters forever, then a few canister bombs.

Accompanied by dwarves, we go down to find the immortelle. You need to be prepared to meet the corpse-eaters. [Combat] Silver Sword Lightning Strikes - the best remedy from them. Do not forget that the dead corpse eaters explode, so it is better to jump away from the dying creatures as far as possible.

Dwarven mines are a real labyrinth with long passages, locked doors and corpse eaters. Not only that: they are also dark, as is usually the case in dungeons. We will enter the first large cave, and it turns out that we need a key to open the door to the lower levels. Having dealt with the monsters in the mine on the right, we find the body of the killed miner, and on it is the key. Now we can return to the cave and open the locked door. Further in the mines we will find the bodies of two more miners and two more keys. So we will get to the lowest level, where the duckweed is waiting for us. [Combat] If we have bombs with us, we can kill the corpse eaters surrounding this monster. With post-mortem explosions, they also injure the duck-billed. This monster can also be immobilized with the Yrden Sign and then finished off with a backstab.

After the victory, we pluck the Krasnolyudsky immortelle. Now you can return to the surface and tell Philip about our findings.

First key

First locked door

Second Key

Second locked door

Third key

Third locked door


Looking for magic

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 the mage's tower, which 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 ruined 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.

Having examined the crystal, the sorceress will explain to us that this is a crystallized dream of a dwarf. It's an interesting artifact, but not powerful enough for an antidote. Only keleno harpies encase dreams in crystals, and these monsters mostly live in an abandoned quarry outside the city. We are sure that we will find a powerful enough dream there, however, the headman of Vergen has locked the gates 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 vicinity, many harpies await us. [Combat] As before in the forest, The best way deal with the harpies - knock 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 turn out to be a dragon's dream. It's probably good for preparing an antidote. Also, we'll find Baltimore's dream. By viewing it, a separate task begins - Baltimore's Nightmare. We got what we came for. It's time to head back to Vergen.



Where is Triss? (Part one)

We did not come to the city of dwarves by chance. The footprints of the Kingslayer and the kidnapped Triss Merigold led here. Now the search for the sorceress takes on additional meaning: in Flotsam, we gave her a rose of memory. If she still has the flower, we'll get another antidote ingredient for Saskia. We ask Philippa Eilhart about Triss, and so she talks about a tavern regular who allegedly saw a red-haired woman fall from the sky.

It will not hurt us to hear this story firsthand, and we go to the tavern. The dwarf that Philippa spoke of is talking to the owner. He agrees to tell us the story of a red-haired woman for a mug of Mahakama. Having bought him a drink, we learn that in the ravine near the quarry, as if from the sky, a woman and a huge thug appeared. The man abandoned the woman, who was immediately kidnapped by the troll.

So, we go to the quarry. At the crossroads where there is a wooden altar, we turn left, towards the gorges. There we meet a troll we have already heard about. The troll will tell a story we already know, adding something new to it. He took care of the wounded woman, and the troll wife left him out of jealousy. She took the red woman's ribbon from him. Soon after, the redhead ran away. [Choice] We have a choice:

[A] If we anger the troll, he will attack us. [Combat] The easiest way to defeat the troll is with lightning strikes of the silver sword. If that's not enough, we can use the Yrden Sign and then stab him in the back. After that, we must find the troll's wife and get the tape.

[B] We can also promise the troll that we won't hurt his wife. In this case, he will ask us to talk to the troll and convince her to return to her native lair.

We go deeper into the gorges where the troll's wife has gone. Along the way we meet harpies. [Combat] It is best to hit them with a silver sword, or you can shoot them down with the Aard Sign. Walking along the gorge, we reach a grove with the wreckage of a ship. There we see the troll's wife, surrounded by armed people. [Choice] [A] We can help the people and kill the monster. [B] We can also fight humans to save the monster. What if the troll's wife saw Triss or Summer?

[A] If we decide to help the mercenaries, they will thank us later, during the siege of Vergen. However, now we have to fight the troll's wife. [Combat] It makes sense to use lightning strikes with a silver sword. Also, if we haven't killed the troll before, it will attack us the next time we meet. But that will be later. Now we take the tape of Triss from the body of the troll.

[B] If we defend the monster, we will have to fight the mercenaries. [Combat] Our enemies are numerous, so the main thing is to block and carry out counterattacks. The Yrden sign will also come in handy. As we begin to gain the upper hand, Pangratt gives in and after a brief conversation, agrees to leave, leaving the monster alive. After the battle, we speak with the troll's wife. If we killed her husband, then we ask her about the tape and return to Vergen. If the troll is alive, we ask her to return to her husband. The grateful spouses will give us the ribbon of Triss and the horn, which can be used to call them in case of danger. Later they will help us in the defense of Vergen.

It's time to go back to Philippa to tell her about everything and give her the tape: perhaps Philippa will be able to understand where Triss is from her little thing. Our conversation with the sorceress is interrupted. It turns out that the peasants want to kill Stennis: they believe that he poisoned Saskia. We will return to the search for Triss later. Now we need to run to the town hall, where they are besieging the heir to the throne (Royal Blood).


Royal blood

In order to find the ingredients for Saskia's antidote, Philippa gives us several tasks at once, including this one. For the potion, the sorceress needs royal blood. Immediately after the council (War Council), we can see Stennis and tell him what we need from him, but he will refuse us indignantly. We will only have a chance to get royal blood when we deliver Triss' ribbon to Philippa. Our conversation with the sorceress will be interrupted by a nobleman who will say that the peasants are ready to break Stennis, accusing him of poisoning Saskia.

We're going to where the prince barricaded himself. There, a crowd of Vergen residents, peasants, nobles and dwarves awaits us, as well as our friends Zoltan and Buttercup. These two will describe the situation to us. The peasants consider Stennis guilty, and the nobility defend him. We must collect as much as possible more information and pass judgment.

We have several conversations with the assembled dwarves, peasants and nobles. We can also talk to Stennis if we use the Sign of Axii in a conversation with the guards.

After three conversations, we will find out the positions of both sides, and the peasants will demand that we pass judgment. [Choice] We have a difficult decision to make. We have not learned any facts that could unequivocally point to the culprit. [A] However, we can condemn Stennis to death as the culprit. [B] We can also state that the available evidence is insufficient. In this case, the decision will be made by Saskia after recovery.

[A] By declaring Stennis guilty, we'll get the royal blood we need.

[B] If we leave it up to Saskia, we'll give Stennis a fair trial, but we'll have to get royal blood from Henselt.

Regardless of the choice made, we go to Philippa to inform her of the fate of Stennis. Meanwhile, the sorceress was able to find traces of Triss with the help of a megascope.


Where is Triss? (part two)

While we were trying Stennis for his alleged involvement in Saskia's poisoning, Philippa Eilhart located Triss using the tape we obtained. When we meet with the sorceress at her house, she informs us that Merigold is on the other side of the ghostly fog - in the camp of King Henselt. The sorceress offers to help us cross the battlefield, so we just go there.

We pass through the burnt village and enter the fog. We are accompanied by an already familiar owl, which surrounds us with a magical barrier and strikes ghosts with lightning. We're following the sorceress. After a while, the owl will fall into a magical trap. We must defeat all enemies in order to free Philippa and continue on our way. [Combat] We use strong strikes of the silver sword. Ghosts are weak opponents, so there shouldn't be any problems. We move on, trying not to go beyond the protective barrier.

When we cross the battlefield, Philippa leaves us: she is afraid that she will be noticed by Detmold, the court sorcerer of the king of Kaedwen. We're heading north towards Henselt's camp. At the border post, we find a mysterious figurine, and then unexpectedly come face to face with Vernon Rocher and his squad. Despite the unpleasant circumstances of our parting, the Temerian will show us the way to the camp of the Nilfgaardian ambassador Shilard, where we may find Triss. [Choice] [A] We can try to slip through the Kaeven camp from the side of the cliff or [B] go through the underground tunnels inhabited by monsters.

[A] We go to the cliff, as Roche told us, and make our way to the royal camp.

We approach the tent on the left, and when a drunken sentry comes out, we wait for him to turn left. Then we wait until all the soldiers sitting by the fire are distracted by the vomiting comrade. Then we slip on and turn left, towards the tents, so as not to attract the attention of sentries. So we get to the second gate. Now we are waiting for the patrol to enter the camp. We exit the gate, deal with the sentry and go down to the caves under the camp. There we are met by nakers. [Combat] Against them, you need to use quick strikes of the silver sword. Soon we reach the opposite exit from the cave. There we are noticed by a Nilfgaardian sentry.

[B] The alternative route Roche gave us is through the caves below the camp. The entrance is hidden in the tent of the courtesans opposite the Kaedweni fortifications. There we must talk to Madame Karol and bribe her to get the necessary information and the key to the entrance to the tunnel. So we get into the basement of an abandoned tower, from where you can get into the caves. We're heading north and northeast. On the way we will meet local inhabitants - nakers. [Combat] The Aard Sign will come in handy against monsters that attack in groups. It will allow us to shoot down some of these creatures, and it will be easier to finish them off with a silver sword. There is also a duck. Earlier, in the mines of the dwarves, we had already dealt with one. This one also needs to be immobilized with the Yrden Sign and attacked from behind. When we leave the caves on the shore, we are stopped by a Nilfgaardian sentry. An Imperial soldier will take us to Ambassador Shilard Fitz-Esterlen. After a brief conversation, we will be searched, and the guards will take away the figurine from us. It turns out that this is the transformed Triss Merigold! The ambassador will leave, ordering his men to kill us. Vernon Rocher and Bianca will save us at the last moment. Now we must fight the Nilfgaardian soldiers led by the sorcerer. [Combat] Spells must be dodged. It is best to immediately knock him down at the moment of teleportation with the help of the Aard Sign and kill him. We can immobilize the guards with the Yrden Sign and then finish them off with a backstab.

[Consequences of the choice in the Royal Blood quest]

[A] If we found Stennis guilty of poisoning Saskia in the King's Blood quest and obtained the king's blood that way, we can now enlist Roche's help to leave the Kaedweni camp. He will take us out of there as prisoners he must get rid of. On the way, we should avoid patrols: if they notice us, they will solve the trick, and we will face a heroic death and the end of the game. Avoiding patrols, we reach the gate, where we are stopped by a sentry. The answer to his first question is "Game", and then we must choose the option "Keep silent", otherwise the sentry will understand what is happening and raise the alarm. So we get out of the camp and return to the fog.

[B] If in the Royal Blood quest we decided that there was not enough evidence of Stennis's guilt and did not receive royal blood, then now we can ask Roche to help us get Henselt's blood. Vernon will distract the guards, and we can get into the tent of King Kaedwen. We hide behind the barrels and wait for the soldiers to leave, and then we make our way behind the tents to the largest tent. There are barrels behind it, which we set on fire with the Sign of Igni to distract the sentries. Now we can get into the royal tent. After talking with Henselt, we get royal blood, and we are taken out of the camp in exchange for a promise to remove the ghostly fog. It's time to head back to Vergen.

Before we enter the fog, Philippa will appear once more. She will guide us through the battlefield. As in previous times, we will have to fight spirits and ghosts. [Combat] It's better to stay behind the magic shield of the sorceress and let her deal with the enemies. However, at some point, the ghosts will catch the owl in a magical trap. To free Philippa, we will have to kill all the enemies. Then you can continue the path to the Krasnolyudskaya fortress.

So we'll get to the safety of Vergen. Now you can go to Philippa's house to inform her about the fate of Triss. It turns out that the servant of the sorceress Cynthia was a Nilfgaardian spy and escaped. Luckily, she left all her belongings, among which we find the rose of memory. The flower is fading, we need to hurry ...


A matter of life and death

Saving Saskia is one of our most important tasks in Vergen. It combines the four ingredients gathering quests listed above: Underground Life, where we search for the dwarven immortelle, In Search of Magic, where we find the dragon's dream, as well as Royal Blood and Where's Triss?, during which we obtain royal blood and a rose of memory.

Having collected all the ingredients, we give them to Philippa Eilhart, who immediately begins to prepare the medicine for Saskia. We are present at the recovery of the girl. After recovering, Saskia gives us Vandergrift's sword. We will need the blade of the Kaedweni commander to disperse the ghostly mist.


Eternal fight

At the council of war, Philippa and I discuss how to remove the curse from the battlefield. According to the sorceress, for this we need four magic items related to the battle three years ago. They should symbolize courage, faith, hatred and death. Philippa promises us to find the first two, leaving us symbols of hatred and death.

We must learn as much as possible about this battle. To do this, we need to ask Philippa, the headman of Vergen Cecil Bourdon and our dwarf friends Zoltan and Yarpen about her. They will tell us about the sword of Vandergrift, which Saskia now owns, and about the banner of the Brown Banner. It turns out that the Kaedweni general who owned the sword was notorious for his cruelty. In addition, we learn from the side that the Brown Banner died in the battle for Vergen to the last man, and the bodies of the soldiers were buried in the forest, not far from the city. Since the elves guarding Saskia do not let anyone near her except Philippa, we will have to wait for her to recover in order to get the sword.

Symbol of death

So, let's start looking for the banner of the Brown Banner. We need to explore the catacombs in the forest. We can do this while searching for the dragon's dream (In Search of Magic) or investigating the murders that have happened in the city (With a trembling heart). We set off for the forest: from the outskirts of Vergen we get on the walls and reach the area where Iorvet's detachment is stationed. There we find a tunnel overlooking the river bank. The forest we are interested in is located on the other side. Somewhere in it there is an entrance to the crypt. We'll probably be attacked by ghosts inside. [Combat] The silver sword and the Signs of Yrden and Aard will help us deal with them.

We have to get to the lower level. There, in one of the halls, we meet the spirit of the standard-bearer Brown Banner. [Choice] [A] We can trick him into claiming that we once entered Buruya, or [B] we can fight him.

[A] If we claim to have served in the Brown Banner, the spirit will not believe us. But if we insist, he will ask us some questions to check. The answer to his first question is wrong. The next answer is Manno Coehoorn, and the third answer is Manno Coehoorn was killed near Brenna. The answer to the question about the generals in the battle for Vergen is Zeltkirk and Vandergrift. The last answer is that Bigerhorn took us prisoner. So we will convince the incredulous ghost, and he will allow us to take the banner from the sarcophagus. If we make a mistake, but we have a beaver hat or a cloak of the Brown Banner, the spirit will give us another chance. Otherwise, we will have to fight him. We can get these items during the Baltimore Nightmare quest or win them in dice from Scalen Bourdon.

[B] If we're not in the mood to chat with the spirit, or we give the wrong answer to one of its questions, we'll have to fight. [Combat] This is a very difficult fight to prepare for. The sign of Yrden will help us a lot: it will allow us to immobilize the enemy and finish him off with a silver sword. Now we can take the banner of the Brown Banner. But that is not all. If we deceived the ghost, he will periodically pursue us in other battles.

Symbol of hate

Once we've got the banner, we'll have to get Vandergrift's sword. To do this, we need to collect all the ingredients of the medicine for Saskia. When the Dragon Slayer heals, she'll just give us the sword.

Now we need to talk to Philippa to get the other two artifacts - a magical medallion and Zeltkirk's armor. Having received all four items, we go to the ghostly haze.

In the fog, we turn into an Aedirnian soldier. Our commander gives orders to the archers and orders us to capture the enemy banner. We run through the defenses to the spirits of the Kaedweni warriors defending the banner. [Combat] We must block enemy attacks and strike quickly. We are deprived of witcher skills, so we will have to do without Signs, potions and bombs.

After the victory, the spirit of the Kaedweni warrior will take over our body. We must inform our commander that the banner has fallen into the hands of the enemy. Arrows rain down from the sky. Hiding behind wooden shields, we cross the battlefield. The archers fire at regular intervals, so we're safe between shots. So we get to our general... This is Vandergrift. Draug. He quarrels with Sabrina Glewessig, court sorceress of King Henselt.

Sabrina sends a rain of fire onto the battlefield. We have been possessed by the spirit of the Aedirn commander Zeltkirk. Once again we engage in battle with the spirits and ghosts of the Kaedweni soldiers. [Combat] We only have a sword at our disposal. We try to block enemy attacks and strike back quickly. In the end, we find ourselves face to face with Vandergrift. The spirit of Zeltkirk leaves our body, and in the battle with the draug we can finally use all the abilities of the witcher.

[Combat] The fight with the draug is one of the most difficult in the game. The Kaedweni general has become a demon that can turn into a tornado, call in a volley of archers, and finally send Sabrina's fire hail at us. When the draug uses his special abilities, we'd better take cover behind something. When he is not using them, we should attack him with a silver sword. Most Signs are useless in this fight, but Quen can be useful. You also need to use dodges and rolls to get close to the demon from the side and deliver a powerful blow.

After the death of the demon, the spirit of the Kaedweni priest will take possession of us, who will try to lead the soldiers out from under the fiery shower. Hiding behind cover, we head towards the edge of the fog...


Siege of Vergen

After the end of the battle of the spirits, we come to our senses in the house of Philippa Eilhart. The sorceress informs us that the troops of Kaedwen, led by Henselt himself, are approaching Vergen, and asks us to talk to Zoltan: he is responsible for the defense of the city. We will find Zoltan with Saskia at the city gates. During the conversation with the dwarf, the Kaedwenians will appear. Zoltan will ask for help - we must pour boiling oil on the attackers. We run to the walls. There we encounter the Kaedweni shieldmen. [Combat] When fighting against enemies who have a shield, we need to block attacks and hit hard. In addition, they can be immobilized with the Yrden Sign or approached from the side with a roll. After destroying the enemies, we pour out the oil with a lever and return to Zoltan. Unfortunately, Dethmold appears and destroys the barricade built by the defenders with magic. Zoltan gives the order to retreat beyond the second gate of the city.

Sheldon closes the gate behind us and we rush to the walls. Henselt's army captures the suburbs and approaches the city wall. The soldiers are climbing the ladders... We are in for a mortal battle. [Combat] We are not fighting alone, so we can fight back quite effectively and use Signs. Having beaten off the first wave of attackers, we will get a respite. When we deal with the second wave, Saskia will tell us about a secret passage to the city. It passes through the caves adjacent to the mines near Vergen. She will add that the detachment sent there has not returned.

Saskia will ask us to scout the tunnels with her. We follow the girl and run into a detachment of Kaedwenians. [Combat] Against heavily armed warriors, the quick strikes of the steel sword and the Sign of Aard will do the best. We go deeper into the caves and meet Detmold there with a detachment of mercenaries. The sorcerer blocks our way back and forces us to accept an unequal battle. [Combat] In this battle, you must not forget about defense, you must counterattack and dodge Detmold's spells. Suddenly, the spell hits Geralt... Saskia will save us by turning into a dragon. Then, after a brief conversation with the girl, we return to the city. On the way we meet Zoltan. He says we are needed on the walls.

On the walls of Vergen, Saskia delivers a speech to boost the morale of the defenders. Immediately appear enemy troops led by Henselt and Detmold. The sorcerer breaks the gate, and the king gives the order to storm. A new wave of Kaedweni soldiers is rolling in on us. [Combat] We should easily deal with the enemies if we skillfully reflect their blows and use Signs if necessary.

At the other end of the battlefield, Iorveth appears with a squad of Scoia'tael. Now Henselt's troops are surrounded, and the elves bombard the enemy with arrows. Saskia asks Geralt and Zoltan to support Iorvet and help him close the first city gates in order to cut off the only escape route for the Kaedweni.

We run to the stairs to the walls on the right and find ourselves next to the fortifications from which oil was poured earlier. Zoltan closes the gate... and Henselt is left with no choice but to surrender. So he immediately does.

] |

If you choose to side with Iorveth and the Scoia'tael, you will start the chapter playing as Stennis, Prince of Aedirn. You are sent to a meeting between King Henselt and Aedirnian nobles who want to sell the country. The King of Kaedwen and his troops will publicly attack you and your allies. As in the case when you played Iorveth, Stennis has all of Geralt's combat skills at his disposal, except for magical signs. Focus your attack on the king while Saskia and the others deal with the troops and mages.

Now you are playing as the Witcher again. You are surrounded by ghosts and draugs. Let Iorveth deal with smaller enemies, and you take on a large enemy with a shield. For protection, use Quen to keep him at a distance - Aard. If you have upgraded the Windmill and Reflection of Pain skills, then this fight will not be difficult.

Now Philippa will lead you across the cursed field, surrounding you and allies with a magical shield and shooting off most (if not all) enemies with lightning. Sometimes spirits and draugs will get in your way. In this situation, it pays to quickly and effectively deal with the spirits that support the spell while your allies fight the draug.

Soon you will reach Vergen where you will be guided by Skalen Bourdon. Follow him to the tavern where he will show you to your room. After that, you can go to the war council to hear about Saskia's plans. Eventually the leader of the resistance will drink from the poisoned cup, and you will need to look for an antidote.

Immortelle

The first ingredient in the antidote is immortelle, which grows deep in the mines of Vergen. Go to the tavern and talk to the dwarves Zoltan and Yarpen. They will want to help you find a cure and will take you to the entrance to the mines. Before entering, stock up on Cat and Swallow elixirs.

Almost pitch darkness reigns in the mines, so the Cat's elixir will greatly facilitate your work. Dwarfs will also be with you, which will greatly facilitate the battle. You will mainly fight regular and large corpse eaters. Keep in mind that they explode before they die, so after killing each of them, quickly roll to the side.

First, go to the corral to the west (according to the map) of the mine, where you will find the corpse of a miner. Search the corpse and you will find the key to the upper shafts. With this key, go to the northeast part of the mines. Head to the dead end to the north and you'll find another corpse and a key to the middle shafts.

Use this key to open the door in the center of the map. Here you will find good weapon and a third corpse with a key to the lower shafts. Exit the room and follow the corridor a little to the west. This passage leads to the southeast, where immortelle grows.

The grass is heavily guarded by the duckbill and a pack of corpse-eaters. Your allies will serve as a good distraction for the creatures. You, under the influence of Quen, will have to stun, lure into traps and in every possible way beat a healthy duckling. Yrden will help you keep it under control. You can also use bombs to kill corpse eaters around the platypus and thereby damage it with explosions from both dying corpse eaters and bombs.

When the enemies are finished, take the immortelle and other treasures. Like, for example, the recipe for a silver sword made from a red meteorite. When you're ready, get out of the mines, killing enemies that might reappear along the way.

Harpy nest

If you bring the immortelle to Philippa, she will help you find the next ingredient. Find Cecil Bourdon and ask him where to find the magic stone. He will offer to go to the tower, which is located in the forest.

Before you set off, upgrade your weapons from merchants. If you find drawings of a silver sword from a red meteorite in the mines, be sure to use the services of a blacksmith. Go to the back gate of Vergen. You will be attacked by 4 Scoia'tael.

It turns out that not all of Iorveth's followers are loyal. First kill the archers, then the enemy with two weapons, and finally the dwarf with the axe. As long as you use Quen, you will be safe.

Now go along the shallow part of the river and to the right up the hill. If you are attacked by harpies or soldiers, be sure to deal with them, otherwise during the battle you will not be able to jump over the cliff. Jumping from one hill to another, you will eventually reach the tower that Cecil was talking about.

You will be attacked by a flock of harpies led by a harpy keleno. Use Aard to disperse the group and defend with Quen. Defeat the little harpies first and then their leader. After the battle, take the stone in the tower and head back to Vergen.

Talk to Philippa and Cecil and you'll find out that the stone you found isn't powerful enough and you'll have to head to the harpy nest. Persuade Cecil to give you the key and move forward.

As the name suggests, the harpy den is infested with these creatures. Make sure that all your items, elixirs and traps are suitable for fighting these enemies. Because they fly, harpies are virtually immune to some common tactics.

In the lair you will find several crystallized dreams, one of which turns out to be a dragon's dream. There will also be dreams of Iorveth and the peasant. Be sure to search the dead soldier inside. You will find excellent Kaedweni armor on him, which will come in handy for the next battle.

At the end of the lair, you will find a projector that contains Summer's dream. Drink elixirs and set traps before taking sleep. Because then you will be attacked by an army of keleno and the queen of harpies, a total of 8 enemies.

The traps that you set before the fight will help you weaken the pack. Use Aard to control enemies and Quen with Reflect Pain. Due to the limited space in the lair, you will have to run around the column in the center and lead the harpies behind you. It will also give you time to regain energy and health. As with most boss fights, deal with the smaller enemies first and then the queen.

When the harpies are done with, play the crystallized dreams in the projector to find the dragon's dream. Then head back to Vergen and talk to Philippa.

Trolls and Mercenaries

Go to the tavern and talk to the drunken gnome in the bar. He has information about the whereabouts of Triss, but he will only share it if you treat him with a beer. Give him about 20 orens and he will tell you where your girlfriend is. So you will get into the gorges near Vergen.

At the familiar crossroads with the altar, turn right. Here you will meet the troll who looked after Triss. You will have the choice to kill him, but it is much more useful to talk to him and agree to help get his wife back. After talking with the monster, go further deep into the gorges, and in the end you will find the troll's wife, who was attacked by Pangratt and his mercenaries.

You can make a deal with people and kill her, or you can keep your word and help her. In any case, you will have to fight, and you will have one or more allies on your side. As before, use Quen, let your allies take the main hit, and you deal with enemies one at a time with rolls and quick strikes.

Whether you killed the troll or Pangratt escaped, you must return to your husband and report what happened. If you killed his wife, he will attack you. His fighting style will not differ from his wife's. However, if you helped them reunite, they will give you the Triss ribbon and become Vergen's allies.

peasant riot

Upon returning to Philippa with the ribbon of Triss, we learn that the peasants are indignant and want to kill Prince Stennis. The sorceress will remind you that for Saskia's medicine you need royal blood... the blood of Stennis or Henselt.

Go to the prince's chambers, where you can listen to the opinions of the nobles, commoners, soldiers, as well as the prince himself. You will only be able to interview 5 people before you are asked to make a judgment.

The prince himself will not tell you much, as well as the peasants who want to deal with him by lynching. However, you can find out a lot of interesting things by talking to the blacksmith who made Saskia's goblet and the servant who poured the wine. But the discovered evidence in any case is not enough to name the perpetrator.

You can choose between lynching and a fair trial of Stennis. In the first case, you will be able to get a king rabbit, in the second case, you will have to take blood from the Kaedweni king. Although this quest is not resolved in any way in the second chapter, in the third you can find out that he is actually guilty.

Kaedwen and Nilfgaard

You will have to go to the other side of the cursed battlefield to find Triss and maybe even get royal blood. First talk to Philippa and she will agree to take you through the fog. Exit Vergen, follow the road down and to the right, into the ghostly fog.

As at the beginning of the chapter, you will need to be within the magical field. Also, since Iorveth is no longer with you, you yourself will have to protect Philippa. As before, when the sorceress' spell is interrupted, quickly deal with the ghosts with powerful blows, rolling from one to another. You don't have to worry about the draug.

You will end up on the other side of the fog. After a short conversation with Roche, you will learn that there are two ways to get into the Nilfgaardian camp: sneak through the Kaedweni camp or bribe the courtesans on the hill.

Bribing requires a considerable amount of orens, so it is recommended to save money and choose the second option. Travel to the coast to the northeast (on the map) and infiltrate the Kaedweni camp.

You will need to move very carefully, because if you are noticed, then after a while the game will automatically end with your death. First, wait for a group of drunken soldiers to leave the bar. Run behind the tents and move on. A patrol will come out of the gate and head to the center of the camp. When they stop, knock out the lone soldier at the armory and continue west, hiding behind the tents.

Now wait for the guard to relieve himself and return to the fire in the center of the camp. Keep moving forward, the cook will notice you. Quickly run up to him and use the Axii sign on him to convince him that he needs to rest and go to bed. Walk right. A patrol will come out of the gate. Wait for the soldiers to leave and use the same door. Knock out the soldier on the cliff and go down. Walk along the beach and enter the caves.

There are a few corpse eaters waiting for you here - nothing dangerous or new from your adventures in the mines. Move through the caves, and when you get to the Nilfgaardian camp, you will be caught by the guards and taken to Shilard. After the conversation and cutscenes, Roche and Bianca will join you to deal with the remaining enemies.

While your allies are taking the brunt, use Quen and focus on the wizard. Dodge his fire magic, and when he uses protection, switch to weaker enemies. As soon as the magician's defense falls, use Aard and hit him with all your might.

When the wizard is finished, Roche will help you get through the Kaedweni camp. If you let Stennis die, you will have to play along with the fact that you are a prisoner and answer the questions of the guard at the gate. In the first case, select "Game", in the second - "Silence".

If you didn't let Stennis die, you'll have to sneak into Henselt's tent. Hide behind the crates and wait for the soldiers to leave. Here, without leaving the boxes, move to the right along the cliff and behind a large tent with two guards. Use Aard on the barrels, the guards will go to see what happened. Go around the tent in a clockwise direction and go inside.

In the end, you will find yourself outside the camp. Meet Philippa and head back to Vergen to heal Saskia.

Symbol of Death

Now that Saskia is alive and well again, you need to put an end to the curse on the battlefield. You need to get certain relics in order to put an end to the Eternal Battle. After talking with Sasky and Philippa, you will receive 3 necessary items: Vandergrift's sword, Seltkirk's armor and a magic medallion. The last part of the puzzle is the banner of the Brown Banner in the forest in the catacombs.

Use the upper (on the map) exit from Vergen, cross the familiar lake, pass familiar hills and enter the catacombs. Come on down. Many walls can be broken by Aard, but there is almost nothing of value there.

You need to go down to the lowest level of the crypt. Kill ghosts on your way. And in the end you will meet with the ghost of Eckhart. You can talk to him and convince him that he is right by answering a few questions. First answer that he is wrong, then - Manno Coehoorn, then - Manno was killed near Brenna. The army commanders are Vandergrift and Zeltkirk. And finally, that Bigerhorn took you prisoner.

If you make a mistake with the answers or do not want to talk at all, then you will have to kill the ghost. The Yrden sign helps well against him, which will allow you to go behind your back and deliver powerful blows. Also, do not forget about Quen and rolls. If you pumped Power and you have a strong sword, then you will quickly cope with it. In any case, take the banner from the coffin and return back to Vergen.

If you didn't get the other three relics, talk to Saskia again. Then talk to Philippa one last time to go to the cursed battle.

Eternal fight

You will be possessed by various spirits, during which you will be deprived of witcher abilities, such as magic and elixirs. First, an Aedirnian soldier will take possession of you. While your allies fight the Kaedweni soldiers, concentrate on the standard bearer. Parry and strike quickly, and you can handle it.

Now you will be taken over by a Kaedweni soldier, who needs to run to the commander and report what happened. However, your allies don't know you're coming and won't stop firing arrows. Use barriers to take cover from a volley of fire arrows and quickly run to another cover when the archers are reloading. As a result, you will reach Vandergrift with a report.

Then you will be taken over by the Zeltkirk. There will be many enemies, but, as in any non-Witcher battle, the tactics are the same: parry and counterattack with quick strikes. In the end, you will meet the draug and be able to play as Geralt again. Kill the standard bearer and prepare for a boss fight.

Sabrina will unleash fireballs on the battlefield, while arrows and trebuchet salvos will rain down from Vandergrift. Quen will be enough to block many of these attacks. In a defensive stance, Vandergrift will often counter-attack, so it's best to just wait out this moment before attacking.

With fully upgraded Quen and large quantity energy, you will be able to avoid up to 15 attacks in a row. This is very handy, as every hit from Vandergrift can be fatal. First, focus on breaking the Draug's shield with relentless attacks. If you run out of energy, hide behind the rubble and wait until one or two strips are restored. Use Quen and attack Vandergrift again. Use a combo of three quick hits. Then run away again to restore energy.

It will take a long time before you deal with Vandergrift, but the above tactics are very simple and safe. After the battle, you will play for one last spirit - a Kaedweni priest. Avoid Sabrina's fireballs and exit the fog to end the curse.

Siege of Vergen

Now that the curse is over, Henselt will attack Vergen. At first, his troops will attack from the main gate, but Zoltan has an idea on how to stop the first wave. Use Quen and go up the stairs on the right. There is a lever here, by turning which you will pour boiling oil into the main entrance. While you have Quen, enemies will not be able to interrupt the interactive scene.

After a few cutscenes, you will find yourself on the wall of Vergen with Saskia, Zoltan and a crowd of allied soldiers. The Kaedweni troops will set up ladders and their soldiers will start climbing the wall. Allied troops will damage them with arrows, but when it comes to hand-to-hand combat, everything will depend on you.

Thanks to the huge number of allied troops, we will not have to resort to sophisticated strategies. Enemies will often be distracted and you will be able to backstab and use Igni and Aard. In fact, you will be able to inflict 6 or more hits on the enemy before they switch to you. By that time, however, the enemy may already be dead and will not be able to fight back.

After two waves of attacking the wall, Saskia will ask you to go with her to the mines. She will guide you, so just follow her. Kaedweni troops have already infiltrated the mines, and you will have to clear several rooms of enemies. They are easily downed by Aard and should die with a couple of heavy sword blows.

In a large hall in the mines, we meet with Detmold and another crowd of soldiers. Use Quen and let Saskia take the main attack. With any luck, she will push them to the edge of the room, giving you time to deal with them one by one. Although Detmold is a big threat in this fight, it is not necessary to kill him. It will be much more practical to dodge his spells and focus on his henchmen. When only two enemies remain, a cutscene will play and the battle will end.

You will return to the wall and clash with another wave of soldiers. The strategy is the same. There are many allies, so there will be no difficulties with enemies. After you deal with the first wave, go after Zoltan and meet up with Iorveth. Cover Zoltan and he will break the gate mechanism. War is over.

After the heroes have negotiated the terms of the peace treaty, explore Philippa's room and talk to Iorveth to end the chapter.

No matter how much you swing in the game "The Witcher 2: Assassins of Kings" and invest in character development, it will not help you much to go through the ghostly haze (before the battle with the draugir), but all because during almost the entire battle you will control characters carefully prepared for you by the game. And these characters do not know how to roll, let alone use the Signs. All that will be available to you is running, attacking and blocking. On the dark difficulty level, going through all the stages of the Eternal Battle is not so easy.

Capture the banner of the White Banner

The first stage of the "Eternal Battle" - the spirit of the Aedirn warrior is infused in Geralt. Your task is to destroy the standard-bearer and three soldiers from his squad. On the dark difficulty level, I tried to complete this mission about two dozen times, until I finally understood what roughly needed to be done.

Do not hesitate and immediately run into a fight - your allies will "merge" in a few seconds (although the players had exceptions - sometimes the allies held out for a very long time, but this is extremely rare). In this short time, you should have time to run up and knock out one of the Kaedweni soldiers from the back (two hits are required per soldier). Then immediately run away.

You are inside a fairly small circle of fire, touching which deals fire damage and gives the Kaedweni ghosts time to finish you off. Start running inside the circle right next to the fire, but without touching it (running a bit behind the flagpole) and avoiding the standard bearer's offensive attacks. When you see that the soldiers slowed down for a second, immediately hit one of them with a sword and immediately continue running to the side. If you get up and try to finish off or block the ghosts, you will be surrounded and quickly destroyed in a couple of blows.

In total, you only need to land about four hits on two soldiers, after which you can calm down and start a fight with the standard bearer using blocks and sword attacks. If energy is not enough, continue running until it is fully restored.

Report the capture of the banner

You continue the battle already in the guise of a Kaedweni soldier, who must run to “his own” and report that the banner has been captured by the enemy. On the dark difficulty level, the mission is about the same as on the normal one, so there are no special tips here - just hide from the fiery hail under wooden shelters and run on.

Defeat the Kaedweni in the form of a Seltkirk

And again you are on the side of the Aedirans, this time in the guise of the great commander Zeltkirk. In front of you is a small enemy group, consisting of an ordinary soldier, a heavily armed knight and a shield.

First of all, run from the edge to the soldier and try to destroy him as quickly as possible. If it doesn't work out, you can block and quickly run away, then run up to this soldier again and destroy him. When only two opponents remain against you, use blocks and counterattack. If the energy is over, run back, run in circles and get down to business again.

A little further away is a larger group of Kaedwenians, but it's easier to deal with them. You can carefully run up to them, luring out just one enemy, and thus kill the entire squad.

Kill the Draug

With the standard-bearer of Vandegrift, you will already fight in the guise of a witcher, so the duel should not cause much difficulty. But with the main boss - the draugir, problems may arise.

What it is, you will understand as soon as the battle begins. And it begins with the fact that the draugir “erases half your face” with one blow (on dark difficulty). To prevent this from happening, you need to immediately jump to the side.

If you run too close to the draugir, he will deftly hook you, despite tricks with rolls and dodges, but at a certain point the draugir becomes very vulnerable, namely at the moment of acceleration on you. All you need to do is dodge, roll towards the draugir, and slash him in the spine with your sword.

If you swung approximately as it is written in, then the draugir will “fold” somewhere with three hits in the back.

Bring people out in the guise of a priest of the Cross

The next task is a real trifle. You need to run across the battlefield, avoiding fire boulders hitting you.

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 into safe place, and on 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 course different kind 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 see them on magic stone, which acts as 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 dooming 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 Philippa. 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 right hand Henselt, 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 accusing Stennis of poisoning Saskia, we didn't get the royal blood we needed and therefore we have to get it in another 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 a large tent and with the help magic sign Igni set fire to the barrels. 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 the cave and 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 Easy level difficulties and bring down the draug, one or two.

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 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.

Approach the western gate and chat with Zoltan. During your conversation, the city will be besieged. Stock up on hot oil and climb onto the right wall, and then run to the end to pour it on the mechanism, which will then come into action. To do this, press the left mouse button as quickly as possible. Be careful, because Kaedweni soldiers can attack at any moment.

Once the hot oil has been poured, return to Zoltan and get 300 experience points.

Run to the second gate to get out of the besieged city. For this, you will receive an additional 200 experience points.

Then in The Witcher 2: Path of Iorweth - Symbol of Death, you need to climb the wall and fight off opponents who will attack from both ladders. You can use the Aard sign for this. After all opponents are thrown off the walls, get 400 experience points.

You will receive another additional 400 experience points if you fight off the next attack of enemies.

In the further passage of The Witcher 2: Jorvet's Path, you will become aware of the secret mines of Vergen. In the company of Saskia, head through the secret tunnel, being careful of the soldiers. When they attack, try to do everything not to be taken into the cordon.

For the successful completion of this task, 300 experience points are required.

In the end, you will find yourself near a huge cave, where Detmold will be waiting for you. Prepare for the fact that the sorcerer will cast a spell on you, and you will not die, just find yourself on the other side, and Dethmold will suddenly teleport. After that, you will receive an additional 300 experience points.

In the further walkthrough of The Witcher 2: Jorveth's Path, talk to Saskia and exit the caves to head to Vergen. Zoltan will meet you there, and you will automatically move to the city. Thus, you will earn another additional 300 experience points.

Look around and get ready to fight off the enemies climbing the stairs. Use the Aard sign against them until Iorveth arrives with his archers. Then block the exit through the gate to prevent Henselt from getting out and force him to surrender. After you can move in the opposite direction and find a ladder there. On it you need to go down and run to Iorvet.

Reward - 300 experience points

Then, in The Witcher 2: Jorveth's Path, you have to deliver Zoltan to the lever to lock the gate. On the way, no one should interfere, but when you pass near the stairs, beware of the soldiers. Once Zoltan closes the gate, watch the cut-scene in which Henselt will surrender.

Reward - 600 experience points

After that, in the passage of The Witcher 2: The Path of Iorvet, you will only have to go to Saskia and Philippa. Almost reaching the goal, you will see how they disappear into the portal. Enter Philippa's house and search all the rooms to find the book Poisons and Poisons. Read it to find out that Philippa used the rose of memory to influence Saskia's mind. You can then join Iorveth and head with him to Locke Muinne.