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ShowGamer.comThe Witcher 1 Walkthrough

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The Witcher 1 Walkthrough

A detailed walkthrough of the first part of the famous trilogy about the Witcher Geralt


Prologue

Kaer Morhen

Salamander warriors attacked the castle. In front of you is a scarecrow holding a rusty sword in his hands. We take it and go to battle. Vesemir will ask us to open the gate, which is located in another part of the castle. It is not so easy to get there, you will need to kill a dozen Salamander bandits. You can choose to either kill the enemies or simply run towards the stairs to trigger a cutscene.

From above there will be more bandits, they should also be dealt with. We approach the handle and hold LMB to open the gate. The gate fills up with stones and blocks the path of the Chimera. Vesemir gives us two potions - " Swallow " and " Thunder " .


Vesemir sends Leo with us to show us the way and help us kill the bandits. After we follow Leo into the corridor, where there are several more bandits that we deal with. We go further along the corridor and go upstairs. We see that there is the Magician and his assistants, who captured the laboratory. We want to approach him, but he blocked our path with his magic "Circle of Elements", because of this, a pile of cobblestones collapses onto the passagenicknames. Leo suggests that Geralt use the witcher's abilities, the "Aard" sign. But since Geralt has lost his memory, he does not remember this sign. To re-master the sign, go to the "Circle of Elements" and interact with the stone. Approach the rubble, select the sign (button 1 by default) and press RMB to open the passage. We rise back to our group and make a decision - to go with Triss and protect the Laboratory with her, or stay with Vesemir and help him deal with the Chimera.

If you choose to stay with Vesemir

Suddenly, bandits of the Salamander and Chimera break into the wall of the fortress. To kill the Chimera, you will need to select the Aard gesture (key 1) and use it on the bells and cauldrons, since the Chimera has a weakness - a loud sound. When you have done this, the Chimera becomes helpless and easy to kill, but you need to do this several times in a row.

If you choose to go with Triss

Before entering the laboratory, Geralt and Triss will be attacked by another magician. To kill him, it is enough to deal with four bandits, from which the sorcerer draws strength. When the bandits are killed, deal a few strong blows to the mage. Don't forget to use the Aard sign.


After we have killedChimera or Enchanter, we see Triss lying on the floor at the entrance to the dungeon. We go with Leo to the Mage and watch the cut-scene.

Elixir for Triss

Triss has gotten worse and you need to make an elixir for her. Go upstairs and exit the Lab. Lambert will be standing there, talk to him. We go to the bedroom and take Calcium Equum from the chest. The White Seagull can be found on the second floor in one of the chests. Climb up and get rid of a few bandits to collect the necessary ingredients. To do this, you first need to talk with Vesemir, he will kindly give you light armor and a steel sword . The last ingredient for the elixir can be found in the courtyard if you examine the corpse of the Chimera. We approach Vesemir and say that we have all the ingredients. We meditate and create a potion for Triss. We go to the second floor to Triss. We give her medicine and watch a few cut-scenes.


Chapter 1

Map of the Vizima Region. The Witcher
Map of the Vizima Region. The Witcher

About people and monsters

Watch a long video, after which Geralt needs to?You can slay several Barghest dogs. Talk to Shani in the courtyard of the tavern and go to the Reverend. To do this, just open the task log and click the "Show on map" button. Then just follow the marker.

To earn the trust of the Reverend, he will demand to light a fire in all the chapels before dawn. In addition, the priest will give Geralt the "Eternal Fire" ring, which you will use in conversations with his minions.


Gain Odo's Trust

We go to Odo's hut. He asks for help to deal with Echinops - living plants that crawl out of the ground at night. The battle will be difficult, because before that Geralt and Odo will drink a lot of alcohol. We defeat two Echinops and return to Odo for a reward.

Earn Mikula's Trust

From Odo's hut, head to the side city gates. Cross the bridge and approach guard Mikula. Show him the ring with the seal of "Eternal Fire" and ask what kind of help he needs. After the dialogue, turn around and run towards the crypt, the key to which you already have in your inventory. First, we recommend preparing and then drinking the elixirs " Cat " and " Swallow ". In the crypt we find the corpse of a girl and next to it is an empty flacon from under the poison. Explore the dungeon: kill some Ghouls and find the elemental circle stone to learn the second sign - " Igni ". Return back to Mikula and tell what you saw in the crypt.


Earn Haren's Trust

Return to the monastery of the Reverend and go forward a little. You will see several houses near the river bank, Haren lives in one of them. If you go to him during the day, then not far from Haren's house you will meet an old acquaintance - the dwarf Zoltan Khivai. Help the gnome deal with the bandits and talk to him. After that, go to Haren's house and show him the Reverend's ring so that he starts a dialogue.

Haren asks Geralt for help: every night, ghouls appear from the water and spoil the goods on the pier. Wait until night and go ashore. Get rid of a dozen utopians, after which Squirrels, warriors of the Scoia'tael, will appear before the Witcher. You will have a choice: kill them, or let them go with Haren's goods. In the future, each choice will affect the course of the plot:

  • If you let Squirrels go , in the second chapter, the nonhumans will brutally deal with the local bandit Brick, who is needed according to the plot to prove the innocence of the captain of St.rages by Vincent Mays.
  • If you kill the non-humans , in the next chapter, the former owner of the bank, Golon Vivaldi, will be put in prison for colluding with the Squirrels. To talk to him, you will have to pay 200 orens.

In any case, after these events, we return to Mikula and receive the promised reward. When all three quests are completed, go to the Reverend and tell him about it.

Visit Witch Abigail

Now go to the witch's hut, who lives not far from the Tavern. She will tell about the visions of the boy Alvin and ask to bring five petals of the Needle Myrtle. To be able to collect this plant, buy the book "Field Plants" from her and read it. Needle Myrtle can be harvested near Abigail's house. When you're ready, return to her and hand over the plants. After some time, the witch will prepare a potion, thanks to which Alvin will plunge into a trance again and tell some details about the Beast.

Waiting for the denouement

Having received the necessary information, we follow the Reverend and ask about the Salamanders. He will say that Geralt will find the answer in the Tavern. We run to the tavern and find several thugs who are trying to outrage the oldfamiliar witcher - Shani. We kill the bandits and take the key to the Salamander base from the corpse of the innkeeper. The desired house is located at the central intersection of the village. When you approach him, Geralt will be attacked by several bandits with the sign of the Salamander. We kill them and go inside. In the room on the left you will see a wooden hatch leading to the dungeon.

Having gone down, deal with a few more thugs and their leader, after which Alvin will run up to the witcher and tell that it was the Reverend who gave him to the Salamanders. Use the Aard sign to get out of the cave and find the witch Abigail. She will say that she is not involved in the murders and will ask Geralt to protect her. Now you need to make a decision, which, to be honest, will not change much:

  • If you saved Abigail , the witch will help in the battle with the Beast, but after the battle you will have to kill all the villagers, led by the Reverend. In this case, a good amount can be obtained from his body and the corpses of his minions, as well as a pass to Vizima. Apart from this, you will also meet a witch in the fourth chapter.
  • If you let Abigail be killed , the locals will help the witcher kill the Beast, and the Reverend himself will give Geralt a pass. It should be noted that in this case, youyou want to kill the priest and his retinue in order to "earn extra money."

Get to Vizima

Whatever you choose, after the battle with the Beast, return back to the inn to Shani. You can not follow her, but immediately run to the main city gates. They are still locked, so right at the gate, turn right and go to Mikula. As expected, he will frame the witcher and he will be thrown into the dungeon.

End of the first chapter.

Chapter 2

Temple Quarter. The Witcher
Temple Quarter. The Witcher

great escape

To start this quest, find a half-elf in the left corner of the chamber and play dice with him. As soon as the game is over, the captain of the guard will announce a contest to kill the monster in the sewers. With a few blows, we "ask" the big man not to interfere, we get a silver witcher's sword and go down into the sewer. Here we meet the knight of the Order of the Flaming Rose - Siegfried. By the way, you will have to choose one of two options:

  • Refuse help and work alone - in this case, Siegfried will cease to be a knight and will be sent to guard at the hospital. If necessary, he will let Geralt inside.
  • Agree to accept help - you can get to the hospital only upon presentation of the ring of the city guard, or after bribing the guard. Siegfried will help the witcher get to the dam for free.

When you have made your choice, look around the channels and find the monster. After defeating Cockatrice, collect ingredients and a trophy from him, which later can be given for a reward to the captain of the guard. Run to the exit from the sewers, where Geralt is attacked by several Salamander bandits. Upon exiting the Temple Quarter, you will see the home of private detective Raymond Marlowe. He will tell you how best to start the investigation. Thus, you get the tasks " Important Witness " and " Secrets of Vizima ".

important witness

As it turns out, the city guard recently caught one of the Salamander bandits, who would be very suitable as an informant. To learn more about him, you will need to buy or find Fisstech . If you killed Squirrels in the second chapter, then you can go to the tavern "Under the Shaggy Bear" and buy a fewportions of the powder from the Brick. Otherwise, talk to the prostitute Carmen and start the side quest " Girls in Distress ", as you progress through which you will kill Salamander bandits, in whose pockets there are sure to be several servings of fisstech.

When you have the powder, go down to the dungeon and make a gift to the jailer Yuzu. In return, he will tell that the prisoner was transferred to the hospital. Important : first you need to ask the jailer about the prisoner, and only then give the fishtech!

Prisoner

If you refused to accept Siegfried's help in the sewers, then in order to get to the hospital, you will have to pay a couple of dozen orens to the guard. Go inside and approach the prisoner. To trigger the desired cut-scene, it is advisable to come here after sunset and give the guard 10 orens. After a cutscene in which the prisoner calls the name "Kalkstein", kill the Grave bandits and leave the building.

Return to Raymond and tell about what happened. The detective will give a tip on several more suspects, who later need to be interrogated. When you do this, return to the detective and help him deal with several bandits. From now on, Raymond will disappear for a while.

suspectedLocation: Leeuvaarden

The merchant can be found on the dam during daylight hours. In a simple conversation, you will not learn anything from him, so you need to do the following:

  • Visit the tavern and ask the innkeeper about the person who buys Salamander badges;
  • Return to the tavern at midnight, buy six mugs of beer and offer the Messenger a drink, after which he will tell you that he works for Leuvaarden;
  • To the north of the tower in the swamps, find the corpse of the Messenger and read the letter;
  • Kill a few bandits and collect three badges to later exchange them for 500 orens from Leuvaarden, complete part of the quest and prove the merchant's innocence.

Suspect: Vincent Mays

We go to the captain of the guard and find out that he has a meeting with the Salamanders in a warehouse not far from the tavern. We arrive there at midnight, agree with Vincent and kill several bandits. In the afternoon we return to the captain and talk to him about what happened:

  • If Brick is still alive, then you need to complete the Rat " to clear the charges against the captain;
  • If the Brick was killed by nonhumans, then in the dialogue with Vincent we select " I believe you " and the charges will be dropped.

Suspect: Thaler

Thaler can be found in the house, not far from the dungeon. As it turns out from a conversation with the captain of the guard, the witcher's sword was confiscated from Thaler. There are several ways to prove the innocence of a dealer in stolen goods:

  • Return to Thaler's house at night and talk to his informant. After that, complete the side quest "Memory of the Blade". Important: if you complete the quest without first talking to the informant, it will be impossible to remove the charge!
  • After completing the side quest "My old friend" to collect the petals of the Swallow's Potion, another side quest will open in which Shani admits that Thaler is trying to woo her. In this case, you will still need to meet with the informant at night at Thaler's house and ask about this type from the fence itself.

Suspect: Vivaldi

The innocence of this dwarf is easy to prove. We find Zoltan in the evening in the Tavern, or a daywe eat non-humans in the quarter, and we communicate with him about Vivaldi. He will say that the bank has long belonged to him, so Golan has nothing to do with the Salamanders. We tell our theory to Vivaldi and complete part of the quest.

Suspect: Kalkstein

The innocence of the alchemist can only be proven after you find the corpse of the real Raymond Marlowe in the crypt in the city cemetery on the quest " What is hidden from view " (see below).

Suspect: Grave

The innocence of the leader of the bandits can only be proved after you find the corpse of the real Raymond Marlowe in the crypt in the city cemetery on the quest " What is hidden from view " (see below).

What is hidden from view

To get to the cemetery, you need to prove the innocence of either Thaler or Vincent Mays. Having done this, run to the cemetery and turn left. Find the entrance to the crypt and go inside. At the first fork, use the Aard sign to tear down the wall and find the corpse of Raymond Marlowe. Tell the Gravedigger about what you saw, as well as all the participants in the investigation and the former suspects, in order to clear all charges against them.

Anatomy of a Crime

When is Raymond Mar??ou will go on the run, visit Shani and complete some side quests for her (optional). Go to the dam and come back. A boy will come up to Geralt and say that Marlowe is waiting for the witcher at home. We follow the detective. Upon arrival, we notice that next to Raymond, the White Wolf medallion begins to vibrate strongly. In addition, Marlow's plans have changed and in general, now he takes money for his services: in order to continue the quest, you need to pay 200 orens. The detective reports that Geralt needs to perform an autopsy on a salamander killed in the hospital. Wait until evening and go to Shani's house.

How to get past grandma at Shani's house

In order to freely pass to an old acquaintance, you need to visit Thaler and drink it. This will require about ten mugs of beer. As a sign of respect, the buyer will give you the ring of the prophet Lebeda, noticing which the old woman will gladly let you into the house.

Opening

To start the autopsy, you need to complete a series of tasks:

  1. Find the book " Forensic Medicine " - buy from the Antiquarian in the Temple Quarter Square, or from Thaler.
  2. Negotiate withGravedigger about the delivery of the body. To do this, you need to purchase a bottle of Mahakam mead (pot-bellied dark decanter) from the waitress in the tavern, and give it to the Gravedigger.

During the autopsy, we examine the body and find out that the bandit was poisoned. If you have already completed the quest "What is hidden from the eyes", then Shani will say that these are Zerrikan flies that got into the body along with the fishtech. Otherwise, suspicions will fall on Kalkstein.

Secrets of Vizima

This task is available from the very beginning, but you can continue it only after you find the corpse of a real detective. Return to the impostor Raymond and ask what to do next. He will advise you to kill the Grave. Leave the house and return immediately. In a conversation, say that you killed the bandit, and also tell that you have a plan. The last preparation will be Kalkstein's three quests, which we will discuss below.

mysterious tower

Find the house of the alchemist Kalkstein on the map and talk to him. He will tell you that he is working on an important project and wants to open the old mage tower. First, the alchemist asks to find two books - "The Gates of Mystery" and "Ain Soph Aur". The first can be found at the antique dealer in the square, and the second at Golan Vivaldi. Learn?We eat the notes and return to Kalkstein. The alchemist gives a teleporter that can be used in places of power in the Swamps to return to the city, and also advises you to find ten Sephiroth. Here is a list of all stones:

  • Malchut - Obtained from killing Cockatrice in the sewers.
  • Hochma - the alchemist will kindly hand the stone to Geralt during the conversation.
  • Od , Gevura , Bina - are on the altar of Melitele, in the hospital of St. Swan (you need to put any food on the altar).
  • Tiferet - the merchant Leuvaarden will give for 500 orens (the same money can be obtained if you sell him several salamander badges).
  • Hesed - the elder of the brick-makers will give the sephiroth as a token of gratitude for the destruction of the drowners.
  • Yesod - This stone can be found by searching the tomb of the Raven, which is in a cave in the south of the Swamps.
  • Netzach - to get this sephiroth, you need to defeat the stone Golem on the Sentinel quest.
  • Keter - Obtained in the last part of the Important Witness quest from the self-proclaimed Raymond Marlowe.

safe marina

To go to the Swamps, go to the Dam. PogovoRite with the merchant and take the task for the drowners. At night, kill all the creatures and get a reward. Buy Sephiroth Tifferet from the merchant and go to the Swamps (you need to talk to the ferryman).

Forest in the swamps

Forest in the swamps. The Witcher
Forest in the swamps. The Witcher

Pilgrimage

Right at the pier we notice an elderly man who cannot get home. We take the quest and take the grandfather to the hut through the whole swamp. As a reward, he will tell you about another witcher - Berengar.

cannibal

If you took Grandpa to the hut, then look around the house for human bones and meat. Talk to the old man and find out that he is a cannibal. Now you need to decide what to do with it:

  1. Kill the old man (2000 experience). If you select this item, then the old man will leave the house and will defend himself not far from several Echinops.
  2. Keep alive (1000 experience). As a thank you, grandfather will give the formula for the Hanged Man's Poison elixir.

bricklayers

In the swamps, run to the village and find Vaska. Chat with her to take a contract for drowners. Go to the Clay Pits, kill all the drowners and return to the old woman. As a thank you, she will give you the Sephiroth of Chesed .

Lumberjacks

Flowers and gold

During the dialogue, the leader of the lumberjacks will offer to collect five flowers of the rare Double Arrow plant, which is used to make fisstech. These plants can be found near Grandpa's house in the southeast of the location. When you have the flowers, go to the ferryman and get 400 coins. You can keep the entire amount for yourself, but in this case it will not be possible to start the second quest from Loisa Bolt.

long way home

If you shared with the lumberjack, you can immediately take this task. The lumberjacks are about to leave the swamps, but since they are teeming with creatures, and the local god Waterman has a grudge against the lumberjacks, they are very afraid to leave the island. You need to choose how to proceed:

  1. Kill all the creatures, and at night come to the altar at the Clay Pits and deal with the Waterman.
  2. Negotiate with Vaska, take the ax from Loisa and put it on the altar. Come at night and talk to the good Vodyany. Take the Waterman's amulet from the altar and bring it to Loyza.

During the movement of lumberjacks, Geralt must kill Echinops, Leeches, Drowners and other monsters. If you run away or leave the location, then all the lumberjacks will die, and the quest will fail.

Druids

For its weight in gold

In the clearing of the druids we find a squirrel named Yaevinn, who will ask you to deliver a letter to Vizima. The letter is intended for Golan Vivaldi. Having done this, wait for a response and return the letter to Yaevinn. In this case, you will receive an experience reward and orens. If you decide to hand over the letter to the captain of the guard, you will receive nothing.

Intelligence service

At some point, the Order's scouts will be stationed between the lumberjack camp and the druid clearing. They want to attack the Belok who are going to trade with the smugglers. You have a choice:

  1. Refuse the task - in this case, you will not receive anything, but remain neutral.
  2. Agree to kill Belok and fight for the Order.
  3. Ask Siegfried to wait and ambush people . To do this, after a dialogue with Siegfried, you need to go to the base of non-humans and tell about the impending ambush.

Hourly

This quest will become available if you have completed Vaska's quest to kill drowners. In this case, in addition to the Sephiroth, the old woman will give a Tarot card, which depicts the magician's tower. With this card, we return to the alchemist, who offers to build a lightning rod to revive the Golem. The device can be made at any gunsmith for 50 and 70 orens.

When you have the piece of iron, go to the Golem Graveyard and wait for the storm. By the way, you can turn to the druids for help and for a round sum of 500 orens they will call for cloudy weather. After the condition is met, approach the Guardian and use the lightning rod on him. Watch the cut-scene.

Fighting the Golem with a sword and magic is pointless: he has too much health. Killing him is not difficult - lure him into a triangle between three racks and activate all three. When the latter is activated, the golem will be struck by lightning. Repeat the steps several times, and after his death, take the Sephiroth Netzach and the Golem Heart mutagen.

obeliski

To open the entrance to the magician's tower, you need to install all ten Sephiroth in the obelisks that are scattered around the Swamp. To do this, simply activate the ability to track the task and follow the marker on the minimap. When all the stones are set, run to the tower.

Tower

Now go to the entrance to the tower. Talk to Raymond Marlowe and go inside. Learn the last sign - Aksiy, and examine the chest. Take all valuable items from the chest, including the book of the Mage from the Tower, then go outside.

Now you have to fight with two opponents at once: Azar Yaved and the Professor. Beforehand, we recommend drinking a few elixirs (Swallow and Eagle Owl will do). Fight the bandits until a cut-scene starts, after which the chapter will be completed.

End of the second chapter.

Chapter 3

Adviсe

  • To quickly move between locations, use Kalkstein's pocket teleporter in places of power, as well as regular teleporters.
    • The first portal is on the second floor in Triss Merigold's apartment;
    • Secondthe portal is located in Kalkstein's laboratory;
    • Kalkstein placed the last portal in a tower in the swamps.
  • Some quests are available only at night, and some during the day. Before you go on a mission, look at the time in the upper right corner of the screen. This will save time looking for a fire or a place to rest.
  • Before doing the last quest "Unforgiven", we recommend that you complete all the side quests of the chapter.
Merchant quarter. Walkthrough The Witcher 1
Merchant quarter. Walkthrough The Witcher 1

Source

We recommend starting with this quest as it is the easiest to complete. You need to place three sensors in the reliefs of three different locations. After talking with Triss, leave the house and follow the markers:

  • The first relief is located in the Merchant Quarter;
  • The second relief can be found in the Temple Quarter, at the entrance to the sewers;
  • You will find the last relief in the cemetery.

By installing all the sensors, the cemetery can be completedThe side quest " Six Feet Under ".

Child-Source

Returning to Merigold, she will say that the source of the anomalies is a guy named Alvin. The same one that you have already met in Vizima Outskirts. Now the boy is in the hospital of the Holy Swan, but Triss cannot pick her up, because Geralt's old friend Shani is not going to give her the boy. You need to make another choice: leave the boy with Shani, or return Triss.

Go to Shani and talk to her. She does not want to hear about Triss Merigold and insists that the witcher bring the child to her. Go to the hospital and talk to Buttercup. The bard will say that Alvin was kidnapped, but he saw where he was taken. Follow Buttercup to the marked house and go inside. At the end of the battle, we choose to whom Buttercup should take Alvin:

  1. If you chose Shani, then all the boy's requests must be satisfied. Have a drink with friends in a tavern and after a while find or buy a silver ring with amber. Give the ring to the redhead to get a second Shani card .
  2. In the second case, refuse Alvin his whims, in??drink with friends in the tavern and return to Merigold. Bring her a silver ruby ring to get a second Triss card .

The rings you need will be available for sale from the Hawker in the Temple District, near the entrance to Shani's house.

Side quests in the Temple Quarter

six feet underground

Side mission . Once in the cemetery, go to the building in the center of the location and talk to the ghoul. He will say that he does not feed on living people, and will direct you to the crypt in the cemetery. Don't kill the creature and run towards the crypt. Here you will see several squirrels who will say that they left women with children in the crypt. You have a choice: kill squirrels, but sacrifice people, or vice versa. If you release the non-humans and save the innocent, Siegfried will be grateful to you. Return to him and tell him about what happened to get a reward.

Worried Nurse

The quest can be taken at noon at the hospital. Where the Gardener usually walks, you will see an Upset Nurse. Talk to her and ask about what happened. At midnight, run to the statue of medicine, where the merchants stand during the day and enter the first corner door on the right. Go down to the basement (?Just don't wake up granny) and deal with Fleder. Return to the Nurse to receive your reward.

Luxurious reception

At the very beginning of the chapter, Triss reports that Leuvaarden is preparing a sumptuous reception at the inn in the Merchants' Quarter. We go there and first on the first floor we communicate with Buttercup, as well as with the Innkeeper. We pay a few hundred orens to the second and find out the password from the Salamander's lair - "Thorns". We remember the password, as it will come in handy when passing another quest. At six o'clock in the evening we go up to the second floor and talk with Triss. You can immediately search a separate room to find a mysterious note and several dozen orens in the chest. At this moment, the merchant will notice the witcher: it doesn’t matter how you answer him, because it doesn’t affect anything.

How to Seduce Princess Adda

At the first conversation with Adda, she will ask you to leave for a while. Come back to her in a few minutes and tell her that politics is like a novel . She will offer to find the most delicious snack for her. Talk to Velerad in the next room and ask him about the princess's tastes. He will say that Adda prefers almost raw meat. We run to Thaler and ask you to tell me what kind of raw meat dish the princess likes. If you have already found the mysterious note from the sauce?Give her a room, give it to Thaler, and in return he will name the dish - catoblepas. We approach Merigold and ask you to conjure a catoblepas steak for Adda, then give it to the princess herself. Adda will ask for an audience in the next room: follow her and agree to the princess's proposal. After that, you will receive an Adda card.

Leeuvaarden and Thaler

After that, we return to the hall and communicate with the guests. You are in the far left corner of the room you can observe a knight in armor who has taken a vow of silence. If you drink three bottles of strong drink with him, he will talk and give you a ring with the seal of the House of Night (50% discount on services).

Talk to the merchant Leuvaarden and say that you will help get rid of the Salamanders, but this does not mean that you have become friends. Exit the tavern. On the threshold of the building you will see how the guards are trying to detain Thaler. Listen to both sides and tell De Wett that not a single hair must fall from Thaler .

The ball unwinds

Return to the Temple Quarter and visit the dungeon. Talk to Yuz, who will tell you about the local Fisstech merchant. During the daytime, run to the slums. Not far from the tavern you will meet Mower. We communicate with him and answer his question with any answer. We follow the mower in egabout the house, then we kill and take away the letter of recommendation and the key . From now on, the Salamander lair in the sewers will be highlighted on the map.

We follow into the sewer and approach the guard at the grate. He asks for a password (if you bribed the innkeeper in the Merchants' Quarter, you already know the password you need - " Spikes "). Name the correct password and go down to the laboratory. Run straight all the way, then turn right. There will be several bandits standing next to the chest. Examine the chest and take Gotrik Blenheim's letter and the sewer key. At this point, all the bandits will become hostile. Kill all enemies and leave the laboratory. At the top, Yuz will meet you with the guards and declare gratitude. This will start the next task.

Vizim connections

As soon as you have Gotrik's letter and you talk to Yuz, a marker for this task will appear on the map. Run straight through the sewers, and at the end turn left. Open the locked door with the key found earlier and turn right. Get rid of the bandits and search the body of Gotrik himself. In addition to the fake letter, Geralt will find a special key to decipher the letter.

At this point, some players are faced with a problem - a bug. "Vyzim connections - Bug". If you searchedand the body of Gotrik, but the task has not been updated, then you should do the following:

  1. Go to: Drive C/Users/USERNAME/Documents/The Witcher/saves and save all the data (or the last actual save).
  2. Install the latest version of the game, preferably The Witcher Enhanced Edition .
  3. After installation, copy the backup save from the path above.
  4. IMPORTANT : if you are using game version 1.3 and below, then in this case updating with patches will only spoil the game!

If everything went well for you, pick up the Key to the Salamander Cipher and another letter from the corpse of Gotrik. Return to the dungeon and tell Yuzu about what happened. The quest will be completed and you will receive 200 orens.

harvest time

It's time to go to the Forest in the swamps. Visit Vaska and talk to her about the Salamanders. She will give you some information. You need to visit three places marked on the map. If in the second chapter you took the quest " The Lost Sheep ", then you can complete it by searching the cave in the south of the location.

Diplomacy and Hunting

Return to Vaska and say that you have fulfilled the slavefrom. According to the quest, you need to go to the druid elder, who will offer to make the best drug, thereby framing the leader of the bandits. Go to the bandits and kill everyone. Search the corpse of the second Blenheim to find the Encrypted Records .

Side quests in the Swamps

Ring

This quest can be picked up on the way to the Swamp Forest. On the dam, find a merchant who was not there before. He will ask you to return the ring of his uncle, who disappeared in the swamps. The corpse is easy to find, it is located near the Melitele altar in the west of the location.

Predatory Wyvern

Once at the altar of Melitele, go down north along the map and find the lair of the wyverns. The largest of them is called Moa. Kill her and take the head to the Huntsman in the Merchants' Quarter.

White Fang

Exploring the swamps, in the central part of the location you will stumble upon a huge wolf. Kill him and bring the trophy to the Huntsman in the Merchants' District.

The beauty and the Beast

In the swamps next to the ferryman you will meet an old friend - Carmen. She will ask for help: she needs to get to the druids in order to find a cure for lycanthropy. you need to visitdruids, and then collect 5 dog parsley leaves and return Carmen.

Echoes of bygone days

Even if you have not completed any of the tasks of Yaevinn, then in the third chapter you can find him in the druid settlement (and after the bank robbery in Vivaldi's house, in the Temple Quarter) and talk to him. He will give you a job that is related to killing a monster. You need to get into the sewers of the Merchant Quarter, find and kill the vampire. Immediately after defeating the monster, an elf will appear and thank you for your work.

The Great Bank Robbery

This task will become available immediately after you leave the tavern for the quest "Luxurious Reception". If you leave the tavern at night, Salamanders will attack you, then the boy will say that Vivaldi's bank is being robbed. Run to the bank and talk to Velerad. He will give you the key and say that you can go through the city hall. Opposite Velerad there is a door to the warehouse, which opens with the received key. Climb up, kill the creatures and run to the bank.

Once inside, Yaevinn will be waiting for you. In this quest, neutrality will not work, because you will have to choose whether to fight the non-humans, or help them by dealing with the monsters in the dungeon.

If in the first chapter you executed non-humans, then in this task we recommend helping them, since the second option will necessarily lead to a violation of neutrality.

lock and key

When you deal with the Blenheim brothers and get the shift and key, then go to Declan in the New Narakort tavern and give him the items you found. After a while, return to him for an answer. He will say that he is aware of where the Salamanders are hiding in the Merchant Quarter.

Exit the tavern, turn left at the fork, then right at the center of the block. On the left side you will see guardsmen. Talk to the Officer of the Guard and tell him the password "Lily has not caught fire yet." He will answer "Three lilies - a single whole", and then say that he will be waiting for you in the sewers at midnight. Run to Triss' house and rest until midnight. Head to the sewers and climb the stairs to the closed part of the block. Enter the Salamander base and watch a cut-scene in which the bandits communicate with the king of Redania - Radovid. Kill all the Salamanders on the first floor and in the basement, talk to Radovid and take the magic stone in front of the mirror.

Go outside and watch another video of the Werewolf killing the Salamanders. At the end of the video, the Werewolf recognizes?I mean, he's Vincent Mays, captain of the Temple District city guard. You have to make a choice:

  • If you leave the Werewolf alive, then he will help you in the battle with the Salamanders in the final quest of the third chapter;
  • If you kill a Werewolf, he will turn into a human. Vincent can also be killed: in this case, Geralt will receive quite a bit of experience and a werewolf skin.

Unforgiven

After all completed quests, return to the tavern to Leuvaarden and tell about what happened. He will say that attacking the Salamander base alone is a bad idea. You need to find an ally.

If you helped Siegfried in the quest "The Great Bank Robbery", then Yaevinn will refuse to help you, and vice versa.

  • Siegfried can be found in the Temple Quarter near the gatehouse, at the entrance to the cemetery;
  • Yaevinn is located in the Temple Quarter, in the Vivaldi House (the house, to the left of Kalkstein's laboratory).

Having agreed with one of them, show Triss found?? stone and say that you have found allies. Before heading to the tavern, we advise you to complete all quests and prepare for several battles: stock up on elixirs and upgrades.

If you saved Vincent's life, he will warn you in the tavern that the Salamanders are attacking. Thus, you will fight side by side with the Werewolf. After the battle, go up to the second floor, where Merigold will teleport you to the Salamander base.

Once in the cave, go ahead and listen to Yaevinn or Siegfried (depending on who you chose). Approach the portal and activate it. Now run forward and talk to Azar Yaved. Watch the cut-scene.

When everything is over, you will find yourself in the lair of the Kikimora Queen. This creature is very strong and kills with one hit. It doesn't make much sense to fight her. You can drink the Owl Elixir for accelerated energy regeneration. Once you do that, run through the adits using the "Aard" sign on the props to block the monster's path. Once in the large hall, go to the exit and wait for the creature to come close to you. Use Aard first on it, then on one of the several props to make the structure collapse. Search Kikimora: take the letter and note, as well as the elixir recipe. Leave the cave and watch the cutscene.

Kon??ts of the third chapter.

Chapter 4

Lake Shore. Walkthrough The Witcher 1
Lake Shore. Walkthrough The Witcher 1

Circles on the water

Once on the shore of the Lake, run to the hut of the Fisher King and ask permission to take the boat. Swim to the shallows, then talk to the Lady of the Lake. She will say that you can help reconcile humans and mermen. To do this, you must first visit the Water Priest at the altar of the Lady.

The priest will answer that another witcher, Berengar, has already taken this task. We go to him and ask him to give this task. He won't refuse. After that, the Water Priest will stop visiting the altar for a while. You need to complete the "Into the Bright Sun" story quest to continue doing this.

When the quest is completed, return to the Water Priest and say that you are ready for reconciliation. There are three ways in which conflicting parties can be reconciled:

  • The first is the path of the Vodyanykh. You need to bring the Medal Cow from the village and kill her on the altar of Dougshe. In this case, people will have a negative attitude towards the witcher.
  • The second is the way of the People. You need to visit the altar of Dagon and kill the peaceful priest. This will seriously piss off the other mermen.
  • The third one is neutral. Talk to the Lady. Say that you are ready to reconcile the parties, but without bloodshed. In this case, she will send Geralt to the altar and say that she needs one item from each side. On the altar it is written what these items are: a Golden bracelet from the Mermen and an Alabaster figurine from the People.

When you have made your choice, follow the shallows, to the altar of Dagon. Put the desired item on the altar and fight the monster. The boss is quite strong, so we recommend preparing before the battle. Depending on which option you choose, the reward will vary:

  1. Ceremonial sword from Deitwen.
  2. Diamond.
  3. One silver talent.

If you peacefully resolve all the quests in this chapter, then the Lady of the Lake will give the main character the unique silver sword "Arondite".

Side quests on Shores and Shallows

Daily bread

In the east of the location is a cave in which squirrels have taken refuge. Visit the cave and talk to Toruviel. She will ask you to complete a simple task - to purchase 5 pieces of bread from a merchant in the village. If you don't want to spend money on bread, then search the baker's house. In one of the shelves you will find four free pieces, and buy the fifth with Toruviel money.

Habit is second nature

As soon as you find yourself on the shore of the lake, you will see a green water nymph. Talk to her and ask what is bothering her. She will say that her necklace was stolen by an evil merman. To summon it, you need to kill all drowners in three places:

  • On the shore of the lake, not far from the hut of the Fish King:
  • On the shallows, right next to the boat;
  • On the shore of the lake, by the road between the tavern and the ruins.

For completing the quest, you will receive one of three rewards:

  • Rune of the earth;
  • Book about Vodyanykh;
  • One free treatment.

Raven armor

This sq.?st will start automatically when you find the witcher Berengar in the cave, which is not far from the entrance to the village. Just follow Berengar and search the sarcophagus he leads you to. Read the continuation of the quest in the Fifth chapter.

Ways of destination

After discussing all issues with Berengar, go to the Shoal to the Lady of the Lake. Ask her about the purpose. She will say that her visions tell her about one of the witchers. Return to Berengar and ask him about the destination. He will answer that he is not interested in such nonsense. Again, run to the Lady and ask about the Grail. Now she will send you to visit the Hermit in the fields. We run into the fields and find the Hermit's shack. We ask about the philosophical and mystical version of the Grail and return to the Shallows. We joke with the Lady and get her card.

In the bright sun

Village. Walkthrough The Witcher 1
Village. Walkthrough The Witcher 1
Field Map. Walkthrough The Witcher 1
Field Map. Walkthrough The Witcher 1

When you reach the village, will Lut meet you??To. He will offer to visit the tavern and ask others about the upcoming ceremony. We speak with Julian, who will say that he does not have time to solve problems with the Vodyanys, since from day to day they will have a wedding with Soltys' daughter Alina.

Follow the village and talk to the sisters Alina and Selina. After the dialogue, Adam will appear and say that he is Alina's lover and they secretly love each other. Selina, by the way, is “light on the front” and can give herself to Geralt if you give her an expensive ring. In truth, the Golden Ruby Ring is enough.

Alvin is in Alina's house. Talk to him. After a while, he will disappear. Depending on who you chose as a mentor for him in the previous chapter, he will either be located by the riverbank , or in ruins . After the rescue, we speak with a boy who anticipates trouble. Return to the tavern and talk to Julian. He will say that Alina went to the field, but has not yet returned. Leave the tavern and run into the field.

In the middle of the location is a large tree - you go there. When you get closer, watch the video with Middays. Alina is dead and turned into Noon. Immediately after these events, watch another video of how Alina's lover kills her sister, Selina. Now you have two problems at once - NoonItza and Midnight.

How to get rid of Midday

Return to the tavern and tell Julian about what happened. If in the first chapter you allowed the Reverend to kill Abigail, then it is better to keep silent about the fact that Adam killed Alina's sister, because you will create more problems for yourself. Julian asks the witcher to solve the problem so that the souls of the dead can rest in peace. Exit the tavern and enter the nearby house of the Witch Doctor. She will say that this happened because of the artifact - Alina's mirror.

Run to the field and collect five mirror fragments. Give the shards to the blacksmith, who will ask for 100 orens for the work. Return to him after a few minutes and pick up the fragments. Show the mirror to the Midday on the field, but nothing will happen.

Return to the Witch Doctor again. She will say that the spell can be removed in two ways:

  1. If you protected Abigail in the first chapter, then ask Buttercup to compose a song and sing it to the ghosts. Important : During the song, you need to answer in rhyme, otherwise everything will fail!
  2. If Abigail still died, then run to the field and talk to Adam. Tell him that the souls of the dead only hear the dead. He immediately commits suicide and tells aboutto all the ghost of Alina.

Selina can also be put out of her misery by giving her the Immortelle Wreath . This item can be obtained as a reward for the Hermit's "Hunting the Wild Hunt" quest. In this quest, you need to get rid of the ghosts that appear at the druid altar at night.

free elves

When the main quests of the chapter are completed, upon returning from the Shallows to the shore, you will be met by the commander of the Burning Rose Squad - White Rayla. She will say that the squirrels have captured the village, which Geralt will ask you not to attack yet. We follow the village and communicate with Toruviel. If in the previous chapter you helped Yaevinn rob a bank, then she will agree to run, but you will have to help her. Actually the choice is not great. Even if you just want to help non-humans escape, you will still participate in the battle:

  • Help Toruviel - in the next chapter, infantrymen and knights of the Order will attack you;
  • Help Rayla - Scoia'tael will attack you in the next chapter.
  • Take Alvin and leave (the path of neutrality) - both now and in the next chapter, all conflicting parties will attack the witcher.

After a long cut-scene, run to the boat and leave the lake shore. In the next task, talk to the characters present and enter Old Vizima. End of the fourth chapter.

Chapter 5

Old Vizima. Walkthrough The Witcher 1
Old Vizima. Walkthrough The Witcher 1

Her Highness Striga

We enter Old Vizima and watch a long cut-scene. After that, the witcher is in the throne room. Speak with Triss, Velerade, and Comte de Wett. After that, return to Triss again and make a conclusion. When the conversation is over, King Foltest will summon you. After talking with him, follow the servant and say that you want to return to the city.

The quest does not end there, after several story quests you have to remove the curse or kill Princess Adda, who turned into a striga. To do this, go to the location "Cemetery in the swamps" and talk to Velerad. Having descended into the crypt, Foltest's right hand will block the grate so that you can finally deal with this problem. There is a bonfire in the crypt, so if you are not already preparedcurled up - now is the time. You have to choose:

  1. Kill the striga - for this you just need to stock up on potions and improvements for the sword. We kill the monster and return to the top. We take the Heart of the Striga and tell Velerad the bad news.
  2. Remove the Curse - To rid the princess of her mutant form, you need to spend the night in the crypt, from dusk to dawn. This is not easy, so we recommend stocking up on elixirs like "Swallow" and "Owl". This will help restore health, as well as use the Aard sign on the striga, and the Quen sign on yourself. In this case, Velerad will give you the best iron sword D'yaebl .

In any case, take the diary of the traitor Ostrit from the sarcophagus, which will have fresh notes. Tell Velerad what happened.

Fire from Heaven - Ghetto Escape - Cleansing Flame

These three quests are practically the same from each other, except for the characters. Depending on what decisions you made, certain heroes will appear.

After you leave the royal chambers, the Nurses / Zoltan / White Raila will meet you on the streets. Escort the characters to the hospital and talk to Shani. She will ask you to leave her alone for a while. At this moment, enter the hospitalthere are guards and will call the witcher to the rescue. Leave the hospital and go behind the building near the city hall. Now you need to deal with the mutant. Having done this, Kalkstein will appear and ask you to take the body of the mutant.

Return to Shani. Depending on which side you have taken, Squirrels, infantrymen of the Order, or both will burst into the hospital. Kill everyone and escort the doctor to the swamps. Each next stage will be more difficult than the previous one: you need to destroy the scavengers and clear your way further with the Aard sign.

Once in the swamps, you will meet the Grand Master. Talk to him, after which Shani will say that she herself will get to the Druid camp.

Armor

Cemetery in the swamps. Walkthrough The Witcher 1
Cemetery in the swamps. Walkthrough The Witcher 1

You already have the first piece of armor. Just got two more to go. The tomb you need for the quest cannot be found on the map, since it is hidden. You can find it near the passage to the Homestead, which is in the east of the location. Search it for two more pieces of armor. Depending on which path you chose, you need to visit the heroes:

  1. The Order - visit the forge of the Order, which is not far from the Asylum. The blacksmith will say that he needs to bring the Litany of Saint Gregory . It is located in the swamps, in the Crypt of the striga near the Wayfarer's Stone. Use the signs on the stone: Aard, Aard, Igni .
  2. Inhumans - Visit a Scoia'tael forge, then bring him a Dwarven Device from the Old Mine in the Swamps. Use the signs on the stone: Igni, Igni, Aard .
  3. Neutrality - go to Kalkstein in Old Vizima and ask him to restore the armor. To do this, run to the Refugee Cave in the swamps. Use the signs on the stone: Aard, Igni, Aard .

The taste of revenge

When you deal with the striga, Velerad will tell you where the Salamanders have taken refuge. From the cemetery, follow to the Homestead and get ready for numerous battles. Deal with the mutants, among which there will be a mutated White Rayla and go down to the dungeon. Here you will find several more waves of mutants and scavengers. In one of the rooms you will meet Yaved, who will create Kashchei - a huge monster. Kill him and follow further to the laboratory.

Before the final fight with Hazard Javedom we recommend to cook and drink elixirs:

  • Swallow - greatly accelerates the restoration of health;
  • Owl - significantly accelerates energy recovery;
  • Willow - makes the witcher completely invulnerable to knockdown and stun.

Side quests of the fifth chapter

Mud and velvet

In the throne room you can observe a girl in a white dress. If you talk to her, she will offer the witcher a job: to find her relatives and give each of them 300 orens. They are:

  • In the first refugee cave;
  • In the second refugee cave;
  • In the cave of the druids.

As a reward for completing the quest, Jean-Pierre will give you some " Dragon's Dream " bombs.

End of the fifth chapter.

Epilogue

Ashes of Vizima

After talking with the king, run forward along the street, then turn right at Thaler's house. Turn left at the fork, at this momentm suitable local resident. He will say that you can hide in the house. Go inside and talk to the survivors. Go down to the basement. If you have not killed the sentient monster Vetala, then he will be here. Search the chest and take the key. Open the door to another house, then go upstairs and get out through the window. At the end of the street there is an entrance to another house. This way you will find yourself in the sewers (run away from Rigger).

The boss is quite easy to kill: first attack the tentacles, then the head of the monster. Get out of the sewers and follow to the castle of the Order. Get inside, get rid of the guards, pick up the key from the entrance and open the door. Watch a long video in which the Master talks about his plans.

frozen reflections

Follow the only path, destroying opponents along the way. Here you will see all the iconic characters that you have met in the game. If you have disenchanted the princess, then she will become the last vision and offer her help in the fight against mutants.

Now you need to kill the Grand Master. Before the fight with him, Geralt will enter the meditation mode, where you can make elixirs for the last time and distribute talents. After killing the first boss, the ghost of the Wild Hunt will appear and offer to give him the soul of Jacob from Aldersberg. If you agree, t?? transfer back to Vizima. If you refuse, you will have to fight with numerous ghosts led by the Wild Hunt.

Tell Buttercup everything you think. Watch the final video.

End game .